refactor: support multiple inventory surfaces

Introduce `InventorySurface` to allow items to be moved between
different inventory grids.

- Update `InventoryItemContainer` to use surface-specific cell sizes
  and coordinate transformations.
- Update `InventoryItemSpawner` to handle multiple surfaces.
- Refactor `moveItem` to support transferring items from one
  `InventorySignal` to another.
- Add `InventorySurfaceState` to manage surface-specific metadata.
- Remove reliance on global `GRID_CONFIG` in favor of surface data.
This commit is contained in:
hypercross 2026-04-21 16:39:10 +08:00
parent 093eadbefd
commit 422ddde200
5 changed files with 191 additions and 129 deletions

View File

@ -11,44 +11,44 @@ import {
} from "boardgame-core/samples/slay-the-spire-like"; } from "boardgame-core/samples/slay-the-spire-like";
import { DisposableBag } from "../../../framework/dist"; import { DisposableBag } from "../../../framework/dist";
import { InventoryItemState } from "@/state/InventoryItemState"; import { InventoryItemState } from "@/state/InventoryItemState";
import { moveItem } from "@/state/inventory";
export interface InventoryItemContainerCallbacks { import {
onMoveItem: ( InventorySurface,
itemId: string, InventorySurfaceState,
newX: number, inventoryToScene,
newY: number, sceneToInventory,
newRotation: number, } from "@/state/inventorySurfaceState";
) => boolean;
}
export class InventoryItemContainer extends Phaser.GameObjects.Container { export class InventoryItemContainer extends Phaser.GameObjects.Container {
private itemState: InventoryItemState; private itemState: InventoryItemState;
private surfaceState: InventorySurfaceState;
private surfaces: Iterable<InventorySurface>;
private hitArea: Point2D[] = []; private hitArea: Point2D[] = [];
constructor( constructor(
scene: Phaser.Scene, scene: Phaser.Scene,
private gridOffsetX: number, item: GameItem,
private gridOffsetY: number, surface: InventorySurface,
private callbacks: InventoryItemContainerCallbacks, surfaces: Iterable<InventorySurface>,
) { ) {
super(scene, gridOffsetX, gridOffsetY); super(scene, surface.gridOffsetX, surface.gridOffsetY);
scene.add.existing(this); scene.add.existing(this);
const cellSize = surface.cellSize;
const graphics = this.scene.add.graphics(); const graphics = this.scene.add.graphics();
graphics.setPosition( graphics.setPosition(cellSize / 2, cellSize / 2);
GRID_CONFIG.VIEWER_CELL_SIZE / 2,
GRID_CONFIG.VIEWER_CELL_SIZE / 2,
);
const label = this.scene.add.text( const label = this.scene.add.text(
GRID_CONFIG.VIEWER_CELL_SIZE / 2, cellSize / 2,
GRID_CONFIG.VIEWER_CELL_SIZE / 2, cellSize / 2,
"", "",
GRID_CONFIG.ITEM_NAME_STYLE, GRID_CONFIG.ITEM_NAME_STYLE,
); );
this.add([graphics, label]); this.add([graphics, label]);
this.setupInteractive(); this.setupInteractive();
this.itemState = new InventoryItemState(); this.itemState = new InventoryItemState(item);
this.surfaceState = new InventorySurfaceState(surface);
this.surfaces = surfaces;
const disposables = new DisposableBag(this); const disposables = new DisposableBag(this);
