feat(swdbg): add deep-dive card inspector and UI improvements
- Add interactive deep-dive card inspector that highlights gameplay-relevant zones (cost, attack, resources, force, HP, bounty, unique) with callout boxes, leader lines, and tooltips on hover - Support custom card back sprites via cardBack prop with fallback graphics - Reorganize human area layout: center base/capitals/units on a shared play row (y=730) and position squad readout relative to force track label - Add draw/discard pile display in hand area with card back graphics - Fix HP badge rendering to appear above rules text - Adjust action button and prompt text vertical spacing - Shorten game name from "Star Wars Deckbuilder" to "Star Wars"
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@ -104,4 +104,4 @@ registerGame({ slug: 'spireclimb', name: 'Spire Climb', category: 'cards', cardG
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registerGame({ slug: 'azul', name: 'Azul', category: 'tabletop', minPlayers: 2, maxPlayers: 4, minOpponents: 1, maxOpponents: 3, defaultOpponents: 3, hasTutorial: true, iconFrame: 75 });
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registerGame({ slug: 'jumble', name: 'Jumble', category: 'word', minPlayers: 1, maxPlayers: 1, minOpponents: 0, maxOpponents: 0, iconFrame: 76 });
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registerGame({ slug: 'dungeonboss', name: 'Dungeon Boss', category: 'cards', cardGame: true, minPlayers: 2, maxPlayers: 4, minOpponents: 1, maxOpponents: 3, defaultOpponents: 3, hasTutorial: true, iconFrame: 77 });
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registerGame({ slug: 'swdbg', name: 'Star Wars Deckbuilder', category: 'cards', cardGame: true, minPlayers: 2, maxPlayers: 2, minOpponents: 1, maxOpponents: 1, hasTutorial: true, iconFrame: 78 });
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registerGame({ slug: 'swdbg', name: 'Star Wars', category: 'cards', cardGame: true, minPlayers: 2, maxPlayers: 2, minOpponents: 1, maxOpponents: 1, hasTutorial: true, iconFrame: 78 });
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@ -41,14 +41,91 @@ const C = {
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};
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const DEPTH = { board: 10, row: 20, hand: 40, fx: 60, ui: 80, overlay: 90, hover: 100 };
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// Deep-dive card inspector: gameplay-relevant "zones" on a unit/capital card
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// to annotate with a box + leader line + tooltip once a hovered card has been
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// centered on screen (see openDeepDive/revealZones/showZoneCallout). All rect
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// coordinates are in the card's own local space (origin at its center),
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// evaluated against the fixed 340x470 preview size makeCard builds deep-dive
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// cards at (see its _hoverBuild) — the card is only ever translated (never
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// rescaled) once centered, so these stay valid throughout. Reveal order is
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// array order. `anchorX` only supplies the horizontal offscreen offset for
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// the tooltip pill (based on which side it sits on) — the vertical position
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// is computed dynamically at reveal time (see revealZones) by stacking each
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// side's pills top-to-bottom based on their actual measured height, so pills
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// never overlap regardless of how many zones apply to a given card.
