Move house lower and add reachable rooftop garden stop

This commit is contained in:
Admin 2026-09-22 00:50:55 +00:00
parent 0908b2a0f6
commit 26e847c89e

View File

@ -33,7 +33,9 @@ window.addEventListener('appinstalled', () => {
})
const WIDTH = 1122
const HEIGHT = 1402
const SHELL_HEIGHT = 1402
const HOUSE_Y_OFFSET = 120
const HEIGHT = 1580
// Native geometry measured from the approved 1122×1402 house shell.
// Phaser fits this coordinate system to the device; the shell is no longer
@ -51,26 +53,30 @@ const ELEVATOR_X = 507
const ELEVATOR_W = 108
const FLOOR_SLOTS = [
{ y: 234, h: 179 },
{ y: 451, h: 186 },
{ y: 675, h: 184 },
{ y: 896, h: 180 },
{ y: 1112, h: 169 }
{ y: 234 + HOUSE_Y_OFFSET, h: 179 },
{ y: 451 + HOUSE_Y_OFFSET, h: 186 },
{ y: 675 + HOUSE_Y_OFFSET, h: 184 },
{ y: 896 + HOUSE_Y_OFFSET, h: 180 },
{ y: 1112 + HOUSE_Y_OFFSET, h: 169 }
]
const FLOOR_COUNT = FLOOR_SLOTS.length
const SHELL_BEAM_Y = [432, 656, 877, 1094]
const SHELL_BEAM_Y = [432, 656, 877, 1094].map((y) => y + HOUSE_Y_OFFSET)
const HOUSE_TOP = FLOOR_SLOTS[0].y
const HOUSE_BOTTOM = FLOOR_SLOTS[FLOOR_COUNT - 1].y + FLOOR_SLOTS[FLOOR_COUNT - 1].h
const STATUS_Y = 1352
const STATUS_Y = 1540
// A true rooftop level above the shell, rather than a tiny room inside the gable.
const ROOF_ROOM_BOUNDS = {
x: 470,
y: 72,
width: 182,
height: 132
x: 410,
y: 18,
width: 302,
height: 126
}
const ROOF_LIFT_STOP_Y = ROOF_ROOM_BOUNDS.y + Math.round(ROOF_ROOM_BOUNDS.height * 0.84)
const ELEVATOR_SHAFT_TOP = ROOF_LIFT_STOP_Y - 48
const ELEVATOR_CAR_W = 82
const ELEVATOR_CAR_H = 90
const ELEVATOR_OPENING_W = 78
@ -193,9 +199,9 @@ function makeRoofRoom() {
width,
height,
walkBand: {
minY: y + Math.round(height * 0.70),
minY: y + Math.round(height * 0.72),
maxY: y + height - 8,
homeY: y + Math.round(height * 0.84)
homeY: ROOF_LIFT_STOP_Y
}
}
}
@ -216,7 +222,7 @@ const ROOMS = [
const ROOM_BY_ID = new Map(ROOMS.map((room) => [room.id, room]))
function elevatorStopY(room) {
if (room.isRoof) return room.walkBand.homeY
if (room.isRoof) return ROOF_LIFT_STOP_Y
return room.y + Math.round(room.height / 2)
}
@ -259,9 +265,14 @@ function cropTexture(scene, sourceKey, key, rect) {
}
function buildElevatorSvg() {
const shaftHeight = HOUSE_BOTTOM - HOUSE_TOP
const openings = FLOOR_SLOTS.map((slot) => {
const centerY = slot.y + slot.h / 2 - HOUSE_TOP
const shaftHeight = HOUSE_BOTTOM - ELEVATOR_SHAFT_TOP
const stopYs = [
ROOF_LIFT_STOP_Y,
...FLOOR_SLOTS.map((slot) => slot.y + slot.h / 2)
]
const openings = stopYs.map((stopY) => {
const centerY = stopY - ELEVATOR_SHAFT_TOP
const y = centerY - ELEVATOR_OPENING_H / 2
return `
@ -440,7 +451,12 @@ class HouseScene extends Phaser.Scene {
const graphics = this.add.graphics().setDepth(0)
graphics.fillStyle(0xfffbfd, 1)