@ -60,9 +60,9 @@ export class InventoryItemContainer extends Phaser.GameObjects.Container {
disposables.addEffect(() => { disposables.addEffect(() => {
graphics.clear(); graphics.clear();
if (!this.itemState.shape.value) return;
this.renderGraphics( this.renderGraphics(
graphics, graphics,
this.surfaceState.cellSize,
this.itemState.shape.value, this.itemState.shape.value,
this.itemState.color.value, this.itemState.color.value,
); );
@ -79,13 +79,13 @@ export class InventoryItemContainer extends Phaser.GameObjects.Container {
}); });
disposables.addEffect(() => { disposables.addEffect(() => {
if (!this.itemState.transform.value) return;
this.snapBack(this.itemState.transform.value); this.snapBack(this.itemState.transform.value);
this.itemState.setPreviewRotation(0); this.itemState.setPreviewRotation(0);
}); });
} }
setItem(item: GameItem): void { setSurfaceItem(surface: InventorySurface, item: GameItem): void {
this.surfaceState.setSurface(surface);
this.itemState.setItem(item); this.itemState.setItem(item);
} }
@ -100,7 +100,7 @@ export class InventoryItemContainer extends Phaser.GameObjects.Container {
flipX: false, flipX: false,
flipY: false, flipY: false,
}); });
const cellSize = GRID_CONFIG.VIEWER_CELL_SIZE; const cellSize = this.surfaceState.cellSize;
return cells.map((cell) => ({ return cells.map((cell) => ({
x: (cell.x - cells[0].x) * cellSize, x: (cell.x - cells[0].x) * cellSize,
@ -110,28 +110,28 @@ export class InventoryItemContainer extends Phaser.GameObjects.Container {
private renderGraphics( private renderGraphics(
graphics: Phaser.GameObjects.Graphics, graphics: Phaser.GameObjects.Graphics,
cellSize: number,
shape: ParsedShape, shape: ParsedShape,
itemColor: number, itemColor: number,
) { ) {
const cells = transformShape(shape, IDENTITY_TRANSFORM); const cells = transformShape(shape, IDENTITY_TRANSFORM);
for (const cell of cells) { for (const cell of cells) {
const localX = (cell.x - cells[0].x) * GRID_CONFIG.VIEWER_CELL_SIZE; const localX = (cell.x - cells[0].x) * cellSize;
const localY = (cell.y - cells[0].y) * GRID_CONFIG.VIEWER_CELL_SIZE; const localY = (cell.y - cells[0].y) * cellSize;
graphics.fillStyle(itemColor); graphics.fillStyle(itemColor);
graphics.fillRect( graphics.fillRect(
localX + 2 - GRID_CONFIG.VIEWER_CELL_SIZE / 2, localX + 2 - cellSize / 2,
localY + 2 - GRID_CONFIG.VIEWER_CELL_SIZE / 2, localY + 2 - cellSize / 2,
GRID_CONFIG.VIEWER_CELL_SIZE - 4, cellSize - 4,
GRID_CONFIG.VIEWER_CELL_SIZE - 4, cellSize - 4,
); );
} }
} }
private setupInteractive() { private setupInteractive() {
this.setScrollFactor(0); this.setScrollFactor(0);
const cellSize = GRID_CONFIG.VIEWER_CELL_SIZE;
this.setInteractive({ this.setInteractive({
hitArea: this, hitArea: this,
hitAreaCallback: ( hitAreaCallback: (
@ -142,9 +142,9 @@ export class InventoryItemContainer extends Phaser.GameObjects.Container {
hitArea.hitArea.some( hitArea.hitArea.some(
(cell) => (cell) =>
x >= cell.x && x >= cell.x &&
x < cell.x + cellSize && x < cell.x + this.surfaceState.cellSize &&
y >= cell.y && y >= cell.y &&
y < cell.y + cellSize, y < cell.y + this.surfaceState.cellSize,
), ),
useHandCursor: true, useHandCursor: true,
