Files
boardgame-phaser/packages/sts-like-viewer/src/widgets/InventoryItemSpawner.ts
T
hypercross e14e41461f Fix drag race condition and stale pointer events
Mark items as dragging before updating inventory state to prevent
the spawner from destroying containers mid-drag. Move inventory
removal to drop time for lost items, and add guards to ignore
stale pointer events on inactive containers.
2026-04-19 00:43:43 +08:00

278 lines
8.1 KiB
TypeScript

import Phaser from "phaser";
import { MutableSignal } from "boardgame-core";
import {
type InventoryItem,
type GameItemMeta,
type RunState,
type GridInventory,
} from "boardgame-core/samples/slay-the-spire-like";
import type { Spawner } from "boardgame-phaser";
const ITEM_COLORS = [
0x3388ff, 0xff8833, 0x33ff88, 0xff3388, 0x8833ff, 0x33ffff, 0xffff33,
0xff6633,
];
export interface InventoryItemSpawnerOptions {
scene: Phaser.Scene;
gameState: MutableSignal<RunState>;
parentContainer: Phaser.GameObjects.Container;
cellSize: number;
gridGap: number;
gridX: number;
gridY: number;
isLocked: () => boolean;
isDragging: () => boolean;
onItemDragStart: (
itemId: string,
item: InventoryItem<GameItemMeta>,
itemContainer: Phaser.GameObjects.Container,
) => void;
}
/**
* Spawner for inventory items using the boardgame-phaser Spawner pattern.
* Reactively spawns/despawns/updates item visuals when gameState.inventory changes.
*
* Items currently being dragged are excluded from getData() to prevent
* the spawner from respawning them while they're in flight.
*/
export class InventoryItemSpawner implements Spawner<
InventoryItem<GameItemMeta>,
Phaser.GameObjects.Container
> {
private scene: Phaser.Scene;
private gameState: MutableSignal<RunState>;
private parentContainer: Phaser.GameObjects.Container;
private cellSize: number;
private gridGap: number;
private gridX: number;
private gridY: number;
private isLocked: () => boolean;
private isDragging: () => boolean;
private onItemDragStart: (
itemId: string,
item: InventoryItem<GameItemMeta>,
itemContainer: Phaser.GameObjects.Container,
) => void;
private colorMap = new Map<string, number>();
private colorIdx = 0;
private draggingIds = new Set<string>();
constructor(options: InventoryItemSpawnerOptions) {
this.scene = options.scene;
this.gameState = options.gameState;
this.parentContainer = options.parentContainer;
this.cellSize = options.cellSize;
this.gridGap = options.gridGap;
this.gridX = options.gridX;
this.gridY = options.gridY;
this.isLocked = options.isLocked;
this.isDragging = options.isDragging;
this.onItemDragStart = options.onItemDragStart;
}
*getData(): Iterable<InventoryItem<GameItemMeta>> {
const inventory = this.getInventory();
for (const [, item] of inventory.items) {
if (!this.draggingIds.has(item.id)) {
yield item;
}
}
}
getKey(item: InventoryItem<GameItemMeta>): string {
return item.id;
}
onSpawn(item: InventoryItem<GameItemMeta>): Phaser.GameObjects.Container {
const color =
this.colorMap.get(item.id) ??
ITEM_COLORS[this.colorIdx++ % ITEM_COLORS.length];
this.colorMap.set(item.id, color);
const container = this.createItemVisuals(item, color);
this.setupInteraction(item, container);
this.parentContainer.add(container);
return container;
}
onDespawn(
obj: Phaser.GameObjects.Container,
_item: InventoryItem<GameItemMeta>,
): void {
obj.removeAllListeners();
obj.destroy();
}
onUpdate(
item: InventoryItem<GameItemMeta>,
obj: Phaser.GameObjects.Container,
): void {
const color = this.colorMap.get(item.id) ?? 0x888888;
this.rebuildItemVisuals(obj, item, color);
}
/**
* Mark an item as being dragged so the spawner excludes it from getData().
* Call this before removing the item from the inventory.
*/
markDragging(itemId: string): void {
this.draggingIds.add(itemId);
}
/**
* Unmark an item after drag ends (placed or lost).
*/
unmarkDragging(itemId: string): void {
this.draggingIds.delete(itemId);
}
/**
* Get the color assigned to an item (creates one if not yet assigned).
