feat(assets): 添加三张地图背景图和装饰物素材

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# 任务:多地图 + 难度系统 + 场景化改造
## 目标
1. 主页新增难度选择(低/中/高),点击后带参数跳转游戏
2. 实现3张地图每5波切换一次地图1→地图2→地图3
3. 每张地图有专属背景图、路径形状、装饰物
4. 波次配置根据难度动态调整怪物数量、速度、Boss频率
## 素材已就绪
`/public/game-assets/` 目录中已有:
- `map1-bg.png``map2-bg.png``map3-bg.png` — 三张地图背景
- `deco-coffee.png``deco-monitor.png``deco-desk.png` — 装饰物
## 文件改动清单
### 1. `game/data/mapConfigs.ts`(新建)
定义3张地图的配置
```typescript
export type DifficultyLevel = 'easy' | 'normal' | 'hard'
export interface MapConfig {
id: number
name: string // 地图名称
bgKey: string // Phaser 加载的背景图 key
bgPath: string // 背景图路径
pathColor: number // 路径格颜色
buildColor: number // 可建格颜色
waypoints: readonly { x: number; y: number }[] // 路径折线坐标
decorations: { // 装饰物(固定摆放的非路径格)
key: string
col: number
row: number
}[]
labels: { col: number; row: number; text: string }[]
waveCount: number // 每张地图波次数固定5
// 每波配置(相对于 normal 难度的基础配置)
waves: WaveConfigEntry[]
}
export interface WaveConfigEntry {
enemies: {
type: 'FreshGraduate' | 'OldEmployee' | 'TroubleMaker' | 'BossVP'
count: number
interval: number // ms
}[]
}
// 难度倍率
export const DIFFICULTY_MULTIPLIER: Record<DifficultyLevel, {
enemyCount: number // 数量倍率
enemySpeed: number // 速度倍率
bossHp: number // Boss HP 倍率
hcReward: number // HC 奖励倍率(难度高奖励少)
}> = {
easy: { enemyCount: 0.7, enemySpeed: 0.8, bossHp: 0.7, hcReward: 1.2 },
normal: { enemyCount: 1.0, enemySpeed: 1.0, bossHp: 1.0, hcReward: 1.0 },
hard: { enemyCount: 1.4, enemySpeed: 1.3, bossHp: 1.5, hcReward: 0.8 },
}
// 地图1人力资源部HR走廊S型路径
// 路径:(0,2)→(11,2)→(11,9)→(15,9)
const MAP1: MapConfig = {
id: 1,
name: '人力资源部 · 降本增效',
bgKey: 'map1-bg',
bgPath: '/game-assets/map1-bg.png',
pathColor: 0x3d2b1f,
buildColor: 0x1e3a5f,
waypoints: [
{ x: 0, y: 2 },
{ x: 11, y: 2 },
{ x: 11, y: 9 },
{ x: 15, y: 9 },
],
decorations: [
{ key: 'deco-coffee', col: 3, row: 0 },
{ key: 'deco-monitor', col: 14, row: 1 },
{ key: 'deco-desk', col: 5, row: 5 },
{ key: 'deco-coffee', col: 9, row: 11 },
{ key: 'deco-monitor', col: 1, row: 7 },
{ key: 'deco-desk', col: 13, row: 4 },
],
labels: [
{ col: 0, row: 0, text: '面试间' },
{ col: 14, row: 10, text: '财务室' },
{ col: 6, row: 5, text: 'HR办公区' },
],
waveCount: 5,
waves: [
{ enemies: [{ type: 'FreshGraduate', count: 10, interval: 800 }] },
{ enemies: [{ type: 'FreshGraduate', count: 8, interval: 700 }, { type: 'OldEmployee', count: 2, interval: 2000 }] },
{ enemies: [{ type: 'OldEmployee', count: 4, interval: 1800 }, { type: 'TroubleMaker', count: 3, interval: 1500 }] },
{ enemies: [{ type: 'FreshGraduate', count: 12, interval: 600 }, { type: 'TroubleMaker', count: 3, interval: 1200 }] },
{ enemies: [{ type: 'BossVP', count: 1, interval: 0 }, { type: 'OldEmployee', count: 3, interval: 2000 }, { type: 'FreshGraduate', count: 5, interval: 800 }] },
],
}
// 地图2技术研发部Z型路径更复杂
// 路径:(0,1)→(8,1)→(8,5)→(3,5)→(3,10)→(15,10)
const MAP2: MapConfig = {
id: 2,
name: '技术研发部 · 996福报',
bgKey: 'map2-bg',
bgPath: '/game-assets/map2-bg.png',
