refactor(game/GameScene): 重构为多地图流程,支持地图切换和背景/装饰渲染
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@@ -2,10 +2,12 @@ import type Phaser from 'phaser'
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import { MAP_COLS, MAP_ROWS, HUD_HEIGHT, GAME_HEIGHT, GAME_WIDTH } from './constants'
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import { GameManager } from './GameManager'
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import {
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PATH_TILES,
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buildPathTiles,
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getCellSize,
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drawAllTiles,
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renderMapLabels,
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renderMapBackground,
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renderDecorations,
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renderHUD,
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updateKPIBar,
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BAR_X, BAR_Y, BAR_W, BAR_H,
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@@ -14,10 +16,10 @@ import { TowerManager, type TowerType } from './towers/TowerManager'
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import { WaveManager } from './enemies/WaveManager'
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import { HUD } from './ui/HUD'
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import { WeeklyReportModal } from './ui/WeeklyReportModal'
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import { MapTransitionModal } from './ui/MapTransitionModal'
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import { ALL_MAPS, type MapConfig } from './data/mapConfigs'
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// Suppress unused-variable warnings for exported constants
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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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void MAP_ROWS; void GAME_HEIGHT; void GAME_WIDTH; 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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@@ -29,6 +31,9 @@ const SPRITE_ASSETS: Record<string, string> = {
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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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'deco-coffee': '/game-assets/deco-coffee.png',
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'deco-monitor': '/game-assets/deco-monitor.png',
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'deco-desk': '/game-assets/deco-desk.png',
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}
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export function createGameScene(PhaserLib: typeof Phaser): typeof Phaser.Scene {
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@@ -43,51 +48,62 @@ export function createGameScene(PhaserLib: typeof Phaser): typeof Phaser.Scene {
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private waveManager!: WaveManager
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private hud!: HUD
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private weeklyModal!: WeeklyReportModal
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private mapTransitionModal!: MapTransitionModal
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private selectedTowerType: TowerType | null = null
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private buildModeGraphics!: Phaser.GameObjects.Graphics
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private isWaveRunning: boolean = false
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// 多地图状态
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private currentPathTiles: Set<string> = new Set()
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private decorationObjects: Phaser.GameObjects.Image[] = []
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private labelObjects: Phaser.GameObjects.Text[] = []
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private bgObject: Phaser.GameObjects.Image | null = null
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private mapInTransition: boolean = false
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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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// 预加载所有地图背景
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for (const map of ALL_MAPS) {
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if (!this.textures.exists(map.bgKey)) {
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this.load.image(map.bgKey, map.bgPath)
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}
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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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// 读取难度(React 层通过 window.__gameDifficulty 传入)
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if (typeof window !== 'undefined') {
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const diff = (window as any).__gameDifficulty
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if (diff === 'easy' || diff === 'normal' || diff === 'hard') {
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this.manager.setDifficulty(diff)
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}
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}
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this.manager.gameState = 'playing'
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this.tileGraphics = this.add.graphics()
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drawAllTiles(this.tileGraphics, null)
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renderMapLabels(this)
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this.buildModeGraphics = this.add.graphics().setDepth(5)
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const hudObjs = renderHUD(this)
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this.kpiBar = hudObjs.kpiBar
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this.kpiText = hudObjs.kpiText
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this.hcText = hudObjs.hcText
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this.buildModeGraphics = this.add.graphics().setDepth(5)
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this.towerManager = new TowerManager(this)
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this.weeklyModal = new WeeklyReportModal({
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onBossInspection: () => this.freezeAllTowers(3000),
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onFullStamina: () => this.refillAllStamina(),
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this.weeklyModal = new WeeklyReportModal({ onBossInspection: () => this.freezeAllTowers(3000),
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onFullStamina: () => this.refillAllStamina(),
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})
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this.waveManager = new WaveManager(
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this,
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() => this.onWeeklyReport(),
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() => this.onAllWavesComplete(),
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() => this.towerManager.removeRandomTower()
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)
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this.mapTransitionModal = new MapTransitionModal()
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this.hud = new HUD(this)
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this.hud.createWaveButton(() => this.onWaveButtonClick())
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// 接收 React 层传来的选塔事件
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this.loadMap(ALL_MAPS[0])
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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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@@ -96,34 +112,51 @@ export function createGameScene(PhaserLib: typeof Phaser): typeof Phaser.Scene {
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}
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this.setupInteraction()
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this.setupManagerCallbacks()
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if (typeof window !== 'undefined') { ;(window as any).__gameReady?.() }
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}
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// HC/KPI 变化时同步到 React HUD
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private setupManagerCallbacks(): void {
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this.manager.onHCChange.push((hc: number) => {
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this.hcText.setText(`HC: ${hc}`)
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// 通知 React 层更新塔面板可用状态
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if (typeof window !== 'undefined') {
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;(window as any).__gameOnHCChange?.(hc)
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}
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if (typeof window !== 'undefined') { ;(window as any).__gameOnHCChange?.(hc) }
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})
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this.manager.onKPIChange.push((kpi: number) => {
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updateKPIBar(this.kpiBar, kpi)
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this.kpiText.setText(`${kpi}%`)
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})
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this.manager.onGameOver.push(() => {
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this.hud.showGameOver()
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})
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this.manager.onVictory.push(() => {
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this.hud.showVictory()
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})
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this.manager.onGameOver.push(() => { this.hud.showGameOver() })
