feat(game/enemies): 所有怪物子类支持 speedMultiplier/hpMultiplier 参数

This commit is contained in:
Cloud Bot
2026-03-21 09:45:17 +00:00
parent bcfd001c11
commit 185fa39b4e
5 changed files with 45 additions and 28 deletions

View File

@@ -10,18 +10,17 @@ export class BossVP extends EnemyBase {
constructor( constructor(
scene: Phaser.Scene, scene: Phaser.Scene,
pathPoints: PathPoint[], pathPoints: PathPoint[],
onDestroyTower?: () => void onDestroyTower?: () => void,
speedMultiplier: number = 1.0,
hpMultiplier: number = 1.0
) { ) {
super(scene, pathPoints, 800, 40, 30, 150, 'enemy-boss') super(scene, pathPoints, 800, 40, 30, 150, 'enemy-boss', speedMultiplier, hpMultiplier)
this.onDestroyTower = onDestroyTower this.onDestroyTower = onDestroyTower
// BOSS 放大到 1.3 个格子(跨格的威压感)
const bossSize = this.cellW * 1.3 const bossSize = this.cellW * 1.3
this.imageSprite.setDisplaySize(bossSize, bossSize) this.imageSprite.setDisplaySize(bossSize, bossSize)
this.imageSprite.setDepth(12) this.imageSprite.setDepth(12)
// BOSS 出现特效
scene.cameras.main.flash(800, 255, 0, 0, false) scene.cameras.main.flash(800, 255, 0, 0, false)
this.showBossAlert() this.showBossAlert()
// BOSS 名字标签
this.bossLabel = scene.add.text(this.x, this.y + this.cellH * 0.5, '空降VP', { this.bossLabel = scene.add.text(this.x, this.y + this.cellH * 0.5, '空降VP', {
fontFamily: 'VT323, monospace', fontSize: '14px', fontFamily: 'VT323, monospace', fontSize: '14px',
color: '#FBBF24', backgroundColor: '#7c2d12', padding: { x: 4, y: 1 }, color: '#FBBF24', backgroundColor: '#7c2d12', padding: { x: 4, y: 1 },
@@ -30,7 +29,7 @@ export class BossVP extends EnemyBase {
private showBossAlert(): void { private showBossAlert(): void {
const alert = this.scene.add const alert = this.scene.add
.text(this.scene.scale.width / 2, this.scene.scale.height / 2, '空降VP来袭', { .text(this.scene.scale.width / 2, this.scene.scale.height / 2, '空降VP来袭', {
fontFamily: 'VT323, monospace', fontSize: '36px', fontFamily: 'VT323, monospace', fontSize: '36px',
color: '#FBBF24', backgroundColor: '#7F1D1D', padding: { x: 16, y: 8 }, color: '#FBBF24', backgroundColor: '#7F1D1D', padding: { x: 16, y: 8 },
}).setOrigin(0.5, 0.5).setDepth(50) }).setOrigin(0.5, 0.5).setDepth(50)
@@ -48,11 +47,9 @@ export class BossVP extends EnemyBase {
this.skillTimer = 20000 this.skillTimer = 20000
this.triggerOrgRestructure() this.triggerOrgRestructure()
} }
// 更新名字标签位置
if (this.bossLabel) { if (this.bossLabel) {
this.bossLabel.setPosition(this.x, this.y + this.cellH * 0.5) this.bossLabel.setPosition(this.x, this.y + this.cellH * 0.5)
} }
// BOSS 金色发光边框
this.imageSprite.setTint(this.skillTimer < 3000 ? 0xff6600 : 0xfbbf24) this.imageSprite.setTint(this.skillTimer < 3000 ? 0xff6600 : 0xfbbf24)
} }

