feat(GameScene): 集成防御塔系统与波次系统,替换占位提示逻辑
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@@ -13,11 +13,20 @@ import {
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BAR_W,
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BAR_H,
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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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// Suppress unused-variable warnings for exported constants
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void MAP_ROWS
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void GAME_HEIGHT
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void GAME_WIDTH
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void BAR_X
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void BAR_Y
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void BAR_W
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void BAR_H
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/**
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* 创建主游戏场景类(工厂函数,接收动态导入的 Phaser 实例)
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* 这样可以保证 SSR 安全(只在客户端执行)
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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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@@ -27,6 +36,15 @@ export function createGameScene(PhaserLib: typeof Phaser): typeof Phaser.Scene {
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private hoveredTile: { col: number; row: number } | null = null
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private tileGraphics!: Phaser.GameObjects.Graphics
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// New systems
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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 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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constructor() {
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super({ key: 'GameScene' })
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}
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@@ -36,33 +54,100 @@ export function createGameScene(PhaserLib: typeof Phaser): typeof Phaser.Scene {
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this.manager.reset()
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this.manager.gameState = 'playing'
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// 渲染地图
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// Render map
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this.tileGraphics = this.add.graphics()
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drawAllTiles(this.tileGraphics, null)
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// 地图装饰标签
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renderMapLabels(this)
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// HUD(在地图之上)
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const hud = renderHUD(this)
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this.kpiBar = hud.kpiBar
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this.kpiText = hud.kpiText
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this.hcText = hud.hcText
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// Render HUD
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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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// 鼠标交互
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// Build mode preview overlay
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this.buildModeGraphics = this.add.graphics()
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this.buildModeGraphics.setDepth(5)
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// Initialize game systems
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this.towerManager = new TowerManager(this)
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this.waveManager = new WaveManager(
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this,
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() => this.hud.showWeeklyReportAlert(),
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() => this.onAllWavesComplete(),
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() => this.towerManager.removeRandomTower()
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)
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// HUD helper
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this.hud = new HUD(this)
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this.hud.createWaveButton(() => this.onWaveButtonClick())
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// DOM tower panel
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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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// Mouse interaction
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this.setupInteraction()
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// GameManager 事件回调 → 更新 HUD
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// GameManager callbacks → update HUD
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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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}
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/** 注册鼠标悬停 + 点击事件 */
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update(_time: number, delta: number): void {
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if (
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this.manager.gameState !== 'playing' &&
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this.manager.gameState !== 'idle'
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) return
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this.towerManager.update(delta, this.waveManager.getAllActiveEnemies())
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this.waveManager.update(delta)
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// Re-enable wave button when wave clears
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if (
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this.isWaveRunning &&
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this.waveManager.getAllActiveEnemies().length === 0 &&
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this.waveManager.hasMoreWaves()
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) {
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this.isWaveRunning = false
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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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private onWaveButtonClick(): void {
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if (!this.waveManager.hasMoreWaves() || this.isWaveRunning) 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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this.waveManager.startNextWave()
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const waveNum = this.waveManager.getCurrentWaveNumber()
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this.hud.showWaveBanner(waveNum, this.waveManager.totalWaves)
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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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@@ -72,8 +157,11 @@ export function createGameScene(PhaserLib: typeof Phaser): typeof Phaser.Scene {
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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) {
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if (!PATH_TILES.has(`${col},${row}`)) {
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if (
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col >= 0 && col < MAP_COLS &&
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row >= 0 && row < MAP_ROWS &&
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!PATH_TILES.has(`${col},${row}`)
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) {
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if (
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!this.hoveredTile ||
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this.hoveredTile.col !== col ||
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@@ -82,12 +170,18 @@ export function createGameScene(PhaserLib: typeof Phaser): typeof Phaser.Scene {
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this.hoveredTile = { col, row }
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drawAllTiles(this.tileGraphics, this.hoveredTile)
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}
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// Show build preview if in build mode
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if (this.selectedTowerType) {
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this.drawBuildPreview(col, row, cellW, cellH)
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}
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return
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}
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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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this.buildModeGraphics.clear()
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}
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}
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)
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@@ -100,17 +194,56 @@ export function createGameScene(PhaserLib: typeof Phaser): typeof Phaser.Scene {
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if (
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col >= 0 && col < MAP_COLS &&
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row >= 0 && row < MAP_ROWS &&
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!PATH_TILES.has(`${col},${row}`)
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row >= 0 && row < MAP_ROWS
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) {
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this.showBuildPrompt(col, row, cellW, cellH)
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this.handleTileClick(col, row, cellW, cellH)
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}
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}
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)
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}
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/** 点击可建格子时的占位提示(Phase 1) */
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private showBuildPrompt(
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private drawBuildPreview(
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col: number,
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row: number,
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cellW: number,
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cellH: number
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): void {
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this.buildModeGraphics.clear()
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if (!this.towerManager.canPlace(col, row)) return
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const x = col * cellW
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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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}
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private handleTileClick(
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col: number,
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row: number,
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cellW: number,
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cellH: number
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): void {
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// If in build mode, try to place tower
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if (this.selectedTowerType) {
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if (PATH_TILES.has(`${col},${row}`)) return
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const placed = this.towerManager.placeTower(col, row, this.selectedTowerType)
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if (placed) {
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this.buildModeGraphics.clear()
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this.towerPanel.deselect()
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this.selectedTowerType = null
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} else {
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this.showPlaceFail(col, row, cellW, cellH)
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}
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return
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}
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// Otherwise check if clicking an existing tower
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const hasTower = this.towerManager.handleTileClick(col, row)
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if (!hasTower && !PATH_TILES.has(`${col},${row}`)) {
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this.showBuildHint(col, row, cellW, cellH)
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}
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}
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private showBuildHint(
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col: number,
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row: number,
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cellW: number,
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@@ -119,30 +252,39 @@ export function createGameScene(PhaserLib: typeof Phaser): typeof Phaser.Scene {
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const x = col * cellW + cellW / 2
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const y = HUD_HEIGHT + row * cellH + cellH / 2
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const tip = this.add
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.text(x, y - 20, '建塔 (即将开放)', {
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.text(x, y - 20, '从底部面板选择塔', {
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fontFamily: 'VT323, monospace',
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fontSize: '18px',
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color: '#F43F5E',
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fontSize: '16px',
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color: '#A78BFA',
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backgroundColor: '#0a1628',
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padding: { x: 8, y: 4 },
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})
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.setOrigin(0.5, 1)
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.setDepth(20)
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this.time.delayedCall(1200, () => tip.destroy())
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}
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this.time.delayedCall(1500, () => {
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tip.destroy()
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private showPlaceFail(
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col: number,
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row: number,
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cellW: number,
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cellH: number
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): void {
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const x = col * cellW + cellW / 2
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const y = HUD_HEIGHT + row * cellH + cellH / 2
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const tip = this.add
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.text(x, y - 20, 'HC不足或格子已占用', {
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fontFamily: 'VT323, monospace',
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fontSize: '16px',
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color: '#EF4444',
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backgroundColor: '#0a1628',
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padding: { x: 8, y: 4 },
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})
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.setOrigin(0.5, 1)
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.setDepth(20)
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this.time.delayedCall(1200, () => tip.destroy())
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}
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}
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// 避免 unused variable 警告
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void MAP_ROWS
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void GAME_HEIGHT
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void GAME_WIDTH
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void BAR_X
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void BAR_Y
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void BAR_W
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void BAR_H
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return GameScene
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}
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