pathColor: 0x1a3a2a,
buildColor: 0x0f2040,
waypoints: [
{ x: 0, y: 1 },
{ x: 8, y: 1 },
{ x: 8, y: 5 },
{ x: 3, y: 5 },
{ x: 3, y: 10 },
{ x: 15, y: 10 },
],
decorations: [
{ key: 'deco-monitor', col: 1, row: 3 },
{ key: 'deco-monitor', col: 10, row: 0 },
{ key: 'deco-coffee', col: 6, row: 7 },
{ key: 'deco-desk', col: 11, row: 3 },
{ key: 'deco-monitor', col: 5, row: 8 },
{ key: 'deco-coffee', col: 14, row: 7 },
{ key: 'deco-desk', col: 0, row: 6 },
{ key: 'deco-monitor', col: 13, row: 5 },
],
labels: [
{ col: 0, row: 0, text: '研发中心' },
{ col: 14, row: 11, text: '服务器机房' },
{ col: 5, row: 3, text: '格子间' },
{ col: 10, row: 8, text: 'Bug池' },
],
waveCount: 5,
waves: [
{ enemies: [{ type: 'FreshGraduate', count: 12, interval: 700 }, { type: 'OldEmployee', count: 2, interval: 2000 }] },
{ enemies: [{ type: 'OldEmployee', count: 5, interval: 1500 }, { type: 'TroubleMaker', count: 3, interval: 1200 }] },
{ enemies: [{ type: 'FreshGraduate', count: 15, interval: 500 }, { type: 'TroubleMaker', count: 4, interval: 1000 }] },
{ enemies: [{ type: 'BossVP', count: 1, interval: 0 }, { type: 'OldEmployee', count: 4, interval: 1500 }] },
{ enemies: [{ type: 'BossVP', count: 1, interval: 0 }, { type: 'FreshGraduate', count: 10, interval: 600 }, { type: 'TroubleMaker', count: 5, interval: 1000 }] },
],
}
// 地图3高管会议室W型路径最难
// 路径:(0,0)→(5,0)→(5,6)→(10,6)→(10,2)→(15,2) 先上后下再上
const MAP3: MapConfig = {
id: 3,
name: '高管会议室 · 最后决战',
bgKey: 'map3-bg',
bgPath: '/game-assets/map3-bg.png',
pathColor: 0x3d1f2b,
buildColor: 0x2d1a40,
waypoints: [
{ x: 0, y: 0 },
{ x: 5, y: 0 },
{ x: 5, y: 6 },
{ x: 10, y: 6 },
{ x: 10, y: 2 },
{ x: 15, y: 2 },
],
decorations: [
{ key: 'deco-desk', col: 2, row: 2 },
{ key: 'deco-desk', col: 8, row: 0 },
{ key: 'deco-coffee', col: 12, row: 5 },
{ key: 'deco-desk', col: 7, row: 9 },
{ key: 'deco-monitor', col: 2, row: 9 },
{ key: 'deco-coffee', col: 13, row: 9 },
{ key: 'deco-desk', col: 1, row: 4 },
{ key: 'deco-monitor', col: 14, row: 4 },
{ key: 'deco-desk', col: 8, row: 8 },
],
labels: [
{ col: 0, row: 1, text: '董事会' },
{ col: 14, row: 3, text: '董事长室' },
{ col: 7, row: 4, text: '会议室' },
],
waveCount: 5,
waves: [
{ enemies: [{ type: 'OldEmployee', count: 6, interval: 1500 }, { type: 'TroubleMaker', count: 4, interval: 1000 }] },
{ enemies: [{ type: 'BossVP', count: 1, interval: 0 }, { type: 'FreshGraduate', count: 12, interval: 600 }, { type: 'OldEmployee', count: 3, interval: 1500 }] },
{ enemies: [{ type: 'BossVP', count: 1, interval: 0 }, { type: 'TroubleMaker', count: 6, interval: 800 }, { type: 'OldEmployee', count: 4, interval: 1500 }] },
{ enemies: [{ type: 'BossVP', count: 2, interval: 5000 }, { type: 'OldEmployee', count: 5, interval: 1200 }, { type: 'FreshGraduate', count: 8, interval: 600 }] },
{ enemies: [{ type: 'BossVP', count: 2, interval: 3000 }, { type: 'TroubleMaker', count: 8, interval: 600 }, { type: 'OldEmployee', count: 6, interval: 1000 }] },
],
}