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const CARD_DEEPDIVE_ZONES = [
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{
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id: 'cost', side: 'left', title: 'Purchase Cost',
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text: 'Spend this many ▣ Resources to buy this card from the galaxy row.',
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rect: () => ({ x: -138.7 - 32.3, y: -203.7 - 32.3, w: 64.6, h: 64.6 }),
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anchorX: (w) => -w / 2 - 130,
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},
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{
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id: 'unique', side: 'right', title: 'Unique',
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text: 'A gold inner border means only one copy of this card exists in the deck.',
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condition: (def) => !!def.unique,
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rect: (w, h) => ({ x: w / 2 - 32, y: -h / 2 + 4, w: 28, h: 28 }),
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anchorX: (w) => w / 2 + 130,
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},
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{
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id: 'attack', side: 'left', title: 'Attack ⚔',
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text: "Adds to your squad's total attack when committed to an attack. Gold text means it's currently boosted.",
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condition: (def) => !!def.attack,
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rect: (w, h, def) => ({ x: -158, y: statSlotY(def, 'attack') - 16, w: 110, h: 32 }),
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anchorX: (w) => -w / 2 - 130,
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},
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{
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id: 'resources', side: 'left', title: 'Resources ▣',
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text: 'Adds to your resource pool this turn — spend resources to buy cards from the galaxy row.',
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condition: (def) => !!def.resources,
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rect: (w, h, def) => ({ x: -158, y: statSlotY(def, 'resources') - 16, w: 110, h: 32 }),
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anchorX: (w) => -w / 2 - 130,
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},
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{
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id: 'force', side: 'left', title: 'Force ◈',
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text: 'Shifts the Force marker toward your side. Maxing it out on your side grants a bonus resource each turn.',
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condition: (def) => !!def.force,
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rect: (w, h, def) => ({ x: -158, y: statSlotY(def, 'force') - 16, w: 110, h: 32 }),
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anchorX: (w) => -w / 2 - 130,
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},
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{
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id: 'hp', side: 'right', title: 'Hit Points',
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text: 'Capitals stay in play and soak damage instead of dying immediately — destroyed when this reaches 0.',
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condition: (def) => def.type === 'capital',
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rect: () => ({ x: 139.9 - 30.15, y: 204.9 - 30.15, w: 60.3, h: 60.3 }),
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anchorX: (w) => w / 2 + 130,
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},
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{
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id: 'bounty', side: 'right', title: 'Bounty',
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text: 'Commit enough squad attack (matching this number) to defeat this row card instead of buying it, and claim the reward shown.',
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condition: (def) => def.target != null,
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rect: (w) => ({ x: -w / 2 + 10, y: 208, w: w - 20, h: 30 }),
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anchorX: (w) => w / 2 + 130,
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},
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];
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const DEEPDIVE_ZONES = { card: CARD_DEEPDIVE_ZONES };
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// Mirrors makeCard's own stat() helper: slots are only consumed by truthy
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// stats, in the fixed order attack -> resources -> force.
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function statSlotY(def, key) {
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let sy = 2.2;
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for (const [k, v] of [['attack', def.attack], ['resources', def.resources], ['force', def.force]]) {
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if (!v) continue;
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if (k === key) return sy;
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sy += 39.95;
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}
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return 2.2;
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}
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export default class SWDBGGame extends Phaser.Scene {
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constructor() { super('SWDBGGame'); }
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init(data) {
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this._initData = data;
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this.gameDef = data?.game ?? { slug: 'swdbg', name: 'Star Wars Deckbuilder' };
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this.gameDef = data?.game ?? { slug: 'swdbg', name: 'Star Wars' };
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this.opponents = data?.opponents ?? [];
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this.playfield = data?.playfield ?? null;
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this.cardBack = data?.cardBack ?? null;
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this.aiSkill = this.opponents[0]?.skill ?? 3;
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this.humanSeat = 0;
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this.gs = null;
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@ -61,6 +138,8 @@ export default class SWDBGGame extends Phaser.Scene {
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this._actionButtons = [];
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this.hoverTimer = null;
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this.hoverVisible = false;
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this.deepDiveTimer = null;
