Redraw tactical unit sprites for readability

This commit is contained in:
2026-06-29 22:18:47 +09:00
parent c423450db7
commit 39256985a3
184 changed files with 759 additions and 42 deletions

View File

@@ -9598,48 +9598,6 @@ export class BattleScene extends Phaser.Scene {
private showFacingIndicator(unit: UnitData) {
this.clearFacingIndicator();
this.facingIndicatorUnitId = unit.id;
const view = this.unitViews.get(unit.id);
if (!view || unit.hp <= 0 || !this.isTileVisible(unit.x, unit.y)) {
return;
}
const direction = this.currentUnitDirection(unit);
const vector = this.directionVector(direction);
const x = view.sprite.x + vector.x * this.layout.tileSize * 0.34;
const y = view.sprite.y + vector.y * this.layout.tileSize * 0.34 - this.layout.tileSize * 0.28;
const marker = this.add.circle(x, y, 13, 0x101820, 0.86);
marker.setStrokeStyle(1, palette.gold, 0.88);
marker.setDepth(34);
const arrow = this.add.text(x, y - 1, this.directionSymbol(direction), {
fontFamily: '"Malgun Gothic", "Noto Sans KR", sans-serif',
fontSize: '18px',
color: '#ffe28a',
fontStyle: '700',
stroke: '#05070a',
strokeThickness: 3
});
arrow.setOrigin(0.5);
arrow.setDepth(35);
const label = this.add.text(x, y + 16, this.unitDirectionLabel(direction), {
fontFamily: '"Malgun Gothic", "Noto Sans KR", sans-serif',
fontSize: '10px',
color: '#f4dfad',
stroke: '#05070a',
strokeThickness: 3
});
label.setOrigin(0.5, 0);
label.setDepth(35);
if (this.mapMask) {
marker.setMask(this.mapMask);
arrow.setMask(this.mapMask);
label.setMask(this.mapMask);
}
this.facingIndicatorObjects = [marker, arrow, label];
}
private clearFacingIndicator() {