Add Pokemon-style inventory where players save crafted circuits as "gadgets" in a backpack. Gadgets can be used on puzzle doors to solve them by testing their truth table against required outputs. New files: - js/world/inventory.js: gadget data model, backpack UI (list with scroll, action menu, detail panel), keyboard navigation Changes: - Workshop gets "Save as Gadget" button (pink, top-right) - I key opens backpack overlay in world mode - Puzzle doors open backpack to select a gadget to try - HUD shows gadget count instead of old component count - worldState gains gadgets[] array Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
420 lines
13 KiB
JavaScript
420 lines
13 KiB
JavaScript
/**
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* inventory.js — Gadget backpack system
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*
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* A "gadget" is a saved circuit (gates + connections) the player crafted
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* in the Workshop. Gadgets live in the backpack and can be used on
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* puzzle doors to solve them.
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*
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* Inspired by the Pokemon item/bag menu but adapted for logic circuits.
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*/
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import { worldState } from './worldState.js';
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import { TILE_PX } from './sprites.js';
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// ==================== Gadget storage ====================
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/**
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* Gadget shape:
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* {
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* id: string, // sanitized unique ID
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* name: string, // player-chosen display name
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* inputCount: number,
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* outputCount: number,
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* gates: Array, // deep-cloned gate array
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* connections: Array, // deep-cloned connection array
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* inputIds: number[], // ordered input gate IDs
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* outputIds: number[], // ordered output gate IDs
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* icon: string, // emoji icon (auto-assigned)
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* createdAt: number // Date.now()
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* }
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*/
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const GADGET_ICONS = ['⚡', '🔌', '💡', '🔋', '📡', '🛠️', '⚙️', '🔩', '🧲', '💎', '🔮', '🧪'];
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/** All saved gadgets — persisted in worldState.gadgets */
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export function getGadgets() {
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if (!worldState.gadgets) worldState.gadgets = [];
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return worldState.gadgets;
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}
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/**
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* Save a circuit as a gadget in the backpack
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* @param {Object} component — component definition from components.js
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* @returns {{ success: boolean, gadget?: Object, error?: string }}
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*/
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export function saveGadget(component) {
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if (!component || !component.gates || !component.connections) {
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return { success: false, error: 'Invalid circuit data' };
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}
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if (!component.inputIds?.length || !component.outputIds?.length) {
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return { success: false, error: 'Circuit needs at least 1 INPUT and 1 OUTPUT' };
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}
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const gadgets = getGadgets();
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// Check for duplicate — update if same id exists
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const existingIdx = gadgets.findIndex(g => g.id === component.id);
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const gadget = {
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id: component.id,
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name: component.name,
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inputCount: component.inputCount,
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outputCount: component.outputCount,
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gates: JSON.parse(JSON.stringify(component.gates)),
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connections: JSON.parse(JSON.stringify(component.connections)),
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inputIds: [...component.inputIds],
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outputIds: [...component.outputIds],
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icon: GADGET_ICONS[gadgets.length % GADGET_ICONS.length],
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createdAt: Date.now()
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};
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if (existingIdx >= 0) {
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gadget.icon = gadgets[existingIdx].icon; // keep original icon
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gadgets[existingIdx] = gadget;
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} else {
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gadgets.push(gadget);
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}
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console.log(`[inventory] saved gadget "${gadget.name}" (${gadget.inputCount}in/${gadget.outputCount}out)`);
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return { success: true, gadget };
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}
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/**
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* Remove a gadget from the backpack
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*/
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export function removeGadget(gadgetId) {
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const gadgets = getGadgets();
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const idx = gadgets.findIndex(g => g.id === gadgetId);
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if (idx >= 0) {
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gadgets.splice(idx, 1);
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return true;
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}
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return false;
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}
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/**
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* Get a gadget by ID