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this._deepDive = null;
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}
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create() {
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@ -103,7 +182,7 @@ export default class SWDBGGame extends Phaser.Scene {
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buildStaticUi() {
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new Button(this, 90, GAME_HEIGHT - 36, 'Leave', () => this.scene.start('GameMenu'),
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{ width: 130, fontSize: 18, variant: 'ghost' }).setDepth(DEPTH.ui);
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this.promptText = this.add.text(GAME_WIDTH / 2, 648, '', {
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this.promptText = this.add.text(GAME_WIDTH / 2, 845, '', {
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fontFamily: 'Righteous', fontSize: '23px', color: C.goldHex,
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backgroundColor: '#05070fdd', padding: { x: 16, y: 6 },
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}).setOrigin(0.5).setDepth(DEPTH.ui);
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@ -219,17 +298,6 @@ export default class SWDBGGame extends Phaser.Scene {
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stat('⚔', atk, opts.attackNow != null && opts.attackNow !== def.attack ? C.goldHex : C.statAtkHex);
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stat('▣', def.resources, C.statResHex);
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stat('◈', def.force, C.statForceHex);
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if (def.type === 'capital') {
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const hr = Math.max(9, w / 13);
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const hb = this.add.graphics();
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hb.fillStyle(0x0a0f1f, 1); hb.fillCircle(w / 2 - hr - 4, h / 2 - hr - 4, hr + 2);
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hb.fillStyle(C.bad, 1); hb.fillCircle(w / 2 - hr - 4, h / 2 - hr - 4, hr);
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cont.add(hb);
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const hpLeft = opts.damage != null ? def.hp - opts.damage : def.hp;
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cont.add(this.add.text(w / 2 - hr - 4, h / 2 - hr - 4, `${hpLeft}`, {
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fontFamily: 'Righteous', fontSize: `${Math.round(hr * 1.1)}px`, color: '#fff',
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}).setOrigin(0.5));
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}
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// rules text
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if (opts.showText && def.text) {
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const boxTop = artTop + artH + Math.max(30, h * 0.2);
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@ -255,11 +323,24 @@ export default class SWDBGGame extends Phaser.Scene {
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fontFamily: '"Julius Sans One"', fontSize: `${Math.max(9, Math.round(w / 14.5))}px`, color: C.bountyHex,
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}).setOrigin(0.5));
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}
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// hp badge — drawn last so it always sits on top of the rules-text box
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if (def.type === 'capital') {
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const hr = Math.max(9, w / 13);
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const hb = this.add.graphics();
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hb.fillStyle(0x0a0f1f, 1); hb.fillCircle(w / 2 - hr - 4, h / 2 - hr - 4, hr + 2);
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hb.fillStyle(C.bad, 1); hb.fillCircle(w / 2 - hr - 4, h / 2 - hr - 4, hr);
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cont.add(hb);
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const hpLeft = opts.damage != null ? def.hp - opts.damage : def.hp;
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cont.add(this.add.text(w / 2 - hr - 4, h / 2 - hr - 4, `${hpLeft}`, {
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fontFamily: 'Righteous', fontSize: `${Math.round(hr * 1.1)}px`, color: '#fff',
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}).setOrigin(0.5));
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}
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if (!opts.isHoverPreview) {
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opts._hoverBuild = (parent) => {
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this.makeCard(0, 0, inst, 340, 470, { showText: true, isHoverPreview: true, parent });
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return { w: 340, h: 470 };
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};
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opts._deepDiveInfo = { kind: 'card', inst };
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}
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this.finishCard(cont, w, h, opts);
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return cont;
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@ -267,12 +348,17 @@ export default class SWDBGGame extends Phaser.Scene {
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makeCardBack(x, y, w, h, parent, label = '') {
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const cont = this.add.container(x, y);
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if (this.cardBack?.spriteIndex !== undefined && this.textures.exists(this.cardBack.key || 'cardbacks')) {
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cont.add(this.add.image(0, 0, this.cardBack.key || 'cardbacks', this.cardBack.spriteIndex).setDisplaySize(w, h).setOrigin(0.5));
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} else {
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const fb = this.cardBack?.fallbackColor ? parseInt(this.cardBack.fallbackColor.replace('#', ''), 16) : 0x101a33;
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const g = this.add.graphics();
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g.fillStyle(0x101a33, 1); g.fillRoundedRect(-w / 2, -h / 2, w, h, 7);
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g.fillStyle(fb, 1); g.fillRoundedRect(-w / 2, -h / 2, w, h, 7);
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g.lineStyle(2, 0x2a3c66, 1); g.strokeRoundedRect(-w / 2, -h / 2, w, h, 7);
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g.lineStyle(1, 0x2a3c66, 0.6); g.strokeRoundedRect(-w / 2 + 5, -h / 2 + 5, w - 10, h - 10, 5);
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cont.add(g);
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cont.add(this.add.text(0, -6, '✦', { fontSize: `${Math.round(h * 0.28)}px`, color: '#33477a' }).setOrigin(0.5));
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}
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if (label) {
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cont.add(this.add.text(0, h / 2 - 16, label, {
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fontFamily: 'Righteous', fontSize: '15px', color: C.muted,
