Add unit movement and denser pixel sprites
This commit is contained in:
@@ -16,16 +16,15 @@ Build a small complete tactical RPG loop:
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- Cinematic title scene with an original Taoyuan Oath background, subtle motion, menu UI, and first-input audio
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- Cinematic prologue pages with high-resolution story backgrounds, character portraits, and scenario data
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- File-based original orchestral BGM loops for title, prologue, oath, militia, and battle-prep scenes
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- First battle scene with a high-resolution battlefield background, large 12x12 tactical grid, pixel-style unit sprites, and movement range preview
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- First battle scene with a high-resolution battlefield background, large 12x12 tactical grid, denser pixel-style unit sprites, movement range preview, and click-to-move unit movement
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- Flow verification script from title to first battle
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## Next Steps
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1. Add selectable commands: move, attack, wait
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2. Implement grid movement and occupied-tile blocking
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3. Implement attack range, damage, defeat, and victory checks
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4. Add a simple enemy AI turn
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5. Add battle result scene and local save/load
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1. Add selectable commands: attack, wait, and end turn
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2. Implement attack range, damage, defeat, and victory checks
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3. Add a simple enemy AI turn
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4. Add battle result scene and local save/load
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## Content Direction
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@@ -35,12 +35,18 @@ type BattleLayout = {
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panelHeight: number;
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};
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type UnitView = {
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sprite: Phaser.GameObjects.Image;
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label: Phaser.GameObjects.Text;
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};
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export class BattleScene extends Phaser.Scene {
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private layout!: BattleLayout;
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private selectedUnit?: UnitData;
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private infoText?: Phaser.GameObjects.Text;
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private turnText?: Phaser.GameObjects.Text;
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private markers: Phaser.GameObjects.Rectangle[] = [];
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private unitViews = new Map<string, UnitView>();
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constructor() {
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super('BattleScene');
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@@ -55,7 +61,7 @@ export class BattleScene extends Phaser.Scene {
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this.drawMap();
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this.drawUnits();
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this.drawSidePanel();
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this.setInfo('아군 차례입니다.\n유비를 선택해 이동 범위를 확인하세요.');
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this.setInfo('아군 차례입니다.\n유비를 선택한 뒤 파란 칸을 눌러 이동하세요.');
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}
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private createLayout(width: number, height: number): BattleLayout {
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@@ -112,10 +118,14 @@ export class BattleScene extends Phaser.Scene {
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firstBattleMap.terrain.forEach((row, y) => {
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row.forEach((terrain, x) => {
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const tileX = layout.gridX + x * layout.tileSize;
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const tileY = layout.gridY + y * layout.tileSize;
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const terrainAlpha = terrain === 'plain' ? 0.03 : terrain === 'forest' ? 0.16 : terrain === 'hill' ? 0.13 : 0.18;
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const tile = this.add.rectangle(tileX, tileY, layout.tileSize, layout.tileSize, terrainColor[terrain], terrainAlpha);
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const tile = this.add.rectangle(
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layout.gridX + x * layout.tileSize,
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layout.gridY + y * layout.tileSize,
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layout.tileSize,
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layout.tileSize,
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terrainColor[terrain],
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this.terrainAlpha(terrain)
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);
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tile.setOrigin(0);
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tile.setStrokeStyle(1, 0x0a1014, 0.5);
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tile.setDepth(2);
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@@ -130,21 +140,16 @@ export class BattleScene extends Phaser.Scene {
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}
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private drawUnits() {
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const layout = this.layout;
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firstBattleUnits.forEach((unit) => {
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const unitSize = unit.faction === 'ally' ? layout.tileSize * 0.78 : layout.tileSize * 0.72;
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const sprite = this.add.image(
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layout.gridX + unit.x * layout.tileSize + layout.tileSize / 2,
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layout.gridY + unit.y * layout.tileSize + layout.tileSize / 2,
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unitTexture[unit.id] ?? 'unit-rebel'
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);
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sprite.setDisplaySize(unitSize, unitSize);
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const sizeRatio = unit.faction === 'ally' ? 0.9 : 0.84;
