UI: main/draft menu separation, ghost node indicator
This commit is contained in:
39
index.html
39
index.html
@@ -50,24 +50,35 @@
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</select>
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</div>
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<div class="section">
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<h3>Current Draft</h3>
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<div class="stat-row"><span>Length:</span> <span id="current-length">0 m</span></div>
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<div class="stat-row"><span>Cost:</span> <span id="current-cost" style="color:#ef4444">$0</span></div>
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<div class="stat-row"><span>Est. Riders:</span> <span id="current-riders" style="color:#10B981">0 / day</span>
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</div>
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<div class="button-row">
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<button id="btn-save" class="primary">Build Route</button>
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<button id="btn-discard" class="danger">Discard</button>
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<div id="ui-main-menu">
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<div class="section">
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<button id="btn-create-route" class="primary"
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style="width:100%; padding: 12px; margin-bottom: 15px; font-weight:bold;">
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+ Create New Route
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</button>
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<h3>Active Routes</h3>
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<ul id="route-list"></ul>
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</div>
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</div>
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<div class="section">
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<h3>Active Routes</h3>
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<ul id="route-list"></ul>
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<!-- DRAFTING STATE (Hidden by default) -->
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<div id="ui-draft-menu" style="display:none;">
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<div class="section" style="border: 2px solid #2563EB; padding: 10px; border-radius: 6px; background: #eff6ff;">
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<h3 style="margin-top:0; color:#2563EB;">Route Planner</h3>
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<p style="font-size:12px; color:#666; margin-bottom:5px;">Left Click: Add Point | Drag: Move</p>
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<div class="stat-row"><span>Length:</span> <span id="current-length">0 m</span></div>
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<div class="stat-row"><span>Cost:</span> <span id="current-cost" style="color:#ef4444">$0</span></div>
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<div class="stat-row"><span>Est. Riders:</span> <span id="current-riders" style="color:#10B981">0 / day</span>
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</div>
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<div class="button-row">
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<button id="btn-save" class="primary">Build Route</button>
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<button id="btn-discard" class="danger">Discard / Cancel</button>
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</div>
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</div>
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</div>
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</div>
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<script type="module" src="/src/main.js"></script>
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@@ -5,20 +5,21 @@ export class InputManager {
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this.camera = camera;
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this.domElement = domElement;
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this.scene = scene;
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this.controls = controls; // Need access to controls to disable them during drag
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this.controls = controls;
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this.raycaster = new THREE.Raycaster();
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this.mouse = new THREE.Vector2();
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// Interaction State
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this.downPosition = new THREE.Vector2();
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this.dragObject = null; // The object currently being dragged (marker)
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this.dragObject = null;
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this.isPanning = false;
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// Callbacks
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this.onClick = null; // (point, object) -> void
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this.onDrag = null; // (object, newPoint) -> void
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this.onDragEnd = null; // () -> void
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this.onHover = null; // (point) -> void <-- NEW
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}
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init() {
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@@ -28,20 +29,17 @@ export class InputManager {
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}
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onPointerDown(event) {
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if (event.button !== 0) return; // Left click only
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if (event.button !== 0) return;
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// Record start position for Pan detection
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this.downPosition.set(event.clientX, event.clientY);
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this.isPanning = false;
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// Raycast to see what we hit (Marker vs Ground)
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const hit = this.raycast(event);
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if (hit) {
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// Case A: We hit a Marker -> Start Dragging
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if (hit.object.userData.isMarker) {
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this.dragObject = hit.object;
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this.controls.enabled = false; // Disable camera orbit
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this.controls.enabled = false;
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this.domElement.style.cursor = 'grabbing';
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}
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}
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@@ -50,7 +48,6 @@ export class InputManager {
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onPointerMove(event) {
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// Case A: Dragging a Marker
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if (this.dragObject) {
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// Raycast against the GROUND to find where we are dragging to
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const hit = this.raycastGround(event);
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if (hit && this.onDrag) {
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this.onDrag(this.dragObject, hit.point);
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@@ -58,31 +55,30 @@ export class InputManager {
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return;
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}
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// Case B: Detecting Pan
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// If mouse is down and moving, check distance
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// (We don't need continuous logic here, just the final check in pointerUp is usually enough,
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// but for "floating pointer" later we'd use this.)
