worldbox-minigame/events.js
2025-04-02 22:33:18 +02:00

445 lines
15 KiB
JavaScript

// Track mouse position for placement indicator
let lastMouseWorldX = null;
let lastMouseWorldY = null;
/**********************************************************************
* PAN & ZOOM
**********************************************************************/
function setupPanZoom() {
canvas.addEventListener('mousedown', (e) => {
// Only start dragging if not in terrain drawing mode
if(!purchaseMode || !purchaseMode.startsWith('Draw')) {
isDragging = true;
lastMouseX = e.clientX;
lastMouseY = e.clientY;
}
});
canvas.addEventListener('mouseup', () => { isDragging = false; });
canvas.addEventListener('mouseleave', () => { isDragging = false; });
canvas.addEventListener('mousemove', (e) => {
if(isDragging) {
let dx = e.clientX - lastMouseX;
let dy = e.clientY - lastMouseY;
offsetX += dx;
offsetY += dy;
lastMouseX = e.clientX;
lastMouseY = e.clientY;
}
// Update world coordinates for placement indicator
const rect = canvas.getBoundingClientRect();
let cx = e.clientX - rect.left;
let cy = e.clientY - rect.top;
lastMouseWorldX = (cx - (canvas.width/2) - offsetX) / scale;
lastMouseWorldY = (cy - (canvas.height/2) - offsetY) / scale;
});
canvas.addEventListener('wheel', (e) => {
e.preventDefault();
let zoomSpeed = 0.001;
let delta = e.deltaY * zoomSpeed;
let oldScale = scale;
scale -= delta;
if(scale < 0.1) scale = 0.1;
if(scale > 5) scale = 5;
let mouseX = e.clientX - (canvas.width/2 + offsetX);
let mouseY = e.clientY - (canvas.height/2 + offsetY);
offsetX -= mouseX * (scale - oldScale);
offsetY -= mouseY * (scale - oldScale);
}, {passive: false});
}
/**********************************************************************
* BUY MENU LOGIC
**********************************************************************/
function setupBuyButtons() {
document.getElementById('buyHouseBtn').addEventListener('click', () => {
purchaseMode = "House";
logAction("Click on map to place a House site.");
});
document.getElementById('buyRoadBtn').addEventListener('click', () => {
purchaseMode = "Road";
logAction("Click on map to place a Road site.");
});
document.getElementById('buyBuilderBtn').addEventListener('click', () => {
purchaseMode = "Builder";
logAction("Click on map to place a new Builder citizen.");
});
document.getElementById('buyFarmerBtn').addEventListener('click', () => {
purchaseMode = "Farmer";
logAction("Click on map to place a new Farmer citizen.");
});
document.getElementById('buyMerchantBtn').addEventListener('click', () => {
purchaseMode = "Merchant";
logAction("Click on map to place a new Merchant citizen.");
});
document.getElementById('buyDoctorBtn').addEventListener('click', () => {
purchaseMode = "Doctor";
logAction("Click on map to place a new Doctor citizen.");
});
document.getElementById('buyTeacherBtn').addEventListener('click', () => {
purchaseMode = "Teacher";
logAction("Click on map to place a new Teacher citizen.");
});
document.getElementById('buySoldierBtn').addEventListener('click', () => {
purchaseMode = "Soldier";
logAction("Click on map to place a new Soldier citizen.");
});
document.getElementById('buyPlannerBtn').addEventListener('click', () => {
purchaseMode = "Planner";
logAction("Click on map to place a new Planner citizen.");
});
document.getElementById('buyMarketBtn').addEventListener('click', () => {
purchaseMode = "Market";
logAction("Click on map to place a Market site.");
});
document.getElementById('buyHospitalBtn').addEventListener('click', () => {
purchaseMode = "Hospital";
logAction("Click on map to place a Hospital site.");
});
document.getElementById('buySchoolBtn').addEventListener('click', () => {
purchaseMode = "School";
logAction("Click on map to place a School site.");
});
document.getElementById('buySpawnerBtn').addEventListener('click', () => {
purchaseMode = "Spawner";
logAction("Click on map to place a Spawner building.");
});
document.getElementById('buyTreeBtn').addEventListener('click', () => {
purchaseMode = "Tree";
logAction("Click on map to place a new Tree.");
});
// Terrain drawing buttons
document.getElementById('drawWaterBtn').addEventListener('click', () => {
purchaseMode = "DrawWater";
