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:
Cloud Bot
2026-03-21 08:32:23 +00:00
parent 66b7776f32
commit 085aa0a407
14 changed files with 405 additions and 469 deletions

View File

@@ -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 {}
}

View File

@@ -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(),
})
}
}

View File

@@ -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(),
})
}
}

View File

@@ -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())
}
},
})

View File

@@ -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()
}

View File

@@ -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
})