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}
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cont.on('pointerdown', () => { if (!this.busy) opts.onClick(); });
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}
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if (wantHoverPreview) this.attachHover(cont, opts._hoverBuild);
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if (wantHoverPreview) this.attachHover(cont, opts._hoverBuild, opts._deepDiveInfo);
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}
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(opts.parent || this.boardLayer).add(cont);
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}
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this.hoverPopup = this.add.container(-9999, -9999).setDepth(DEPTH.hover).setVisible(false);
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}
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attachHover(hitObj, buildFn) {
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attachHover(hitObj, buildFn, deepDiveInfo) {
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hitObj.on('pointerover', () => {
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if (this.hoverTimer) this.hoverTimer.remove();
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this.hoverTimer = this.time.delayedCall(500, () => this.showHover(buildFn));
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if (this.deepDiveTimer) { this.deepDiveTimer.remove(); this.deepDiveTimer = null; }
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this.hoverTimer = this.time.delayedCall(500, () => {
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this.showHover(buildFn);
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if (deepDiveInfo && DEEPDIVE_ZONES[deepDiveInfo.kind]) {
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this.deepDiveTimer = this.time.delayedCall(1000, () => this.openDeepDive(deepDiveInfo));
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}
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});
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});
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hitObj.on('pointerout', () => {
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if (this.hoverTimer) { this.hoverTimer.remove(); this.hoverTimer = null; }
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if (this.deepDiveTimer) { this.deepDiveTimer.remove(); this.deepDiveTimer = null; }
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this.hideHover();
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});
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}
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this.hoverPopup.setVisible(false).setPosition(-9999, -9999);
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}
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// ── deep-dive card inspector ─────────────────────────────────────────────────
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// Triggered from attachHover once the ordinary hover preview has stayed up
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// for another second (see attachHover/DEEPDIVE_ZONES). Flies the currently
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// previewed card to screen center, then reveals its gameplay-zone callouts
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// one at a time; "Close" reverses everything back to the hover-preview spot.
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// Deliberately doesn't reuse modalRoot()/this._modal/closeModal() — this
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// modal needs a bespoke close animation and must never close on an
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// incidental click, only via the Close button.
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openDeepDive(deepDiveInfo) {
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if (this._modal || this._deepDive || this.busy) return;
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const returnX = this.hoverPopup.x, returnY = this.hoverPopup.y;
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this.hideHover();
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const root = this.add.container(0, 0).setDepth(DEPTH.overlay);
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const dim = this.add.rectangle(GAME_WIDTH / 2, GAME_HEIGHT / 2, GAME_WIDTH, GAME_HEIGHT, 0x000000, 0.6);
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dim.setInteractive();
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dim.on('pointerdown', () => this.closeDeepDive());
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root.add(dim);
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const cardHolder = this.add.container(returnX, returnY);
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root.add(cardHolder);
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const w = 340, h = 470;
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this.makeCard(0, 0, deepDiveInfo.inst, w, h, { showText: true, isHoverPreview: true, parent: cardHolder });
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// Sits on top of the card (added after it), same size — wins topOnly
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// hit-testing over `dim` so clicks on the card don't close the modal.
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const zone = this.add.zone(0, 0, w, h).setInteractive();
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cardHolder.add(zone);
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const closeBtn = new Button(this, GAME_WIDTH / 2, GAME_HEIGHT / 2 + h / 2 + 70, 'Close',
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() => this.closeDeepDive(), { width: 160, fontSize: 20 });
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closeBtn.setDepth(DEPTH.overlay + 1);
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root.add(closeBtn);
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this._deepDive = {
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modal: root, cardHolder, zoneTimers: [], zoneNodes: [],
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returnX, returnY, w, h, deepDiveInfo,
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};
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this.tweens.add({
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targets: cardHolder, x: GAME_WIDTH / 2, y: GAME_HEIGHT / 2,
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duration: 300, ease: 'Cubic.easeOut',
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onComplete: () => this.revealZones(deepDiveInfo, cardHolder),
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});
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}
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// Precomputes each visible zone's title/body text (so its real rendered
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// height is known), stacks each side's pills top-to-bottom around the
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// card's vertical center with a fixed gap so they can never overlap
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// (however many zones apply to this card), then staggers the reveal.
