쿼터뷰 마을 뷰 v1: 아이소메트릭 캔버스 + 고양이 이동·작업 애니메이션

- 11x11 아이소 타일 (잔디·물가·나무·장식), 회관/부두/벌목장 배치
- 고양이: 미배치 시 마을 배회, 배치 시 건물로 걸어가 작업(바운스+💦)
- 생산 말풍선, 건물 배지 클릭으로 산출물 회수
- 렌더 루프는 engine.peek() 라이브 참조 사용 (매 프레임 클론 회피)
- 컬러 이모지에 fillStyle 알파가 적용되는 문제 수정, 페이지 타이틀 변경

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
이 커밋은 다음에 포함됨:
kjs
2026-08-13 10:02:17 +09:00
co-authored by Claude Fable 5
부모 abb90ea1fb
커밋 348ca5ded7
4개의 변경된 파일과 385개의 추가작업 그리고 2개의 파일을 삭제
+2 -2
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@@ -13,8 +13,8 @@ const geistMono = Geist_Mono({
});
export const metadata: Metadata = {
title: "Create Next App",
description: "Generated by create next app",
title: "고양이 마을",
description: "방치형 고양이 마을 경영 게임",
};
export default function RootLayout({ children }: LayoutProps<"/">) {
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@@ -2,6 +2,7 @@
import { useState } from "react";
import { useGame } from "@/hooks/useGame";
import VillageView from "@/components/game/VillageView";
import { engine, catRate } from "@/lib/game/engine";
import { APTITUDE_LABEL, PASSIVES } from "@/lib/game/data";
import type { Building, Cat, GameState } from "@/lib/game/types";
@@ -28,6 +29,8 @@ export default function Game() {
<div className="space-y-8">
<TopBar state={state} onAdopt={() => run(() => engine.adopt())} />
<VillageView />
{message && (
<p className="rounded-lg bg-amber-50 px-4 py-2 text-sm text-amber-700 dark:bg-amber-950 dark:text-amber-300">
⚠️ {message}
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@@ -0,0 +1,375 @@
"use client";
import { useEffect, useRef } from "react";
import { engine, catRate } from "@/lib/game/engine";
// ---------- 아이소메트릭 그리드 ----------
const COLS = 11;
const ROWS = 11;
const TW = 64; // 타일 가로
const TH = 32; // 타일 세로
const PAD_Y = 56;
const CANVAS_W = ((COLS + ROWS) * TW) / 2 + 16;
const CANVAS_H = ((COLS + ROWS) * TH) / 2 + PAD_Y + 48;
const ORIGIN_X = (ROWS * TW) / 2 + 8;
const isoX = (i: number, j: number) => ORIGIN_X + ((i - j) * TW) / 2;
const isoY = (i: number, j: number) => PAD_Y + ((i + j) * TH) / 2;
// 물 (동쪽 끝 열), 부두는 물가에 붙임
const isWater = (i: number, j: number) => i >= COLS - 1;
// 건물 위치 (타일 좌표)
const BUILDING_TILES: Record<string, { i: number; j: number }> = {
hall: { i: 5, j: 3 },
dock_1: { i: 9, j: 5 },
lumberyard_1: { i: 2, j: 8 },
};
const TREES: Array<{ i: number; j: number }> = [
{ i: 0, j: 7 }, { i: 1, j: 9 }, { i: 3, j: 9 }, { i: 0, j: 9 },
{ i: 1, j: 6 }, { i: 3, j: 7 },
];
const DECOR: Array<{ i: number; j: number; emoji: string }> = [
{ i: 7, j: 1, emoji: "🌼" }, { i: 3, j: 2, emoji: "🌷" },
{ i: 8, j: 8, emoji: "🌾" }, { i: 6, j: 9, emoji: "🍄" },
{ i: 1, j: 3, emoji: "🪨" },
];
const isBuildingTile = (i: number, j: number) =>
Object.values(BUILDING_TILES).some((t) => t.i === i && t.j === j);
const isWalkable = (i: number, j: number) =>
i >= 0 && i < COLS - 1 && j >= 0 && j < ROWS &&
!isBuildingTile(i, j) &&
!TREES.some((t) => t.i === i && t.j === j);
