fix(game): 修复底部塔面板不可见问题,改用React层实现,并用AI素材替换Graphics像素块
This commit is contained in:
@@ -12,7 +12,6 @@ import {
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} from './mapRenderer'
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import { TowerManager, type TowerType } from './towers/TowerManager'
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import { WaveManager } from './enemies/WaveManager'
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import { TowerPanel } from './ui/TowerPanel'
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import { HUD } from './ui/HUD'
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import { WeeklyReportModal } from './ui/WeeklyReportModal'
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@@ -20,6 +19,18 @@ import { WeeklyReportModal } from './ui/WeeklyReportModal'
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void MAP_ROWS; void GAME_HEIGHT; void GAME_WIDTH
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void BAR_X; void BAR_Y; void BAR_W; void BAR_H
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/** 所有游戏精灵的 key → public path 映射 */
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const SPRITE_ASSETS: Record<string, string> = {
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'tower-intern': '/game-assets/tower-intern.png',
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'tower-senior': '/game-assets/tower-senior.png',
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'tower-ppt': '/game-assets/tower-ppt.png',
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'tower-hrbp': '/game-assets/tower-hrbp.png',
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'enemy-fresh': '/game-assets/enemy-fresh.png',
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'enemy-old': '/game-assets/enemy-old.png',
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'enemy-trouble': '/game-assets/enemy-trouble.png',
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'enemy-boss': '/game-assets/enemy-boss.png',
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}
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export function createGameScene(PhaserLib: typeof Phaser): typeof Phaser.Scene {
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class GameScene extends PhaserLib.Scene {
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private manager!: GameManager
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@@ -30,7 +41,6 @@ export function createGameScene(PhaserLib: typeof Phaser): typeof Phaser.Scene {
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private tileGraphics!: Phaser.GameObjects.Graphics
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private towerManager!: TowerManager
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private waveManager!: WaveManager
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private towerPanel!: TowerPanel
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private hud!: HUD
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private weeklyModal!: WeeklyReportModal
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private selectedTowerType: TowerType | null = null
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@@ -39,6 +49,13 @@ export function createGameScene(PhaserLib: typeof Phaser): typeof Phaser.Scene {
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constructor() { super({ key: 'GameScene' }) }
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preload(): void {
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// 加载所有 AI 生成的角色图片
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for (const [key, path] of Object.entries(SPRITE_ASSETS)) {
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this.load.image(key, path)
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}
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}
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create(): void {
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this.manager = GameManager.getInstance()
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this.manager.reset()
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@@ -70,30 +87,39 @@ export function createGameScene(PhaserLib: typeof Phaser): typeof Phaser.Scene {
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this.hud = new HUD(this)
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this.hud.createWaveButton(() => this.onWaveButtonClick())
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this.towerPanel = new TowerPanel('game-container')
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this.towerPanel.onSelect((type) => {
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this.selectedTowerType = type
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if (!type) this.buildModeGraphics.clear()
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})
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// 接收 React 层传来的选塔事件
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if (typeof window !== 'undefined') {
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;(window as any).__gameSelectTower = (type: TowerType | null) => {
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this.selectedTowerType = type
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if (!type) this.buildModeGraphics.clear()
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}
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}
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this.setupInteraction()
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// HC/KPI 变化时同步到 React HUD
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this.manager.onHCChange.push((hc: number) => {
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this.hcText.setText(`HC: ${hc}`)
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// 通知 React 层更新塔面板可用状态
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if (typeof window !== 'undefined') {
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;(window as any).__gameOnHCChange?.(hc)
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}
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})
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this.manager.onKPIChange.push((kpi: number) => {
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updateKPIBar(this.kpiBar, kpi)
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this.kpiText.setText(`${kpi}%`)
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})
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this.manager.onHCChange.push((hc: number) => {
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this.hcText.setText(`HC: ${hc}`)
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this.towerPanel.refreshCardStates()
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})
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this.manager.onGameOver.push(() => {
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this.hud.showGameOver()
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this.towerPanel.destroy()
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})
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this.manager.onVictory.push(() => {
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this.hud.showVictory()
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this.towerPanel.destroy()
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})
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// 通知 React 层游戏已就绪
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if (typeof window !== 'undefined') {
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;(window as any).__gameReady?.()
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}
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}
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update(_time: number, delta: number): void {
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@@ -128,7 +154,7 @@ export function createGameScene(PhaserLib: typeof Phaser): typeof Phaser.Scene {
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}
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/** 禁锢全场塔(老板视察效果) */
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private freezeAllTowers(duration: number = 3000): void {
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freezeAllTowers(duration: number = 3000): void {
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this.towerManager.getAllTowers().forEach(tower => {
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tower.isFrozen = true
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setTimeout(() => { tower.isFrozen = false }, duration)
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@@ -136,7 +162,7 @@ export function createGameScene(PhaserLib: typeof Phaser): typeof Phaser.Scene {
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}
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/** 补满全场塔精力 */
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private refillAllStamina(): void {
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refillAllStamina(): void {
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this.towerManager.getAllTowers().forEach(tower => {
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tower.stamina = tower.maxStamina
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tower['isActive'] = true