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*/
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export function getGadget(gadgetId) {
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return getGadgets().find(g => g.id === gadgetId) || null;
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}
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// ==================== Backpack UI state ====================
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let backpackOpen = false;
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let cursorIndex = 0;
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let scrollOffset = 0;
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let selectedGadget = null; // gadget currently inspected
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let actionMenuOpen = false;
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let actionCursor = 0;
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let onUseCallback = null; // called when player selects "Use" on a gadget
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const MAX_VISIBLE = 7; // items visible without scrolling
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export function isBackpackOpen() { return backpackOpen; }
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export function openBackpack(onUse) {
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backpackOpen = true;
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cursorIndex = 0;
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scrollOffset = 0;
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selectedGadget = null;
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actionMenuOpen = false;
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actionCursor = 0;
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onUseCallback = onUse || null;
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worldState.mode = 'inventory';
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}
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export function closeBackpack() {
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backpackOpen = false;
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selectedGadget = null;
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actionMenuOpen = false;
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worldState.mode = 'world';
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}
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// ==================== Backpack input ====================
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export function handleBackpackInput(key) {
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if (!backpackOpen) return false;
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const gadgets = getGadgets();
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// Action sub-menu open
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if (actionMenuOpen) {
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if (key === 'ArrowUp' || key === 'w' || key === 'W') {
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actionCursor = Math.max(0, actionCursor - 1);
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} else if (key === 'ArrowDown' || key === 's' || key === 'S') {
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actionCursor = Math.min(1, actionCursor + 1); // 0=Use, 1=Toss
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} else if (key === 'Enter' || key === ' ' || key === 'e' || key === 'E') {
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if (actionCursor === 0 && selectedGadget) {
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// USE
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if (onUseCallback) {
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const g = selectedGadget;
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closeBackpack();
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onUseCallback(g);
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} else {
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// Just close — no active puzzle
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closeBackpack();
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}
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} else if (actionCursor === 1 && selectedGadget) {
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// TOSS
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removeGadget(selectedGadget.id);
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actionMenuOpen = false;
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selectedGadget = null;
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if (cursorIndex >= gadgets.length) cursorIndex = Math.max(0, gadgets.length - 1);
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}
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} else if (key === 'Escape' || key === 'Backspace' || key === 'b' || key === 'B') {
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actionMenuOpen = false;
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selectedGadget = null;
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}
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return true;
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}
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// Main list navigation
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if (key === 'ArrowUp' || key === 'w' || key === 'W') {
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cursorIndex = Math.max(0, cursorIndex - 1);
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if (cursorIndex < scrollOffset) scrollOffset = cursorIndex;
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} else if (key === 'ArrowDown' || key === 's' || key === 'S') {
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cursorIndex = Math.min(gadgets.length - 1, cursorIndex + 1);
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if (cursorIndex >= scrollOffset + MAX_VISIBLE) scrollOffset = cursorIndex - MAX_VISIBLE + 1;
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} else if (key === 'Enter' || key === ' ' || key === 'e' || key === 'E') {
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if (gadgets.length > 0 && gadgets[cursorIndex]) {
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selectedGadget = gadgets[cursorIndex];
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actionMenuOpen = true;
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actionCursor = 0;
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}
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} else if (key === 'Escape' || key === 'i' || key === 'I' || key === 'Backspace' || key === 'b' || key === 'B') {
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closeBackpack();
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}
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return true;
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}
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// ==================== Backpack rendering ====================
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/**
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* Draw the full-screen backpack overlay on canvas
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*/
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export function drawBackpack(ctx, canvasW, canvasH) {
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if (!backpackOpen) return;
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const gadgets = getGadgets();
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// Dim background