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revealZones(deepDiveInfo, cardHolder) {
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if (!this._deepDive) return; // closed mid zoom-in
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const def = cardDef(deepDiveInfo.inst);
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const zones = (DEEPDIVE_ZONES[deepDiveInfo.kind] || []).filter((z) => !z.condition || z.condition(def));
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const { w, h } = this._deepDive;
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const pillW = 460, gap = 24;
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const entries = zones.map((zone) => {
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const text = typeof zone.text === 'function' ? zone.text(def) : zone.text;
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const titleTxt = this.add.text(0, 0, zone.title, {
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fontFamily: 'Righteous', fontSize: '28px', color: C.goldHex, align: 'center',
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}).setOrigin(0.5).setVisible(false);
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const bodyTxt = this.add.text(0, 0, text, {
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fontFamily: '"Julius Sans One"', fontSize: '24px', color: '#f2ead8', align: 'center',
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wordWrap: { width: pillW - 40 },
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}).setOrigin(0.5).setVisible(false);
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const totalH = titleTxt.height + bodyTxt.height + 28;
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return { zone, def, titleTxt, bodyTxt, totalH };
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});
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for (const side of ['left', 'right']) {
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const list = entries.filter((e) => e.zone.side === side);
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const blockH = list.reduce((s, e) => s + e.totalH, 0) + gap * Math.max(0, list.length - 1);
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let cursor = -blockH / 2;
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for (const e of list) {
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e.pillY = cursor + e.totalH / 2;
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cursor += e.totalH + gap;
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}
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}
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entries.forEach((entry, i) => {
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const t = this.time.delayedCall(i * 200, () => this.showZoneCallout(entry, pillW, w, h, cardHolder));
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this._deepDive.zoneTimers.push(t);
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});
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}
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// Draws one zone's callout box + leader line + tooltip pill, all as
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// children of `cardHolder` so they translate for free with the card and
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// get destroyed for free when the modal tears down.
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showZoneCallout(entry, pillW, w, h, cardHolder) {
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const { zone, def, titleTxt, bodyTxt, totalH, pillY } = entry;
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const r = zone.rect(w, h, def);
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const rcx = r.x + r.w / 2, rcy = r.y + r.h / 2;
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const edgeX = zone.side === 'left' ? rcx - r.w / 2 : rcx + r.w / 2;
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const anchorX = zone.anchorX(w, def);
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const box = this.add.container(rcx, rcy).setScale(0).setAlpha(0);
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const bg = this.add.graphics();
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bg.lineStyle(3, C.gold, 1);
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bg.strokeRoundedRect(-r.w / 2, -r.h / 2, r.w, r.h, 4);
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box.add(bg);
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cardHolder.add(box);
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this.tweens.add({ targets: box, scale: 1, alpha: 1, duration: 220, ease: 'Back.easeOut' });
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const line = this.add.graphics().setAlpha(0);
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line.lineStyle(2, C.gold, 0.9);
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line.lineBetween(edgeX, rcy, anchorX, pillY);
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cardHolder.add(line);
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this.tweens.add({ targets: line, alpha: 1, duration: 150, delay: 80 });
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titleTxt.setY(-totalH / 2 + titleTxt.height / 2 + 10).setVisible(true);
|
||||
bodyTxt.setY(totalH / 2 - bodyTxt.height / 2 - 10).setVisible(true);
|
||||
const pillBg = this.add.graphics();
|
||||
pillBg.fillStyle(0x120e16, 0.94);
|
||||
pillBg.fillRoundedRect(-pillW / 2, -totalH / 2 - 10, pillW, totalH + 20, 12);
|
||||
pillBg.lineStyle(1.5, C.gold, 0.8);
|
||||
pillBg.strokeRoundedRect(-pillW / 2, -totalH / 2 - 10, pillW, totalH + 20, 12);
|
||||
const pillX = zone.side === 'left' ? anchorX - pillW / 2 : anchorX + pillW / 2;
|
||||
const pill = this.add.container(pillX, pillY, [pillBg, titleTxt, bodyTxt]).setScale(0.85).setAlpha(0);
|
||||
cardHolder.add(pill);
|
||||
this.tweens.add({ targets: pill, scale: 1, alpha: 1, duration: 200, ease: 'Back.easeOut', delay: 160 });
|
||||
|
||||
this._deepDive.zoneNodes.push(box, line, pill);
|
||||
}
|
||||
|
||||
closeDeepDive() {
|
||||
if (!this._deepDive) return;
|
||||
const { modal, cardHolder, zoneTimers, zoneNodes, returnX, returnY } = this._deepDive;
|
||||
zoneTimers.forEach((t) => t.remove());
|
||||
this.tweens.killTweensOf(cardHolder);
|
||||
if (zoneNodes.length) this.tweens.add({ targets: zoneNodes, alpha: 0, duration: 150, ease: 'Sine.easeIn' });
|
||||
this.tweens.add({
|
||||
targets: cardHolder, x: returnX, y: returnY,
|
||||
duration: 280, ease: 'Cubic.easeIn',
|
||||
onComplete: () => { modal.destroy(); this._deepDive = null; },
|
||||
});
|
||||
}
|
||||
|
||||
// Instant teardown (no fly-back animation) — used when game state changes
|
||||
// out from under a still-open deep dive (e.g. renderAll firing mid-hover).