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@@ -183,6 +209,9 @@ export function createGameScene(PhaserLib: typeof Phaser): typeof Phaser.Scene {
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const y = HUD_HEIGHT + row * cellH
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this.buildModeGraphics.lineStyle(2, 0xa78bfa, 0.9)
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this.buildModeGraphics.strokeRect(x + 2, y + 2, cellW - 4, cellH - 4)
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// 填充半透明预览
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this.buildModeGraphics.fillStyle(0xa78bfa, 0.15)
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this.buildModeGraphics.fillRect(x + 2, y + 2, cellW - 4, cellH - 4)
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}
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private handleTileClick(col: number, row: number, cellW: number, cellH: number): void {
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@@ -191,8 +220,11 @@ export function createGameScene(PhaserLib: typeof Phaser): typeof Phaser.Scene {
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const placed = this.towerManager.placeTower(col, row, this.selectedTowerType)
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if (placed) {
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this.buildModeGraphics.clear()
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this.towerPanel.deselect()
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this.selectedTowerType = null
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// 通知 React 取消选中状态
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if (typeof window !== 'undefined') {
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;(window as any).__gameOnTowerDeselect?.()
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}
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} else {
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this.showTip(col, row, cellW, cellH, 'HC不足或格子已占用', '#EF4444')
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}
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@@ -200,7 +232,7 @@ export function createGameScene(PhaserLib: typeof Phaser): typeof Phaser.Scene {
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}
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const hasTower = this.towerManager.handleTileClick(col, row)
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if (!hasTower && !PATH_TILES.has(`${col},${row}`)) {
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this.showTip(col, row, cellW, cellH, '从底部面板选择塔', '#A78BFA')
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this.showTip(col, row, cellW, cellH, '请先从底部选择塔', '#A78BFA')
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}
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}
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@@ -5,104 +5,74 @@ import { getRandomQuote } from '../data/quotes'
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export class BossVP extends EnemyBase {
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private skillTimer: number = 20000
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private onDestroyTower?: () => void
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private bossLabel!: Phaser.GameObjects.Text
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constructor(
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scene: Phaser.Scene,
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pathPoints: PathPoint[],
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onDestroyTower?: () => void
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) {
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super(scene, pathPoints, 800, 40, 30, 150)
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super(scene, pathPoints, 800, 40, 30, 150, 'enemy-boss')
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this.onDestroyTower = onDestroyTower
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this.drawSprite()
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// BOSS 出现时全屏红色闪光
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// 放大 BOSS
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const bossScale = Math.min(this.cellW, this.cellH) / 128 * 1.3
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this.imageSprite.setScale(bossScale)
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this.imageSprite.setDepth(12)
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// BOSS 出现特效
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scene.cameras.main.flash(800, 255, 0, 0, false)
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this.showBossAlert()
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// BOSS 名字标签
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this.bossLabel = scene.add.text(this.x, this.y + this.cellH * 0.5, '空降VP', {
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fontFamily: 'VT323, monospace', fontSize: '14px',
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color: '#FBBF24', backgroundColor: '#7c2d12', padding: { x: 4, y: 1 },
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}).setOrigin(0.5, 0).setDepth(15)
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}
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private showBossAlert(): void {
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const alert = this.scene.add
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.text(640, 360, '⚠ 空降VP来袭!⚠', {
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fontFamily: 'VT323, monospace',
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fontSize: '36px',
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color: '#FBBF24',
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backgroundColor: '#7F1D1D',
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padding: { x: 16, y: 8 },
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})
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.setOrigin(0.5, 0.5)
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.setDepth(50)
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.text(this.scene.scale.width / 2, this.scene.scale.height / 2, '⚠ 空降VP来袭 ⚠', {
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fontFamily: 'VT323, monospace', fontSize: '36px',
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color: '#FBBF24', backgroundColor: '#7F1D1D', padding: { x: 16, y: 8 },
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}).setOrigin(0.5, 0.5).setDepth(50)
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this.scene.tweens.add({
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targets: alert,
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alpha: 0,
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duration: 2500,
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delay: 500,
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targets: alert, alpha: 0, duration: 2500, delay: 500,
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onComplete: () => alert.destroy(),
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})
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}
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drawSprite(): void {
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if (!this.sprite) return
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this.sprite.clear()
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// 金色六边形
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this.sprite.fillStyle(0xfbbf24, 1)
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const r = 22
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this.sprite.fillPoints(this.hexPoints(r), true)
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// 金色外框
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this.sprite.lineStyle(3, 0xf59e0b, 1)
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this.sprite.strokePoints(this.hexPoints(r + 4), false)
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// 内部颜色
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this.sprite.fillStyle(0xd97706, 1)
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this.sprite.fillCircle(0, 0, 8)
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this.sprite.setDepth(12)
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this.sprite.setPosition(this.x, this.y)
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}
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private hexPoints(r: number): Phaser.Types.Math.Vector2Like[] {
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const pts: Phaser.Types.Math.Vector2Like[] = []
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for (let i = 0; i < 6; i++) {
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const angle = (Math.PI / 3) * i - Math.PI / 6
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pts.push({ x: Math.cos(angle) * r, y: Math.sin(angle) * r })
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}
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return pts
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}
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override update(delta: number): void {
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if (this.isDead) return