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@@ -1,7 +1,8 @@
import type Phaser from 'phaser' import type Phaser from 'phaser'
import { GameManager } from '../GameManager' import { GameManager } from '../GameManager'
import { HUD_HEIGHT, PATH_WAYPOINTS } from '../constants' import { HUD_HEIGHT } from '../constants'
import { getCellSize } from '../mapRenderer' import { getCellSize } from '../mapRenderer'
import { ALL_MAPS } from '../data/mapConfigs'
export interface PathPoint { x: number; y: number } export interface PathPoint { x: number; y: number }
@@ -12,12 +13,19 @@ function gridToPixel(gx: number, gy: number, cellW: number, cellH: number): Path
} }
} }
export function buildFullPath(): PathPoint[] { /**
* 将地图路径折线坐标转换为像素路径点序列
* @param waypoints 折线关键坐标点默认使用地图1
*/
export function buildFullPath(
waypoints?: readonly { x: number; y: number }[]
): PathPoint[] {
const { cellW, cellH } = getCellSize() const { cellW, cellH } = getCellSize()
const pts = waypoints ?? ALL_MAPS[0].waypoints
const points: PathPoint[] = [] const points: PathPoint[] = []
for (let i = 0; i < PATH_WAYPOINTS.length - 1; i++) { for (let i = 0; i < pts.length - 1; i++) {
const from = gridToPixel(PATH_WAYPOINTS[i].x, PATH_WAYPOINTS[i].y, cellW, cellH) const from = gridToPixel(pts[i].x, pts[i].y, cellW, cellH)
const to = gridToPixel(PATH_WAYPOINTS[i + 1].x, PATH_WAYPOINTS[i + 1].y, cellW, cellH) const to = gridToPixel(pts[i + 1].x, pts[i + 1].y, cellW, cellH)
points.push(from) points.push(from)
points.push(to) points.push(to)
} }
@@ -31,7 +39,6 @@ export interface DotEffect { damage: number; duration: number; timer: number }
export abstract class EnemyBase { export abstract class EnemyBase {
protected scene: Phaser.Scene protected scene: Phaser.Scene
protected imageSprite!: Phaser.GameObjects.Image protected imageSprite!: Phaser.GameObjects.Image
// expose for tower targeting & health bar
public x: number = 0 public x: number = 0
public y: number = 0 public y: number = 0
protected healthBar!: Phaser.GameObjects.Graphics protected healthBar!: Phaser.GameObjects.Graphics
@@ -67,13 +74,15 @@ export abstract class EnemyBase {
speed: number, speed: number,
kpiDamage: number, kpiDamage: number,
hcReward: number, hcReward: number,
spriteKey: string spriteKey: string,
speedMultiplier: number = 1.0,
hpMultiplier: number = 1.0
) { ) {
this.scene = scene this.scene = scene
this.pathPoints = pathPoints this.pathPoints = pathPoints
this.maxHp = maxHp this.maxHp = Math.ceil(maxHp * hpMultiplier)
this.hp = maxHp this.hp = this.maxHp
this.speed = speed this.speed = speed * speedMultiplier
this.kpiDamage = kpiDamage this.kpiDamage = kpiDamage
this.hcReward = hcReward this.hcReward = hcReward
this.spriteKey = spriteKey this.spriteKey = spriteKey
@@ -87,7 +96,6 @@ export abstract class EnemyBase {
this.y = pathPoints[0].y this.y = pathPoints[0].y
} }
// 用 AI 图片精灵,精确设为格子尺寸的 75%(怪物比塔小一点)
const enemySize = cellW * 0.75 const enemySize = cellW * 0.75
this.imageSprite = scene.add.image(this.x, this.y, spriteKey) this.imageSprite = scene.add.image(this.x, this.y, spriteKey)
this.imageSprite.setDisplaySize(enemySize, enemySize) this.imageSprite.setDisplaySize(enemySize, enemySize)
@@ -108,7 +116,6 @@ export abstract class EnemyBase {
.setAlpha(0) .setAlpha(0)
this.drawHealthBar() this.drawHealthBar()
// 出生后 0.5s 显示语录
scene.time.delayedCall(500, () => { if (!this.isDead) this.showQuote() }) scene.time.delayedCall(500, () => { if (!this.isDead) this.showQuote() })
} }
@@ -154,7 +161,6 @@ export abstract class EnemyBase {
this.x += (dx / dist) * distance this.x += (dx / dist) * distance
this.y += (dy / dist) * distance this.y += (dy / dist) * distance
} }
// 减速时图片变色
if (this.slowEffect > 0) { if (this.slowEffect > 0) {
this.imageSprite.setTint(0x93c5fd) this.imageSprite.setTint(0x93c5fd)
} else { } else {

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@@ -3,8 +3,13 @@ import { EnemyBase, type PathPoint } from './EnemyBase'
import { getRandomQuote } from '../data/quotes' import { getRandomQuote } from '../data/quotes'
export class FreshGraduate extends EnemyBase { export class FreshGraduate extends EnemyBase {
constructor(scene: Phaser.Scene, pathPoints: PathPoint[]) { constructor(
super(scene, pathPoints, 30, 120, 2, 10, 'enemy-fresh') scene: Phaser.Scene,
pathPoints: PathPoint[],
speedMultiplier: number = 1.0,
hpMultiplier: number = 1.0
) {
super(scene, pathPoints, 30, 120, 2, 10, 'enemy-fresh', speedMultiplier, hpMultiplier)
} }
getQuote(): string { return getRandomQuote('FreshGraduate') } getQuote(): string { return getRandomQuote('FreshGraduate') }
} }

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@@ -3,10 +3,14 @@ import { EnemyBase, type PathPoint } from './EnemyBase'
import { getRandomQuote } from '../data/quotes' import { getRandomQuote } from '../data/quotes'
export class OldEmployee extends EnemyBase { export class OldEmployee extends EnemyBase {
constructor(scene: Phaser.Scene, pathPoints: PathPoint[]) { constructor(
super(scene, pathPoints, 150, 50, 8, 30, 'enemy-old') scene: Phaser.Scene,
pathPoints: PathPoint[],
speedMultiplier: number = 1.0,
hpMultiplier: number = 1.0
) {
super(scene, pathPoints, 150, 50, 8, 30, 'enemy-old', speedMultiplier, hpMultiplier)
this.shieldCount = 3 this.shieldCount = 3
// 老员工比普通怪略大0.85 个格子)
this.imageSprite.setDisplaySize(this.cellW * 0.85, this.cellW * 0.85) this.imageSprite.setDisplaySize(this.cellW * 0.85, this.cellW * 0.85)
} }

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@@ -4,8 +4,13 @@ import { GameManager } from '../GameManager'
import { getRandomQuote } from '../data/quotes' import { getRandomQuote } from '../data/quotes'
export class TroubleMaker extends EnemyBase { export class TroubleMaker extends EnemyBase {
constructor(scene: Phaser.Scene, pathPoints: PathPoint[]) { constructor(
super(scene, pathPoints, 80, 80, 5, 20, 'enemy-trouble') scene: Phaser.Scene,
pathPoints: PathPoint[],
speedMultiplier: number = 1.0,
hpMultiplier: number = 1.0
) {
super(scene, pathPoints, 80, 80, 5, 20, 'enemy-trouble', speedMultiplier, hpMultiplier)
} }
protected override onDeath(): void { protected override onDeath(): void {