|
||||
forceCloseDeepDive() {
|
||||
if (!this._deepDive) return;
|
||||
const { modal, cardHolder, zoneTimers } = this._deepDive;
|
||||
zoneTimers.forEach((t) => t.remove());
|
||||
this.tweens.killTweensOf(cardHolder);
|
||||
modal.destroy();
|
||||
this._deepDive = null;
|
||||
}
|
||||
|
||||
// ── full re-render ──────────────────────────────────────────────────────────
|
||||
renderAll() {
|
||||
if (this.hoverTimer) { this.hoverTimer.remove(); this.hoverTimer = null; }
|
||||
if (this.deepDiveTimer) { this.deepDiveTimer.remove(); this.deepDiveTimer = null; }
|
||||
this.hideHover();
|
||||
this.forceCloseDeepDive();
|
||||
this.boardLayer.removeAll(true);
|
||||
this.rowLayer.removeAll(true);
|
||||
this.handLayer.removeAll(true);
|
||||
|
|
@ -603,9 +843,11 @@ export default class SWDBGGame extends Phaser.Scene {
|
|||
this.boardLayer.add(this.add.text(x0 + total * cellW + 16, y, FACTION_INFO.rebel.symbol, { fontSize: '26px', color: FACTION_INFO.rebel.colorHex }).setOrigin(0, 0.5));
|
||||
const label = gs.force === 0 ? 'THE FORCE IS BALANCED'
|
||||
: `THE FORCE IS WITH THE ${(gs.force > 0 ? 'REBELS' : 'EMPIRE')}${Math.abs(gs.force) === FORCE_MAX ? ' — +1 RESOURCE' : ''}`;
|
||||
this.boardLayer.add(this.add.text(cx, y + 34, label, {
|
||||
const labelTxt = this.add.text(cx, y + 34, label, {
|
||||
fontFamily: '"Julius Sans One"', fontSize: '14px', color: gs.force === 0 ? C.muted : (gs.force > 0 ? FACTION_INFO.rebel.colorHex : FACTION_INFO.empire.colorHex),
|
||||
}).setOrigin(0.5));
|
||||
}).setOrigin(0.5);
|
||||
this.boardLayer.add(labelTxt);
|
||||
this._forceLabelRight = { x: cx + labelTxt.width / 2, y: y + 34 };
|
||||
}
|
||||
|
||||
// ── human area ──────────────────────────────────────────────────────────────
|
||||
|
|
@ -623,22 +865,21 @@ export default class SWDBGGame extends Phaser.Scene {
|
|||
this.boardLayer.add(this.add.text(140, 912, `▣ ${p.resources}`, {
|
||||
fontFamily: 'Righteous', fontSize: '26px', color: '#e8c860',
|
||||
}).setOrigin(0.5));
|
||||
this.boardLayer.add(this.add.text(140, 940, `deck ${p.deck.length} · discard ${p.discard.length}`, {
|
||||
fontFamily: '"Julius Sans One"', fontSize: '12px', color: C.muted,
|
||||
}).setOrigin(0.5));
|
||||
this.renderBasePips(70, 975, p, info);
|
||||
|
||||
// base
|
||||
// base — vertically centered between the force track's balance label
|
||||
// (~y=624) and the informational prompt text (~y=845) just below
|
||||
const playRowY = 730;
|
||||
if (p.base) {
|
||||
const useBase = legal && legal.abilities.find((a) => a.zone === 'base');
|
||||
this.makeBaseCard(392, 800, p.faction, p.base, 300, 190, {
|
||||
this.makeBaseCard(392, playRowY, p.faction, p.base, 300, 190, {
|
||||
parent: this.boardLayer, hover: false, showText: true,
|
||||
onClick: () => this.showInspectBase(p.faction, p.base),
|
||||
});
|
||||
this._myBasePos = { x: 392, y: 800 };
|
||||
if (useBase) this.addUsePill(392, 902, () => this.beginAbility({ zone: 'base', uid: 'base' }));
|
||||
this._myBasePos = { x: 392, y: playRowY };
|
||||
if (useBase) this.addUsePill(392, playRowY + 102, () => this.beginAbility({ zone: 'base', uid: 'base' }));
|
||||
} else {
|
||||
this.boardLayer.add(this.add.text(392, 800, 'CHOOSE A NEW BASE…', {
|
||||
