feat(game): GameScene 集成周报弹窗、全场塔禁锢和精力补满功能

This commit is contained in:
Cloud Bot
2026-03-21 08:15:12 +00:00
parent 26b01422db
commit 3a236fd294

View File

@@ -8,24 +8,17 @@ import {
renderMapLabels,
renderHUD,
updateKPIBar,
BAR_X,
BAR_Y,
BAR_W,
BAR_H,
BAR_X, BAR_Y, BAR_W, BAR_H,
} from './mapRenderer'
import { TowerManager, type TowerType } from './towers/TowerManager'
import { WaveManager } from './enemies/WaveManager'
import { TowerPanel } from './ui/TowerPanel'
import { HUD } from './ui/HUD'
import { WeeklyReportModal } from './ui/WeeklyReportModal'
// Suppress unused-variable warnings for exported constants
void MAP_ROWS
void GAME_HEIGHT
void GAME_WIDTH
void BAR_X
void BAR_Y
void BAR_W
void BAR_H
void MAP_ROWS; void GAME_HEIGHT; void GAME_WIDTH
void BAR_X; void BAR_Y; void BAR_W; void BAR_H
export function createGameScene(PhaserLib: typeof Phaser): typeof Phaser.Scene {
class GameScene extends PhaserLib.Scene {
@@ -35,64 +28,56 @@ export function createGameScene(PhaserLib: typeof Phaser): typeof Phaser.Scene {
private hcText!: Phaser.GameObjects.Text
private hoveredTile: { col: number; row: number } | null = null
private tileGraphics!: Phaser.GameObjects.Graphics
// New systems
private towerManager!: TowerManager
private waveManager!: WaveManager
private towerPanel!: TowerPanel
private hud!: HUD
private weeklyModal!: WeeklyReportModal
private selectedTowerType: TowerType | null = null
private buildModeGraphics!: Phaser.GameObjects.Graphics
private isWaveRunning: boolean = false
constructor() {
super({ key: 'GameScene' })
}
constructor() { super({ key: 'GameScene' }) }
create(): void {
this.manager = GameManager.getInstance()
this.manager.reset()
this.manager.gameState = 'playing'
// Render map
this.tileGraphics = this.add.graphics()
drawAllTiles(this.tileGraphics, null)
renderMapLabels(this)
// Render HUD
const hudObjs = renderHUD(this)
this.kpiBar = hudObjs.kpiBar
this.kpiText = hudObjs.kpiText
this.hcText = hudObjs.hcText
// Build mode preview overlay
this.buildModeGraphics = this.add.graphics()
this.buildModeGraphics.setDepth(5)
this.buildModeGraphics = this.add.graphics().setDepth(5)
// Initialize game systems
this.towerManager = new TowerManager(this)
this.weeklyModal = new WeeklyReportModal({
onBossInspection: () => this.freezeAllTowers(3000),
onFullStamina: () => this.refillAllStamina(),
})
this.waveManager = new WaveManager(
this,
() => this.hud.showWeeklyReportAlert(),
() => this.onWeeklyReport(),
() => this.onAllWavesComplete(),
() => this.towerManager.removeRandomTower()
)
// HUD helper
this.hud = new HUD(this)
this.hud.createWaveButton(() => this.onWaveButtonClick())
// DOM tower panel
this.towerPanel = new TowerPanel('game-container')
this.towerPanel.onSelect((type) => {
this.selectedTowerType = type
if (!type) this.buildModeGraphics.clear()
})
// Mouse interaction
this.setupInteraction()
// GameManager callbacks → update HUD
this.manager.onKPIChange.push((kpi: number) => {
updateKPIBar(this.kpiBar, kpi)
this.kpiText.setText(`${kpi}%`)
@@ -112,15 +97,10 @@ export function createGameScene(PhaserLib: typeof Phaser): typeof Phaser.Scene {
}
update(_time: number, delta: number): void {
if (
this.manager.gameState !== 'playing' &&
this.manager.gameState !== 'idle'
) return
if (this.manager.gameState !== 'playing' && this.manager.gameState !== 'idle') return
this.towerManager.update(delta, this.waveManager.getAllActiveEnemies())
this.waveManager.update(delta)
// Re-enable wave button when wave clears
if (
this.isWaveRunning &&
this.waveManager.getAllActiveEnemies().length === 0 &&
@@ -137,12 +117,32 @@ export function createGameScene(PhaserLib: typeof Phaser): typeof Phaser.Scene {
this.isWaveRunning = true
this.hud.disableWaveButton()
this.hud.setWaveButtonText('波次进行中...')
this.waveManager.startNextWave()
const waveNum = this.waveManager.getCurrentWaveNumber()
this.hud.showWaveBanner(waveNum, this.waveManager.totalWaves)
}
private onWeeklyReport(): void {
this.hud.showWeeklyReportAlert()
this.time.delayedCall(600, () => { this.weeklyModal.show() })
}
/** 禁锢全场塔(老板视察效果) */
private freezeAllTowers(duration: number = 3000): void {
this.towerManager.getAllTowers().forEach(tower => {
tower.isFrozen = true
setTimeout(() => { tower.isFrozen = false }, duration)
})
}
/** 补满全场塔精力 */
private refillAllStamina(): void {
this.towerManager.getAllTowers().forEach(tower => {
tower.stamina = tower.maxStamina
tower['isActive'] = true
})
}
private onAllWavesComplete(): void {
this.manager.triggerVictory()
this.hud.disableWaveButton()
@@ -150,64 +150,33 @@ export function createGameScene(PhaserLib: typeof Phaser): typeof Phaser.Scene {