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super.update(delta)
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this.skillTimer -= delta
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if (this.skillTimer <= 0) {
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this.skillTimer = 20000
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this.triggerOrgRestructure()
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}
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// 重绘六边形到新位置
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this.drawSprite()
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// 更新名字标签位置
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if (this.bossLabel) {
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this.bossLabel.setPosition(this.x, this.y + this.cellH * 0.5)
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}
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// BOSS 金色发光边框
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this.imageSprite.setTint(this.skillTimer < 3000 ? 0xff6600 : 0xfbbf24)
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}
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private triggerOrgRestructure(): void {
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// 组织架构调整:随机摧毁一个防御塔
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if (this.onDestroyTower) {
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this.onDestroyTower()
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}
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this.onDestroyTower?.()
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const txt = this.scene.add
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.text(this.x, this.y - 40, '组织架构调整!', {
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fontFamily: 'VT323, monospace',
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fontSize: '18px',
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color: '#FBBF24',
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backgroundColor: '#7C2D12',
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padding: { x: 6, y: 3 },
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})
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.setOrigin(0.5, 1)
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.setDepth(25)
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fontFamily: 'VT323, monospace', fontSize: '18px',
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color: '#FBBF24', backgroundColor: '#7C2D12', padding: { x: 6, y: 3 },
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}).setOrigin(0.5, 1).setDepth(25)
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this.scene.tweens.add({
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targets: txt,
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y: this.y - 70,
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alpha: 0,
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duration: 2000,
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onComplete: () => txt.destroy(),
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targets: txt, y: this.y - 70, alpha: 0,
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duration: 2000, onComplete: () => txt.destroy(),
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})
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}
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getQuote(): string {
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return getRandomQuote('BossVP')
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override destroy(): void {
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this.bossLabel?.destroy()
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super.destroy()
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}
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getQuote(): string { return getRandomQuote('BossVP') }
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}
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@@ -1,26 +1,23 @@
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import type Phaser from 'phaser'
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import { GameManager } from '../GameManager'
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import { TILE_SIZE, HUD_HEIGHT, PATH_WAYPOINTS } from '../constants'
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import { HUD_HEIGHT, PATH_WAYPOINTS } from '../constants'
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import { getCellSize } from '../mapRenderer'
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export interface PathPoint {
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x: number
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y: number
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}
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export interface PathPoint { x: number; y: number }
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/** 将格子坐标转换为像素坐标(格子中心) */
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function gridToPixel(gx: number, gy: number): PathPoint {
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function gridToPixel(gx: number, gy: number, cellW: number, cellH: number): PathPoint {
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return {
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x: gx * TILE_SIZE + TILE_SIZE / 2,
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y: gy * TILE_SIZE + TILE_SIZE / 2 + HUD_HEIGHT,
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x: gx * cellW + cellW / 2,
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y: gy * cellH + cellH / 2 + HUD_HEIGHT,
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}
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}
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/** 将 PATH_WAYPOINTS 扩展为完整转折路径(去重相邻相同点) */
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export function buildFullPath(): PathPoint[] {
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const { cellW, cellH } = getCellSize()
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const points: PathPoint[] = []
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for (let i = 0; i < PATH_WAYPOINTS.length - 1; i++) {
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const from = gridToPixel(PATH_WAYPOINTS[i].x, PATH_WAYPOINTS[i].y)
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const to = gridToPixel(PATH_WAYPOINTS[i + 1].x, PATH_WAYPOINTS[i + 1].y)
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const from = gridToPixel(PATH_WAYPOINTS[i].x, PATH_WAYPOINTS[i].y, cellW, cellH)
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const to = gridToPixel(PATH_WAYPOINTS[i + 1].x, PATH_WAYPOINTS[i + 1].y, cellW, cellH)
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points.push(from)
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points.push(to)
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}
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@@ -29,15 +26,14 @@ export function buildFullPath(): PathPoint[] {
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)
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}
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export interface DotEffect {
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damage: number
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duration: number
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timer: number
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}
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export interface DotEffect { damage: number; duration: number; timer: number }
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export abstract class EnemyBase {
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protected scene: Phaser.Scene
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public sprite!: Phaser.GameObjects.Graphics
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protected imageSprite!: Phaser.GameObjects.Image
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// expose for tower targeting & health bar
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public x: number = 0
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public y: number = 0
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protected healthBar!: Phaser.GameObjects.Graphics
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protected quoteText!: Phaser.GameObjects.Text
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@@ -46,30 +42,32 @@ export abstract class EnemyBase {
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public speed: number
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public readonly kpiDamage: number
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public readonly hcReward: number
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protected spriteKey: string
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protected pathPoints: PathPoint[]
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protected currentPathIndex: number = 0
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protected x: number = 0
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protected y: number = 0
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public isDead: boolean = false