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const sprite = this.add.image(this.tileCenterX(unit.x), this.tileCenterY(unit.y), unitTexture[unit.id] ?? 'unit-rebel');
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sprite.setName(`unit-${unit.id}`);
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sprite.setDisplaySize(this.layout.tileSize * sizeRatio, this.layout.tileSize * sizeRatio);
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sprite.setDepth(6);
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sprite.setInteractive({ useHandCursor: unit.faction === 'ally' });
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sprite.on('pointerdown', () => this.selectUnit(unit));
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const label = this.add.text(sprite.x, sprite.y + layout.tileSize * 0.35, unit.name, {
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const label = this.add.text(sprite.x, sprite.y + this.layout.tileSize * 0.36, unit.name, {
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fontFamily: '"Malgun Gothic", "Noto Sans KR", sans-serif',
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fontSize: '13px',
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color: unit.faction === 'ally' ? '#e7edf7' : '#ffebe7',
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@@ -153,6 +158,7 @@ export class BattleScene extends Phaser.Scene {
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});
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label.setOrigin(0.5, 0);
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label.setDepth(7);
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this.unitViews.set(unit.id, { sprite, label });
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});
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}
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@@ -191,7 +197,7 @@ export class BattleScene extends Phaser.Scene {
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fontSize: '18px',
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color: '#9aa3ad'
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});
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this.add.text(panelX + 24, panelY + panelHeight - 86, '다음 단계: 이동 / 공격 / AI', {
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this.add.text(panelX + 24, panelY + panelHeight - 86, '다음 단계: 공격 / 대기 / AI', {
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fontFamily: '"Malgun Gothic", "Noto Sans KR", sans-serif',
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fontSize: '18px',
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color: '#9aa3ad'
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@@ -207,33 +213,110 @@ export class BattleScene extends Phaser.Scene {
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this.selectedUnit = unit;
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this.clearMarkers();
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this.showMoveRange(unit);
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this.setInfo(`${unit.name} (${unit.className})\nHP ${unit.hp}/${unit.maxHp}\n공격 ${unit.attack} / 이동 ${unit.move}`);
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this.setInfo(`${unit.name} (${unit.className})\nHP ${unit.hp}/${unit.maxHp}\n공격 ${unit.attack} / 이동 ${unit.move}\n이동할 파란 칸을 선택하세요.`);
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}
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private showMoveRange(unit: UnitData) {
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const layout = this.layout;
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for (let y = 0; y < firstBattleMap.height; y += 1) {
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for (let x = 0; x < firstBattleMap.width; x += 1) {
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const distance = Math.abs(unit.x - x) + Math.abs(unit.y - y);
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if (distance > 0 && distance <= unit.move) {
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const marker = this.add.rectangle(
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layout.gridX + x * layout.tileSize,
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layout.gridY + y * layout.tileSize,
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layout.tileSize,
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layout.tileSize,
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palette.blue,
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0.24
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);
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marker.setOrigin(0);
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marker.setStrokeStyle(1, palette.blue, 0.68);
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marker.setDepth(4);
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this.markers.push(marker);
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if (!this.canMoveTo(unit, x, y)) {
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continue;
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}
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const marker = this.add.rectangle(
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this.layout.gridX + x * this.layout.tileSize,
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this.layout.gridY + y * this.layout.tileSize,
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this.layout.tileSize,
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this.layout.tileSize,
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palette.blue,
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0.24
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);
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marker.setOrigin(0);
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marker.setStrokeStyle(1, palette.blue, 0.68);
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marker.setDepth(4);
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marker.setInteractive({ useHandCursor: true });
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marker.on('pointerover', () => marker.setFillStyle(palette.blue, 0.36));
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marker.on('pointerout', () => marker.setFillStyle(palette.blue, 0.24));
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marker.on('pointerdown', () => this.moveSelectedUnit(x, y));
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this.markers.push(marker);
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}
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}
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}
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private moveSelectedUnit(x: number, y: number) {
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if (!this.selectedUnit || !this.canMoveTo(this.selectedUnit, x, y)) {
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return;
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}
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const unit = this.selectedUnit;