private setupInteraction(): void {
const { cellW, cellH } = getCellSize()
this.input.on(
'pointermove',
(pointer: Phaser.Input.Pointer) => {
const col = Math.floor(pointer.x / cellW)
const row = Math.floor((pointer.y - HUD_HEIGHT) / cellH)
if (
col >= 0 && col < MAP_COLS &&
row >= 0 && row < MAP_ROWS &&
!PATH_TILES.has(`${col},${row}`)
) {
if (
!this.hoveredTile ||
this.hoveredTile.col !== col ||
this.hoveredTile.row !== row
) {
this.hoveredTile = { col, row }
drawAllTiles(this.tileGraphics, this.hoveredTile)
}
// Show build preview if in build mode
if (this.selectedTowerType) {
this.drawBuildPreview(col, row, cellW, cellH)
}
return
}
if (this.hoveredTile !== null) {
this.hoveredTile = null
drawAllTiles(this.tileGraphics, null)
this.buildModeGraphics.clear()
this.input.on('pointermove', (pointer: Phaser.Input.Pointer) => {
const col = Math.floor(pointer.x / cellW)
const row = Math.floor((pointer.y - HUD_HEIGHT) / cellH)
if (col >= 0 && col < MAP_COLS && row >= 0 && row < MAP_ROWS && !PATH_TILES.has(`${col},${row}`)) {
if (!this.hoveredTile || this.hoveredTile.col !== col || this.hoveredTile.row !== row) {
this.hoveredTile = { col, row }
drawAllTiles(this.tileGraphics, this.hoveredTile)
}
if (this.selectedTowerType) this.drawBuildPreview(col, row, cellW, cellH)
return
}
)
this.input.on(
'pointerdown',
(pointer: Phaser.Input.Pointer) => {
const col = Math.floor(pointer.x / cellW)
const row = Math.floor((pointer.y - HUD_HEIGHT) / cellH)
if (
col >= 0 && col < MAP_COLS &&
row >= 0 && row < MAP_ROWS
) {
this.handleTileClick(col, row, cellW, cellH)
}
if (this.hoveredTile !== null) {
this.hoveredTile = null
drawAllTiles(this.tileGraphics, null)
this.buildModeGraphics.clear()
}
)
})
this.input.on('pointerdown', (pointer: Phaser.Input.Pointer) => {
const col = Math.floor(pointer.x / cellW)
const row = Math.floor((pointer.y - HUD_HEIGHT) / cellH)
if (col >= 0 && col < MAP_COLS && row >= 0 && row < MAP_ROWS) {
this.handleTileClick(col, row, cellW, cellH)
}
})
}
private drawBuildPreview(
col: number,
row: number,
cellW: number,
cellH: number
): void {
private drawBuildPreview(col: number, row: number, cellW: number, cellH: number): void {
this.buildModeGraphics.clear()
if (!this.towerManager.canPlace(col, row)) return
const x = col * cellW
@@ -216,13 +185,7 @@ export function createGameScene(PhaserLib: typeof Phaser): typeof Phaser.Scene {
this.buildModeGraphics.strokeRect(x + 2, y + 2, cellW - 4, cellH - 4)
}
private handleTileClick(
col: number,
row: number,
cellW: number,
cellH: number
): void {
// If in build mode, try to place tower
private handleTileClick(col: number, row: number, cellW: number, cellH: number): void {
if (this.selectedTowerType) {
if (PATH_TILES.has(`${col},${row}`)) return
const placed = this.towerManager.placeTower(col, row, this.selectedTowerType)
@@ -231,57 +194,23 @@ export function createGameScene(PhaserLib: typeof Phaser): typeof Phaser.Scene {
this.towerPanel.deselect()
this.selectedTowerType = null
} else {
this.showPlaceFail(col, row, cellW, cellH)
this.showTip(col, row, cellW, cellH, 'HC不足或格子已占用', '#EF4444')
}
return
}
// Otherwise check if clicking an existing tower
const hasTower = this.towerManager.handleTileClick(col, row)
if (!hasTower && !PATH_TILES.has(`${col},${row}`)) {
this.showBuildHint(col, row, cellW, cellH)
this.showTip(col, row, cellW, cellH, '从底部面板选择塔', '#A78BFA')
}
}
private showBuildHint(
col: number,
row: number,
cellW: number,
cellH: number
): void {
private showTip(col: number, row: number, cellW: number, cellH: number, msg: string, color: string): void {
const x = col * cellW + cellW / 2
const y = HUD_HEIGHT + row * cellH + cellH / 2
const tip = this.add
.text(x, y - 20, '从底部面板选择塔', {
fontFamily: 'VT323, monospace',
fontSize: '16px',
color: '#A78BFA',
backgroundColor: '#0a1628',
padding: { x: 8, y: 4 },
})
.setOrigin(0.5, 1)
.setDepth(20)
this.time.delayedCall(1200, () => tip.destroy())
}
private showPlaceFail(
col: number,
row: number,
cellW: number,
cellH: number
): void {
const x = col * cellW + cellW / 2
const y = HUD_HEIGHT + row * cellH + cellH / 2
const tip = this.add
.text(x, y - 20, 'HC不足或格子已占用', {
fontFamily: 'VT323, monospace',
fontSize: '16px',
color: '#EF4444',
backgroundColor: '#0a1628',
padding: { x: 8, y: 4 },
})
.setOrigin(0.5, 1)
.setDepth(20)
const tip = this.add.text(x, y - 20, msg, {
fontFamily: 'VT323, monospace', fontSize: '16px',
color, backgroundColor: '#0a1628', padding: { x: 8, y: 4 },
}).setOrigin(0.5, 1).setDepth(20)
this.time.delayedCall(1200, () => tip.destroy())
}
}