this.boardLayer.add(this.add.text(392, playRowY, 'CHOOSE A NEW BASE…', {
|
||||
fontFamily: 'Righteous', fontSize: '20px', color: C.goldHex,
|
||||
}).setOrigin(0.5));
|
||||
}
|
||||
|
|
@ -646,7 +887,7 @@ export default class SWDBGGame extends Phaser.Scene {
|
|||
// capitals
|
||||
p.capitals.forEach((e, i) => {
|
||||
const x = 620 + i * 128;
|
||||
const y = 800;
|
||||
const y = playRowY;
|
||||
this._playPos.set(e.card.uid, { x, y });
|
||||
const canUse = legal && legal.abilities.some((a) => a.uid === e.card.uid);
|
||||
const selectable = this.myTurnMode() && !e.committed && entryAttack(gs, seat, e) > 0;
|
||||
|
|
@ -656,7 +897,7 @@ export default class SWDBGGame extends Phaser.Scene {
|
|||
attackNow: entryAttack(gs, seat, e),
|
||||
onClick: () => selectable ? this.toggleSquad(e.card.uid) : this.showInspect(e.card),
|
||||
});
|
||||
if (canUse) this.addUsePill(x, y + 96, () => this.beginAbility({ zone: 'capital', uid: e.card.uid }));
|
||||
if (canUse) this.addUsePill(x, this.usePillY(y, 162), () => this.beginAbility({ zone: 'capital', uid: e.card.uid }));
|
||||
});
|
||||
|
||||
// units in play
|
||||
|
|
@ -666,7 +907,7 @@ export default class SWDBGGame extends Phaser.Scene {
|
|||
const x0 = 1180 - ((units.length - 1) * pitch) / 2;
|
||||
units.forEach((e, i) => {
|
||||
const x = x0 + i * pitch;
|
||||
const y = 795;
|
||||
const y = playRowY;
|
||||
this._playPos.set(e.card.uid, { x, y });
|
||||
const canUse = legal && legal.abilities.some((a) => a.uid === e.card.uid);
|
||||
const selectable = this.myTurnMode() && !e.committed && entryAttack(gs, seat, e) > 0;
|
||||
|
|
@ -676,23 +917,33 @@ export default class SWDBGGame extends Phaser.Scene {
|
|||
attackNow: entryAttack(gs, seat, e),
|
||||
onClick: () => selectable ? this.toggleSquad(e.card.uid) : this.showInspect(e.card),
|
||||
});
|
||||
if (canUse) this.addUsePill(x, y + uh / 2 + 14, () => this.beginAbility({ zone: 'play', uid: e.card.uid }));
|
||||
if (canUse) this.addUsePill(x, this.usePillY(y, uh), () => this.beginAbility({ zone: 'play', uid: e.card.uid }));
|
||||
});
|
||||
if (!units.length && !p.capitals.length) {
|
||||
this.boardLayer.add(this.add.text(1180, 795, 'cards you play land here', {
|
||||
this.boardLayer.add(this.add.text(1180, playRowY, 'cards you play land here', {
|
||||
fontFamily: '"Julius Sans One"', fontSize: '15px', color: '#2a3c66',
|
||||
}).setOrigin(0.5));
|
||||
}
|
||||
|
||||
// squad readout
|
||||
// squad readout — sits just right of the force track's balance label
|
||||
if (this.squad.size) {
|
||||
const total = this.squadAttack();
|
||||
this.boardLayer.add(this.add.text(1180, 700, `⚔ ${total} committed — strike the enemy base or a marked bounty`, {
|
||||
const pos = this._forceLabelRight ?? { x: GAME_WIDTH / 2, y: 624 };
|
||||
this.boardLayer.add(this.add.text(pos.x + 24, pos.y, `⚔ ${total} committed — strike the enemy base or a marked bounty`, {
|
||||
fontFamily: 'Righteous', fontSize: '18px', color: C.badHex,
|
||||
}).setOrigin(0.5));
|
||||
}).setOrigin(0, 0.5));
|
||||
}
|
||||
}
|
||||
|
||||
// Y for a USE pill that overlays the lower part of a board card, sitting
|
||||
// just below its art image (mirrors makeCard's own art-window math for a
|
||||
// non-showText card, where the art window runs the full lower half).
