LyssaGame/src/UI.js

693 lines
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JavaScript
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import { Farmer, Gravekeeper } from './Entity.js';
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export class UI {
constructor(ctx, game) {
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console.log("UI Version 1.1 Loaded");
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this.ctx = ctx;
this.game = game;
this.messageLog = document.getElementById('message-log');
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this.spellsList = document.getElementById('spells-list');
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this.inventoryLink = docugment.getElementById('inventory-link');
this.inventoryLabel = document.querySelector('#inventory-panel .group-box-label');
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if (this.inventoryLink) {
this.inventoryLink.onclick = (e) => {
e.preventDefault();
this.game.toggleInventory();
};
}
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if (this.inventoryLabel) {
this.inventoryLabel.style.cursor = 'pointer';
this.inventoryLabel.onclick = () => this.game.toggleInventory();
}
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this.popup = null;
this.popupTimeout = null;
}
log(message) {
if (!this.messageLog) return;
const div = document.createElement('div');
div.textContent = message;
this.messageLog.appendChild(div);
this.messageLog.scrollTop = this.messageLog.scrollHeight;
}
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renderMap(map, player, monsters, items, projectiles, tileSize) {
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// Fill background
this.ctx.fillStyle = '#000000';
this.ctx.fillRect(0, 0, this.ctx.canvas.width, this.ctx.canvas.height);
this.ctx.font = `${tileSize}px monospace`;
this.ctx.textBaseline = 'top';
// Calculate viewport (center on player)
const viewWidth = Math.ceil(this.ctx.canvas.width / tileSize);
const viewHeight = Math.ceil(this.ctx.canvas.height / tileSize);
const startX = player.x - Math.floor(viewWidth / 2);
const startY = player.y - Math.floor(viewHeight / 2);
for (let y = 0; y < viewHeight; y++) {
for (let x = 0; x < viewWidth; x++) {
const mapX = startX + x;
const mapY = startY + y;
if (mapX >= 0 && mapX < map.width && mapY >= 0 && mapY < map.height) {
const tile = map.tiles[mapY][mapX];
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const isLit = map.isLit(mapX, mapY);
const dist = Math.sqrt(Math.pow(player.x - mapX, 2) + Math.pow(player.y - mapY, 2));
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const inRadius = dist <= 3.5;
const isExplored = map.explored[mapY][mapX];
// Tiles are visible if lit, in radius, or remembered
if (isLit || inRadius || isExplored) {
// Check if it's currently in Line of Sight to draw it "bright"
const hasLOS = map.hasLineOfSight(player.x, player.y, mapX, mapY);
const isCurrentlyVisible = (isLit || inRadius) && hasLOS;
this.drawTile(x * tileSize, y * tileSize, tile, tileSize, !isCurrentlyVisible);
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} else {
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// Draw nothing for unseen areas
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this.ctx.fillStyle = '#000000';
this.ctx.fillRect(x * tileSize, y * tileSize, tileSize, tileSize);
}
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}
}
}
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// Draw Traps
if (map.traps) {
for (const trap of map.traps) {
if (!trap.revealed) continue;
const isLit = map.isLit(trap.x, trap.y);
const dist = Math.sqrt(Math.pow(player.x - trap.x, 2) + Math.pow(player.y - trap.y, 2));
const inRadius = dist <= 3.5;
if (!(isLit || inRadius)) continue;
if (!map.hasLineOfSight(player.x, player.y, trap.x, trap.y)) continue;
const screenX = (trap.x - startX) * tileSize;
const screenY = (trap.y - startY) * tileSize;
if (screenX >= -tileSize && screenX < this.ctx.canvas.width &&
screenY >= -tileSize && screenY < this.ctx.canvas.height) {
this.ctx.fillStyle = '#ff0000';
this.ctx.fillText('^', screenX + tileSize / 4, screenY);
}
}
}
// Draw Fountains
if (map.fountains) {
for (const fountain of map.fountains) {
const isLit = map.isLit(fountain.x, fountain.y);