graphics.fillRect(36, 220, 1050, HOUSE_BOTTOM - 220)
graphics.fillRect(
36,
220 + HOUSE_Y_OFFSET,
1050,
HOUSE_BOTTOM - (220 + HOUSE_Y_OFFSET)
)
for (const room of ROOMS) {
if (room.isRoof) continue
@ -587,20 +603,20 @@ class HouseScene extends Phaser.Scene {
drawRoofRoom() {
const room = ROOM_BY_ID.get('roof-garden')
const graphics = this.add.graphics().setDepth(9)
const graphics = this.add.graphics().setDepth(30)
const inset = 7
const backInset = 28
const wallTop = room.y + 8
const inset = 8
const backInset = 42
const wallTop = room.y + 7
const backTop = room.y + 18
const horizonY = room.y + Math.round(room.height * 0.70)
const bottomY = room.y + room.height - 7
const horizonY = room.walkBand.minY
const bottomY = room.y + room.height - 6
const left = room.x + inset
const right = room.x + room.width - inset
const backLeft = room.x + backInset
const backRight = room.x + room.width - backInset
// Open-air rooftop garden: sky backdrop and a small perspective turf area.
// Open-air sky panel and rooftop turf deck.
graphics.fillStyle(0xcfefff, 1)
graphics.fillRoundedRect(room.x, room.y, room.width, room.height, 18)
@ -615,61 +631,65 @@ class HouseScene extends Phaser.Scene {
new Phaser.Geom.Point(left, bottomY)
], true)
// Garden edging / planter boxes.
graphics.fillStyle(0xf5d2a5, 1)
graphics.fillRoundedRect(backLeft + 8, horizonY - 18, 38, 16, 5)
graphics.fillRoundedRect(backRight - 46, horizonY - 18, 38, 16, 5)
// Railing so the garden reads as a rooftop terrace.
graphics.lineStyle(4, 0xffd1df, 1)
graphics.lineBetween(left + 8, horizonY - 16, right - 8, horizonY - 16)
graphics.lineBetween(left + 12, horizonY - 16, left + 12, bottomY)
graphics.lineBetween(right - 12, horizonY - 16, right - 12, bottomY)
// Planters.
graphics.fillStyle(0xf3c797, 1)
graphics.fillRoundedRect(left + 16, horizonY - 20, 58, 18, 5)
graphics.fillRoundedRect(right - 74, horizonY - 20, 58, 18, 5)
// Simple flowers and leafy plants rendered in Phaser so the roof remains responsive.
const plantDepth = 12
const flowers = [
{ x: backLeft + 26, y: horizonY - 24, color: '#ff7fa9' },
{ x: backLeft + 37, y: horizonY - 30, color: '#ffd86a' },
{ x: backRight - 30, y: horizonY - 25, color: '#b78cff' },
{ x: backRight - 18, y: horizonY - 31, color: '#ff8f7e' }
{ x: left + 30, y: horizonY - 27, color: '#ff7fa9' },
{ x: left + 48, y: horizonY - 34, color: '#ffd86a' },
{ x: right - 48, y: horizonY - 33, color: '#b78cff' },
{ x: right - 28, y: horizonY - 27, color: '#ff8f7e' }
]
flowers.forEach((flower) => {
this.add.text(flower.x, flower.y, '✿', {
fontFamily: 'Arial',
fontSize: '18px',
fontSize: '20px',
color: flower.color
}).setOrigin(0.5).setDepth(plantDepth)
}).setOrigin(0.5).setDepth(32)
})
// Small garden bench in the middle.