|
||||
usePillY(cardY, h) {
|
||||
const plateH = Math.max(15, h * 0.12);
|
||||
const artBottom = plateH + 8;
|
||||
return cardY + artBottom + 10;
|
||||
}
|
||||
|
||||
addUsePill(x, y, cb) {
|
||||
const b = this.add.container(x, y);
|
||||
const bg = this.add.graphics();
|
||||
|
|
@ -709,11 +960,14 @@ export default class SWDBGGame extends Phaser.Scene {
|
|||
renderHand() {
|
||||
const gs = this.gs;
|
||||
const p = gs.players[this.humanSeat];
|
||||
const y = 985;
|
||||
// draw pile sits just under the human's base card (base is 392,730 size 300x190)
|
||||
this.renderHandPile(392, 911, p.deck.length, 'DRAW');
|
||||
this.renderHandPile(GAME_WIDTH - 205, y, p.discard.length, 'DISCARD');
|
||||
if (!p.hand.length) return;
|
||||
const cw = 148, chh = 206;
|
||||
const pitch = Math.min(cw + 8, 1250 / Math.max(1, p.hand.length));
|
||||
let x = GAME_WIDTH / 2 - ((p.hand.length - 1) * pitch) / 2;
|
||||
const y = 985;
|
||||
for (const inst of p.hand) {
|
||||
const playable = this.myTurnMode();
|
||||
const discardable = this.mode.type === 'oppDiscard' || (this.mode.type === 'target' && this.mode.decision?.op === 'exileCards'
|
||||
|
|
@ -728,6 +982,23 @@ export default class SWDBGGame extends Phaser.Scene {
|
|||
}
|
||||
}
|
||||
|
||||
// small draw/discard pile shown beside the human hand: card back + count when
|
||||
// non-empty, dashed outline placeholder when empty
|
||||
renderHandPile(x, y, count, label) {
|
||||
const w = 90, h = 124;
|
||||
this.handLayer.add(this.add.text(x, y - h / 2 - 14, label, {
|
||||
fontFamily: '"Julius Sans One"', fontSize: '12px', color: C.muted,
|
||||
}).setOrigin(0.5));
|
||||
if (count > 0) {
|
||||
this.makeCardBack(x, y, w, h, this.handLayer, `${count}`);
|
||||
} else {
|
||||
const g = this.add.graphics();
|
||||
g.lineStyle(2, 0x2a3c66, 0.6);
|
||||
g.strokeRoundedRect(x - w / 2, y - h / 2, w, h, 7);
|
||||
this.handLayer.add(g);
|
||||
}
|
||||
}
|
||||
|
||||
// ── interaction helpers ─────────────────────────────────────────────────────
|
||||
myTurnMode() { return this.mode.type === 'turn'; }
|
||||
humanTurnLegal() {
|
||||
|
|
@ -1168,7 +1439,7 @@ export default class SWDBGGame extends Phaser.Scene {
|
|||
setPrompt(txt) { this.promptText.setText(txt || ''); }
|
||||
addActionButton(label, cb) {
|
||||
const i = this._actionButtons.length;
|
||||
const b = new Button(this, 1700, 700 + i * 52, label, cb, { width: 190, fontSize: 18 });
|
||||
const b = new Button(this, 1700, 700 + i * 76, label, cb, { width: 190, fontSize: 18 });
|
||||
b.setDepth(DEPTH.ui);
|
||||
this._actionButtons.push(b);
|
||||
}
|
||||
|
|
|
|||
Loading…
Reference in New Issue