const dist = Math.sqrt(Math.pow(player.x - fountain.x, 2) + Math.pow(player.y - fountain.y, 2));
const inRadius = dist <= 3.5;
if (!(isLit || inRadius)) continue;
if (!map.hasLineOfSight(player.x, player.y, fountain.x, fountain.y)) continue;
const screenX = (fountain.x - startX) * tileSize;
const screenY = (fountain.y - startY) * tileSize;
if (screenX >= -tileSize && screenX < this.ctx.canvas.width &&
screenY >= -tileSize && screenY < this.ctx.canvas.height) {
const asset = this.game.assets['fountain'];
if (asset && !fountain.used) {
this.ctx.drawImage(asset, screenX, screenY, tileSize, tileSize);
} else {
this.ctx.fillStyle = fountain.used ? '#808080' : '#00ffff';
this.ctx.fillText('&', screenX + tileSize / 4, screenY);
}
}
}
}
// Draw Signs
if (map.signs) {
for (const sign of map.signs) {
const isLit = map.isLit(sign.x, sign.y);
const dist = Math.sqrt(Math.pow(player.x - sign.x, 2) + Math.pow(player.y - sign.y, 2));
const inRadius = dist <= 3.5;
const isExplored = map.explored[sign.y][sign.x];
if (!(isLit || inRadius || isExplored)) continue;
// Only show bright if in LOS
const hasLOS = map.hasLineOfSight(player.x, player.y, sign.x, sign.y);
const isCurrentlyVisible = (isLit || inRadius) && hasLOS;
const screenX = (sign.x - startX) * tileSize;
const screenY = (sign.y - startY) * tileSize;
if (screenX >= -tileSize && screenX < this.ctx.canvas.width &&
screenY >= -tileSize && screenY < this.ctx.canvas.height) {
this.ctx.fillStyle = isCurrentlyVisible ? '#8b4513' : '#4a250a'; // Darker brown if not visible
this.ctx.fillRect(screenX + 4, screenY + 4, tileSize - 8, tileSize - 8);
this.ctx.fillStyle = isCurrentlyVisible ? '#ffffff' : '#888888';
this.ctx.font = `bold ${tileSize/2}px monospace`;
this.ctx.textAlign = 'center';
this.ctx.fillText('?', screenX + tileSize / 2, screenY + tileSize / 1.5);
}
}
}
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// Draw Items
if (items) {
for (const item of items) {
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const isLit = map.isLit(item.x, item.y);
const dist = Math.sqrt(Math.pow(player.x - item.x, 2) + Math.pow(player.y - item.y, 2));
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const inRadius = dist <= 3.5;
if (!(isLit || inRadius)) continue;
if (!map.hasLineOfSight(player.x, player.y, item.x, item.y)) continue;
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const screenX = (item.x - startX) * tileSize;
const screenY = (item.y - startY) * tileSize;
if (screenX >= -tileSize && screenX < this.ctx.canvas.width &&
screenY >= -tileSize && screenY < this.ctx.canvas.height) {
this.drawEntity(screenX, screenY, item, tileSize);
}
}
}
// Draw Monsters
for (const monster of monsters) {
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const isLit = map.isLit(monster.x, monster.y);
const dist = Math.sqrt(Math.pow(player.x - monster.x, 2) + Math.pow(player.y - monster.y, 2));
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const inRadius = dist <= 3.5;
if (!(isLit || inRadius)) continue;
if (!map.hasLineOfSight(player.x, player.y, monster.x, monster.y)) continue;
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const screenX = (monster.x - startX) * tileSize;
const screenY = (monster.y - startY) * tileSize;
// Only draw if visible
if (screenX >= -tileSize && screenX < this.ctx.canvas.width &&
screenY >= -tileSize && screenY < this.ctx.canvas.height) {
this.drawEntity(screenX, screenY, monster, tileSize);
}
}
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// Draw Projectiles
if (projectiles) {
for (const proj of projectiles) {
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const isLit = map.isLit(proj.x, proj.y);
const dist = Math.sqrt(Math.pow(player.x - proj.x, 2) + Math.pow(player.y - proj.y, 2));
if (!(isLit || dist <= 3.5)) continue;
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const screenX = (proj.x - startX) * tileSize;
const screenY = (proj.y - startY) * tileSize;
if (screenX >= -tileSize && screenX < this.ctx.canvas.width &&
screenY >= -tileSize && screenY < this.ctx.canvas.height) {
this.drawEntity(screenX, screenY, proj, tileSize);
}
}
}
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// Draw Player
const playerScreenX = (player.x - startX) * tileSize;
const playerScreenY = (player.y - startY) * tileSize;
this.drawEntity(playerScreenX, playerScreenY, player, tileSize);