// ---------- 고양이 이동 상태 (렌더 전용, 저장 안 함) ----------
interface CatAnim {
x: number;
y: number;
tx: number;
ty: number;
mode: "wander" | "toWork" | "working";
waitUntil: number;
flip: boolean;
}
interface Bubble {
x: number;
y: number;
born: number;
text: string;
}
const WALK_SPEED = 42; // px/초
function randomWalkTarget(): { x: number; y: number } {
for (let tries = 0; tries < 30; tries++) {
const i = Math.floor(Math.random() * (COLS - 1));
const j = Math.floor(Math.random() * ROWS);
if (isWalkable(i, j)) return { x: isoX(i, j), y: isoY(i, j) + TH / 2 };
}
return { x: isoX(5, 5), y: isoY(5, 5) + TH / 2 };
}
function workSpot(buildingId: string, slotIndex: number) {
const tile = BUILDING_TILES[buildingId] ?? BUILDING_TILES.hall;
// 건물 이름 라벨(정남쪽)을 피해서 좌우·아래대각에 배치
const angle = (slotIndex * 2 * Math.PI) / 3 + Math.PI / 6;
return {
x: isoX(tile.i, tile.j) + Math.cos(angle) * 42,
y: isoY(tile.i, tile.j) + TH / 2 + Math.sin(angle) * 16 + 8,
};
}
export default function VillageView() {
const canvasRef = useRef<HTMLCanvasElement>(null);
const animsRef = useRef<Map<string, CatAnim>>(new Map());
const bubblesRef = useRef<Bubble[]>([]);
const hitRectsRef = useRef<
Array<{ id: string; x: number; y: number; w: number; h: number }>
>([]);
useEffect(() => {
const canvas = canvasRef.current;
if (!canvas) return;
const ctx = canvas.getContext("2d");
if (!ctx) return;
const dpr = Math.min(window.devicePixelRatio || 1, 2);
canvas.width = CANVAS_W * dpr;
canvas.height = CANVAS_H * dpr;
ctx.scale(dpr, dpr);
let raf = 0;
let last = performance.now();
const draw = (now: number) => {
const dt = Math.min((now - last) / 1000, 0.1);
last = now;
const state = engine.peek();
if (!state) {
raf = requestAnimationFrame(draw);
return;
}
// --- 고양이 이동 갱신 ---
const anims = animsRef.current;
const alive = new Set<string>();
for (const cat of state.cats) {
alive.add(cat.id);
let anim = anims.get(cat.id);
if (!anim) {
const start = randomWalkTarget();
anim = { ...start, tx: start.x, ty: start.y, mode: "wander", waitUntil: 0, flip: false };
anims.set(cat.id, anim);
}
if (cat.assignedTo) {
const building = state.buildings.find((b) => b.id === cat.assignedTo);
const slot = building ? building.assigned.indexOf(cat.id) : 0;
const spot = workSpot(cat.assignedTo, Math.max(0, slot));
if (anim.mode !== "working" && (anim.tx !== spot.x || anim.ty !== spot.y)) {
anim.tx = spot.x;
anim.ty = spot.y;
anim.mode = "toWork";
}
} else if (anim.mode !== "wander") {
anim.mode = "wander";
const t = randomWalkTarget();
anim.tx = t.x;
anim.ty = t.y;
}
const dx = anim.tx - anim.x;
const dy = anim.ty - anim.y;
const dist = Math.hypot(dx, dy);
if (dist > 2) {
const step = Math.min(WALK_SPEED * dt, dist);
anim.x += (dx / dist) * step;
anim.y += (dy / dist) * step;
anim.flip = dx < 0;
} else if (anim.mode === "toWork") {
anim.mode = "working";
} else if (anim.mode === "working") {
// 일하는 중 — 생산 말풍선 (약 2.5초에 한 번)
if (Math.random() < dt / 2.5 && cat.assignedTo) {