} as Phaser.Types.Input.InputConfiguration); } as Phaser.Types.Input.InputConfiguration);
@ -164,58 +164,68 @@ export class InventoryItemContainer extends Phaser.GameObjects.Container {
} else if (event.type === DragDropEventType.ALTBUTTON) { } else if (event.type === DragDropEventType.ALTBUTTON) {
this.itemState.addPreviewRotation(90); this.itemState.addPreviewRotation(90);
} else if (event.type === DragDropEventType.UP) { } else if (event.type === DragDropEventType.UP) {
this.setAlpha(1);
const finalRotation = this.itemState.previewRotation.peek(); const finalRotation = this.itemState.previewRotation.peek();
if (!this.handleDragEnd(finalRotation)) { const finalX = this.x;
const finalY = this.y;
if (!this.handleDragEnd(finalX, finalY, finalRotation)) {
const t = this.itemState.transform.peek(); const t = this.itemState.transform.peek();
t && this.snapBack(t); t && this.snapBack(t);
} }
this.setAlpha(1);
this.itemState.setPreviewRotation(0); this.itemState.setPreviewRotation(0);
startX = startY = 0; startX = startY = 0;
} }
}); });
} }
private handleDragEnd(finalRotation: number): boolean { private handleDragEnd(
finalX: number,
finalY: number,
finalRotation: number,
): boolean {
const item = this.itemState.item; const item = this.itemState.item;
if (!item) return false; if (!item) return false;
const cellSize = GRID_CONFIG.VIEWER_CELL_SIZE; const target = this.findDropSurface(finalX, finalY);
const shapeWidth = item.shape?.width ?? 1; if (!target) return false;
const shapeHeight = item.shape?.height ?? 1;
const x = this.x - this.gridOffsetX;
const y = this.y - this.gridOffsetY;
const targetX = Math.round(x / cellSize);
const targetY = Math.round(y / cellSize);
const clampedX = Math.max(0, Math.min(targetX, 10 - shapeWidth));
const clampedY = Math.max(0, Math.min(targetY, 10 - shapeHeight));
if ( if (
clampedX !== item.transform.offset.x || this.surfaceState.surface === target.surface &&
clampedY !== item.transform.offset.y || item.transform.offset.x === target.x &&
finalRotation !== item.transform.rotation item.transform.offset.y === target.x &&
) { item.transform.rotation === finalRotation
return this.callbacks.onMoveItem( )
item.id, return false;
clampedX,
clampedY, return moveItem(
finalRotation, this.surfaceState.invSignal,
); target.surface.invSignal,
item.id,
target.x,
target.y,
finalRotation,
);
}
private findDropSurface(x: number, y: number) {
for (const surface of this.surfaces) {
const target = sceneToInventory(surface, x, y);
if (target)
return {
surface,
...target,
};
} }
return false; return null;
} }
private snapBack(transform: Transform2D): void { private snapBack(transform: Transform2D): void {
const { x, y } = transform.offset; const { x, y } = transform.offset;
const targetX = this.gridOffsetX + x * GRID_CONFIG.VIEWER_CELL_SIZE; const target = inventoryToScene(this.surfaceState, x, y);
const targetY = this.gridOffsetY + y * GRID_CONFIG.VIEWER_CELL_SIZE;
this.scene.tweens.add({ this.scene.tweens.add({
targets: this, targets: this,
x: targetX, ...target,
y: targetY,
duration: 150, duration: 150,
ease: "Power2", ease: "Power2",
}); });