this.drawPopup();
}
updateStats(player, depth) {
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const hpElem = document.getElementById('stat-hp');
hpElem.textContent = player.hp;
hpElem.style.color = player.poisoned ? '#00ff00' : '#ffffff';
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document.getElementById('stat-max-hp').textContent = player.maxHp;
document.getElementById('stat-str').textContent = player.stats.str;
document.getElementById('stat-level').textContent = player.level;
document.getElementById('stat-xp').textContent = player.xp;
document.getElementById('stat-max-xp').textContent = player.maxXp;
document.getElementById('stat-ac').textContent = player.getDefense();
document.getElementById('stat-floor').textContent = depth;
document.getElementById('stat-gold').textContent = player.gold;
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document.getElementById('stat-mana').textContent = `${player.mana}/${player.maxMana}`;
document.getElementById('stat-int').textContent = player.stats.int;
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const statusElem = document.getElementById('stat-status');
if (statusElem) {
statusElem.textContent = player.poisoned ? "POISONED" : "";
}
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}
updateInventory(player) {
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// Now handled by canvas-based inventory box
if (this.inventoryLink) {
this.inventoryLink.textContent = `[ View Inventory (${player.inventory.length}) ]`;
}
}
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drawOverviewMap(map, player) {
const width = 500;
const height = 500;
const x = (this.ctx.canvas.width - width) / 2;
const y = (this.ctx.canvas.height - height) / 2;
// Background
this.ctx.fillStyle = 'rgba(0, 0, 0, 0.85)';
this.ctx.fillRect(x, y, width, height);
this.ctx.strokeStyle = '#ffffff';
this.ctx.lineWidth = 2;
this.ctx.strokeRect(x, y, width, height);
// Title
this.ctx.fillStyle = '#ffffff';
this.ctx.font = 'bold 20px monospace';
this.ctx.textAlign = 'center';
this.ctx.fillText('MAP OVERVIEW', x + width / 2, y + 30);
// Map Scale
const padding = 50;
const mapAreaWidth = width - padding * 2;
const mapAreaHeight = height - padding * 2;
const scaleX = mapAreaWidth / map.width;
const scaleY = mapAreaHeight / map.height;
const scale = Math.min(scaleX, scaleY);
const offsetX = x + (width - (map.width * scale)) / 2;
const offsetY = y + (height - (map.height * scale)) / 2;
for (let my = 0; my < map.height; my++) {
for (let mx = 0; mx < map.width; mx++) {
if (map.explored[my][mx]) {
const tile = map.tiles[my][mx];
if (tile === '#') {
this.ctx.fillStyle = '#555555';
} else if (tile === '>') {
this.ctx.fillStyle = '#ffffff'; // Highlight stairs down
} else if (tile === '<') {
this.ctx.fillStyle = '#ffffff'; // Highlight stairs up
} else if (tile === 't') {
// Tombstone
this.ctx.fillStyle = '#222222';
} else {
this.ctx.fillStyle = '#222222';
}
this.ctx.fillRect(offsetX + mx * scale, offsetY + my * scale, scale, scale);
}
}
}
// Draw Player Position
this.ctx.fillStyle = '#ffff00';
this.ctx.beginPath();
this.ctx.arc(offsetX + player.x * scale + scale / 2, offsetY + player.y * scale + scale / 2, scale * 1.5, 0, Math.PI * 2);
this.ctx.fill();
// Legend/Instructions
this.ctx.fillStyle = '#888888';
this.ctx.font = '12px monospace';
this.ctx.fillText('Yellow: You | White: Stairs | [M] to Close', x + width / 2, y + height - 15);
this.ctx.textAlign = 'start';
}
drawIntro(textLines) {
const width = 750;
const height = 550;
const x = (this.ctx.canvas.width - width) / 2;
const y = (this.ctx.canvas.height - height) / 2;
// Shadow
this.ctx.fillStyle = 'rgba(0, 0, 0, 0.7)';
this.ctx.fillRect(x + 10, y + 10, width, height);
// Background
this.ctx.fillStyle = '#000000';
this.ctx.fillRect(x, y, width, height);
this.ctx.strokeStyle = '#ffffff';
this.ctx.lineWidth = 3;
this.ctx.strokeRect(x, y, width, height);
// Title
this.ctx.fillStyle = '#ffff00';
this.ctx.font = 'bold 24px "Courier New", monospace';
this.ctx.textAlign = 'center';
this.ctx.fillText('THE LEGEND OF OAKHAVEN', x + width / 2, y + 40);
// Text
this.ctx.fillStyle = '#ffffff';
this.ctx.font = '16px "Courier New", monospace';
let lineY = y + 80;
textLines.forEach(line => {
this.ctx.fillText(line, x + width / 2, lineY);
lineY += 20;
});
this.ctx.textAlign = 'start';