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public isActive: boolean = true
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get pathProgress(): number {
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return this.currentPathIndex
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}
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get pathProgress(): number { return this.currentPathIndex }
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public dotEffects: DotEffect[] = []
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public slowEffect: number = 0
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public slowTimer: number = 0
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public shieldCount: number = 0
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protected cellW: number
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protected cellH: number
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constructor(
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scene: Phaser.Scene,
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pathPoints: PathPoint[],
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maxHp: number,
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speed: number,
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kpiDamage: number,
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hcReward: number
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hcReward: number,
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spriteKey: string
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) {
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this.scene = scene
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this.pathPoints = pathPoints
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@@ -78,28 +76,40 @@ export abstract class EnemyBase {
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this.speed = speed
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this.kpiDamage = kpiDamage
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this.hcReward = hcReward
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this.spriteKey = spriteKey
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const { cellW, cellH } = getCellSize()
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this.cellW = cellW
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this.cellH = cellH
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if (pathPoints.length > 0) {
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this.x = pathPoints[0].x
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this.y = pathPoints[0].y
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}
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this.sprite = scene.add.graphics()
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// 用 AI 图片精灵,尺寸按格子缩放
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this.imageSprite = scene.add.image(this.x, this.y, spriteKey)
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const scale = Math.min(cellW, cellH) / 128 * 0.75
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this.imageSprite.setScale(scale)
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this.imageSprite.setDepth(10)
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this.healthBar = scene.add.graphics()
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this.quoteText = scene.add
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.text(this.x, this.y - 30, this.getQuote(), {
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fontFamily: 'VT323, monospace',
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fontSize: '12px',
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fontSize: '13px',
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color: '#FFFFFF',
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backgroundColor: 'rgba(0,0,0,0.6)',
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padding: { x: 3, y: 2 },
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backgroundColor: 'rgba(0,0,0,0.7)',
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padding: { x: 4, y: 2 },
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})
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.setOrigin(0.5, 1)
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.setDepth(15)
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||||
.setAlpha(0)
|
||||
|
||||
this.drawSprite()
|
||||
this.drawHealthBar()
|
||||
// 出生后 0.5s 显示语录
|
||||
scene.time.delayedCall(500, () => { if (!this.isDead) this.showQuote() })
|
||||
}
|
||||
|
||||
update(delta: number): void {
|
||||
@@ -110,11 +120,10 @@ export abstract class EnemyBase {
|
||||
if (this.slowTimer <= 0) this.slowEffect = 0
|
||||
}
|
||||
this.moveAlongPath(delta)
|
||||
this.imageSprite.setPosition(this.x, this.y)
|
||||
this.drawHealthBar()
|
||||
this.sprite.setPosition(this.x, this.y)
|
||||
// 语录文字跟随怪物移动
|
||||
if (this.quoteText && this.quoteText.alpha > 0) {
|
||||
this.quoteText.setPosition(this.x, this.y - 30)
|
||||
if (this.quoteText?.alpha > 0) {
|
||||
this.quoteText.setPosition(this.x, this.y - (this.cellH * 0.45))
|
||||
}
|
||||
}
|
||||
|
||||
@@ -122,51 +131,46 @@ export abstract class EnemyBase {
|
||||
for (let i = this.dotEffects.length - 1; i >= 0; i--) {
|
||||
const dot = this.dotEffects[i]
|
||||
dot.timer -= delta
|
||||
const tickDamage = (dot.damage / 1000) * delta
|
||||
this.hp -= tickDamage
|
||||
if (this.hp <= 0) {
|
||||
this.die()
|
||||
return
|
||||
}
|
||||
if (dot.timer <= 0) {
|
||||
this.dotEffects.splice(i, 1)
|
||||
}
|
||||
this.hp -= (dot.damage / 1000) * delta
|
||||
if (this.hp <= 0) { this.die(); return }
|
||||
if (dot.timer <= 0) this.dotEffects.splice(i, 1)
|
||||
}
|
||||
}
|
||||
|
||||
protected moveAlongPath(delta: number): void {
|
||||
if (this.currentPathIndex >= this.pathPoints.length - 1) {
|
||||
this.reachEnd()
|
||||
return
|
||||
this.reachEnd(); return
|
||||
}
|
||||
const target = this.pathPoints[this.currentPathIndex + 1]
|
||||
const currentSpeed = this.speed * (1 - this.slowEffect)
|
||||
const distance = (currentSpeed * delta) / 1000
|
||||
|
||||
const dx = target.x - this.x
|
||||
const dy = target.y - this.y
|
||||
const dist = Math.sqrt(dx * dx + dy * dy)
|
||||
|
||||
if (dist <= distance) {
|
||||
this.x = target.x
|
||||
this.y = target.y
|
||||
this.x = target.x; this.y = target.y
|
||||
this.currentPathIndex++
|
||||
} else {
|
||||
this.x += (dx / dist) * distance
|
||||
this.y += (dy / dist) * distance
|
||||
}
|
||||
// 减速时图片变色
|
||||
if (this.slowEffect > 0) {
|
||||
this.imageSprite.setTint(0x93c5fd)
|
||||
} else {
|
||||
this.imageSprite.clearTint()
|
||||
}
|
||||
}
|
||||
|
||||
protected drawHealthBar(): void {
|
||||
this.healthBar.clear()
|
||||
const bw = 30
|
||||
const bh = 4
|
||||
const bw = this.cellW * 0.5
|
||||
const bh = 5
|
||||
const bx = this.x - bw / 2
|
||||
const by = this.y - 20
|
||||
const by = this.y - this.cellH * 0.45
|
||||
const ratio = Math.max(0, this.hp / this.maxHp)
|
||||
const color = ratio > 0.5 ? 0x22c55e : ratio > 0.25 ? 0xf59e0b : 0xef4444
|
||||
|
||||
this.healthBar.fillStyle(0x374151, 1)
|
||||
this.healthBar.fillStyle(0x1f2937, 1)
|
||||
this.healthBar.fillRect(bx, by, bw, bh)
|
||||
this.healthBar.fillStyle(color, 1)
|
||||
this.healthBar.fillRect(bx, by, bw * ratio, bh)
|
||||
@@ -182,25 +186,16 @@ export abstract class EnemyBase {
|
||||
}
|
||||
this.hp -= damage
|
||||
this.drawHealthBar()
|
||||
if (this.hp <= 0) {
|
||||
this.die()
|
||||
}
|
||||
if (this.hp <= 0) this.die()
|
||||
}
|
||||
|
||||
private showShieldBlock(): void {
|
||||
const txt = this.scene.add
|
||||
.text(this.x, this.y - 35, '护盾!', {
|
||||
fontFamily: 'VT323, monospace',
|
||||
fontSize: '14px',
|
||||
color: '#93C5FD',
|
||||
})
|
||||
.setOrigin(0.5, 1)
|
||||
.setDepth(20)
|
||||
fontFamily: 'VT323, monospace', fontSize: '14px', color: '#93C5FD',
|
||||
}).setOrigin(0.5, 1).setDepth(20)
|
||||
this.scene.tweens.add({
|
||||
targets: txt,
|
||||
y: this.y - 55,
|
||||
alpha: 0,
|
||||
duration: 800,
|
||||
targets: txt, y: this.y - 55, alpha: 0, duration: 800,
|
||||
onComplete: () => txt.destroy(),
|
||||
})
|
||||
}
|
||||
@@ -217,43 +212,35 @@ export abstract class EnemyBase {
|
||||
protected die(): void {
|
||||
if (this.isDead) return
|
||||
this.isDead = true
|
||||
const manager = GameManager.getInstance()
|
||||
manager.addHC(this.hcReward)
|
||||
GameManager.getInstance().addHC(this.hcReward)
|
||||
this.onDeath()
|
||||
this.destroy()
|
||||
}
|
||||
|
||||
protected reachEnd(): void {
|
||||
if (this.isDead) return
|
||||
const manager = GameManager.getInstance()
|
||||
manager.reduceKPI(this.kpiDamage)
|
||||
GameManager.getInstance().reduceKPI(this.kpiDamage)
|
||||
this.isDead = true
|
||||
this.destroy()
|
||||
}
|
||||
|
||||
protected onDeath(): void {}
|
||||
|
||||
/** 显示头顶语录(出生后随机触发,3秒后淡出) */
|
||||
showQuote(): void {
|
||||
if (this.isDead || !this.quoteText) return
|
||||
this.quoteText.setText(this.getQuote())
|
||||
this.quoteText.setPosition(this.x, this.y - 30)
|
||||
this.quoteText.setPosition(this.x, this.y - this.cellH * 0.45)
|
||||
this.quoteText.setAlpha(1)
|
||||
// 3秒后淡出动画
|
||||
this.scene.tweens.add({
|
||||
targets: this.quoteText,
|
||||
alpha: 0,
|
||||
duration: 800,
|
||||
delay: 2200,
|
||||
ease: 'Linear',
|
