Refactoring ActionWidget With Pill-Box ActionMenu Enhancing RuneBlaze UI

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Introduction

In this article, we'll delve into the refactoring process of the ActionWidget in our game, RuneBlaze, inspired by the B2W2 aesthetic. The original ActionWidget presented a scattered and somewhat awkward layout for player actions. Our goal is to replace it with a cleaner, more intuitive, vertically-stacked "pill-box" style menu. This menu will appear above the active character's avatar during their turn, providing a clear and visually appealing way for players to select actions. This transformation not only enhances the user interface (UI) but also aligns with our commitment to a streamlined and maintainable codebase. We'll explore the architectural plan, the rationale behind our choices, and the steps involved in this refactoring process. This article is for developers and gamers, if you're passionate about game development, user interface design, or simply curious about the evolution of RuneBlaze, then buckle up and dive in!

Summary of the Refactoring

The current ActionWidget presents a scattered and awkward layout for player actions, which doesn't quite align with our target B2W2-inspired aesthetic. To address this, we're embarking on a refactoring journey to replace it with a cleaner, vertically stacked "pill-box" style menu. This new menu will dynamically appear above the active character's avatar during their turn, providing a more intuitive and visually appealing way for players to select their actions. The key here is user experience, and that is what we are aiming for.

Architectural Plan: A Step-by-Step Guide

Our architectural plan involves a series of well-defined steps to ensure a smooth and effective transition from the old ActionWidget to the new ActionMenu. Let's break down the plan into manageable parts:

1. Create New Component ActionMenu.ts

First and foremost, we will create a brand-new, self-contained menu component named ActionMenu.ts. This component will reside in the src/ui/components/ directory. The ActionMenu component will serve as a direct replacement for the existing ActionWidget.ts, eliminating the need for the old, less efficient implementation. This step is crucial as it sets the foundation for our new UI paradigm, emphasizing modularity and maintainability. By encapsulating the menu logic within its own component, we ensure a cleaner separation of concerns, making the codebase easier to understand and modify in the future. This also allows for better collaboration among developers, as changes to the menu will have minimal impact on other parts of the game.

2. Implement "Pill" Buttons

Instead of relying on a generic list component, the ActionMenu will generate a series of visually distinct "pill" buttons. Each pill button will be an independent Phaser.GameObjects.Container, providing the flexibility and control we need to achieve the desired aesthetic. Each pill will be composed of three essential elements:

  • A rounded rectangle background (Phaser.GameObjects.Graphics): This will serve as the base for the pill, providing a clear visual boundary.
  • An action icon (Phaser.GameObjects.Image): An icon will represent the action associated with the pill, making it easily identifiable for the player.
  • The action name (Phaser.GameObjects.Text): The name of the action will be displayed alongside the icon, providing clarity and context.

The pill-style buttons contribute to a modern and user-friendly interface, making it easier for players to quickly identify and select their desired actions. The container-based approach allows for precise control over the layout and appearance of each pill, ensuring a consistent and visually appealing menu.

3. Dynamic Animation

To add a touch of liveliness and visual interest to the ActionMenu, we will implement dynamic animations. This involves two key aspects:

  • Vertical Stack Arrangement: The ActionMenu will arrange the pills in a clean, vertically stacked manner. This layout is intuitive and allows players to easily scan the available actions.
  • Subtle Floating Animation: Each pill will have a continuous, subtle "floating" animation. This will be achieved by using a tween to independently oscillate its x position by a small, random-looking amount (e.g., between -3 and 3 pixels). This creates a lively, non-static feel, making the menu more engaging and visually appealing. The subtle movement prevents the menu from feeling static and lifeless, enhancing the overall user experience. The animation is designed to be unobtrusive, adding a touch of flair without distracting from the core functionality of action selection.