const b = state.buildings.find((x) => x.id === cat.assignedTo);
if (b && catRate(cat, b.aptitude) > 0) {
bubblesRef.current.push({
x: anim.x, y: anim.y - 34, born: now,
text: b.resource === "fish" ? "🐟" : "🪵",
});
}
}
} else if (anim.mode === "wander") {
if (anim.waitUntil === 0) {
anim.waitUntil = now + 800 + Math.random() * 2600;
} else if (now >= anim.waitUntil) {
anim.waitUntil = 0;
const t = randomWalkTarget();
anim.tx = t.x;
anim.ty = t.y;
}
}
}
for (const id of anims.keys()) if (!alive.has(id)) anims.delete(id);
// --- 그리기 ---
ctx.clearRect(0, 0, CANVAS_W, CANVAS_H);
// 하늘 배경 없음(투명) — 타일부터
for (let j = 0; j < ROWS; j++) {
for (let i = 0; i < COLS; i++) {
const x = isoX(i, j);
const y = isoY(i, j);
ctx.beginPath();
ctx.moveTo(x, y);
ctx.lineTo(x + TW / 2, y + TH / 2);
ctx.lineTo(x, y + TH);
ctx.lineTo(x - TW / 2, y + TH / 2);
ctx.closePath();
if (isWater(i, j)) {
const shimmer = 0.85 + 0.15 * Math.sin(now / 700 + j);
ctx.fillStyle = `rgba(96, 165, 250, ${shimmer})`;
} else {
ctx.fillStyle = (i + j) % 2 === 0 ? "#86c66b" : "#7dbd62";
}
ctx.fill();
ctx.strokeStyle = "rgba(255,255,255,0.10)";
ctx.stroke();
}
}
// 그릴 것들을 y 순으로 정렬해 겹침 처리
type Sprite = { y: number; draw: () => void };
const sprites: Sprite[] = [];
const drawEmoji = (emoji: string, x: number, y: number, size: number, flip = false) => {
ctx.save();
ctx.translate(x, y);
if (flip) ctx.scale(-1, 1);
ctx.font = `${size}px serif`;
ctx.textAlign = "center";
ctx.textBaseline = "alphabetic";
// 컬러 이모지에도 fillStyle의 알파가 적용되므로 반드시 불투명으로 리셋
ctx.fillStyle = "#111";
ctx.fillText(emoji, 0, 0);
ctx.restore();
};
const shadow = (x: number, y: number, w: number) => {
ctx.beginPath();
ctx.ellipse(x, y, w, w * 0.35, 0, 0, Math.PI * 2);
ctx.fillStyle = "rgba(0,0,0,0.15)";
ctx.fill();
};
for (const t of TREES) {
const x = isoX(t.i, t.j);
const y = isoY(t.i, t.j) + TH / 2;
sprites.push({ y, draw: () => { shadow(x, y + 4, 14); drawEmoji("🌲", x, y + 6, 34); } });
}
for (const d of DECOR) {
const x = isoX(d.i, d.j);
const y = isoY(d.i, d.j) + TH / 2;
sprites.push({ y: y - 6, draw: () => drawEmoji(d.emoji, x, y + 4, 18) });
}
// 회관
{
const t = BUILDING_TILES.hall;
const x = isoX(t.i, t.j);
const y = isoY(t.i, t.j) + TH / 2;
sprites.push({
y,
draw: () => {
shadow(x, y + 6, 26);
drawEmoji("🏛️", x, y + 8, 48);
ctx.font = "bold 12px sans-serif";
ctx.textAlign = "center";
ctx.fillStyle = "#374151";
ctx.fillText(`마을 회관 Lv${state.hall.level}`, x, y + 24);
},
});
}
// 생산 건물 + 회수 배지
hitRectsRef.current = [];
for (const b of state.buildings) {
const t = BUILDING_TILES[b.id];
if (!t) continue;
const x = isoX(t.i, t.j);
const y = isoY(t.i, t.j) + TH / 2;
const stored = Math.floor(b.stored);
hitRectsRef.current.push({ id: b.id, x: x - 30, y: y - 44, w: 60, h: 72 });
sprites.push({
y,
draw: () => {
shadow(x, y + 6, 24);
drawEmoji(b.emoji, x, y + 8, 42);
ctx.font = "bold 12px sans-serif";
ctx.textAlign = "center";
ctx.fillStyle = "#374151";
ctx.fillText(b.name, x, y + 24);