logAction("Click and drag on map to draw Water ($20).");
});
document.getElementById('drawGrassBtn').addEventListener('click', () => {
purchaseMode = "DrawGrass";
logAction("Click and drag on map to draw Grass ($10).");
});
document.getElementById('drawSandBtn').addEventListener('click', () => {
purchaseMode = "DrawSand";
logAction("Click and drag on map to draw Sand ($15).");
});
document.getElementById('drawDirtBtn').addEventListener('click', () => {
purchaseMode = "DrawDirt";
logAction("Click and drag on map to draw Dirt ($5).");
});
document.getElementById('drawStoneBtn').addEventListener('click', () => {
purchaseMode = "DrawStone";
logAction("Click and drag on map to draw Stone ($25).");
});
document.getElementById('toggleLogsBtn').addEventListener('click', (e) => {
if(logContainer.style.display === "none") {
logContainer.style.display = "block";
e.target.textContent = "Hide Logs";
} else {
logContainer.style.display = "none";
e.target.textContent = "Show Logs";
}
});
}
// Variables for terrain drawing
let isDrawingTerrain = false;
let lastDrawX = null;
let lastDrawY = null;
let terrainDrawCost = 0;
let terrainDrawType = null;
let terrainDrawCount = 0;
function setupCanvasClick() {
// Mouse down for terrain drawing
canvas.addEventListener('mousedown', (e) => {
if(!purchaseMode || !purchaseMode.startsWith('Draw')) return;
const rect = canvas.getBoundingClientRect();
let cx = e.clientX - rect.left;
let cy = e.clientY - rect.top;
let worldX = (cx - (canvas.width/2) - offsetX) / scale;
let worldY = (cy - (canvas.height/2) - offsetY) / scale;
isDrawingTerrain = true;
lastDrawX = worldX;
lastDrawY = worldY;
terrainDrawCount = 0;
// Set terrain type and cost based on mode
switch(purchaseMode) {
case "DrawWater":
terrainDrawType = TERRAIN_WATER;
terrainDrawCost = COST_WATER;
break;
case "DrawGrass":
terrainDrawType = TERRAIN_GRASS;
terrainDrawCost = COST_GRASS;
break;
case "DrawSand":
terrainDrawType = TERRAIN_SAND;
terrainDrawCost = COST_SAND;
break;
case "DrawDirt":
terrainDrawType = TERRAIN_DIRT;
terrainDrawCost = COST_DIRT;
break;
case "DrawStone":
terrainDrawType = TERRAIN_STONE;
terrainDrawCost = COST_STONE;
break;
}
});
// Mouse move for terrain drawing
canvas.addEventListener('mousemove', (e) => {
if(isDrawingTerrain && terrainDrawType !== null) {
const rect = canvas.getBoundingClientRect();
let cx = e.clientX - rect.left;
let cy = e.clientY - rect.top;
let worldX = (cx - (canvas.width/2) - offsetX) / scale;
let worldY = (cy - (canvas.height/2) - offsetY) / scale;
// Only draw if moved enough distance
if(Math.abs(worldX - lastDrawX) > 5 || Math.abs(worldY - lastDrawY) > 5) {
// Check if we can afford it
if(money >= terrainDrawCost) {
// Draw a 3x3 area of terrain
for(let dx = -1; dx <= 1; dx++) {
for(let dy = -1; dy <= 1; dy++) {
setTerrainType(worldX + dx * 10, worldY + dy * 10, terrainDrawType);
}
}
addMoney(-terrainDrawCost, `Draw ${getTerrainName(terrainDrawType)}`);
terrainDrawCount++;
lastDrawX = worldX;
lastDrawY = worldY;
} else {
// Stop drawing if out of money
isDrawingTerrain = false;
logAction("Not enough money to continue drawing terrain!");
}
}
}
});
// Mouse up to stop terrain drawing
canvas.addEventListener('mouseup', () => {
if(isDrawingTerrain) {
isDrawingTerrain = false;
if(terrainDrawCount > 0) {
logAction(`Drew ${terrainDrawCount} patches of ${getTerrainName(terrainDrawType)}.`);
}
terrainDrawType = null;
}
});
// Mouse leave to stop terrain drawing
canvas.addEventListener('mouseleave', () => {
isDrawingTerrain = false;
terrainDrawType = null;
});
canvas.addEventListener('click', (e) => {
if(!purchaseMode || purchaseMode.startsWith('Draw')) return;
const rect = canvas.getBoundingClientRect();
let cx = e.clientX - rect.left;
let cy = e.clientY - rect.top;
let worldX = (cx - (canvas.width/2) - offsetX) / scale;
let worldY = (cy - (canvas.height/2) - offsetY) / scale;
// Check if the placement is valid (not in water)
if (!isValidPlacement(worldX, worldY)) {
logAction("Cannot build on water! Choose a land location.");
return;
}
switch(purchaseMode) {
case "House":
if(money >= COST_HOUSE) {
addMoney(-COST_HOUSE, "Buy House");
let site = createHouseSite(worldX, worldY);
buildings.push(site);
logAction(`Purchased House site @(${Math.floor(worldX)},${Math.floor(worldY)})`);