4. Integrate into BattleScene.ts

The integration of the new ActionMenu into the BattleScene.ts is a critical step in the refactoring process. This involves several key changes:

  • Removal of actionWidgets Array and Related Logic: The existing actionWidgets array and all associated logic in BattleScene.ts will be removed. This clears the way for the new ActionMenu and eliminates redundant code.
  • Refactor showActionWidgets Method: The showActionWidgets method will be refactored to instantiate and display the new ActionMenu. This ensures that the menu is displayed correctly when needed during the battle scene.
  • Connect onSelect Callback: The menu's onSelect callback will be connected to the existing onActionSelected method in BattleScene. This is crucial for preserving the current game logic flow and ensuring that actions selected in the menu trigger the appropriate responses within the game. The seamless integration with existing game logic minimizes disruption and ensures that the refactoring process does not introduce any regressions or unintended side effects.

5. Deprecate ActionWidget.ts

Once the new ActionMenu is fully integrated and functioning flawlessly, we will take the decisive step of deleting the ActionWidget.ts file. This removes the old, overly complex code and ensures that our codebase remains lean and maintainable. This step is a testament to our commitment to code quality and our willingness to embrace change when it leads to improvements. By removing obsolete code, we reduce the risk of confusion and make it easier for developers to navigate the codebase.

Architectural Justification: Why This Approach?

Our architectural decisions are driven by a set of principles that prioritize clarity, maintainability, and a focus on delivering the best possible user experience. Let's examine the key justifications behind our approach:

Clarity Over Cleverness

The original ActionWidget employed a 3D hover shader, which, while technically impressive, proved to be an overly complex solution for a relatively simple menu. Our new approach prioritizes simplicity and directness. By opting for a more straightforward implementation, we enhance maintainability and make it easier for developers to understand and modify the code. This aligns with our commitment to a clear and concise codebase. The pursuit of clever solutions should not come at the expense of clarity and maintainability. In this case, a simpler approach yields a more robust and sustainable solution.

Component-Based Architecture

Creating a dedicated ActionMenu component is a cornerstone of our architectural approach. This decision significantly improves the separation of concerns within the codebase. The BattleScene should primarily focus on orchestrating the battle, not managing the intricate layout and animation of UI elements. By encapsulating the menu logic within its own component, we promote modularity and make the code more reusable and testable. The component-based architecture facilitates a more organized and maintainable codebase, allowing developers to focus on specific areas of functionality without being burdened by the complexity of the entire system.

Guided, Ruthless Refactoring

This refactoring effort is guided by a clear principle: identify components that are not fit for purpose and replace them with cleaner implementations that better serve the project's aesthetic and architectural goals. The ActionWidget fell into this category, and our decision to replace it with the ActionMenu demonstrates our commitment to continuous improvement and code quality. Refactoring should be a deliberate and purposeful process, driven by a desire to improve the overall quality and maintainability of the codebase. This principle encourages us to critically evaluate existing components and make bold decisions when necessary.

Embrace Change and Ruthless Deletion

We are explicitly choosing to create a new component and delete the old ActionWidget.ts file. This reflects our commitment to keeping the codebase lean and agile. By embracing change and being willing to delete obsolete code, we prevent the accumulation of technical debt and ensure that our codebase remains focused and efficient. The willingness to delete code is a sign of a healthy development process, indicating a commitment to simplicity and maintainability. This principle encourages us to avoid clinging to old code and to embrace opportunities to streamline the codebase.

Conclusion

The refactoring of the ActionWidget with the new ActionMenu is a significant step towards a better user interface and a more maintainable codebase in RuneBlaze. By implementing a clean, vertically-stacked "pill-box" style menu, we are enhancing the player experience and aligning with our design goals. Our architectural plan, guided by principles of clarity, modularity, and continuous improvement, ensures a smooth transition and a more robust game. This process underscores our commitment to delivering a high-quality gaming experience and a well-crafted codebase. As we continue to develop RuneBlaze, we will remain vigilant in our pursuit of excellence, always striving to improve both the gameplay and the underlying architecture.

This refactoring effort is not just about replacing a UI element; it's about refining our approach to game development and solidifying our commitment to quality. The lessons learned from this process will inform our future decisions and help us build a better game, one component at a time. So, let's celebrate this step forward and continue our journey towards creating an exceptional gaming experience!