}
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drawInventory(player, selectedIndex) {
const ctx = this.ctx;
const width = 500;
const height = 400;
const x = (ctx.canvas.width - width) / 2;
const y = (ctx.canvas.height - height) / 2;
// Background
ctx.fillStyle = '#000000';
ctx.fillRect(x, y, width, height);
ctx.strokeStyle = '#ffffff';
ctx.lineWidth = 2;
ctx.strokeRect(x, y, width, height);
// Title
ctx.fillStyle = '#ffffff';
ctx.font = '20px monospace';
ctx.textAlign = 'center';
ctx.fillText('Inventory', x + width / 2, y + 30);
// Items
ctx.font = '16px monospace';
ctx.textAlign = 'left';
let itemY = y + 70;
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const groupedItems = this.game.getGroupedInventory();
if (groupedItems.length === 0) {
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ctx.fillStyle = '#888888';
ctx.textAlign = 'center';
ctx.fillText('Empty', x + width / 2, itemY + 20);
} else {
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groupedItems.forEach((group, index) => {
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const isSelected = index === selectedIndex;
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const isEquipped = group.indices.some(idx => {
const item = player.inventory[idx];
return player.equipment.weapon === item || player.equipment.armor === item || player.equipment.shield === item;
});
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if (isSelected) {
ctx.fillStyle = '#333333';
ctx.fillRect(x + 20, itemY - 5, width - 40, 25);
ctx.fillStyle = '#ffff00';
ctx.fillText('>', x + 25, itemY + 10);
} else {
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// Color based on quality if identified
if (!group.item.identified) {
ctx.fillStyle = '#aaaaaa'; // Gray for unidentified
} else if (group.item.isCursed) {
ctx.fillStyle = '#ff4444'; // Red for cursed
} else if (group.item.modifier > 0) {
ctx.fillStyle = '#00ffff'; // Cyan for enchanted
} else {
ctx.fillStyle = '#aaaaaa';
}
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}
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let displayName = group.item.getDisplayName();
if (group.count > 1) displayName += ` (${group.count})`;
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if (isEquipped) displayName += " (E)";
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// Draw Icon if available
const assetName = this.getAssetName(group.item);
const asset = this.game.assets[assetName];
if (asset) {
this.ctx.drawImage(asset, x + 50, itemY, 20, 20);
this.ctx.fillText(displayName, x + 80, itemY + 10);
} else {
this.ctx.fillText(displayName, x + 50, itemY + 10);
}
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itemY += 30;
});
}
// Instructions
ctx.fillStyle = '#888888';
ctx.font = '12px monospace';
ctx.textAlign = 'center';
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ctx.fillText('1:Laser|2:Fire|3:Light|4:Heal|5:Ret|6:Det|7:Cure|Up/Down:Sel|Enter:Use|Esc/i:Close', x + width / 2, y + height - 20);
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// Reset
ctx.textAlign = 'start';
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}
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updateSpells(player) {
if (!this.spellsList) return;
this.spellsList.innerHTML = '';
player.spells.forEach((spell, index) => {
const li = document.createElement('li');
li.textContent = `${index + 1}. ${spell}`;
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li.style.cursor = 'pointer';
li.style.padding = '2px';
li.onmouseover = () => li.style.backgroundColor = 'rgba(255,255,255,0.1)';
li.onmouseout = () => li.style.backgroundColor = 'transparent';
li.onclick = () => {
if (spell === 'zappy laser') this.game.startTargeting('zappy laser');
else if (spell === 'Fireball') this.game.startTargeting('Fireball');
else if (spell === 'Light') this.game.castLightSpell();
else if (spell === 'Heal') this.game.castHealSpell();
else if (spell === 'Return') this.game.castReturnSpell();
else if (spell === 'Detect Traps') this.game.castDetectTrapsSpell();
else if (spell === 'Cure Poison') this.game.castCurePoisonSpell();
};
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this.spellsList.appendChild(li);
});
}
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drawTile(screenX, screenY, tile, size, isMemorized = false) {