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this.manager.onVictory.push(() => { this.hud.showVictory() })
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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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* 加载指定地图:渲染背景、路径、装饰物,重置 WaveManager
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*/
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private loadMap(mapConfig: MapConfig): void {
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this.currentPathTiles = buildPathTiles(mapConfig.waypoints)
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this.bgObject?.destroy()
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this.bgObject = renderMapBackground(this, mapConfig.bgKey)
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drawAllTiles(this.tileGraphics, null, this.currentPathTiles, mapConfig)
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this.labelObjects.forEach(l => l.destroy())
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this.labelObjects = renderMapLabels(this, mapConfig.labels)
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this.decorationObjects.forEach(d => d.destroy())
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this.decorationObjects = renderDecorations(this, mapConfig.decorations, this.currentPathTiles)
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this.waveManager = new WaveManager(
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this, mapConfig.waves, this.manager.difficulty,
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{
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onWaveComplete: () => this.onWeeklyReport(),
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onAllWavesComplete: () => this.onMapCleared(),
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onDestroyRandomTower: () => this.towerManager.removeRandomTower(),
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},
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mapConfig.waypoints
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)
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this.mapInTransition = false
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}
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update(_time: number, delta: number): void {
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if (this.manager.gameState !== 'playing' && this.manager.gameState !== 'idle') return
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if (this.mapInTransition) return
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this.towerManager.update(delta, this.waveManager.getAllActiveEnemies())
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this.waveManager.update(delta)
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@@ -139,7 +172,7 @@ export function createGameScene(PhaserLib: typeof Phaser): typeof Phaser.Scene {
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}
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private onWaveButtonClick(): void {
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if (!this.waveManager.hasMoreWaves() || this.isWaveRunning) return
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if (!this.waveManager.hasMoreWaves() || this.isWaveRunning || this.mapInTransition) return
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this.isWaveRunning = true
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this.hud.disableWaveButton()
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this.hud.setWaveButtonText('波次进行中...')
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@@ -153,7 +186,28 @@ export function createGameScene(PhaserLib: typeof Phaser): typeof Phaser.Scene {
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this.time.delayedCall(600, () => { this.weeklyModal.show() })
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}
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/** 禁锢全场塔(老板视察效果) */
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private onMapCleared(): void {
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this.mapInTransition = true
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this.isWaveRunning = false
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this.hud.disableWaveButton()
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this.hud.setWaveButtonText('关卡完成!')
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const currentMap = ALL_MAPS[this.manager.currentMapIndex]
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const nextIndex = this.manager.currentMapIndex + 1
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if (nextIndex >= ALL_MAPS.length) {
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this.manager.totalWaveCleared += currentMap.waveCount
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this.mapTransitionModal.show(currentMap, () => { this.manager.triggerVictory() })
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return
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}
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this.mapTransitionModal.show(currentMap, () => {
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this.manager.totalWaveCleared += currentMap.waveCount
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this.manager.currentMapIndex = nextIndex
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this.waveManager.clearAllEnemies()
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this.loadMap(ALL_MAPS[nextIndex])
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this.hud.enableWaveButton()
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this.hud.setWaveButtonText('▶ 召唤下一波')
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})
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}
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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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@@ -161,7 +215,6 @@ export function createGameScene(PhaserLib: typeof Phaser): typeof Phaser.Scene {
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})
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}
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/** 补满全场塔精力 */
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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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@@ -169,27 +222,23 @@ export function createGameScene(PhaserLib: typeof Phaser): typeof Phaser.Scene {
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})
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}
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private onAllWavesComplete(): void {
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this.manager.triggerVictory()
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this.hud.disableWaveButton()
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}
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private setupInteraction(): void {
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const { cellW, cellH } = getCellSize()
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this.input.on('pointermove', (pointer: Phaser.Input.Pointer) => {
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const col = Math.floor(pointer.x / cellW)
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const row = Math.floor((pointer.y - HUD_HEIGHT) / cellH)
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if (col >= 0 && col < MAP_COLS && row >= 0 && row < MAP_ROWS && !PATH_TILES.has(`${col},${row}`)) {
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const inBounds = col >= 0 && col < MAP_COLS && row >= 0 && row < MAP_ROWS
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if (inBounds && !this.currentPathTiles.has(`${col},${row}`)) {
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if (!this.hoveredTile || this.hoveredTile.col !== col || this.hoveredTile.row !== row) {
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this.hoveredTile = { col, row }
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drawAllTiles(this.tileGraphics, this.hoveredTile)
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drawAllTiles(this.tileGraphics, this.hoveredTile, this.currentPathTiles, ALL_MAPS[this.manager.currentMapIndex])
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}
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if (this.selectedTowerType) this.drawBuildPreview(col, row, cellW, cellH)
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return
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}
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if (this.hoveredTile !== null) {
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this.hoveredTile = null
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drawAllTiles(this.tileGraphics, null)
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drawAllTiles(this.tileGraphics, null, this.currentPathTiles, ALL_MAPS[this.manager.currentMapIndex])
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this.buildModeGraphics.clear()
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}
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})
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@@ -209,29 +258,25 @@ 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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if (this.selectedTowerType) {
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if (PATH_TILES.has(`${col},${row}`)) return
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if (this.currentPathTiles.has(`${col},${row}`)) return
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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.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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if (typeof window !== 'undefined') { ;(window as any).__gameOnTowerDeselect?.() }
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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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return
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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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if (!hasTower && !this.currentPathTiles.has(`${col},${row}`)) {
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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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