View File

@ -1,64 +1,53 @@
import Phaser from "phaser"; import Phaser from "phaser";
import type { Spawner } from "boardgame-phaser"; import type { Spawner } from "boardgame-phaser";
import type { import type { GameItem } from "boardgame-core/samples/slay-the-spire-like";
GameItemMeta,
InventoryItem,
} from "boardgame-core/samples/slay-the-spire-like";
import type { InventorySignal } from "@/state/inventory";
import { spawnEffect } from "boardgame-phaser"; import { spawnEffect } from "boardgame-phaser";
import { InventoryItemContainer } from "./InventoryItemContainer"; import { InventoryItemContainer } from "./InventoryItemContainer";
import type { InventoryItemContainerCallbacks } from "./InventoryItemContainer"; import { InventorySurface } from "@/state/inventorySurfaceState";
export interface InventoryItemSpawnerCallbacks extends InventoryItemContainerCallbacks {}
export class InventoryItemSpawner implements Spawner< export class InventoryItemSpawner implements Spawner<
[string, InventoryItem<GameItemMeta>], [InventorySurface, GameItem],
InventoryItemContainer InventoryItemContainer
> { > {
constructor( constructor(
private scene: Phaser.Scene, private scene: Phaser.Scene,
private inventorySignal: InventorySignal, private surfaces: Iterable<InventorySurface>,
private gridOffsetX: number,
private gridOffsetY: number,
private callbacks: InventoryItemSpawnerCallbacks,
) {} ) {}
*getData(): Iterable<[string, InventoryItem<GameItemMeta>]> { *getData(): Iterable<[InventorySurface, GameItem]> {
const inventory = this.inventorySignal.value; for (const surface of this.surfaces) {
yield* inventory.items.entries(); const inv = surface.invSignal.value;
for (const item of inv.items.values()) {
yield [surface, item];
}
}
} }
getKey(entry: [string, InventoryItem<GameItemMeta>]): string { getKey(entry: [InventorySurface, GameItem]): string {
return entry[0]; return entry[1].id;
} }
onSpawn( onSpawn(entry: [InventorySurface, GameItem]): InventoryItemContainer | null {
entry: [string, InventoryItem<GameItemMeta>], const [surface, item] = entry;
): InventoryItemContainer | null {
const [itemId, item] = entry;
const container = new InventoryItemContainer( const container = new InventoryItemContainer(
this.scene, this.scene,
this.gridOffsetX, item,
this.gridOffsetY, surface,
{ this.surfaces,
onMoveItem: (id, newX, newY, newRotation) => {
return this.callbacks.onMoveItem(id, newX, newY, newRotation);
},
},
); );
container.setItem(item); container.setSurfaceItem(surface, item);
return container; return container;
} }
onUpdate( onUpdate(
entry: [string, InventoryItem<GameItemMeta>], entry: [InventorySurface, GameItem],
container: InventoryItemContainer, container: InventoryItemContainer,
): void { ): void {
const [itemId, item] = entry; const [surface, item] = entry;
container.setItem(item); container.setSurfaceItem(surface, item);
} }
onDespawn(container: InventoryItemContainer): void { onDespawn(container: InventoryItemContainer): void {
@ -69,18 +58,7 @@ export class InventoryItemSpawner implements Spawner<
export function createInventoryItemSpawner( export function createInventoryItemSpawner(
scene: Phaser.Scene, scene: Phaser.Scene,
inventorySignal: InventorySignal, surfaces: Iterable<InventorySurface>,
gridOffsetX: number,
gridOffsetY: number,
callbacks: InventoryItemSpawnerCallbacks,
) { ) {
return spawnEffect( return spawnEffect(new InventoryItemSpawner(scene, surfaces));
new InventoryItemSpawner(
scene,
inventorySignal,
gridOffsetX,
gridOffsetY,
callbacks,
),
);
} }

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@ -7,37 +7,37 @@ import {
} from "boardgame-core/samples/slay-the-spire-like"; } from "boardgame-core/samples/slay-the-spire-like";
export class InventoryItemState { export class InventoryItemState {
private readonly _item: Signal<GameItem | undefined>; private readonly _item: Signal<GameItem>;
private readonly _previewRotation: Signal<number>; private readonly _previewRotation: Signal<number>;
readonly name: ReadonlySignal<string>; readonly name: ReadonlySignal<string>;
readonly shape: ReadonlySignal<ParsedShape | undefined>; readonly shape: ReadonlySignal<ParsedShape>;
readonly color: ReadonlySignal<number>; readonly color: ReadonlySignal<number>;
readonly transform: ReadonlySignal<Transform2D | undefined>; readonly transform: ReadonlySignal<Transform2D>;
readonly previewRotation: ReadonlySignal<number>; readonly previewRotation: ReadonlySignal<number>;
constructor(initialItem?: GameItem) { constructor(initialItem: GameItem) {
this._item = signal(initialItem); this._item = signal(initialItem);
this._previewRotation = signal(0); this._previewRotation = signal(0);
this.name = computed(() => { this.name = computed(() => {
const item = this._item.value; const item = this._item.value;
return item?.meta?.itemData.name ?? item?.id ?? ""; return item.meta?.itemData.name ?? item?.id ?? "";
}); });
this.shape = computed(() => this._item.value?.shape); this.shape = computed(() => this._item.value.shape);
this.color = computed(() => this.computeColor(this._item.value?.id ?? "")); this.color = computed(() => this.computeColor(this._item.value.id ?? ""));
this.transform = computed(() => this._item.value?.transform); this.transform = computed(() => this._item.value.transform);
this.previewRotation = computed(() => { this.previewRotation = computed(() => {
const base = this._item.value?.transform?.rotation ?? 0; const base = this._item.value.transform.rotation ?? 0;
return (base + this._previewRotation.value) % 360; return (base + this._previewRotation.value) % 360;
}); });
} }
get item(): GameItem | undefined { get item(): GameItem {
return this._item.value; return this._item.value;
} }