const ctx = this.ctx;
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if (tile === '#') {
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ctx.fillStyle = isMemorized ? '#404040' : '#808080'; // Darker gray for memorized walls
ctx.fillRect(screenX, screenY, size, size);
// Wall highlights
ctx.strokeStyle = isMemorized ? '#606060' : '#ffffff';
ctx.lineWidth = 1;
ctx.strokeRect(screenX + 1, screenY + 1, size - 2, size - 2);
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} else if (tile === '>') {
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// Stairs Down
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ctx.fillStyle = '#202020';
ctx.fillRect(screenX, screenY, size, size);
ctx.fillStyle = isMemorized ? '#888888' : '#ffffff';
ctx.fillText('>', screenX + size / 4, screenY);
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} else if (tile === '<') {
// Stairs Up
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ctx.fillStyle = '#202020';
ctx.fillRect(screenX, screenY, size, size);
ctx.fillStyle = isMemorized ? '#888888' : '#ffffff';
ctx.fillText('<', screenX + size / 4, screenY);
} else if (tile === '"' || tile === ',') {
// Field
if (tile === '"') ctx.fillStyle = isMemorized ? '#3d2b25' : '#5d4037';
else ctx.fillStyle = isMemorized ? '#1b4a1e' : '#2e7d32';
ctx.fillRect(screenX, screenY, size, size);
} else if (tile === 't') {
// Tombstone
ctx.fillStyle = '#202020';
ctx.fillRect(screenX, screenY, size, size);
ctx.fillStyle = isMemorized ? '#404040' : '#888888';
ctx.fillText('†', screenX + size / 4, screenY);
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} else {
// Floor
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ctx.fillStyle = '#202020';
ctx.fillRect(screenX, screenY, size, size);
ctx.fillStyle = isMemorized ? '#222222' : '#404040'; // Very dark for memorized floor
ctx.fillText('.', screenX + size / 4, screenY);
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}
}
showPopup(text, duration) {
this.popup = text;
if (this.popupTimeout) clearTimeout(this.popupTimeout);
this.game.render();
this.popupTimeout = setTimeout(() => {
this.popup = null;
this.game.render();
}, duration);
}
drawPopup() {
if (!this.popup) return;
const ctx = this.ctx;
ctx.font = '16px "Courier New", monospace';
const textMetrics = ctx.measureText(this.popup);
const textWidth = textMetrics.width;
const width = textWidth + 40; // Add padding
const height = 50;
const x = (this.ctx.canvas.width - width) / 2;
const y = (this.ctx.canvas.height - height) / 2 - 50; // Slightly above center
// Background
ctx.fillStyle = '#ffffff';
ctx.fillRect(x, y, width, height);
// Border
ctx.strokeStyle = '#000000';
ctx.lineWidth = 2;
ctx.strokeRect(x, y, width, height);
// Text
ctx.fillStyle = '#000000';
ctx.textAlign = 'center';
ctx.textBaseline = 'middle';
ctx.fillText(this.popup, x + width / 2, y + height / 2);
// Reset text align
ctx.textAlign = 'start';
ctx.textBaseline = 'alphabetic';
}
drawEntity(screenX, screenY, entity, size) {
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const assetName = this.getAssetName(entity);
const asset = this.game.assets[assetName];
if (asset) {
this.ctx.drawImage(asset, screenX, screenY, size, size);
} else {
this.ctx.fillStyle = entity.color;
this.ctx.fillText(entity.symbol, screenX + size / 4, screenY);
}
}
getAssetName(entity) {
if (!entity) return null;
const name = entity.name || "";
if (name === 'Player') return 'hero';
if (name === 'Rat') return 'rat';
if (name === 'Kobold') return 'kobold';
if (name === 'Orc') return 'orc';
if (name === 'Skeleton Archer') return 'skeleton archer';
if (name === 'Elite Archer' || name === 'Sniper' || name === 'Archer') return 'archer';
if (name === 'Ogre' || name === 'Troll') return 'ogre';
if (name === 'Cobra') return 'cobra';
if (name === 'Dragon') return 'dragon';
if (name === 'The Dungeon Lord') return 'dungeon lord';
// Town NPCs
if (name === 'Peasant' || name.startsWith('Traveler') || name.startsWith('Farmer') || entity instanceof Farmer) {
// Consistent but "random" assignment based on coordinates
return (entity.x + entity.y) % 2 === 0 ? 'peasant1' : 'peasant2';
}
if (name === 'Villager' || name === 'Old Man' || name === 'Woman') return 'house questgiver';