// Bench, offset left so the lift exit on the right remains clear.
graphics.fillStyle(0xe5b982, 1)
graphics.fillRoundedRect(room.x + room.width / 2 - 24, horizonY - 10, 48, 8, 4)
graphics.fillRect(room.x + room.width / 2 - 20, horizonY - 3, 5, 14)
graphics.fillRect(room.x + room.width / 2 + 15, horizonY - 3, 5, 14)
graphics.fillRoundedRect(room.x + 92, horizonY - 9, 74, 9, 4)
graphics.fillRect(room.x + 99, horizonY, 6, 16)
graphics.fillRect(room.x + 153, horizonY, 6, 16)
graphics.lineStyle(3, 0xd5a4bd, 1)
graphics.strokeRoundedRect(room.x, room.y, room.width, room.height, 18)
graphics.lineBetween(left, bottomY, backLeft, horizonY)
graphics.lineBetween(right, bottomY, backRight, horizonY)
this.add.text(room.x + 10, room.y + 8, 'Rooftop Garden', {
this.add.text(room.x + 12, room.y + 9, 'Rooftop Garden', {
fontFamily: 'Arial Rounded MT Bold, ui-rounded, sans-serif',
fontSize: '13px',
fontSize: '15px',
color: '#5f7552',
fontStyle: 'bold',
backgroundColor: 'rgba(255,255,255,0.84)',
padding: { x: 5, y: 2 }
}).setDepth(13)
backgroundColor: 'rgba(255,255,255,0.86)',
padding: { x: 6, y: 3 }
}).setDepth(33)
}
buildHouseShell() {
const shellDepth = 7
const towerDepth = 8
this.add.image(WIDTH / 2, 0, 'shell-roof')
this.add.image(WIDTH / 2, HOUSE_Y_OFFSET, 'shell-roof')
.setOrigin(0.5, 0)
.setDisplaySize(1122, 242)
.setDepth(shellDepth)
this.add.image(TOWER_CENTER_X, 0, 'shell-tower')
this.add.image(TOWER_CENTER_X, HOUSE_Y_OFFSET, 'shell-tower')
.setOrigin(0.5, 0)
.setDisplaySize(TOWER_W, HEIGHT)
.setDisplaySize(TOWER_W, SHELL_HEIGHT)
.setDepth(towerDepth)
const leftOuterX = 60.5
@ -710,25 +730,36 @@ class HouseScene extends Phaser.Scene {
.setDepth(shellDepth + 2)
}
this.add.image(0, 1240, 'shell-foundation-left')
this.add.image(0, 1240 + HOUSE_Y_OFFSET, 'shell-foundation-left')
.setOrigin(0, 0)
.setDisplaySize(462, 162)
.setDepth(shellDepth + 1)
this.add.image(660, 1240, 'shell-foundation-right')
this.add.image(660, 1240 + HOUSE_Y_OFFSET, 'shell-foundation-right')
.setOrigin(0, 0)
.setDisplaySize(462, 162)
.setDepth(shellDepth + 1)
}
buildElevator() {
const shaftHeight = HOUSE_BOTTOM - HOUSE_TOP
const shaftHeight = HOUSE_BOTTOM - ELEVATOR_SHAFT_TOP
this.add.image(ELEVATOR_X + ELEVATOR_W / 2, HOUSE_TOP, 'elevator-shaft')
this.add.image(ELEVATOR_X + ELEVATOR_W / 2, ELEVATOR_SHAFT_TOP, 'elevator-shaft')
.setOrigin(0.5, 0)
.setDisplaySize(ELEVATOR_W, shaftHeight)
.setDepth(20)
this.add.rectangle(
ELEVATOR_X + ELEVATOR_W / 2,
ROOF_LIFT_STOP_Y,
ELEVATOR_W + 18,
ELEVATOR_OPENING_H + 20,
0xfff4f8,
0.96
)
.setStrokeStyle(4, 0xd8a2b9)
.setDepth(18)
const currentRoom = this.currentRoom()
const stopY = elevatorStopY(currentRoom)
const cx = ELEVATOR_X + ELEVATOR_W / 2
@ -817,7 +848,7 @@ class HouseScene extends Phaser.Scene {
room.width,
room.height
)
.setDepth(3)
.setDepth(room.isRoof ? 40 : 3)
.setData('roomId', room.id)
.setInteractive()
@ -1358,7 +1389,7 @@ const game = new Phaser.Game({
})
window.__DOLLHOUSE__ = {
version: '0.9.1',
version: '0.10.0',
game,
async resetAll() {
await clearGameState()