} else {
logAction("Not enough money to buy House!");
}
break;
case "Road":
if(money >= COST_ROAD) {
addMoney(-COST_ROAD, "Buy Road");
// For simplicity, we create a short horizontal road
let site = createRoadSite(worldX-50, worldY, worldX+50, worldY);
buildings.push(site);
logAction(`Purchased Road site @(${Math.floor(worldX)},${Math.floor(worldY)})`);
} else {
logAction("Not enough money to buy Road!");
}
break;
case "Market":
if(money >= COST_MARKET) {
addMoney(-COST_MARKET, "Buy Market");
let site = createMarketSite(worldX, worldY);
buildings.push(site);
logAction(`Purchased Market site @(${Math.floor(worldX)},${Math.floor(worldY)})`);
} else {
logAction("Not enough money to buy Market!");
}
break;
case "Hospital":
if(money >= COST_HOSPITAL) {
addMoney(-COST_HOSPITAL, "Buy Hospital");
let site = createHospitalSite(worldX, worldY);
buildings.push(site);
logAction(`Purchased Hospital site @(${Math.floor(worldX)},${Math.floor(worldY)})`);
} else {
logAction("Not enough money to buy Hospital!");
}
break;
case "School":
if(money >= COST_SCHOOL) {
addMoney(-COST_SCHOOL, "Buy School");
let site = createSchoolSite(worldX, worldY);
buildings.push(site);
logAction(`Purchased School site @(${Math.floor(worldX)},${Math.floor(worldY)})`);
} else {
logAction("Not enough money to buy School!");
}
break;
case "Builder":
if(money >= COST_BUILDER) {
addMoney(-COST_BUILDER, "Buy Builder");
let c = createCitizen(randomName(), worldX, worldY, "Builder");
citizens.push(c);
logAction(`Purchased new Builder @(${Math.floor(worldX)},${Math.floor(worldY)})`);
} else {
logAction("Not enough money to buy Builder!");
}
break;
case "Farmer":
if(money >= COST_FARMER) {
addMoney(-COST_FARMER, "Buy Farmer");
let c = createCitizen(randomName(), worldX, worldY, "Farmer");
citizens.push(c);
logAction(`Purchased new Farmer @(${Math.floor(worldX)},${Math.floor(worldY)})`);
} else {
logAction("Not enough money to buy Farmer!");
}
break;
case "Merchant":
if(money >= COST_MERCHANT) {
addMoney(-COST_MERCHANT, "Buy Merchant");
let c = createCitizen(randomName(), worldX, worldY, "Merchant");
citizens.push(c);
logAction(`Purchased new Merchant @(${Math.floor(worldX)},${Math.floor(worldY)})`);
} else {
logAction("Not enough money to buy Merchant!");
}
break;
case "Doctor":
if(money >= COST_DOCTOR) {
addMoney(-COST_DOCTOR, "Buy Doctor");
let c = createCitizen(randomName(), worldX, worldY, "Doctor");
citizens.push(c);
logAction(`Purchased new Doctor @(${Math.floor(worldX)},${Math.floor(worldY)})`);
} else {
logAction("Not enough money to buy Doctor!");
}
break;
case "Teacher":
if(money >= COST_TEACHER) {
addMoney(-COST_TEACHER, "Buy Teacher");
let c = createCitizen(randomName(), worldX, worldY, "Teacher");
citizens.push(c);
logAction(`Purchased new Teacher @(${Math.floor(worldX)},${Math.floor(worldY)})`);
} else {
logAction("Not enough money to buy Teacher!");
}
break;
case "Soldier":
if(money >= COST_SOLDIER) {
addMoney(-COST_SOLDIER, "Buy Soldier");
let c = createCitizen(randomName(), worldX, worldY, "Soldier");
citizens.push(c);
logAction(`Purchased new Soldier @(${Math.floor(worldX)},${Math.floor(worldY)})`);
} else {
logAction("Not enough money to buy Soldier!");
}
break;
case "Planner":
if(money >= COST_PLANNER) {
addMoney(-COST_PLANNER, "Buy Planner");
let c = createCitizen(randomName(), worldX, worldY, "Planner");
citizens.push(c);
logAction(`Purchased new Planner @(${Math.floor(worldX)},${Math.floor(worldY)})`);
} else {
logAction("Not enough money to buy Planner!");
}
break;
case "Spawner":
if(money >= COST_SPAWNER) {
addMoney(-COST_SPAWNER, "Buy Spawner");
let spawnBuild = {
buildingType: "Spawner",
x: worldX, y: worldY,
completed: true,
lastSpawnTime: frameCount
};
buildings.push(spawnBuild);
logAction(`Purchased Spawner @(${Math.floor(worldX)},${Math.floor(worldY)})`);
} else {
logAction("Not enough money to buy Spawner!");
}
break;
case "Tree":
if(money >= COST_TREE) {
addMoney(-COST_TREE, "Buy Tree");
let t = createResource("Tree", worldX, worldY, 100);
resources.push(t);
logAction(`Purchased a new Tree @(${Math.floor(worldX)},${Math.floor(worldY)})`);
} else {
logAction("Not enough money to buy Tree!");
}
break;
}
purchaseMode = null;
});
}