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// Case B: Hovering (Ghost Marker Logic) <-- NEW
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// We only care about hovering the ground for placing new nodes
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const hit = this.raycastGround(event);
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if (hit && this.onHover) {
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this.onHover(hit.point);
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}
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}
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onPointerUp(event) {
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if (event.button !== 0) return;
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// 1. If we were dragging a marker, stop now.
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if (this.dragObject) {
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this.dragObject = null;
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this.controls.enabled = true; // Re-enable camera
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this.controls.enabled = true;
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this.domElement.style.cursor = 'auto';
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if (this.onDragEnd) this.onDragEnd();
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return; // Don't trigger a click
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return;
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}
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// 2. Check if it was a Camera Pan (move > 3px)
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const upPosition = new THREE.Vector2(event.clientX, event.clientY);
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if (this.downPosition.distanceTo(upPosition) > 3) {
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return; // It was a pan, ignore
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return;
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}
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// 3. It was a clean Click (Place new node)
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const hit = this.raycast(event);
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if (hit && hit.object.name === "GROUND" && this.onClick) {
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this.onClick(hit.point, hit.object);
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@@ -100,10 +96,12 @@ export class InputManager {
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raycast(event) {
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this.raycaster.setFromCamera(this.getMouse(event), this.camera);
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// Intersection order: Markers (sorted by dist) -> Ground
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// Ignore Ghost Marker in standard raycast interaction
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const intersects = this.raycaster.intersectObjects(this.scene.children, true);
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// Return first valid hit (Marker or Ground)
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return intersects.find(obj => obj.object.name === "GROUND" || obj.object.userData.isMarker);
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return intersects.find(obj =>
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(obj.object.name === "GROUND" || obj.object.userData.isMarker) &&
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obj.object.name !== "GHOST_MARKER"
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);
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}
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raycastGround(event) {
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@@ -8,12 +8,14 @@ export class RouteManager {
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this.graphData = null;
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// -- State --
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this.isDrafting = false; // New flag
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this.currentRouteNodes = [];
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this.savedRoutes = []; // { nodes, stats, mesh, color }
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this.savedRoutes = [];
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// -- Visuals --
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this.markers = [];
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this.currentPathMesh = null;
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this.ghostMarker = null; // Transparent sphere
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this.servedNodes = new Set();
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this.servedCoordinates = [];
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@@ -25,6 +27,8 @@ export class RouteManager {
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// Draft state
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this.latestPathPoints = [];
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this.initGhostMarker();
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}
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setVehicleSystem(vs) {
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@@ -52,13 +56,61 @@ export class RouteManager {
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});
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}
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// ============================
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// Draft Mode & Ghost Marker
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// ============================
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initGhostMarker() {
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const geom = new THREE.SphereGeometry(4);
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const mat = new THREE.MeshBasicMaterial({
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color: this.settings.colors.pathStart,
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transparent: true,
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opacity: 0.5
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});
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this.ghostMarker = new THREE.Mesh(geom, mat);
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this.ghostMarker.visible = false;
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this.ghostMarker.name = "GHOST_MARKER"; // Ignore in raycasting
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this.scene.add(this.ghostMarker);
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}
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startDrafting() {
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this.isDrafting = true;
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this.resetDraftingState();
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}
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stopDrafting() {
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this.isDrafting = false;
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this.ghostMarker.visible = false;
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this.clearCurrentRoute(); // Clean up visuals
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}
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// Called by Main.js input listener on mouse move
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updateGhostMarker(worldPoint) {
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if (!this.isDrafting || !this.graphData) {
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this.ghostMarker.visible = false;
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return;
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}
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if (!worldPoint) {
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this.ghostMarker.visible = false;
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return;
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}
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const nodeId = this.findNearestNode(worldPoint.x, worldPoint.z);
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if (nodeId !== null) {
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const node = this.graphData.nodes[nodeId];
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this.ghostMarker.position.set(node.x, 2, node.y);
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this.ghostMarker.visible = true;
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} else {
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this.ghostMarker.visible = false;
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}
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}
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// ============================
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// Save / Load / Serialization
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// ============================
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getSerializableRoutes() {
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// We only save the node IDs and the color.