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@ -17,12 +17,14 @@ function genId() {
export type InventorySignal = ReturnType<typeof createInventorySignal>; export type InventorySignal = ReturnType<typeof createInventorySignal>;
export function createInventorySignal() { export function createInventorySignal(giveStart = false) {
const inventory = createGridInventory<GameItemMeta>(4, 6); const inventory = createGridInventory<GameItemMeta>(4, 6);
const startingItems = data.desert.getStartingItems(); if (giveStart) {
for (const d of startingItems) { const startingItems = data.desert.getStartingItems();
createItemIn(inventory, `${d.id}-${genId()}`, d); for (const d of startingItems) {
createItemIn(inventory, `${d.id}-${genId()}`, d);
}
} }
return mutableSignal(inventory); return mutableSignal(inventory);
@ -33,13 +35,14 @@ export function createInventorySignal() {
* Returns true if the move was successful, false if the new position is invalid. * Returns true if the move was successful, false if the new position is invalid.
*/ */
export function moveItem( export function moveItem(
inventorySignal: InventorySignal, from: InventorySignal,
to: InventorySignal,
itemId: string, itemId: string,
newX: number, newX: number,
newY: number, newY: number,
newRotation?: number, newRotation?: number,
): boolean { ): boolean {
const inventory = inventorySignal.value; const inventory = from.value;
const item = inventory.items.get(itemId); const item = inventory.items.get(itemId);
if (!item) { if (!item) {
@ -53,17 +56,20 @@ export function moveItem(
flipY: false, flipY: false,
}; };
const removed = create(inventory, (inv) => { const removed = create(to.value, (inv) => {
removeItemFromGrid(inv, itemId); removeItemFromGrid(inv, itemId);
}); });
const validation = validatePlacement(removed, item.shape, newTransform); const validation = validatePlacement(removed, item.shape, newTransform);
if (!validation.valid) return false; if (!validation.valid) return false;
inventorySignal.produce((inv) => { from.produce((inv) => {
const item = inv.items.get(itemId)!;
removeItemFromGrid(inv, itemId); removeItemFromGrid(inv, itemId);
item.transform = newTransform; });
placeItem(inv, item); to.produce((inv) => {
placeItem(inv, {
...item,
transform: newTransform,
});
}); });
return true; return true;

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@ -0,0 +1,68 @@
import { InventorySignal } from "./inventory";
import { MutableSignal, mutableSignal } from "boardgame-core";
export type InventorySurface = {
invSignal: InventorySignal;
gridOffsetX: number;
gridOffsetY: number;
cellSize: number;
};
export class InventorySurfaceState {
private readonly _signal: MutableSignal<InventorySurface>;
constructor(init: InventorySurface) {
this._signal = mutableSignal(init);
}
public get surface() {
return this._signal.value;
}
public get invSignal() {
return this._signal.value.invSignal;
}
public get gridOffsetX() {
return this._signal.value.gridOffsetX;
}
public get gridOffsetY() {
return this._signal.value.gridOffsetY;
}
public get cellSize() {
return this._signal.value.cellSize;
}
public setSurface(surface: InventorySurface) {
this._signal.value = surface;
}
}
export function sceneToInventory(
surface: InventorySurface | InventorySurfaceState,
x: number,
y: number,
): { x: number; y: number } | null {
const invX = Math.round(x / surface.cellSize);
const invY = Math.round(y / surface.cellSize);
const { width, height } = surface.invSignal.peek();
if (invX < 0 || invY < 0 || invX >= width || invY >= height) {
return null;
}
return { x: invX, y: invY };
}
export function inventoryToScene(
surface: InventorySurface | InventorySurfaceState,
x: number,
y: number,
): { x: number; y: number } {
return {
x: x * surface.cellSize + surface.gridOffsetX,
y: y * surface.cellSize + surface.gridOffsetY,
};
}