if (name === 'Priest' || name === 'Father Sun' || name === 'Smith' || name === 'Merchant' || name === 'Mort' || entity instanceof Gravekeeper) return 'mysterious figure';
// Items
if (name === 'Dagger') return 'dagger';
if (name.includes('Sword') || name.includes('Blade')) return 'sword';
if (name.includes('Axe') || name.includes('Hammer')) return 'axe';
if (name === 'Buckler') return 'buckler';
if (name === 'Wooden Shield') return 'wooden shield';
if (name.includes('Shield')) return 'kite shield';
if (entity.type === 'spellbook' || name.includes('Spellbook')) return 'spellbook';
// Projectiles / Special
if (name === 'zappy laser') return 'zappy laser';
return null;
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}
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drawShop(shopkeeper, player, selectedIndex, mode = 'BUY') {
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const ctx = this.ctx;
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const width = 500;
const height = 400;
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const x = (ctx.canvas.width - width) / 2;
const y = (ctx.canvas.height - height) / 2;
// Background
ctx.fillStyle = '#000000';
ctx.fillRect(x, y, width, height);
ctx.strokeStyle = '#ffffff';
ctx.lineWidth = 2;
ctx.strokeRect(x, y, width, height);
// Title
ctx.fillStyle = '#ffffff';
ctx.font = '20px monospace';
ctx.textAlign = 'center';
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ctx.fillText(`${shopkeeper.shopName} - ${mode}`, x + width / 2, y + 30);
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// Items
ctx.font = '16px monospace';
ctx.textAlign = 'left';
let itemY = y + 70;
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const list = mode === 'BUY' ? shopkeeper.inventory : this.game.getGroupedInventory();
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if (list.length === 0) {
ctx.fillStyle = '#888888';
ctx.textAlign = 'center';
ctx.fillText(mode === 'BUY' ? 'Sold Out' : 'Nothing to sell', x + width / 2, itemY + 20);
} else {
list.forEach((entry, index) => {
const isSelected = index === selectedIndex;
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const item = mode === 'BUY' ? entry.item : entry.item;
const count = mode === 'SELL' ? entry.count : 1;
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let price = 0;
if (mode === 'BUY') {
price = entry.price;
} else {
// Calc sell price
let baseValue = 40;
if (item.type === 'weapon') baseValue = 100 * item.level;
if (item.type === 'shield') baseValue = 40 * item.level;
if (item.type === 'potion') baseValue = 20;
price = Math.floor(baseValue / 4);
}
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if (isSelected) {
ctx.fillStyle = '#333333';
ctx.fillRect(x + 20, itemY - 5, width - 40, 25);
ctx.fillStyle = '#ffff00';
ctx.fillText('>', x + 25, itemY + 10);
} else {
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if (mode === 'SELL') {
if (!item.identified) ctx.fillStyle = '#aaaaaa';
else if (item.isCursed) ctx.fillStyle = '#ff4444';
else if (item.modifier > 0) ctx.fillStyle = '#00ffff';
else ctx.fillStyle = '#aaaaaa';
} else {
ctx.fillStyle = '#aaaaaa';
}
}
// Draw Icon if available
const assetName = this.getAssetName(item);
const asset = this.game.assets[assetName];
let itemName = item.getDisplayName ? item.getDisplayName() : item.name;
if (count > 1) itemName += ` (${count})`;
if (asset) {
this.ctx.drawImage(asset, x + 50, itemY, 20, 20);
this.ctx.fillText(`${itemName}`, x + 80, itemY + 10);
} else {
this.ctx.fillText(`${itemName}`, x + 50, itemY + 10);
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}
ctx.textAlign = 'right';
ctx.fillText(`${price}g`, x + width - 50, itemY + 10);
ctx.textAlign = 'left';
itemY += 30;
});
}
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// Player Gold
ctx.fillStyle = '#ffd700';
ctx.textAlign = 'center';
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ctx.fillText(`Gold: ${player.gold}`, x + width / 2, y + height - 50);
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// Instructions
ctx.fillStyle = '#888888';
ctx.font = '12px monospace';
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ctx.fillText('Tab: Mode | Up/Down: Sel | Enter: Action | Esc: Exit', x + width / 2, y + height - 20);
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// Reset
ctx.textAlign = 'start';
}
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}