||||
targets: this.quoteText, alpha: 0,
|
||||
duration: 800, delay: 2200, ease: 'Linear',
|
||||
})
|
||||
}
|
||||
|
||||
abstract drawSprite(): void
|
||||
abstract getQuote(): string
|
||||
|
||||
destroy(): void {
|
||||
this.sprite?.destroy()
|
||||
this.imageSprite?.destroy()
|
||||
this.healthBar?.destroy()
|
||||
this.quoteText?.destroy()
|
||||
}
|
||||
|
||||
@@ -4,20 +4,7 @@ import { getRandomQuote } from '../data/quotes'
|
||||
|
||||
export class FreshGraduate extends EnemyBase {
|
||||
constructor(scene: Phaser.Scene, pathPoints: PathPoint[]) {
|
||||
super(scene, pathPoints, 30, 120, 2, 10)
|
||||
this.drawSprite()
|
||||
}
|
||||
|
||||
drawSprite(): void {
|
||||
if (!this.sprite) return
|
||||
this.sprite.clear()
|
||||
this.sprite.fillStyle(0x86efac, 1)
|
||||
this.sprite.fillCircle(0, 0, 8)
|
||||
this.sprite.setDepth(10)
|
||||
this.sprite.setPosition(this.x, this.y)
|
||||
}
|
||||
|
||||
getQuote(): string {
|
||||
return getRandomQuote('FreshGraduate')
|
||||
super(scene, pathPoints, 30, 120, 2, 10, 'enemy-fresh')
|
||||
}
|
||||
getQuote(): string { return getRandomQuote('FreshGraduate') }
|
||||
}
|
||||
|
||||
@@ -4,35 +4,12 @@ import { getRandomQuote } from '../data/quotes'
|
||||
|
||||
export class OldEmployee extends EnemyBase {
|
||||
constructor(scene: Phaser.Scene, pathPoints: PathPoint[]) {
|
||||
super(scene, pathPoints, 150, 50, 8, 30)
|
||||
super(scene, pathPoints, 150, 50, 8, 30, 'enemy-old')
|
||||
this.shieldCount = 3
|
||||
this.drawSprite()
|
||||
// 老员工图片稍大
|
||||
const scale = Math.min(this.cellW, this.cellH) / 128 * 0.9
|
||||
this.imageSprite.setScale(scale)
|
||||
}
|
||||
|
||||
drawSprite(): void {
|
||||
if (!this.sprite) return
|
||||
this.sprite.clear()
|
||||
// 大蓝方块
|
||||
this.sprite.fillStyle(0x93c5fd, 1)
|
||||
this.sprite.fillRect(-10, -10, 20, 20)
|
||||
// 护盾外框(金色)
|
||||
this.sprite.lineStyle(2, 0xfbbf24, 0.8)
|
||||
this.sprite.strokeRect(-12, -12, 24, 24)
|
||||
this.sprite.setDepth(10)
|
||||
this.sprite.setPosition(this.x, this.y)
|
||||
}
|
||||
|
||||
override drawHealthBar(): void {
|
||||
super.drawHealthBar()
|
||||
// 绘制护盾数量标记
|
||||
if (!this.healthBar) return
|
||||
for (let i = 0; i < this.shieldCount; i++) {
|
||||
this.healthBar.fillStyle(0xfbbf24, 1)
|
||||
this.healthBar.fillRect(this.x - 15 + i * 11, this.y - 28, 8, 4)
|
||||
}
|
||||
}
|
||||
|
||||
getQuote(): string {
|
||||
return getRandomQuote('OldEmployee')
|
||||
}
|
||||
getQuote(): string { return getRandomQuote('OldEmployee') }
|
||||
}
|
||||
|
||||
@@ -5,49 +5,21 @@ import { getRandomQuote } from '../data/quotes'
|
||||
|
||||
export class TroubleMaker extends EnemyBase {
|
||||
constructor(scene: Phaser.Scene, pathPoints: PathPoint[]) {
|
||||
super(scene, pathPoints, 80, 80, 5, 20)
|
||||
this.drawSprite()
|
||||
}
|
||||
|
||||
drawSprite(): void {
|
||||
if (!this.sprite) return
|
||||
this.sprite.clear()
|
||||
// 三角形(叹号形状)
|
||||
this.sprite.fillStyle(0xfca5a5, 1)
|
||||
this.sprite.fillTriangle(0, -14, -12, 10, 12, 10)
|
||||
// 叹号
|
||||
this.sprite.fillStyle(0x7f1d1d, 1)
|
||||
this.sprite.fillRect(-2, -6, 4, 8)
|
||||
this.sprite.fillRect(-2, 6, 4, 4)
|
||||
this.sprite.setDepth(10)
|
||||
this.sprite.setPosition(this.x, this.y)
|
||||
super(scene, pathPoints, 80, 80, 5, 20, 'enemy-trouble')
|
||||
}
|
||||
|
||||
protected override onDeath(): void {
|
||||
// 劳动仲裁:死亡时扣玩家 20 HC
|
||||
const manager = GameManager.getInstance()
|
||||
manager.spendHC(20)
|
||||
// 显示提示文字
|
||||
GameManager.getInstance().spendHC(20)
|
||||
const txt = this.scene.add
|
||||
.text(this.x, this.y - 20, '劳动仲裁! -20HC', {
|
||||
fontFamily: 'VT323, monospace',
|
||||
fontSize: '16px',
|
||||
color: '#FCA5A5',
|
||||
backgroundColor: '#7F1D1D',
|
||||
padding: { x: 4, y: 2 },
|
||||
})
|
||||
.setOrigin(0.5, 1)
|
||||
.setDepth(25)
|
||||
fontFamily: 'VT323, monospace', fontSize: '16px',
|
||||
color: '#FCA5A5', backgroundColor: '#7F1D1D', padding: { x: 4, y: 2 },
|
||||
}).setOrigin(0.5, 1).setDepth(25)
|
||||
this.scene.tweens.add({
|
||||
targets: txt,
|
||||
y: this.y - 50,
|
||||
alpha: 0,
|
||||
duration: 1500,
|
||||
onComplete: () => txt.destroy(),
|
||||
targets: txt, y: this.y - 50, alpha: 0,
|
||||
duration: 1500, onComplete: () => txt.destroy(),
|
||||
})
|
||||
}
|
||||
|
||||
getQuote(): string {
|
||||
return getRandomQuote('TroubleMaker')
|
||||
}
|
||||
getQuote(): string { return getRandomQuote('TroubleMaker') }
|
||||
}
|
||||
|
||||
@@ -1,45 +1,24 @@
|
||||
import type Phaser from 'phaser'
|
||||
import { TowerBase } from './TowerBase'
|
||||
import type { EnemyBase } from '../enemies/EnemyBase'
|
||||
import type { TowerBase as TowerBaseType } from './TowerBase'
|
||||
|
||||
const BUFF_ATTACK_SPEED_BONUS = 0.2
|
||||
|
||||
export class HRBPTower extends TowerBase {
|
||||
private buffCooldown: number = 0
|
||||
private readonly BUFF_INTERVAL = 500
|
||||
private nearbyTowersBuff: Set<TowerBaseType> = new Set()
|
||||
private nearbyTowersBuff: Set<TowerBase> = new Set()
|
||||
|
||||
constructor(scene: Phaser.Scene, gridX: number, gridY: number) {
|
||||
super(scene, gridX, gridY, 80, 1, 0, 0)
|
||||
this.drawSprite()
|
||||
}
|
||||
|
||||
drawSprite(): void {
|
||||
if (!this.sprite) return
|
||||
this.sprite.clear()
|
||||
// 菱形(粉色)
|
||||
this.sprite.fillStyle(0xec4899, 1)
|
||||
this.sprite.fillTriangle(0, -16, 16, 0, 0, 16)
|
||||
this.sprite.fillTriangle(0, -16, -16, 0, 0, 16)
|
||||
this.sprite.setPosition(this.px, this.py)
|
||||
this.sprite.setDepth(10)
|
||||
super(scene, gridX, gridY, 80, 1, 0, 0, 'tower-hrbp')
|
||||
}
|
||||
|
||||
override update(delta: number, enemies: EnemyBase[]): void {
|
||||
// HRBP 没有攻击逻辑,只做 BUFF
|
||||
void enemies
|
||||
|
||||
if (!this.isActive) {
|
||||
this.stamina = Math.min(
|
||||
this.maxStamina,
|
||||
this.stamina + (this.staminaRegen * delta) / 1000
|
||||
)
|
||||
this.stamina = Math.min(this.maxStamina, this.stamina + (this.staminaRegen * delta) / 1000)
|
||||
if (this.stamina > 20) this.isActive = true
|
||||
this.updateStaminaBar()
|
||||
return
|
||||
}
|
||||
|
||||
this.buffCooldown -= delta
|
||||
if (this.buffCooldown <= 0) {
|
||||
this.buffCooldown = this.BUFF_INTERVAL
|
||||
@@ -47,44 +26,30 @@ export class HRBPTower extends TowerBase {
|
||||
}
|
||||
}
|
||||
|
||||
setNearbyTowers(towers: TowerBaseType[]): void {
|
||||
setNearbyTowers(towers: TowerBase[]): void {
|
||||
this.nearbyTowersBuff = new Set(towers)
|
||||
}
|
||||
|
||||
private applyBuffToNearby(): void {
|
||||
if (this.nearbyTowersBuff.size === 0) return
|
||||
if (this.stamina < 5) {
|
||||
this.isActive = false
|
||||
return
|
||||
}
|
||||
if (this.stamina < 5) { this.isActive = false; return }
|
||||
this.stamina -= 5
|
||||
this.updateStaminaBar()
|
||||
// BUFF 效果通过 attackSpeedMultiplier 外部读取
|
||||
// 这里显示一个粉色光圈效果
|
||||
this.showBuffEffect()
|
||||
}
|
||||
|
||||
private showBuffEffect(): void {
|
||||
const g = this.scene.add.graphics()
|
||||
g.lineStyle(2, 0xec4899, 0.6)
|
||||
g.strokeCircle(this.px, this.py, 90)
|
||||
g.strokeCircle(this.px, this.py, this.cellW * 1.5)
|
||||
g.setDepth(8)
|
||||
this.scene.tweens.add({
|
||||
targets: g,
|
||||
alpha: 0,
|
||||
duration: 400,
|
||||
targets: g, alpha: 0, duration: 400,
|
||||
onComplete: () => g.destroy(),
|
||||
})
|
||||
}
|
||||
|
||||
getBuffedTowers(): Set<TowerBaseType> {
|
||||
return this.nearbyTowersBuff
|
||||
}
|
||||
|
||||
getAttackSpeedBonus(): number {
|
||||
return BUFF_ATTACK_SPEED_BONUS
|
||||
}
|
||||
|
||||
// HRBP 无直接攻击
|
||||
getBuffedTowers(): Set<TowerBase> { return this.nearbyTowersBuff }
|
||||
getAttackSpeedBonus(): number { return 0.2 }
|
||||
attack(_target: EnemyBase): void {}
|
||||
}
|
||||
|
||||
@@ -10,37 +10,18 @@ export class InternTower extends TowerBase {
|
||||
public onSelfDestroy?: (tower: InternTower) => void
|
||||
|
||||
constructor(scene: Phaser.Scene, gridX: number, gridY: number) {
|
||||
super(scene, gridX, gridY, 50, 1, 15, 1.5)
|
||||
this.drawSprite()
|
||||
}
|
||||
|
||||
drawSprite(): void {
|
||||
if (!this.sprite) return
|
||||
this.sprite.clear()
|
||||
// 绿色小人(圆头+十字身体)
|
||||
this.sprite.fillStyle(0x22c55e, 1)
|
||||
this.sprite.fillCircle(0, -12, 8)
|
||||
// 身体
|
||||
this.sprite.fillRect(-3, -4, 6, 14)
|
||||
// 手臂
|
||||
this.sprite.fillRect(-12, -2, 24, 4)
|
||||
this.sprite.setPosition(this.px, this.py)
|
||||
this.sprite.setDepth(10)
|
||||
super(scene, gridX, gridY, 50, 1, 15, 1.5, 'tower-intern')
|
||||
}
|
||||
|
||||
override update(delta: number, enemies: EnemyBase[]): void {
|
||||
if (this.destroyed) return
|
||||
|
||||
super.update(delta, enemies)
|
||||
|
||||
// 被动:每秒1%概率离场
|
||||
this.selfDestroyTimer += delta
|
||||
if (this.selfDestroyTimer >= this.SELF_DESTROY_INTERVAL) {
|
||||
this.selfDestroyTimer -= this.SELF_DESTROY_INTERVAL
|
||||
if (Math.random() < 0.01) {
|
||||
// 退还 25 HC
|
||||
GameManager.getInstance().addHC(25)
|
||||
this.showMessage('实习生跑路!+25HC')
|
||||
this.showMessage('实习生跑路!+25HC', '#22C55E')
|
||||
this.destroyed = true
|
||||
this.onSelfDestroy?.(this)
|
||||
this.destroy()
|
||||
@@ -50,42 +31,32 @@ export class InternTower extends TowerBase {
|
||||
}
|
||||
|
||||
attack(target: EnemyBase): void {
|
||||
// 整顿职场:5% 概率秒杀 HP < 500 的怪物
|
||||
if (Math.random() < 0.05 && target.hp < 500) {
|
||||
target.takeDamage(9999)
|
||||
this.showMessage('整顿职场!秒杀!')
