Use extracted modular house shell components

This commit is contained in:
Admin 2026-09-22 00:32:54 +00:00
parent 4318d35fc0
commit fc99c2e2af

View File

@ -134,15 +134,6 @@ const ARCHITECTURE_CROPS = {
floorEdge: { x: 210, y: 306, w: 1007, h: 87 }
}
const HOUSE_SHELL_CROPS = {
roof: { x: 0, y: 0, w: 1122, h: 245 },
leftPost: { x: 24, y: 240, w: 76, h: 150 },
rightPost: { x: 1020, y: 240, w: 76, h: 150 },
beamLeft: { x: 72, y: 397, w: 400, h: 64 },
beamRight: { x: 638, y: 397, w: 408, h: 64 },
foundation: { x: 0, y: 1250, w: 1122, h: 152 }
}
const ROOM_SKINS = {
disco: { wallpaper: 'wallpaper-disco', floor: 'floor-disco' },
'top-bedroom': { wallpaper: 'wallpaper-topBedroom', floor: 'floor-lightWood' },
@ -320,7 +311,15 @@ class HouseScene extends Phaser.Scene {
this.load.image('architecture-sheet', '/assets/architecture-sheet.png')
this.load.image('wallpaper-sheet', '/assets/wallpaper-sheet.png')
this.load.image('floor-sheet', '/assets/floor-sheet.png')
this.load.image('house-shell-sheet', '/assets/house-shell-overlay.png')
this.load.image('shell-roof', '/assets/shell/roof_full.png')
this.load.image('shell-tower', '/assets/shell/central_tower_full.png')
this.load.image('shell-post-seg', '/assets/shell/outer_post_segment.png')
this.load.image('shell-post-joint', '/assets/shell/outer_post_joint.png')
this.load.image('shell-beam-left', '/assets/shell/floor_beam_left.png')
this.load.image('shell-beam-right', '/assets/shell/floor_beam_right.png')
this.load.image('shell-bracket-left', '/assets/shell/inner_bracket_left.png')
this.load.image('shell-foundation-left', '/assets/shell/foundation_left.png')
this.load.image('shell-foundation-right', '/assets/shell/foundation_right.png')
this.load.image(
'elevator-shaft',
'data:image/svg+xml;charset=utf-8,' + encodeURIComponent(buildElevatorSvg())
@ -348,10 +347,6 @@ class HouseScene extends Phaser.Scene {
cropTexture(this, 'architecture-sheet', 'architecture-' + key, rect)
})
Object.entries(HOUSE_SHELL_CROPS).forEach(([key, rect]) => {
cropTexture(this, 'house-shell-sheet', 'house-shell-' + key, rect)
})
const saved = await loadGameState()
this.state = saved?.version === 3 && ROOM_BY_ID.has(saved.player?.roomId)
? saved
@ -569,55 +564,88 @@ class HouseScene extends Phaser.Scene {
buildHouseShell() {
const shellDepth = 7
const towerDepth = 8
const stackHeight = FLOOR_COUNT * FLOOR_H + (FLOOR_COUNT - 1) * FLOOR_GAP
const stackBottom = HOUSE_TOP + stackHeight
// Decorative roof/cap. It is intentionally compressed vertically so it
// fits above the responsive room stack without stealing playable space.
this.add.image(WIDTH / 2, HOUSE_TOP + 10, 'house-shell-roof')
const leftOuterX = LEFT_X - 10
const rightOuterX = RIGHT_X + BANK_W + 10
const leftBankCenter = LEFT_X + BANK_W / 2
const rightBankCenter = RIGHT_X + BANK_W / 2
const towerCenterX = ELEVATOR_X + ELEVATOR_W / 2
// Full roof artwork keeps its native proportions instead of being cropped
// from a stretched master sheet.
this.add.image(WIDTH / 2, HOUSE_TOP + 8, 'shell-roof')
.setOrigin(0.5, 1)
.setDisplaySize(1000, 96)
.setDisplaySize(1000, 116)
.setDepth(shellDepth)