*/
getItemColor(itemId: string): number {
if (!this.colorMap.has(itemId)) {
this.colorMap.set(
itemId,
ITEM_COLORS[this.colorIdx++ % ITEM_COLORS.length],
);
}
return this.colorMap.get(itemId)!;
}
private getInventory(): GridInventory<GameItemMeta> {
return this.gameState.value
.inventory as unknown as GridInventory<GameItemMeta>;
}
private createItemVisuals(
item: InventoryItem<GameItemMeta>,
color: number,
): Phaser.GameObjects.Container {
const container = this.scene.add.container(0, 0);
const graphics = this.scene.add.graphics();
const cells = this.getItemCells(item);
for (const cell of cells) {
const px = this.gridX + cell.x * (this.cellSize + this.gridGap);
const py = this.gridY + cell.y * (this.cellSize + this.gridGap);
graphics.fillStyle(color);
graphics.fillRect(px + 1, py + 1, this.cellSize - 2, this.cellSize - 2);
graphics.lineStyle(2, 0xffffff);
graphics.strokeRect(px, py, this.cellSize, this.cellSize);
}
const firstCell = cells[0];
const name = item.meta?.itemData.name ?? item.id;
const fontSize = Math.max(10, Math.floor(this.cellSize / 5));
const text = this.scene.add
.text(
this.gridX +
firstCell.x * (this.cellSize + this.gridGap) +
this.cellSize / 2,
this.gridY +
firstCell.y * (this.cellSize + this.gridGap) +
this.cellSize / 2,
name,
{ fontSize: `${fontSize}px`, color: "#fff", fontStyle: "bold" },
)
.setOrigin(0.5);
container.add(graphics);
container.add(text);
const hitRect = new Phaser.Geom.Rectangle(
this.gridX + firstCell.x * (this.cellSize + this.gridGap),
this.gridY + firstCell.y * (this.cellSize + this.gridGap),
this.cellSize,
this.cellSize,
);
container.setInteractive(hitRect, Phaser.Geom.Rectangle.Contains);
return container;
}
private rebuildItemVisuals(
container: Phaser.GameObjects.Container,
item: InventoryItem<GameItemMeta>,
color: number,
): void {
container.removeAll(true);
const graphics = this.scene.add.graphics();
const cells = this.getItemCells(item);
for (const cell of cells) {
const px = this.gridX + cell.x * (this.cellSize + this.gridGap);
const py = this.gridY + cell.y * (this.cellSize + this.gridGap);
graphics.fillStyle(color);
graphics.fillRect(px + 1, py + 1, this.cellSize - 2, this.cellSize - 2);
graphics.lineStyle(2, 0xffffff);
graphics.strokeRect(px, py, this.cellSize, this.cellSize);
}
const firstCell = cells[0];
const name = item.meta?.itemData.name ?? item.id;
const fontSize = Math.max(10, Math.floor(this.cellSize / 5));
const text = this.scene.add
.text(
this.gridX +
firstCell.x * (this.cellSize + this.gridGap) +
this.cellSize / 2,
this.gridY +
firstCell.y * (this.cellSize + this.gridGap) +
this.cellSize / 2,
name,
{ fontSize: `${fontSize}px`, color: "#fff", fontStyle: "bold" },
)
.setOrigin(0.5);
container.add(graphics);
container.add(text);
const hitRect = new Phaser.Geom.Rectangle(
this.gridX + firstCell.x * (this.cellSize + this.gridGap),
this.gridY + firstCell.y * (this.cellSize + this.gridGap),
this.cellSize,
this.cellSize,
);
container.setInteractive(hitRect, Phaser.Geom.Rectangle.Contains);
}
private setupInteraction(
item: InventoryItem<GameItemMeta>,
container: Phaser.GameObjects.Container,
): void {
container.on("pointerdown", (pointer: Phaser.Input.Pointer) => {
// Guard against stale events firing on destroyed containers
if (!container.scene || !container.active) return;
if (this.isLocked()) return;
if (this.isDragging()) return;
if (pointer.button === 0) {
this.onItemDragStart(item.id, item, container);
}
});
}
private getItemCells(
item: InventoryItem<GameItemMeta>,
): { x: number; y: number }[] {
const cells: { x: number; y: number }[] = [];
const { offset } = item.transform;
for (let y = 0; y < item.shape.height; y++) {
for (let x = 0; x < item.shape.width; x++) {
if (item.shape.grid[y]?.[x]) {
cells.push({ x: x + offset.x, y: y + offset.y });
}
}
}
return cells;
}
}