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const view = this.unitViews.get(unit.id);
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if (!view) {
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return;
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}
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unit.x = x;
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unit.y = y;
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this.selectedUnit = undefined;
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this.clearMarkers();
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soundDirector.playSelect();
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const targetX = this.tileCenterX(x);
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const targetY = this.tileCenterY(y);
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this.tweens.add({
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targets: view.sprite,
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x: targetX,
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y: targetY,
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duration: 260,
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ease: 'Sine.easeInOut'
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});
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this.tweens.add({
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targets: view.label,
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x: targetX,
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y: targetY + this.layout.tileSize * 0.36,
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duration: 260,
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ease: 'Sine.easeInOut'
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});
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this.setInfo(`${unit.name} 이동 완료\n위치: ${x + 1}, ${y + 1}\n다음 단계에서 공격/대기 명령을 붙일 예정입니다.`);
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}
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private canMoveTo(unit: UnitData, x: number, y: number) {
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const distance = Math.abs(unit.x - x) + Math.abs(unit.y - y);
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return (
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distance > 0 &&
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distance <= unit.move &&
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x >= 0 &&
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y >= 0 &&
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x < firstBattleMap.width &&
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y < firstBattleMap.height &&
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!this.isOccupied(x, y, unit.id)
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);
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}
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private isOccupied(x: number, y: number, exceptUnitId?: string) {
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return firstBattleUnits.some((unit) => unit.id !== exceptUnitId && unit.x === x && unit.y === y);
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}
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private terrainAlpha(terrain: TerrainType) {
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if (terrain === 'forest') {
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return 0.16;
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}
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if (terrain === 'hill') {
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return 0.13;
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}
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if (terrain === 'fort') {
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return 0.18;
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}
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return 0.03;
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}
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private tileCenterX(x: number) {
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return this.layout.gridX + x * this.layout.tileSize + this.layout.tileSize / 2;
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}
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private tileCenterY(y: number) {
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return this.layout.gridY + y * this.layout.tileSize + this.layout.tileSize / 2;
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}
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private clearMarkers() {
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this.markers.forEach((marker) => marker.destroy());
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this.markers = [];
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@@ -11,6 +11,21 @@ import liuBeiPortraitUrl from '../../assets/images/portraits/liu-bei.png';
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import zhangFeiPortraitUrl from '../../assets/images/portraits/zhang-fei.png';
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import { palette } from '../ui/palette';
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type UnitPixelPalette = {
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robe: number;
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trim: number;
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shade: number;
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skin: number;
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hair: number;
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weapon: number;
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accent: number;
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beard?: boolean;
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spear?: boolean;
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halberd?: boolean;
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mounted?: boolean;
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cape?: boolean;
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};
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export class BootScene extends Phaser.Scene {
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constructor() {
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super('BootScene');
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@@ -53,6 +68,7 @@ export class BootScene extends Phaser.Scene {
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this.createPixelUnitTexture('unit-liu-bei', {
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robe: palette.blue,
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trim: 0xe7edf7,
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shade: 0x1d3552,
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skin: 0xf0c79a,
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hair: 0x1e1b17,
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weapon: 0xd8d0ba,
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@@ -61,6 +77,7 @@ export class BootScene extends Phaser.Scene {