// Continuous outer posts make the ten room openings read as one house.
this.add.image(LEFT_X - 17, HOUSE_TOP + stackHeight / 2, 'house-shell-leftPost')
.setDisplaySize(46, stackHeight + 14)
// The center tower is independent from the moving elevator shaft/car.
// The functional shaft renders above this trim so animation remains clear.
this.add.image(towerCenterX, HOUSE_TOP - 34, 'shell-tower')
.setOrigin(0.5, 0)
.setDisplaySize(206, stackHeight + 92)
.setDepth(towerDepth)
// Build the outside frame from one clean repeatable post segment per room.
for (let floor = 0; floor < FLOOR_COUNT; floor += 1) {
const segmentY = floorY(floor) + FLOOR_H / 2
this.add.image(leftOuterX, segmentY, 'shell-post-seg')
.setDisplaySize(34, FLOOR_H + 8)
.setDepth(shellDepth)
this.add.image(
RIGHT_X + BANK_W + 17,
HOUSE_TOP + stackHeight / 2,
'house-shell-rightPost'
)
.setDisplaySize(46, stackHeight + 14)
.setDepth(shellDepth)
// Reuse the generated decorative floor beam at every storey boundary.
for (let floor = 0; floor < FLOOR_COUNT - 1; floor += 1) {
const beamY = floorY(floor) + FLOOR_H + FLOOR_GAP / 2
this.add.image(
LEFT_X + BANK_W / 2,
beamY,
'house-shell-beamLeft'
)
.setDisplaySize(BANK_W + 26, 28)
.setDepth(shellDepth)
this.add.image(
RIGHT_X + BANK_W / 2,
beamY,
'house-shell-beamRight'
)
.setDisplaySize(BANK_W + 26, 28)
this.add.image(rightOuterX, segmentY, 'shell-post-seg')
.setDisplaySize(34, FLOOR_H + 8)
.setFlipX(true)
.setDepth(shellDepth)
}
// Bottom plinth/foundation ties both banks and the lift together.
this.add.image(WIDTH / 2, stackBottom - 3, 'house-shell-foundation')
// Joints and beams stay at natural floor boundaries regardless of viewport.
for (let floor = 0; floor < FLOOR_COUNT - 1; floor += 1) {
const beamY = floorY(floor) + FLOOR_H + FLOOR_GAP / 2
const bracketY = floorY(floor) + FLOOR_H - 1
this.add.image(leftOuterX, beamY, 'shell-post-joint')
.setDisplaySize(42, 28)
.setDepth(shellDepth + 1)
this.add.image(rightOuterX, beamY, 'shell-post-joint')
.setDisplaySize(42, 28)
.setFlipX(true)
.setDepth(shellDepth + 1)
this.add.image(leftBankCenter, beamY, 'shell-beam-left')
.setDisplaySize(BANK_W + 24, 27)
.setDepth(shellDepth + 1)
this.add.image(rightBankCenter, beamY, 'shell-beam-right')
.setDisplaySize(BANK_W + 24, 27)
.setDepth(shellDepth + 1)
this.add.image(LEFT_X + BANK_W + 3, bracketY, 'shell-bracket-left')
.setOrigin(1, 0)
.setDisplaySize(20, 22)
.setDepth(shellDepth + 1)
this.add.image(RIGHT_X - 3, bracketY, 'shell-bracket-left')
.setOrigin(0, 0)
.setFlipX(true)
.setDisplaySize(20, 22)
.setDepth(shellDepth + 1)
}
// Split foundations leave the tower/plinth free to define the centre.
this.add.image(leftBankCenter, stackBottom + 7, 'shell-foundation-left')
.setOrigin(0.5, 0)
.setDisplaySize(1000, 52)
.setDepth(shellDepth)
.setDisplaySize(BANK_W + 54, 48)
.setDepth(shellDepth + 1)
this.add.image(rightBankCenter, stackBottom + 7, 'shell-foundation-right')
.setOrigin(0.5, 0)
.setDisplaySize(BANK_W + 54, 48)
.setDepth(shellDepth + 1)
}
buildElevator() {
@ -1251,7 +1279,7 @@ const game = new Phaser.Game({
})
window.__DOLLHOUSE__ = {
version: '0.7.0',
version: '0.7.1',
game,
async resetAll() {
await clearGameState()