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ctx.fillStyle = 'rgba(0, 0, 0, 0.75)';
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ctx.fillRect(0, 0, canvasW, canvasH);
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// Main panel
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const panelW = Math.min(420, canvasW - 40);
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const panelH = Math.min(440, canvasH - 40);
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const px = (canvasW - panelW) / 2;
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const py = (canvasH - panelH) / 2;
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// Panel background
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ctx.fillStyle = '#181c2a';
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ctx.strokeStyle = '#00e599';
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ctx.lineWidth = 2;
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roundRect(ctx, px, py, panelW, panelH, 8);
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ctx.fill();
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ctx.stroke();
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// Header
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ctx.fillStyle = '#00e599';
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ctx.font = 'bold 16px "Segoe UI", system-ui, sans-serif';
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ctx.textAlign = 'left';
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ctx.textBaseline = 'top';
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ctx.fillText('🎒 Backpack', px + 16, py + 12);
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ctx.fillStyle = '#555';
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ctx.font = '11px "Segoe UI", system-ui, sans-serif';
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ctx.textAlign = 'right';
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ctx.fillText(`${gadgets.length} gadget${gadgets.length !== 1 ? 's' : ''}`, px + panelW - 16, py + 16);
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// Divider
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ctx.strokeStyle = '#2a2f45';
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ctx.lineWidth = 1;
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ctx.beginPath();
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ctx.moveTo(px + 12, py + 38);
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ctx.lineTo(px + panelW - 12, py + 38);
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ctx.stroke();
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// Empty state
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if (gadgets.length === 0) {
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ctx.fillStyle = '#555';
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ctx.font = '13px "Segoe UI", system-ui, sans-serif';
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ctx.textAlign = 'center';
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ctx.textBaseline = 'middle';
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ctx.fillText('No gadgets yet!', canvasW / 2, canvasH / 2 - 10);
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ctx.fillStyle = '#444';
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ctx.font = '11px "Segoe UI", system-ui, sans-serif';
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ctx.fillText('Craft circuits in the Workshop (TAB)', canvasW / 2, canvasH / 2 + 14);
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ctx.fillText('then save them as gadgets.', canvasW / 2, canvasH / 2 + 30);
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// Close hint
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drawCloseHint(ctx, px, py + panelH, panelW);
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return;
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}
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// Item list
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const listX = px + 12;
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const listY = py + 46;
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const itemH = 44;
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const listH = MAX_VISIBLE * itemH;
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// Clip list area
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ctx.save();
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ctx.beginPath();
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ctx.rect(listX, listY, panelW - 24, listH);
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ctx.clip();
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const visibleGadgets = gadgets.slice(scrollOffset, scrollOffset + MAX_VISIBLE);
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visibleGadgets.forEach((gadget, vi) => {
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const i = vi + scrollOffset;
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const iy = listY + vi * itemH;
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const isSelected = i === cursorIndex;
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// Selection highlight
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if (isSelected) {
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ctx.fillStyle = 'rgba(0, 229, 153, 0.12)';
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roundRect(ctx, listX, iy, panelW - 24, itemH - 2, 4);
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ctx.fill();
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// Arrow cursor
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ctx.fillStyle = '#00e599';
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ctx.font = '14px sans-serif';
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ctx.textAlign = 'left';
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ctx.textBaseline = 'middle';
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ctx.fillText('▸', listX + 4, iy + itemH / 2);
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}
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// Icon
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ctx.font = '18px sans-serif';
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ctx.textAlign = 'left';
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ctx.textBaseline = 'middle';
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ctx.fillText(gadget.icon, listX + 20, iy + itemH / 2);
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// Name
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ctx.fillStyle = isSelected ? '#fff' : '#c8cad0';
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ctx.font = `${isSelected ? 'bold ' : ''}13px "Segoe UI", system-ui, sans-serif`;
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ctx.textAlign = 'left';
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ctx.fillText(gadget.name, listX + 46, iy + itemH / 2 - 8);
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// Details
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ctx.fillStyle = '#666';
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ctx.font = '10px monospace';
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ctx.fillText(`${gadget.inputCount} IN → ${gadget.outputCount} OUT | ${gadget.gates.length} gates`, listX + 46, iy + itemH / 2 + 10);
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});
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ctx.restore();
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// Scroll indicators
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if (scrollOffset > 0) {
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ctx.fillStyle = '#00e599';