|
||||
this.showMessage('整顿职场!秒杀!', '#A3E635')
|
||||
} else {
|
||||
target.takeDamage(this.attackDamage)
|
||||
}
|
||||
// 近战效果(闪光)
|
||||
this.showMeleeEffect(target)
|
||||
}
|
||||
|
||||
private showMeleeEffect(target: EnemyBase): void {
|
||||
const g = this.scene.add.graphics()
|
||||
g.fillStyle(0x22c55e, 0.7)
|
||||
g.fillCircle(target.sprite.x, target.sprite.y, 10)
|
||||
g.fillStyle(0x22c55e, 0.6)
|
||||
g.fillCircle(target.x, target.y, 12)
|
||||
g.setDepth(15)
|
||||
this.scene.time.delayedCall(150, () => g.destroy())
|
||||
}
|
||||
|
||||
private showMessage(msg: string): void {
|
||||
private showMessage(msg: string, color: string): void {
|
||||
const txt = this.scene.add
|
||||
.text(this.px, this.py - 30, msg, {
|
||||
fontFamily: 'VT323, monospace',
|
||||
fontSize: '14px',
|
||||
color: '#22C55E',
|
||||
backgroundColor: '#14532D',
|
||||
padding: { x: 4, y: 2 },
|
||||
})
|
||||
.setOrigin(0.5, 1)
|
||||
.setDepth(20)
|
||||
fontFamily: 'VT323, monospace', fontSize: '14px',
|
||||
color, backgroundColor: '#052e16', padding: { x: 4, y: 2 },
|
||||
}).setOrigin(0.5, 1).setDepth(20)
|
||||
this.scene.tweens.add({
|
||||
targets: txt,
|
||||
y: this.py - 55,
|
||||
alpha: 0,
|
||||
duration: 1200,
|
||||
onComplete: () => txt.destroy(),
|
||||
targets: txt, y: this.py - 55, alpha: 0,
|
||||
duration: 1200, onComplete: () => txt.destroy(),
|
||||
})
|
||||
}
|
||||
}
|
||||
|
||||
@@ -4,57 +4,37 @@ import type { EnemyBase } from '../enemies/EnemyBase'
|
||||
|
||||
export class PPTMasterTower extends TowerBase {
|
||||
constructor(scene: Phaser.Scene, gridX: number, gridY: number) {
|
||||
super(scene, gridX, gridY, 100, 3, 5, 1.5)
|
||||
this.drawSprite()
|
||||
super(scene, gridX, gridY, 100, 3, 5, 1.5, 'tower-ppt')
|
||||
}
|
||||
|
||||
drawSprite(): void {
|
||||
if (!this.sprite) return
|
||||
this.sprite.clear()
|
||||
// 橙色圆形
|
||||
this.sprite.fillStyle(0xf59e0b, 1)
|
||||
this.sprite.fillCircle(0, 0, 16)
|
||||
// 圆心白点
|
||||
this.sprite.fillStyle(0xffffff, 0.9)
|
||||
this.sprite.fillCircle(0, 0, 5)
|
||||
this.sprite.setPosition(this.px, this.py)
|
||||
this.sprite.setDepth(10)
|
||||
attack(_target: EnemyBase): void {
|
||||
// AOE 攻击由 TowerManager.updatePPTTower 直接调用 attackAoe
|
||||
}
|
||||
|
||||
attack(target: EnemyBase): void {
|
||||
// AOE 攻击:对射程内所有怪物造成伤害 + 减速
|
||||
this.showAoeEffect()
|
||||
}
|
||||
|
||||
/** 该方法由 TowerManager 调用,传入全体敌人 */
|
||||
attackAoe(enemies: EnemyBase[]): void {
|
||||
const rangePx = this.attackRange * 80 // TILE_SIZE
|
||||
this.showAoeEffect()
|
||||
const rangePx = this.attackRange * this.cellW
|
||||
this.showAoeEffect(rangePx)
|
||||
for (const e of enemies) {
|
||||
if (e.isDead) continue
|
||||
const dx = e.sprite.x - this.px
|
||||
const dy = e.sprite.y - this.py
|
||||
const dist = Math.sqrt(dx * dx + dy * dy)
|
||||
if (dist <= rangePx) {
|
||||
const dx = e.x - this.px
|
||||
const dy = e.y - this.py
|
||||
if (Math.sqrt(dx * dx + dy * dy) <= rangePx) {
|
||||
e.takeDamage(this.attackDamage)
|
||||
// 黑话领域:减速40%持续2秒
|
||||
e.addSlow(0.4, 2000)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private showAoeEffect(): void {
|
||||
private showAoeEffect(rangePx: number): void {
|
||||
const g = this.scene.add.graphics()
|
||||
g.lineStyle(2, 0xf59e0b, 0.8)
|
||||
g.strokeCircle(this.px, this.py, this.attackRange * 80)
|
||||
g.setDepth(12)
|
||||
g.lineStyle(2, 0xf59e0b, 0.7)
|
||||
g.strokeCircle(this.px, this.py, rangePx)
|
||||
g.fillStyle(0xf59e0b, 0.07)
|
||||
g.fillCircle(this.px, this.py, rangePx)
|
||||
g.setDepth(8)
|
||||
this.scene.tweens.add({
|
||||
targets: g,
|
||||
alpha: 0,
|
||||
scaleX: 1.2,
|
||||
scaleY: 1.2,
|
||||
duration: 400,
|
||||
onComplete: () => g.destroy(),
|
||||
targets: g, alpha: 0, scaleX: 1.15, scaleY: 1.15,
|
||||
duration: 450, onComplete: () => g.destroy(),
|
||||
})
|
||||
}
|
||||
}
|
||||
|
||||
@@ -4,71 +4,43 @@ import type { EnemyBase } from '../enemies/EnemyBase'
|
||||
|
||||
export class SeniorDevTower extends TowerBase {
|
||||
constructor(scene: Phaser.Scene, gridX: number, gridY: number) {
|
||||
super(scene, gridX, gridY, 120, 5, 30, 1.0)
|
||||
this.drawSprite()
|
||||
}
|
||||
|
||||
drawSprite(): void {
|
||||
if (!this.sprite) return
|
||||
this.sprite.clear()
|
||||
// 深蓝色方块
|
||||
this.sprite.fillStyle(0x3b82f6, 1)
|
||||
this.sprite.fillRect(-12, -12, 24, 24)
|
||||
this.sprite.lineStyle(1, 0x93c5fd, 1)
|
||||
this.sprite.strokeRect(-12, -12, 24, 24)
|
||||
this.sprite.setPosition(this.px, this.py)
|
||||
this.sprite.setDepth(10)
|
||||
|
||||
// 顶部 </> 符号文字
|
||||
if (this.scene) {
|
||||
const existing = this.scene.children.getByName(`dev_label_${this.gridX}_${this.gridY}`)
|
||||
