Fixed arrow buttons.
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3c783056cf
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@ -5,10 +5,14 @@ export class GameRenderer {
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this.renderer = null;
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this.canvas = null;
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this.tiles = new Map(); // Map of tile meshes
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this.buildings = new Map(); // Map of building meshes
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this.cursors = new Map(); // Map of player cursors
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this.labels = new Map(); // Map of building labels
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this.tiles = new Map();
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// Map of tile meshes
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this.buildings = new Map();
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// Map of building meshes
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this.cursors = new Map();
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// Map of player cursors
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this.labels = new Map();
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// Map of building labels
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this.hoveredTile = null;
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this.cameraPos = { x: 0, y: 50, z: 50 };
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@ -20,10 +24,10 @@ export class GameRenderer {
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init() {
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this.canvas = document.getElementById('gameCanvas');
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// Create scene
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this.scene = new THREE.Scene();
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this.scene.background = new THREE.Color(0x87CEEB); // Sky blue
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this.scene.background = new THREE.Color(0x87CEEB);
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// Sky blue
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// Create camera
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this.camera = new THREE.OrthographicCamera(
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@ -48,10 +52,8 @@ export class GameRenderer {
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directionalLight.position.set(10, 20, 10);
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directionalLight.castShadow = true;
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this.scene.add(directionalLight);
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// Create ground
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this.createGround();
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// Handle window resize
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window.addEventListener('resize', () => this.onResize());
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}
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@ -81,13 +83,13 @@ export class GameRenderer {
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createBuilding(buildingData) {
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const { type, x, y, owner_id, name } = buildingData;
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// Get building height and color based on type
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let height = 1;
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let color = 0x808080;
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if (type.includes('house')) {
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height = type === 'small_house' ? 2 : type === 'medium_house' ? 3 : 4;
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height = type === 'small_house' ?
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2 : type === 'medium_house' ? 3 : 4;
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color = 0xD2691E;
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} else if (type.includes('shop') || type === 'supermarket' || type === 'mall') {
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height = 3;
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@ -154,7 +156,6 @@ export class GameRenderer {
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addBuilding(buildingData) {
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const key = `${buildingData.x},${buildingData.y}`;
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// Remove existing building at this position
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if (this.buildings.has(key)) {
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this.scene.remove(this.buildings.get(key));
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@ -251,7 +252,7 @@ export class GameRenderer {
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this.cameraPos.y * this.cameraZoom,
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this.cameraPos.z * this.cameraZoom
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);
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this.camera.lookAt(this.cameraPos.x, 0, 0);
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this.camera.lookAt(this.cameraPos.x, 0, this.cameraPos.z - 50);
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}
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startRenderLoop() {
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@ -9,21 +9,19 @@ export class InputHandler {
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this.currentTileX = null;
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this.currentTileY = null;
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this.cursorUpdateThrottle = 100; // ms
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this.lastCursorUpdate = 0;
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this.keyPanSpeed = 3; // Controls camera movement speed with arrow keys
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}
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init() {
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this.canvas = document.getElementById('gameCanvas');
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// Mouse events
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this.canvas.addEventListener('mousedown', (e) => this.onMouseDown(e));
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this.canvas.addEventListener('mouseup', (e) => this.onMouseUp(e));
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this.canvas.addEventListener('mousemove', (e) => this.onMouseMove(e));
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this.canvas.addEventListener('wheel', (e) => this.onWheel(e));
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this.canvas.addEventListener('contextmenu', (e) => e.preventDefault());
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// Keyboard events
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document.addEventListener('keydown', (e) => this.onKeyDown(e));
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}
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@ -36,7 +34,6 @@ export class InputHandler {
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this.canvas.style.cursor = 'grabbing';
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} else if (event.button === 0) { // Left mouse button
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const tile = this.app.renderer.screenToWorld(event.clientX, event.clientY);
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if (this.app.isPlacingBuilding && this.app.selectedBuildingType) {
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// Place building
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this.app.placeBuilding(tile.x, tile.y);
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@ -55,7 +52,6 @@ export class InputHandler {
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const dragThreshold = 5;
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const dx = Math.abs(event.clientX - this.lastMouseX);
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const dy = Math.abs(event.clientY - this.lastMouseY);
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if (dx < dragThreshold && dy < dragThreshold) {
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// Right click on tile - show context menu
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const tile = this.app.renderer.screenToWorld(event.clientX, event.clientY);
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@ -76,14 +72,12 @@ export class InputHandler {
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onMouseMove(event) {
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// Update tile position
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const tile = this.app.renderer.screenToWorld(event.clientX, event.clientY);
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if (tile.x !== this.currentTileX || tile.y !== this.currentTileY) {
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this.currentTileX = tile.x;
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this.currentTileY = tile.y;
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// Highlight tile
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this.app.renderer.highlightTile(tile.x, tile.y);
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// Send cursor position to server (throttled)
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const now = Date.now();
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if (now - this.lastCursorUpdate > this.cursorUpdateThrottle) {
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@ -111,11 +105,36 @@ export class InputHandler {
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}
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onKeyDown(event) {
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// ESC to cancel building placement
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if (event.key === 'Escape') {
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this.app.isPlacingBuilding = false;
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this.app.selectedBuildingType = null;
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this.app.uiManager.hideContextMenu();
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}
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let moved = false;
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const s = this.keyPanSpeed; // shorthand for speed
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switch (event.key) {
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case 'ArrowUp':
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this.app.renderer.moveCamera(s, -s); // Move diagonally to pan straight up
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moved = true;
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break;
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case 'ArrowDown':
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this.app.renderer.moveCamera(-s, s); // Move diagonally to pan straight down
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moved = true;
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break;
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case 'ArrowLeft':
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this.app.renderer.moveCamera(-s, -s); // Move diagonally to pan straight left
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moved = true;
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break;
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case 'ArrowRight':
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this.app.renderer.moveCamera(s, s); // Move diagonally to pan straight right
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moved = true;
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break;
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}
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if (moved) {
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event.preventDefault(); // Prevents the browser from scrolling
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}
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}
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}
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