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// Mesh and stats can be rebuilt.
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return this.savedRoutes.map(r => ({
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nodes: r.nodes,
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color: r.color
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@@ -66,7 +118,6 @@ export class RouteManager {
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}
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loadRoutes(routesData) {
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// 1. Cleanup existing
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this.savedRoutes.forEach(r => {
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if (r.mesh) {
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this.scene.remove(r.mesh);
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@@ -78,7 +129,6 @@ export class RouteManager {
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if (this.vehicleSystem) this.vehicleSystem.clearVehicles();
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// 2. Rebuild each route
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routesData.forEach((data, index) => {
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this.rebuildRouteFromData(data.nodes, data.color || this.getRandomColor(), index);
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});
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@@ -87,27 +137,22 @@ export class RouteManager {
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}
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rebuildRouteFromData(nodes, color, routeIndex) {
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// 1. Calculate Path Geometry
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const pathResult = this.calculateGeometryFromNodes(nodes);
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if (!pathResult) return;
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// 2. Create Mesh
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const tubeMat = new THREE.MeshBasicMaterial({ color: color });
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const mesh = new THREE.Mesh(pathResult.geometry, tubeMat);
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this.scene.add(mesh);
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// 3. Spawn Bus
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if (this.vehicleSystem && pathResult.points.length > 0) {
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this.vehicleSystem.addBusToRoute(pathResult.points, color, routeIndex);
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}
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// 4. Calculate Stats
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const ridership = this.calculateRidership(nodes);
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// 5. Store
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this.savedRoutes.push({
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nodes: [...nodes],
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stats: { length: pathResult.length, cost: 0, ridership }, // Cost is sunk history, doesn't matter for load
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stats: { length: pathResult.length, cost: 0, ridership },
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mesh: mesh,
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color: color
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});
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@@ -123,25 +168,25 @@ export class RouteManager {
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// ============================
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saveCurrentRoute() {
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if (this.currentRouteNodes.length < 2 || !this.currentPathMesh) return;
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if (!this.isDrafting) return false;
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if (this.currentRouteNodes.length < 2 || !this.currentPathMesh) {
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alert("Route must have at least 2 points.");
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return false;
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}
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const length = this.currentPathMesh.userData.length || 0;
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const cost = this.gameManager.getProjectedCost(length);
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if (!this.gameManager.canAfford(cost)) {
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alert("Insufficient Funds!");
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return;
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return false;
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}
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this.gameManager.deductFunds(cost);
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// 1. Define Color (Random default)
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const color = this.getRandomColor();
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// 2. Finalize Visuals
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this.currentPathMesh.material.color.set(color);
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// 3. Register Route
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const routeIndex = this.savedRoutes.length;
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if (this.vehicleSystem && this.latestPathPoints.length > 0) {
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@@ -157,29 +202,22 @@ export class RouteManager {
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color: color
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});
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// Cleanup draft state
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this.currentPathMesh = null;
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this.resetDraftingState();
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// We do NOT call stopDrafting here, UIManager handles the logic to call stopDrafting
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// We just return success
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this.currentPathMesh = null; // Detach mesh from manager so it stays in scene
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this.refreshServedNodes();
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this.gameManager.recalculateApproval();
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this.gameManager.updateUI();
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return true;
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}
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updateRouteColor(index, hexColor) {
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if (index < 0 || index >= this.savedRoutes.length) return;
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const route = this.savedRoutes[index];
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route.color = hexColor;
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// Update Track Mesh
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if (route.mesh) {
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route.mesh.material.color.set(hexColor);
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}
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// Update Vehicles
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if (this.vehicleSystem) {
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this.vehicleSystem.updateRouteColor(index, hexColor);
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}
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if (route.mesh) route.mesh.material.color.set(hexColor);
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if (this.vehicleSystem) this.vehicleSystem.updateRouteColor(index, hexColor);
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}
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deleteSavedRoute(index) {
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@@ -191,19 +229,11 @@ export class RouteManager {
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route.mesh.geometry.dispose();
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}
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// We can't easily remove buses for just one route without refactoring array indices
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// Simplification: Reload all buses or mark them as dead.