export const ALL_MAPS: MapConfig[] = [MAP1, MAP2, MAP3]
```
### 2. `game/constants.ts`(修改)
- 移除硬编码的 `PATH_WAYPOINTS``MAP_LABELS`(改为从 mapConfigs 动态读取)
- 保留其他常量不变
- 新增 `WAVES_PER_MAP = 5`
### 3. `game/GameManager.ts`(修改)
新增字段:
```typescript
public difficulty: DifficultyLevel = 'normal'
public currentMapIndex: number = 0 // 0=地图1, 1=地图2, 2=地图3
public totalWaveCleared: number = 0 // 总计已清理波次
```
`reset()` 时保留 difficulty重置其他字段。
新增方法:`setDifficulty(d: DifficultyLevel)`
### 4. `game/mapRenderer.ts`(修改)
- `buildPathTiles``PATH_TILES` 改为接受参数(不再使用全局常量)
- `drawAllTiles` 接受 `pathTiles` 参数
- 新增 `renderMapBackground(scene, bgKey)` — 绘制地图背景图(铺满地图区域)
- 新增 `renderDecorations(scene, decorations, pathTiles)` — 在非路径格随机摆放装饰物
- `getCellSize()` 不变
### 5. `game/enemies/WaveManager.ts`(重构)
接受动态波次配置,而非硬编码 WAVE_CONFIG
```typescript
constructor(
scene,
waveConfigs: WaveConfigEntry[], // 从外部传入,支持多地图
difficultyMultiplier, // 难度倍率
callbacks: { onWaveComplete, onAllWavesComplete, onDestroyRandomTower }
)
```
难度影响:
- `enemyCount *= multiplier.enemyCount`(向上取整)
- 怪物创建时将速度和HP通过参数传入子类
- Boss HP 乘以 `multiplier.bossHp`
### 6. `game/enemies/EnemyBase.ts`(修改)
构造函数新增 `speedMultiplier = 1.0``hpMultiplier = 1.0` 参数可选默认1子类创建时传入。
### 7. `game/GameScene.ts`(重构)
支持多地图流程:
```typescript
private currentMapIndex = 0
private mapConfigs = ALL_MAPS
// create() 时加载当前地图
// 5波清空后showMapClearModal → 延迟2s → loadNextMap()
// loadNextMap():销毁当前地图装饰物,重新 renderMapBackground/renderDecorations重置 waveManager
```
新增方法:
- `loadMap(mapConfig: MapConfig)` — 初始化地图背景、路径、装饰物、重置 WaveManager
- `onMapCleared()` — 5波清场后显示过关弹窗然后切换下一张地图
- 地图切换时:重新计算 PATH_TILES传给 tileGraphics 重绘)、清除装饰物、加载新背景
### 8. `game/ui/MapTransitionModal.ts`(新建)
地图切换过渡弹窗Phaser DOM或Canvas Text
```
过关!人力资源部已清场
KPI: 87% | 获得奖励: +100 HC
[下一关:技术研发部 996福报] (3秒自动关闭)
```
3秒后自动关闭并触发下一张地图加载。
### 9. `app/page.tsx`(修改)— 主页加难度选择
在「开始游戏」按钮前增加难度选择器(三个按钮:简单/普通/困难):
```tsx
// 选择难度后存入 localStorage游戏页面读取
localStorage.setItem('game-difficulty', selectedDifficulty)
```
难度卡片设计:
- 简单:绿色 — "带薪摸鱼,准点下班"
- 普通:蓝色 — "常规打工,偶有加班"
- 困难:红色 — "地狱模式007全开"
### 10. `app/game/page.tsx`(修改)
`useEffect` 初始化时从 localStorage 读取难度,通过 `window.__gameDifficulty` 传给场景。
## 注意事项
- 每张地图preload对应背景图key不同场景重用时用 `this.textures.exists(key)` 检查避免重复加载
- PATH_TILES 不再是模块级常量,改为每次渲染时动态计算后传参
- `mapRenderer.ts` 导出的 `PATH_TILES` 保持向后兼容先用地图1的配置初始化GameScene 内部用局部变量覆盖
- 地图背景图用 `scene.add.image(x, y, key).setDisplaySize(mapW, mapH).setDepth(-1).setOrigin(0,0)` 铺在地图区域HUD 下方)
- 装饰物图片 `setDisplaySize(cellW*0.7, cellH*0.7)``setDepth(1)``setAlpha(0.6)`,不影响塔的放置逻辑(只是视觉装饰)
- 地图切换时必须 destroy 掉所有装饰物 Phaser 对象,避免内存泄漏
## 验收标准
1. 主页有三个难度按钮,选中高亮,点击「开始游戏」带难度跳转
2. 游戏开始后可见地图背景图(不是纯色格子)
3. 装饰物(咖啡杯、电脑、桌子)散布在非路径格子上
4. 第5波清场后弹出过关弹窗3秒后自动切换到下一张地图
5. 地图2路径形状与地图1不同Z型 vs S型
6. 困难模式下怪物数量明显增多Boss更频繁出现
7. 三张地图全部通关后显示最终胜利界面
## 相关文件
- 需求文档:`.docs/prd-tower-defense-game.md`
- 设计系统:`design-system/大厂保卫战/MASTER.md`
- 开发规范:`@rules/dev-best-practices.md`**必须先阅读**
- 原子提交:`@rules/atomic-commit.md`
完成后按原子提交规范提交,禁止 `git add .`