if (stored > 0) {
const label = `${b.resource === "fish" ? "🐟" : "🪵"}${stored}`;
ctx.font = "bold 12px sans-serif";
const w = ctx.measureText(label).width + 12;
ctx.beginPath();
ctx.roundRect(x - w / 2, y - 58, w, 20, 10);
ctx.fillStyle = "#f97316";
ctx.fill();
ctx.fillStyle = "#fff";
ctx.fillText(label, x, y - 43);
}
},
});
}
// 고양이
for (const cat of state.cats) {
const anim = anims.get(cat.id);
if (!anim) continue;
const working = anim.mode === "working";
const moving = Math.hypot(anim.tx - anim.x, anim.ty - anim.y) > 2;
const bob = working
? Math.sin(now / 130) * 3
: moving
? Math.abs(Math.sin(now / 110)) * -3
: 0;
sprites.push({
y: anim.y,
draw: () => {
shadow(anim.x, anim.y + 2, 10);
drawEmoji(cat.emoji, anim.x, anim.y + bob, 30, anim.flip);
ctx.font = "10px sans-serif";
ctx.textAlign = "center";
ctx.fillStyle = "rgba(55,65,81,0.85)";
ctx.fillText(cat.name, anim.x, anim.y + 12);
if (working) drawEmoji("💦", anim.x + 12, anim.y - 20 + bob, 10);
},
});
}
sprites.sort((a, b) => a.y - b.y);
for (const s of sprites) s.draw();
// 생산 말풍선
const bubbles = bubblesRef.current;
for (let k = bubbles.length - 1; k >= 0; k--) {
const bub = bubbles[k];
const age = (now - bub.born) / 1200;
if (age >= 1) {
bubbles.splice(k, 1);
continue;
}
ctx.globalAlpha = 1 - age;
drawEmoji(bub.text, bub.x, bub.y - age * 22, 14);
ctx.globalAlpha = 1;
}
raf = requestAnimationFrame(draw);
};
raf = requestAnimationFrame(draw);
const onClick = (e: MouseEvent) => {
const rect = canvas.getBoundingClientRect();
const x = ((e.clientX - rect.left) / rect.width) * CANVAS_W;
const y = ((e.clientY - rect.top) / rect.height) * CANVAS_H;
for (const r of hitRectsRef.current) {
if (x >= r.x && x <= r.x + r.w && y >= r.y && y <= r.y + r.h) {
const state = engine.peek();
const b = state?.buildings.find((bb) => bb.id === r.id);
const amount = b ? Math.floor(b.stored) : 0;
if (b && amount > 0) {
engine.collect(r.id);
engine.save();
bubblesRef.current.push({
x: r.x + r.w / 2, y: r.y, born: performance.now(),
text: `+${amount} ${b.resource === "fish" ? "🐟" : "🪵"}`,
});
}
return;
}
}
};
canvas.addEventListener("click", onClick);
return () => {
cancelAnimationFrame(raf);
canvas.removeEventListener("click", onClick);
};
}, []);
return (
<div className="overflow-x-auto rounded-xl border border-gray-200 bg-linear-to-b from-sky-100 to-emerald-50 dark:border-gray-800 dark:from-sky-950 dark:to-emerald-950">
<canvas
ref={canvasRef}
style={{ width: CANVAS_W, height: CANVAS_H, display: "block", margin: "0 auto", cursor: "pointer" }}
/>
<p className="pb-3 text-center text-xs text-gray-500 dark:text-gray-400">
건물 위 주황 배지를 클릭하면 산출물을 회수합니다
</p>
</div>
);
}
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@@ -212,4 +212,9 @@ export const engine = {
snapshot(): GameState | null {
return state ? (JSON.parse(JSON.stringify(state)) as GameState) : null;
},
/** 렌더 루프용 라이브 참조 (읽기 전용으로만 사용할 것 — 매 프레임 클론 비용 회피) */
peek(): GameState | null {
return state;
},
};