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// To keep it simple: We will remove the route data, and rebuild the vehicle system's arrays relative to new indices.
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// 1. Remove from array
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this.savedRoutes.splice(index, 1);
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// 2. Refresh simulation (easiest way to handle index shifts)
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// Save current state -> Clear Vehicles -> Rebuild Vehicles
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if (this.vehicleSystem) {
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this.vehicleSystem.clearVehicles();
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this.savedRoutes.forEach((r, idx) => {
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// Need to regenerate points for the bus system
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const pathRes = this.calculateGeometryFromNodes(r.nodes);
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if (pathRes && pathRes.points.length > 0) {
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this.vehicleSystem.addBusToRoute(pathRes.points, r.color, idx);
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@@ -220,15 +250,11 @@ export class RouteManager {
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// Delete and pull back to draft
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if (index < 0 || index >= this.savedRoutes.length) return;
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// We actually just delete it and put nodes in draft
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// The player loses the "sunk cost" of construction in this simple version
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const route = this.savedRoutes[index];
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this.currentRouteNodes = [...route.nodes];
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// Delete the existing
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this.deleteSavedRoute(index);
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// Visualize draft
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// Visualize draft immediately
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this.currentRouteNodes.forEach(nodeId => this.addMarkerVisual(nodeId));
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this.updatePathVisuals();
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}
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@@ -292,10 +318,10 @@ export class RouteManager {
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return Math.floor(synergy * GAME_BALANCE_MULTIPLIER);
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}
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// ... (Existing Pathfinding & Drafting Methods) ...
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addNodeByWorldPosition(vector3) {
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if (!this.isDrafting) return; // BLOCK INPUT IF NOT DRAFTING
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if (!this.graphData) return;
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const nodeId = this.findNearestNode(vector3.x, vector3.z);
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if (nodeId === null) return;
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if (this.currentRouteNodes.length > 0 && this.currentRouteNodes[this.currentRouteNodes.length - 1] === nodeId) return;
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@@ -305,6 +331,7 @@ export class RouteManager {
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}
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dragNode(markerObject, worldPoint) {
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if (!this.isDrafting) return; // BLOCK DRAG IF NOT DRAFTING
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if (!this.graphData) return;
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const index = this.markers.indexOf(markerObject);
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if (index === -1) return;
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@@ -342,13 +369,11 @@ export class RouteManager {
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return;
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}
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// Reuse logic
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const result = this.calculateGeometryFromNodes(this.currentRouteNodes);
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if (!result) return;