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ctx.font = '12px sans-serif';
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ctx.textAlign = 'center';
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ctx.fillText('▲', px + panelW / 2, listY - 4);
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}
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if (scrollOffset + MAX_VISIBLE < gadgets.length) {
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ctx.fillStyle = '#00e599';
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ctx.font = '12px sans-serif';
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ctx.textAlign = 'center';
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ctx.fillText('▼', px + panelW / 2, listY + listH + 10);
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}
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// Detail panel (right side of selected item)
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if (gadgets[cursorIndex]) {
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const g = gadgets[cursorIndex];
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const detailY = listY + listH + 16;
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ctx.strokeStyle = '#2a2f45';
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ctx.lineWidth = 1;
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ctx.beginPath();
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ctx.moveTo(px + 12, detailY - 6);
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ctx.lineTo(px + panelW - 12, detailY - 6);
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ctx.stroke();
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// Mini circuit preview info
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ctx.fillStyle = '#aaa';
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ctx.font = '11px "Segoe UI", system-ui, sans-serif';
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ctx.textAlign = 'left';
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ctx.textBaseline = 'top';
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const gateTypes = {};
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g.gates.forEach(gate => {
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if (gate.type !== 'INPUT' && gate.type !== 'OUTPUT') {
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gateTypes[gate.type] = (gateTypes[gate.type] || 0) + 1;
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}
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});
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const breakdown = Object.entries(gateTypes).map(([t, n]) => `${n}× ${t}`).join(', ');
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ctx.fillText(`Components: ${breakdown || 'none'}`, px + 16, detailY);
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ctx.fillStyle = '#666';
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ctx.font = '10px "Segoe UI", system-ui, sans-serif';
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const date = new Date(g.createdAt);
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ctx.fillText(`Created: ${date.toLocaleDateString()} ${date.toLocaleTimeString()}`, px + 16, detailY + 18);
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}
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// Action sub-menu
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if (actionMenuOpen && selectedGadget) {
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drawActionMenu(ctx, px + panelW - 120, py + 50 + (cursorIndex - scrollOffset) * itemH);
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}
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// Close hint
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drawCloseHint(ctx, px, py + panelH, panelW);
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}
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function drawActionMenu(ctx, x, y) {
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const w = 100, itemH = 28;
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const h = itemH * 2 + 8;
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// Background
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ctx.fillStyle = '#1e2235';
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ctx.strokeStyle = '#00e599';
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ctx.lineWidth = 1.5;
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roundRect(ctx, x, y, w, h, 4);
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ctx.fill();
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ctx.stroke();
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const actions = ['⚡ Use', '🗑️ Toss'];
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actions.forEach((label, i) => {
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const iy = y + 4 + i * itemH;
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const isSel = i === actionCursor;
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if (isSel) {
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ctx.fillStyle = 'rgba(0, 229, 153, 0.15)';
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ctx.fillRect(x + 2, iy, w - 4, itemH);
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}
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ctx.fillStyle = isSel ? '#00e599' : '#aaa';
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ctx.font = `${isSel ? 'bold ' : ''}12px "Segoe UI", system-ui, sans-serif`;
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ctx.textAlign = 'left';
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ctx.textBaseline = 'middle';
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if (isSel) ctx.fillText('▸', x + 6, iy + itemH / 2);
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ctx.fillText(label, x + 20, iy + itemH / 2);
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});
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}
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function drawCloseHint(ctx, x, y, w) {
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ctx.fillStyle = '#444';
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ctx.font = '10px "Segoe UI", system-ui, sans-serif';
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ctx.textAlign = 'center';
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ctx.textBaseline = 'top';
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ctx.fillText('I / ESC: Close | E: Select | ↑↓: Navigate', x + w / 2, y - 18);
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}
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function roundRect(ctx, x, y, w, h, r) {
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ctx.beginPath();
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ctx.moveTo(x + r, y);
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ctx.lineTo(x + w - r, y);
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ctx.quadraticCurveTo(x + w, y, x + w, y + r);
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ctx.lineTo(x + w, y + h - r);
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ctx.quadraticCurveTo(x + w, y + h, x + w - r, y + h);
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ctx.lineTo(x + r, y + h);
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ctx.quadraticCurveTo(x, y + h, x, y + h - r);
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ctx.lineTo(x, y + r);
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ctx.quadraticCurveTo(x, y, x + r, y);
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ctx.closePath();
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}
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