feat: arrow-key room navigation, neighbor visibility, map UX improvements
- Exploration uses Up/Down + Enter instead of number keys - Adjacent rooms shown with cursor selection in HUD - Neighboring rooms visible on fog of war map - Room numbers displayed on tile map with type-colored markers Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
35
ui/model.go
35
ui/model.go
@@ -46,6 +46,7 @@ type Model struct {
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classState classSelectState
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inputBuffer string
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targetCursor int
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moveCursor int // selected neighbor index during exploration
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}
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func NewModel(width, height int, fingerprint string, lobby *game.Lobby, db *store.DB) Model {
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@@ -115,7 +116,7 @@ func (m Model) View() string {
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case screenClassSelect:
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return renderClassSelect(m.classState, m.width, m.height)
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case screenGame:
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return renderGame(m.gameState, m.width, m.height, m.targetCursor)
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return renderGame(m.gameState, m.width, m.height, m.targetCursor, m.moveCursor)
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case screenShop:
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return renderShop(m.gameState, m.width, m.height)
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case screenResult:
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@@ -312,16 +313,27 @@ func (m Model) updateGame(msg tea.Msg) (tea.Model, tea.Cmd) {
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if key, ok := msg.(tea.KeyMsg); ok {
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switch m.gameState.Phase {
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case game.PhaseExploring:
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if key.String() >= "0" && key.String() <= "9" {
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idx := int(key.String()[0] - '0')
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if m.session != nil {
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m.session.EnterRoom(idx)
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neighbors := m.getNeighbors()
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if isUp(key) {
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if m.moveCursor > 0 {
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m.moveCursor--
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}
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} else if isDown(key) {
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if m.moveCursor < len(neighbors)-1 {
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m.moveCursor++
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}
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} else if isEnter(key) {
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if m.session != nil && len(neighbors) > 0 {
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roomIdx := neighbors[m.moveCursor]
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m.session.EnterRoom(roomIdx)
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m.gameState = m.session.GetState()
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// If combat started, begin polling
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m.moveCursor = 0
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if m.gameState.Phase == game.PhaseCombat {
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return m, m.pollState()
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}
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}
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} else if isQuit(key) {
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return m, tea.Quit
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}
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case game.PhaseCombat:
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isPlayerDead := false
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@@ -361,6 +373,17 @@ func (m Model) updateGame(msg tea.Msg) (tea.Model, tea.Cmd) {
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return m, nil
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}
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func (m Model) getNeighbors() []int {
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if m.gameState.Floor == nil {
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return nil
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}
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cur := m.gameState.Floor.CurrentRoom
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if cur < 0 || cur >= len(m.gameState.Floor.Rooms) {
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return nil
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}
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return m.gameState.Floor.Rooms[cur].Neighbors
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}
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func (m Model) updateShop(msg tea.Msg) (tea.Model, tea.Cmd) {
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if key, ok := msg.(tea.KeyMsg); ok {
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switch key.String() {
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