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this.latestPathPoints = result.points;
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// Rebuild Mesh
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if (this.currentPathMesh) {
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this.scene.remove(this.currentPathMesh);
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this.currentPathMesh.geometry.dispose();
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@@ -505,3 +530,4 @@ export class RouteManager {
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return newPath;
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}
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}
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@@ -3,6 +3,10 @@ export class UIManager {
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this.routeManager = routeManager;
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this.gameManager = null;
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// Panels
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this.panelMain = document.getElementById('ui-main-menu');
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this.panelDraft = document.getElementById('ui-draft-menu');
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// UI Elements
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this.elCurrentLength = document.getElementById('current-length');
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this.elCurrentCost = document.getElementById('current-cost');
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@@ -17,6 +21,8 @@ export class UIManager {
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this.elRouteList = document.getElementById('route-list');
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this.elContainer = document.getElementById('ui-container');
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// Buttons
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this.btnCreate = document.getElementById('btn-create-route');
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this.btnSave = document.getElementById('btn-save');
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this.btnDiscard = document.getElementById('btn-discard');
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this.btnToggle = document.getElementById('ui-toggle');
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@@ -34,14 +40,24 @@ export class UIManager {
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}
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initListeners() {
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// --- MODE SWITCHING ---
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this.btnCreate.addEventListener('click', () => {
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this.enterDraftMode();
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});
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this.btnSave.addEventListener('click', () => {
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this.routeManager.saveCurrentRoute();
|
||||
this.renderRouteList();
|
||||
const success = this.routeManager.saveCurrentRoute();
|
||||
if (success) {
|
||||
this.renderRouteList();
|
||||
this.exitDraftMode();
|
||||
}
|
||||
});
|
||||
|
||||
this.btnDiscard.addEventListener('click', () => {
|
||||
this.routeManager.clearCurrentRoute();
|
||||
this.exitDraftMode();
|
||||
});
|
||||
// ----------------------
|
||||
|
||||
this.btnToggle.addEventListener('click', () => {
|
||||
this.elContainer.classList.toggle('hidden');
|
||||
@@ -80,6 +96,18 @@ export class UIManager {
|
||||
});
|
||||
}
|
||||
|
||||
enterDraftMode() {
|
||||
this.panelMain.style.display = 'none';
|
||||
this.panelDraft.style.display = 'block';
|
||||
this.routeManager.startDrafting();
|
||||
}
|
||||
|
||||
exitDraftMode() {
|
||||
this.panelMain.style.display = 'block';
|
||||
this.panelDraft.style.display = 'none';
|
||||
this.routeManager.stopDrafting();
|
||||
}
|
||||
|
||||
updateGameStats(stats) {
|
||||
this.elBudget.textContent = "$" + stats.budget.toLocaleString();
|
||||
this.elDay.textContent = stats.day;
|
||||
@@ -114,6 +142,11 @@ export class UIManager {
|
||||
this.elRouteList.innerHTML = '';
|
||||
const routes = this.routeManager.getSavedRoutes();
|
||||
|
||||
if (routes.length === 0) {
|
||||
this.elRouteList.innerHTML = '<li style="color:#999; text-align:center; font-style:italic; padding:10px;">No active routes.<br>Click create to build one.</li>';
|
||||
return;
|
||||
}
|
||||
|
||||
routes.forEach((route, index) => {
|
||||
const li = document.createElement('li');