if (!existing) {
|
||||
this.scene.add
|
||||
.text(this.px, this.py, '</>', {
|
||||
fontFamily: 'monospace',
|
||||
fontSize: '10px',
|
||||
color: '#DBEAFE',
|
||||
})
|
||||
.setOrigin(0.5, 0.5)
|
||||
.setDepth(11)
|
||||
.setName(`dev_label_${this.gridX}_${this.gridY}`)
|
||||
}
|
||||
}
|
||||
super(scene, gridX, gridY, 120, 5, 30, 1.0, 'tower-senior')
|
||||
}
|
||||
|
||||
attack(target: EnemyBase): void {
|
||||
// 发射绿色代码块子弹
|
||||
this.fireBullet(target)
|
||||
}
|
||||
|
||||
private fireBullet(target: EnemyBase): void {
|
||||
const bullet = this.scene.add.graphics()
|
||||
bullet.fillStyle(0x22c55e, 1)
|
||||
bullet.fillRect(-4, -4, 8, 8)
|
||||
bullet.fillRoundedRect(-5, -5, 10, 10, 2)
|
||||
// 添加绿色发光
|
||||
bullet.lineStyle(1, 0x86efac, 0.8)
|
||||
bullet.strokeRoundedRect(-6, -6, 12, 12, 3)
|
||||
bullet.setPosition(this.px, this.py)
|
||||
bullet.setDepth(13)
|
||||
|
||||
const startX = this.px
|
||||
const startY = this.py
|
||||
const targetX = target.sprite.x
|
||||
const targetY = target.sprite.y
|
||||
|
||||
const dx = targetX - startX
|
||||
const dy = targetY - startY
|
||||
const dx = target.x - this.px
|
||||
const dy = target.y - this.py
|
||||
const dist = Math.sqrt(dx * dx + dy * dy)
|
||||
const duration = (dist / 400) * 1000
|
||||
const duration = (dist / 500) * 1000
|
||||
|
||||
this.scene.tweens.add({
|
||||
targets: bullet,
|
||||
x: targetX,
|
||||
y: targetY,
|
||||
x: target.x, y: target.y,
|
||||
duration,
|
||||
onComplete: () => {
|
||||
bullet.destroy()
|
||||
if (!target.isDead) {
|
||||
target.takeDamage(this.attackDamage)
|
||||
// 代码屎山:附加 DOT
|
||||
target.addDOT(10, 3000)
|
||||
// DOT 命中效果
|
||||
const fx = this.scene.add.graphics()
|
||||
fx.lineStyle(2, 0x22c55e, 0.8)
|
||||
fx.strokeCircle(target.x, target.y, 14)
|
||||
fx.setDepth(15)
|
||||
this.scene.time.delayedCall(300, () => fx.destroy())
|
||||
}
|
||||
},
|
||||
})
|
||||
|
||||
@@ -1,13 +1,15 @@
|
||||
import type Phaser from 'phaser'
|
||||
import { GameManager } from '../GameManager'
|
||||
import { TILE_SIZE, HUD_HEIGHT, COFFEE_COST, STAMINA_MAX, STAMINA_REGEN } from '../constants'
|
||||
import { HUD_HEIGHT, COFFEE_COST, STAMINA_MAX, STAMINA_REGEN } from '../constants'
|
||||
import { getCellSize } from '../mapRenderer'
|
||||
import type { EnemyBase } from '../enemies/EnemyBase'
|
||||
|
||||
export abstract class TowerBase {
|
||||
protected scene: Phaser.Scene
|
||||
public gridX: number
|
||||
public gridY: number
|
||||
protected sprite!: Phaser.GameObjects.Graphics
|
||||
protected imageSprite!: Phaser.GameObjects.Image
|
||||
protected spriteKey: string
|
||||
protected staminaBar!: Phaser.GameObjects.Graphics
|
||||
private frozenOverlay!: Phaser.GameObjects.Graphics
|
||||
|
||||
@@ -23,9 +25,11 @@ export abstract class TowerBase {
|
||||
protected staminaRegen: number = STAMINA_REGEN
|
||||
protected isActive: boolean = true
|
||||
|
||||
// Pixel center position
|
||||
// Pixel center position (computed from actual cell size)
|
||||
protected px: number
|
||||
protected py: number
|
||||
protected cellW: number
|
||||
protected cellH: number
|
||||
|
||||
constructor(
|
||||
scene: Phaser.Scene,
|
||||
@@ -34,7 +38,8 @@ export abstract class TowerBase {
|
||||
cost: number,
|
||||
attackRange: number,
|
||||
attackDamage: number,
|
||||
attackSpeed: number
|
||||
attackSpeed: number,
|
||||
spriteKey: string
|
||||
) {
|
||||
this.scene = scene
|
||||
this.gridX = gridX
|
||||
@@ -43,41 +48,44 @@ export abstract class TowerBase {
|
||||
this.attackRange = attackRange
|
||||
this.attackDamage = attackDamage
|
||||
this.attackSpeed = attackSpeed
|
||||
this.spriteKey = spriteKey
|
||||
|
||||
this.px = gridX * TILE_SIZE + TILE_SIZE / 2
|
||||
this.py = gridY * TILE_SIZE + TILE_SIZE / 2 + HUD_HEIGHT
|
||||
const { cellW, cellH } = getCellSize()
|
||||
this.cellW = cellW
|
||||
this.cellH = cellH
|
||||
this.px = gridX * cellW + cellW / 2
|
||||
this.py = HUD_HEIGHT + gridY * cellH + cellH / 2
|
||||
|
||||
// 用 AI 图片作为精灵
|
||||
this.imageSprite = scene.add.image(this.px, this.py, spriteKey)
|
||||
const scale = Math.min(cellW, cellH) / 128 * 0.85
|
||||
this.imageSprite.setScale(scale)
|
||||
this.imageSprite.setDepth(10)
|
||||
|
||||
this.sprite = scene.add.graphics()
|
||||
this.staminaBar = scene.add.graphics()
|
||||
this.frozenOverlay = scene.add.graphics()
|
||||
|
||||
this.drawSprite()
|
||||
this.updateStaminaBar()
|
||||
}
|
||||
|
||||
update(delta: number, enemies: EnemyBase[]): void {
|
||||
// 禁锢状态:跳过攻击,显示灰色覆盖
|
||||
if (this.isFrozen) {
|
||||
this.drawFrozenOverlay()
|
||||
return
|
||||
}
|
||||
// 解除禁锢时清除覆盖层
|
||||
this.clearFrozenOverlay()
|
||||
this.attackCooldown -= delta
|
||||
|
||||