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this.createPixelUnitTexture('unit-guan-yu', {
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robe: 0x2f7d45,
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trim: 0xd7e6c5,
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shade: 0x1f5131,
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skin: 0xd59b6e,
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hair: 0x241611,
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weapon: 0xc7d2d8,
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@@ -71,6 +88,7 @@ export class BootScene extends Phaser.Scene {
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this.createPixelUnitTexture('unit-zhang-fei', {
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robe: 0x5b2b33,
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trim: 0xefc67c,
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shade: 0x351820,
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skin: 0xb97955,
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hair: 0x16110f,
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weapon: 0xcfd8d8,
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@@ -80,6 +98,7 @@ export class BootScene extends Phaser.Scene {
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this.createPixelUnitTexture('unit-rebel', {
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robe: 0xc8a032,
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trim: 0x6e4f24,
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shade: 0x7b6221,
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skin: 0xbc8053,
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hair: 0x242015,
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weapon: 0xbfc5bd,
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@@ -89,6 +108,7 @@ export class BootScene extends Phaser.Scene {
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this.createPixelUnitTexture('unit-rebel-cavalry', {
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robe: 0xd0aa3f,
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trim: 0x7a4b2a,
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shade: 0x7a6428,
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skin: 0xbc8053,
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hair: 0x262017,
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weapon: 0xbfc5bd,
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@@ -98,6 +118,7 @@ export class BootScene extends Phaser.Scene {
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this.createPixelUnitTexture('unit-rebel-leader', {
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robe: 0x9e7130,
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trim: 0xf4d66f,
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shade: 0x60421f,
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skin: 0xc98b5d,
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hair: 0x1e1710,
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weapon: 0xd4d7c6,
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@@ -107,86 +128,123 @@ export class BootScene extends Phaser.Scene {
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});
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}
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private createPixelUnitTexture(
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key: string,
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colors: {
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robe: number;
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trim: number;
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skin: number;
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hair: number;
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weapon: number;
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accent: number;
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beard?: boolean;
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spear?: boolean;
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halberd?: boolean;
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mounted?: boolean;
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cape?: boolean;
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}
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) {
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private createPixelUnitTexture(key: string, colors: UnitPixelPalette) {
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const graphics = this.make.graphics({ x: 0, y: 0 });
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graphics.fillStyle(0x07090c, 0.42);
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graphics.fillRect(6, 27, 20, 3);
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this.drawPixelShadow(graphics);
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if (colors.mounted) {
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graphics.fillStyle(0x5b3824, 1);
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graphics.fillRect(7, 18, 18, 6);
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graphics.fillRect(5, 21, 5, 3);
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graphics.fillRect(22, 17, 4, 4);
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graphics.fillStyle(0x2f2118, 1);
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graphics.fillRect(9, 24, 3, 5);
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graphics.fillRect(21, 23, 3, 5);
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this.drawHorse(graphics, colors);
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}
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if (colors.cape) {
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graphics.fillStyle(0x6c2722, 1);
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graphics.fillRect(10, 13, 13, 13);
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graphics.fillRect(8, 18, 5, 7);
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graphics.fillRect(15, 19, 20, 18);
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graphics.fillRect(12, 26, 7, 12);
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graphics.fillStyle(0x3f1715, 1);
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graphics.fillRect(13, 35, 17, 3);
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}
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graphics.fillStyle(colors.weapon, 1);
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if (colors.spear) {
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graphics.fillRect(24, 6, 2, 22);
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graphics.fillRect(23, 5, 4, 2);
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} else if (colors.halberd) {
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graphics.fillRect(24, 5, 2, 23);
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graphics.fillRect(22, 5, 6, 2);
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graphics.fillRect(25, 7, 4, 3);
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} else {