|
||||
li.style.display = 'flex';
|
||||
@@ -123,14 +156,12 @@ export class UIManager {
|
||||
li.style.borderBottom = '1px solid #eee';
|
||||
|
||||
// --- BADGE CONTAINER ---
|
||||
// This holds both the visual badge and the invisible input on top of it
|
||||
const badgeContainer = document.createElement('div');
|
||||
badgeContainer.style.position = 'relative';
|
||||
badgeContainer.style.width = '28px';
|
||||
badgeContainer.style.height = '28px';
|
||||
badgeContainer.style.marginRight = '10px';
|
||||
|
||||
// 1. The Visual Badge (Background)
|
||||
const badge = document.createElement('div');
|
||||
badge.textContent = (index + 1);
|
||||
badge.style.width = '100%';
|
||||
@@ -145,23 +176,19 @@ export class UIManager {
|
||||
badge.style.boxShadow = '0 2px 4px rgba(0,0,0,0.1)';
|
||||
badge.style.textShadow = '0 1px 2px rgba(0,0,0,0.5)';
|
||||
|
||||
// 2. The Invisible Input (Overlay)
|
||||
const colorInput = document.createElement('input');
|
||||
colorInput.type = 'color';
|
||||
colorInput.value = route.color || "#000000";
|
||||
|
||||
// Style to overlay exactly on top of the badge
|
||||
colorInput.style.position = 'absolute';
|
||||
colorInput.style.top = '0';
|
||||
colorInput.style.left = '0';
|
||||
colorInput.style.width = '100%';
|
||||
colorInput.style.height = '100%';
|
||||
colorInput.style.opacity = '0'; // Visually invisible
|
||||
colorInput.style.cursor = 'pointer'; // Show pointer so user knows it's clickable
|
||||
colorInput.style.opacity = '0';
|
||||
colorInput.style.cursor = 'pointer';
|
||||
colorInput.style.border = 'none';
|
||||
colorInput.style.padding = '0';
|
||||
|
||||
// Update logic
|
||||
colorInput.addEventListener('input', (e) => {
|
||||
const newColor = e.target.value;
|
||||
badge.style.backgroundColor = newColor;
|
||||
@@ -198,8 +225,9 @@ export class UIManager {
|
||||
btnEdit.title = "Redraw Route";
|
||||
btnEdit.style.padding = "4px 8px";
|
||||
btnEdit.onclick = () => {
|
||||
// Edit flow: Enter draft mode with existing data
|
||||
this.routeManager.editSavedRoute(index);
|
||||
this.renderRouteList();
|
||||
this.enterDraftMode(); // UI Change
|
||||
};
|
||||
|
||||
const btnDel = document.createElement('button');
|
||||
@@ -209,8 +237,10 @@ export class UIManager {
|
||||
btnDel.style.color = "#ef4444";
|
||||
btnDel.style.padding = "4px 8px";
|
||||
btnDel.onclick = () => {
|
||||
this.routeManager.deleteSavedRoute(index);
|
||||
this.renderRouteList();
|
||||
if (confirm("Delete this route?")) {
|
||||
this.routeManager.deleteSavedRoute(index);
|
||||
this.renderRouteList();
|
||||
}
|
||||
};
|
||||
|
||||
btnDiv.appendChild(btnEdit);
|
||||
|
||||
19
src/main.js
19
src/main.js
@@ -49,25 +49,33 @@ function init() {
|
||||
|
||||
// 2. Game Logic
|
||||
gameManager = new GameManager(routeManager, uiManager);
|
||||
routeManager.setGameManager(gameManager); // Dependency Injection
|
||||
routeManager.setGameManager(gameManager);
|
||||
|
||||
// Vehicle System
|
||||
vehicleSystem = new VehicleSystem(scene);
|
||||
routeManager.setVehicleSystem(vehicleSystem); // Inject into RouteManager
|
||||
|
||||
routeManager.setVehicleSystem(vehicleSystem);
|
||||
|
||||
// 3. Input
|
||||
inputManager = new InputManager(camera, renderer.domElement, scene, controls);
|
||||
inputManager.init();
|
||||
|
||||
// Wiring
|
||||
// Wiring Click
|
||||
inputManager.onClick = (point, object) => {
|
||||
// Only allow adding nodes if we are actually in drafting mode
|
||||
// (RouteManager handles the check internally, but we pass the intent)
|
||||
if (object.name === "GROUND") routeManager.addNodeByWorldPosition(point);
|
||||
};
|
||||
|
||||
// Wiring Drag
|
||||
inputManager.onDrag = (markerObject, newPoint) => {
|
||||
routeManager.dragNode(markerObject, newPoint);
|
||||
};
|
||||
|
||||
// Wiring Hover (NEW)
|
||||
inputManager.onHover = (point) => {
|
||||
routeManager.updateGhostMarker(point);
|
||||
};
|
||||
|
||||
// Wire UI View Mode
|
||||
uiManager.onViewModeChanged = (mode) => {
|
||||
currentViewMode = mode;
|
||||
@@ -76,7 +84,6 @@ function init() {
|
||||
|
||||
routeManager.onRouteChanged = (stats) => {
|
||||
uiManager.updateDraftStats(stats);
|
||||
// If in coverage view, we might need to refresh colors as coverage changes
|
||||
if (currentViewMode === 'approval') updateBuildingColors();
|
||||
};
|
||||
|
||||
@@ -87,7 +94,7 @@ function init() {
|
||||
]).then(([visual, routing]) => {
|
||||
routeManager.initGraph(routing);
|
||||
renderCity(visual);
|
||||
gameManager.start(); // Start the loop
|
||||
gameManager.start();
|
||||
});
|
||||
|
||||
animate();
|
||||
|
||||
Reference in New Issue
Block a user