if (this.stamina <= 0) {
|
||||
this.isActive = false
|
||||
}
|
||||
if (this.stamina <= 0) this.isActive = false
|
||||
|
||||
if (!this.isActive) {
|
||||
this.stamina = Math.min(
|
||||
this.maxStamina,
|
||||
this.stamina + (this.staminaRegen * delta) / 1000
|
||||
)
|
||||
this.stamina = Math.min(this.maxStamina, this.stamina + (this.staminaRegen * delta) / 1000)
|
||||
if (this.stamina > 20) this.isActive = true
|
||||
this.updateStaminaBar()
|
||||
// 摸鱼时图片半透明
|
||||
this.imageSprite.setAlpha(0.5)
|
||||
return
|
||||
}
|
||||
this.imageSprite.setAlpha(1)
|
||||
|
||||
const target = this.findTarget(enemies)
|
||||
if (target && this.attackCooldown <= 0) {
|
||||
@@ -86,29 +94,23 @@ export abstract class TowerBase {
|
||||
this.attackCooldown = 1000 / this.attackSpeed
|
||||
this.updateStaminaBar()
|
||||
} else if (!target) {
|
||||
this.stamina = Math.min(
|
||||
this.maxStamina,
|
||||
this.stamina + (this.staminaRegen * delta) / 1000
|
||||
)
|
||||
this.stamina = Math.min(this.maxStamina, this.stamina + (this.staminaRegen * delta) / 1000)
|
||||
this.updateStaminaBar()
|
||||
}
|
||||
}
|
||||
|
||||
protected findTarget(enemies: EnemyBase[]): EnemyBase | null {
|
||||
const rangePx = this.attackRange * TILE_SIZE
|
||||
const rangePx = this.attackRange * this.cellW
|
||||
let best: EnemyBase | null = null
|
||||
let bestProgress = -1
|
||||
|
||||
for (const e of enemies) {
|
||||
if (e.isDead) continue
|
||||
const dx = e.sprite.x - this.px
|
||||
const dy = e.sprite.y - this.py
|
||||
const dx = e.x - this.px
|
||||
const dy = e.y - this.py
|
||||
const dist = Math.sqrt(dx * dx + dy * dy)
|
||||
if (dist <= rangePx) {
|
||||
// 优先选取路径进度最深的(模拟血量最多/威胁最大)
|
||||
const progress = e.pathProgress
|
||||
if (progress > bestProgress) {
|
||||
bestProgress = progress
|
||||
if (e.pathProgress > bestProgress) {
|
||||
bestProgress = e.pathProgress
|
||||
best = e
|
||||
}
|
||||
}
|
||||
@@ -118,15 +120,16 @@ export abstract class TowerBase {
|
||||
|
||||
protected updateStaminaBar(): void {
|
||||
this.staminaBar.clear()
|
||||
const bw = 40
|
||||
const bh = 4
|
||||
const bw = this.cellW * 0.7
|
||||
const bh = 5
|
||||
const bx = this.px - bw / 2
|
||||
const by = this.py + TILE_SIZE / 2 - 8
|
||||
|
||||
this.staminaBar.fillStyle(0x374151, 1)
|
||||
const by = this.py + this.cellH / 2 - 10
|
||||
this.staminaBar.fillStyle(0x1f2937, 1)
|
||||
this.staminaBar.fillRect(bx, by, bw, bh)
|
||||
this.staminaBar.fillStyle(0xf59e0b, 1)
|
||||
this.staminaBar.fillRect(bx, by, bw * (this.stamina / this.maxStamina), bh)
|
||||
const ratio = this.stamina / this.maxStamina
|
||||
const color = ratio > 0.5 ? 0xf59e0b : ratio > 0.25 ? 0xfb923c : 0xef4444
|
||||
this.staminaBar.fillStyle(color, 1)
|
||||
this.staminaBar.fillRect(bx, by, bw * ratio, bh)
|
||||
this.staminaBar.setDepth(11)
|
||||
}
|
||||
|
||||
@@ -135,6 +138,7 @@ export abstract class TowerBase {
|
||||
if (manager.spendHC(COFFEE_COST)) {
|
||||
this.stamina = this.maxStamina
|
||||
this.isActive = true
|
||||
this.imageSprite.setAlpha(1)
|
||||
this.updateStaminaBar()
|
||||
return true
|
||||
}
|
||||
@@ -145,30 +149,25 @@ export abstract class TowerBase {
|
||||
return { x: this.px, y: this.py }
|
||||
}
|
||||
|
||||
/** 绘制禁锢状态灰色覆盖层 */
|
||||
protected drawFrozenOverlay(): void {
|
||||
this.frozenOverlay.clear()
|
||||
const half = TILE_SIZE / 2
|
||||
this.frozenOverlay.fillStyle(0x6b7280, 0.6)
|
||||
this.frozenOverlay.fillRect(
|
||||
this.px - half,
|
||||
this.py - half,
|
||||
TILE_SIZE,
|
||||
TILE_SIZE
|
||||
)
|
||||
const hw = this.cellW / 2
|
||||
const hh = this.cellH / 2
|
||||
this.frozenOverlay.fillStyle(0x6b7280, 0.55)
|
||||
this.frozenOverlay.fillRect(this.px - hw, this.py - hh, this.cellW, this.cellH)
|
||||
this.frozenOverlay.setDepth(13)
|
||||
this.imageSprite.setTint(0x9ca3af)
|
||||
}
|
||||
|
||||
/** 清除禁锢覆盖层 */
|
||||
protected clearFrozenOverlay(): void {
|
||||
this.frozenOverlay.clear()
|
||||
this.imageSprite.clearTint()
|
||||
}
|
||||
|
||||
abstract attack(target: EnemyBase): void
|
||||
abstract drawSprite(): void
|
||||
|
||||
destroy(): void {
|
||||
this.sprite?.destroy()
|
||||
this.imageSprite?.destroy()
|
||||
this.staminaBar?.destroy()
|
||||
this.frozenOverlay?.destroy()
|
||||
}
|
||||
|
||||
@@ -106,8 +106,8 @@ export class TowerManager {
|
||||
|
||||
const hasTarget = enemies.some((e) => {
|
||||
if (e.isDead) return false
|
||||
const dx = e.sprite.x - tower['px']
|
||||
const dy = e.sprite.y - tower['py']
|
||||
const dx = e.x - tower['px']
|
||||
const dy = e.y - tower['py']
|
||||
return Math.sqrt(dx * dx + dy * dy) <= tower.attackRange * TILE_SIZE
|
||||
})
|
||||
|
||||
|
||||
Reference in New Issue
Block a user