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graphics.fillRect(23, 12, 2, 14);
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graphics.fillRect(22, 11, 5, 2);
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}
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this.drawWeapon(graphics, colors);
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this.drawBody(graphics, colors);
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this.drawHead(graphics, colors);
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graphics.fillStyle(colors.robe, 1);
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graphics.fillRect(11, 13, 10, 12);
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graphics.fillRect(9, 18, 14, 8);
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graphics.fillStyle(colors.trim, 1);
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graphics.fillRect(12, 14, 8, 2);
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graphics.fillRect(10, 25, 13, 2);
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graphics.fillStyle(colors.skin, 1);
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graphics.fillRect(12, 7, 8, 7);
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graphics.fillRect(10, 15, 3, 5);
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graphics.fillRect(20, 15, 3, 5);
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graphics.fillStyle(colors.hair, 1);
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graphics.fillRect(11, 6, 10, 3);
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graphics.fillRect(10, 8, 2, 5);
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graphics.fillRect(20, 8, 2, 5);
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if (colors.beard) {
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graphics.fillStyle(0x2a1712, 1);
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graphics.fillRect(13, 13, 6, 6);
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graphics.fillRect(14, 19, 4, 4);
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}
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graphics.fillStyle(colors.accent, 1);
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graphics.fillRect(14, 5, 4, 2);
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graphics.fillRect(14, 17, 5, 2);
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graphics.fillStyle(0x06080b, 1);
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graphics.fillRect(13, 10, 2, 1);
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graphics.fillRect(18, 10, 2, 1);
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graphics.generateTexture(key, 32, 32);
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graphics.generateTexture(key, 48, 48);
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graphics.destroy();
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this.textures.get(key).setFilter(Phaser.Textures.FilterMode.NEAREST);
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}
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private drawPixelShadow(graphics: Phaser.GameObjects.Graphics) {
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graphics.fillStyle(0x07090c, 0.45);
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graphics.fillRect(10, 41, 30, 3);
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graphics.fillRect(14, 39, 23, 2);
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}
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private drawHorse(graphics: Phaser.GameObjects.Graphics, colors: UnitPixelPalette) {
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graphics.fillStyle(0x5b3824, 1);
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graphics.fillRect(10, 28, 28, 8);
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graphics.fillRect(8, 31, 6, 4);
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graphics.fillRect(34, 25, 5, 7);
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graphics.fillStyle(0x3a2418, 1);
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graphics.fillRect(12, 36, 4, 7);
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graphics.fillRect(20, 35, 4, 8);
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graphics.fillRect(30, 35, 4, 8);
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||||
graphics.fillStyle(0x8c5a36, 1);
|
||||
graphics.fillRect(13, 27, 19, 3);
|
||||
graphics.fillStyle(colors.accent, 1);
|
||||
graphics.fillRect(18, 29, 10, 2);
|
||||
}
|
||||
|
||||
private drawWeapon(graphics: Phaser.GameObjects.Graphics, colors: UnitPixelPalette) {
|
||||
graphics.fillStyle(colors.weapon, 1);
|
||||
if (colors.spear) {
|
||||
graphics.fillRect(36, 8, 2, 31);
|
||||
graphics.fillRect(35, 6, 4, 3);
|
||||
graphics.fillRect(34, 9, 6, 2);
|
||||
return;
|
||||
}
|
||||
|
||||
if (colors.halberd) {
|
||||
graphics.fillRect(36, 6, 2, 34);
|
||||
graphics.fillRect(32, 7, 9, 2);
|
||||
graphics.fillRect(37, 9, 6, 4);
|
||||
graphics.fillRect(34, 13, 3, 3);
|
||||
return;
|
||||
}
|
||||
|
||||
graphics.fillRect(36, 15, 2, 22);
|
||||
graphics.fillRect(34, 14, 6, 2);
|
||||
graphics.fillRect(37, 12, 2, 4);
|
||||
}
|
||||
|
||||
private drawBody(graphics: Phaser.GameObjects.Graphics, colors: UnitPixelPalette) {
|
||||
graphics.fillStyle(colors.shade, 1);
|
||||
graphics.fillRect(17, 21, 16, 18);
|
||||
graphics.fillRect(14, 26, 6, 10);
|
||||
graphics.fillRect(31, 26, 5, 10);
|
||||
graphics.fillStyle(colors.robe, 1);
|
||||
graphics.fillRect(18, 20, 14, 16);
|
||||
graphics.fillRect(15, 25, 6, 9);
|
||||
graphics.fillRect(31, 25, 5, 9);
|
||||
graphics.fillRect(19, 36, 5, 6);
|
||||
graphics.fillRect(27, 36, 5, 6);
|
||||
|
||||
graphics.fillStyle(colors.trim, 1);
|
||||
graphics.fillRect(19, 21, 12, 2);
|
||||
graphics.fillRect(20, 27, 10, 2);
|
||||
graphics.fillRect(18, 34, 15, 2);
|
||||
graphics.fillRect(22, 23, 2, 12);
|
||||
graphics.fillStyle(0x0a0c10, 1);
|
||||
graphics.fillRect(19, 42, 6, 2);
|
||||
graphics.fillRect(27, 42, 6, 2);
|
||||
graphics.fillStyle(colors.skin, 1);
|
||||
graphics.fillRect(13, 28, 3, 5);
|
||||
graphics.fillRect(35, 28, 3, 5);
|
||||
}
|
||||
|
||||
private drawHead(graphics: Phaser.GameObjects.Graphics, colors: UnitPixelPalette) {
|
||||
graphics.fillStyle(colors.skin, 1);
|
||||
graphics.fillRect(18, 10, 12, 10);
|
||||
graphics.fillRect(16, 13, 3, 5);
|
||||
graphics.fillRect(29, 13, 3, 5);
|
||||
graphics.fillStyle(colors.hair, 1);
|
||||
graphics.fillRect(17, 8, 14, 4);
|
||||
graphics.fillRect(16, 11, 4, 7);
|
||||
graphics.fillRect(29, 11, 3, 7);
|
||||
graphics.fillStyle(colors.accent, 1);
|
||||
graphics.fillRect(19, 7, 9, 2);
|
||||
graphics.fillRect(21, 5, 5, 2);
|
||||
|
||||
graphics.fillStyle(0x050609, 1);
|
||||
graphics.fillRect(20, 14, 2, 1);
|
||||
graphics.fillRect(27, 14, 2, 1);
|
||||
graphics.fillRect(23, 18, 4, 1);
|
||||
|
||||
if (colors.beard) {
|
||||
graphics.fillStyle(0x2a1712, 1);
|
||||
graphics.fillRect(20, 19, 9, 6);
|
||||
graphics.fillRect(22, 25, 5, 5);
|
||||
graphics.fillStyle(0x160d0a, 1);
|
||||
graphics.fillRect(23, 28, 3, 4);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user