feat: Implement player block breaking with 10-pixel range and inventory collection

This commit is contained in:
Kacper Kostka (aider) 2025-04-05 19:12:11 +02:00
parent d765defa9d
commit 80c243ebf8
3 changed files with 80 additions and 35 deletions

View File

@ -29,7 +29,7 @@ class Player extends Entity {
this.maxHealth = 100;
this.health = 100;
this.breakingPower = 1;
this.breakingRange = 3;
this.breakingRange = 10; // Increased from 3 to 10 pixels
this.isBreaking = false;
this.breakingCooldown = 0;
this.breakingCooldownMax = 10;
@ -252,30 +252,38 @@ class Player extends Entity {
}
breakBlock() {
// Calculate the position in front of the player
const halfWidth = this.width / 2;
const breakX = Math.floor(this.x + (this.direction * this.breakingRange));
const breakY = Math.floor(this.y);
// Get mouse position in world coordinates
const worldX = Math.floor(currentMouseX / PIXEL_SIZE) + worldOffsetX;
const worldY = Math.floor(currentMouseY / PIXEL_SIZE) + worldOffsetY;
// Get the block type at that position
const blockType = getPixel(breakX, breakY);
// Calculate distance from player to target block
const distance = Math.sqrt(
Math.pow(worldX - this.x, 2) +
Math.pow(worldY - this.y, 2)
);
// Only break non-empty blocks that aren't special entities
if (blockType !== EMPTY &&
blockType !== WATER &&
blockType !== FIRE &&
blockType !== SQUARE &&
blockType !== CIRCLE &&
blockType !== TRIANGLE) {
// Only break blocks within range
if (distance <= this.breakingRange) {
// Get the block type at that position
const blockType = getPixel(worldX, worldY);
// Add to inventory based on block type
this.addToInventory(blockType);
// Only break non-empty blocks that aren't special entities
if (blockType !== EMPTY &&
blockType !== WATER &&
blockType !== FIRE &&
blockType !== SQUARE &&
blockType !== CIRCLE &&
blockType !== TRIANGLE) {
// Replace with empty space
setPixel(breakX, breakY, EMPTY);
// Add to inventory based on block type
this.addToInventory(blockType);
// Create a breaking effect (particles)
this.createBreakingEffect(breakX, breakY, blockType);
// Replace with empty space
setPixel(worldX, worldY, EMPTY);
// Create a breaking effect (particles)
this.createBreakingEffect(worldX, worldY, blockType);
}
}
}

View File

@ -18,7 +18,7 @@ window.addEventListener('keydown', (e) => {
e.preventDefault();
}
// Start breaking blocks with E key
// Start breaking blocks with E key or left mouse button
if (e.code === 'KeyE' && player) {
player.startBreaking();
}
@ -106,9 +106,15 @@ function handleMouseDown(e) {
worldOffsetXBeforeDrag = worldOffsetX;
worldOffsetYBeforeDrag = worldOffsetY;
} else {
// Left mouse button for drawing
isDrawing = true;
draw(x, y);
// Left mouse button for drawing or breaking blocks
if (player) {
// If player exists, start breaking blocks
player.startBreaking();
} else {
// Otherwise use normal drawing
isDrawing = true;
draw(x, y);
}
}
}
@ -149,6 +155,11 @@ function handleMouseUp(e) {
}
}
isDragging = false;
// Stop breaking blocks if player exists
if (player) {
player.stopBreaking();
}
}
function draw(x, y) {

View File

@ -175,16 +175,42 @@ function displayDebugInfo() {
// Render breaking indicator for player
function renderBreakingIndicator(ctx, offsetX, offsetY) {
// Calculate position in front of player
const breakX = Math.floor(player.x + (player.direction * player.breakingRange));
const breakY = Math.floor(player.y);
// Get mouse position in world coordinates
const worldX = Math.floor(currentMouseX / PIXEL_SIZE) + worldOffsetX;
const worldY = Math.floor(currentMouseY / PIXEL_SIZE) + worldOffsetY;
// Calculate distance from player to target block
const distance = Math.sqrt(
Math.pow(worldX - player.x, 2) +
Math.pow(worldY - player.y, 2)
);
// Convert to screen coordinates
const screenX = (breakX - offsetX) * PIXEL_SIZE;
const screenY = (breakY - offsetY) * PIXEL_SIZE;
const screenX = (worldX - offsetX) * PIXEL_SIZE;
const screenY = (worldY - offsetY) * PIXEL_SIZE;
const playerScreenX = (player.x - offsetX) * PIXEL_SIZE;
const playerScreenY = (player.y - offsetY) * PIXEL_SIZE;
// Draw breaking range circle
ctx.strokeStyle = 'rgba(255, 255, 255, 0.5)';
ctx.lineWidth = 2;
ctx.beginPath();
ctx.arc(
playerScreenX,
playerScreenY,
player.breakingRange * PIXEL_SIZE,
0,
Math.PI * 2
);
ctx.stroke();
// Draw target indicator
if (distance <= player.breakingRange) {
ctx.strokeStyle = '#ff0000';
} else {
ctx.strokeStyle = '#888888'; // Gray when out of range
}
// Draw breaking indicator
ctx.strokeStyle = '#ff0000';
ctx.lineWidth = 2;
ctx.strokeRect(
screenX - PIXEL_SIZE/2,
@ -193,9 +219,9 @@ function renderBreakingIndicator(ctx, offsetX, offsetY) {
PIXEL_SIZE
);
// Draw line from player to breaking point
// Draw line from player to target point
ctx.beginPath();
ctx.moveTo((player.x - offsetX) * PIXEL_SIZE, (player.y - offsetY) * PIXEL_SIZE);
ctx.moveTo(playerScreenX, playerScreenY);
ctx.lineTo(screenX, screenY);
ctx.stroke();
}