fix(game): 修复输了能进下一关的Bug、换关后塔残留、召唤按钮太小、战斗前不能发激励
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@@ -48,7 +48,7 @@ function calcPuaCost(hc: number): number {
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}
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// ── PUA 输入面板 ─────────────────────────────────────────────────────────────
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function PuaPanel({ gameReady, hc }: { gameReady: boolean; hc: number }) {
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function PuaPanel({ gameReady, hc, waveStarted }: { gameReady: boolean; hc: number; waveStarted: boolean }) {
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const [text, setText] = useState('')
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const [loading, setLoading] = useState(false)
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const [result, setResult] = useState<PuaResult | null>(null)
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@@ -61,7 +61,7 @@ function PuaPanel({ gameReady, hc }: { gameReady: boolean; hc: number }) {
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const canAfford = hc >= cost
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const handleSubmit = useCallback(async () => {
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if (!text.trim() || loading || !gameReady) return
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if (!text.trim() || loading || !gameReady || !waveStarted) return
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// 先从游戏扣除 HC(扣不到则拒绝)
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const spendHC: ((n: number) => boolean) | undefined =
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@@ -102,7 +102,7 @@ function PuaPanel({ gameReady, hc }: { gameReady: boolean; hc: number }) {
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} finally {
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setLoading(false)
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}
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}, [text, loading, gameReady, hc])
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}, [text, loading, gameReady, hc, waveStarted])
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const handleKeyDown = (e: React.KeyboardEvent) => {
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if (e.key === 'Enter' && !e.shiftKey) {
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@@ -143,7 +143,7 @@ function PuaPanel({ gameReady, hc }: { gameReady: boolean; hc: number }) {
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color: '#475569',
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marginTop: '2px',
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}}>
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输入打鸡血的话,AI判断鸡血值
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{!waveStarted ? '⚠ 召唤第一波后才能激励' : '输入打鸡血的话,AI判断鸡血值'}
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</div>
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</div>
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@@ -210,12 +210,12 @@ function PuaPanel({ gameReady, hc }: { gameReady: boolean; hc: number }) {
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onChange={e => setText(e.target.value)}
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onKeyDown={handleKeyDown}
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placeholder={placeholder}
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disabled={loading || !gameReady}
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disabled={loading || !gameReady || !waveStarted}
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rows={4}
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style={{
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width: '100%',
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backgroundColor: '#0F1B2D',
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border: `1px solid ${canAfford ? '#1e3a5f' : '#7F1D1D'}`,
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border: `1px solid ${!waveStarted ? '#1e3a5f' : canAfford ? '#1e3a5f' : '#7F1D1D'}`,
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borderRadius: '6px',
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color: '#E2E8F0',
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fontFamily: 'VT323, monospace',
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@@ -224,7 +224,7 @@ function PuaPanel({ gameReady, hc }: { gameReady: boolean; hc: number }) {
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resize: 'none',
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outline: 'none',
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lineHeight: 1.4,
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opacity: gameReady ? 1 : 0.5,
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opacity: gameReady && waveStarted ? 1 : 0.4,
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transition: 'border-color 0.2s',
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}}
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/>
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@@ -232,23 +232,23 @@ function PuaPanel({ gameReady, hc }: { gameReady: boolean; hc: number }) {
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{/* 提交按钮 */}
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<button
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onClick={handleSubmit}
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disabled={loading || !text.trim() || !gameReady || !canAfford}
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disabled={loading || !text.trim() || !gameReady || !canAfford || !waveStarted}
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style={{
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width: '100%',
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padding: '8px',
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backgroundColor: loading ? '#1e3a5f' : canAfford ? '#7C3AED' : '#4C1D95',
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backgroundColor: loading ? '#1e3a5f' : !waveStarted ? '#1e3a5f' : canAfford ? '#7C3AED' : '#4C1D95',
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border: 'none',
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borderRadius: '6px',
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color: '#E2E8F0',
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fontFamily: "'Press Start 2P', monospace",
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fontSize: '8px',
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cursor: loading || !text.trim() || !gameReady || !canAfford ? 'not-allowed' : 'pointer',
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opacity: !text.trim() || !gameReady || !canAfford ? 0.45 : 1,
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cursor: loading || !text.trim() || !gameReady || !canAfford || !waveStarted ? 'not-allowed' : 'pointer',
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opacity: !text.trim() || !gameReady || !canAfford || !waveStarted ? 0.45 : 1,
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transition: 'all 0.15s',
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letterSpacing: '0.5px',
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}}
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>
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{loading ? '分析中...' : !canAfford ? 'HC不足' : `发起激励 -${cost}HC`}
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{loading ? '分析中...' : !waveStarted ? '战斗开始后可用' : !canAfford ? 'HC不足' : `发起激励 -${cost}HC`}
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</button>
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{/* 当前结果 */}
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@@ -397,6 +397,7 @@ export default function GamePage() {
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const [hc, setHc] = useState(200)
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const [selectedTower, setSelectedTower] = useState<TowerType | null>(null)
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const [gameReady, setGameReady] = useState(false)
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const [waveStarted, setWaveStarted] = useState(false) // 第一波开始后才允许激励
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const selectedTowerRef = useRef<TowerType | null>(null)
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const handleSelectTower = useCallback((type: TowerType) => {
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@@ -438,6 +439,13 @@ export default function GamePage() {
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if (mounted) { selectedTowerRef.current = null; setSelectedTower(null) }
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}
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;(window as any).__gameReady = () => { if (mounted) setGameReady(true) }
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// 轮询 __gameWaveStarted(Phaser 设置后通知 React)
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const checkWaveStarted = setInterval(() => {
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if ((window as any).__gameWaveStarted) {
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if (mounted) setWaveStarted(true)
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clearInterval(checkWaveStarted)
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}
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}, 200)
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}
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gameRef.current = new Phaser.Game(config)
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@@ -450,7 +458,7 @@ export default function GamePage() {
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if (typeof window !== 'undefined') {
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;['__gameOnHCChange','__gameOnTowerDeselect','__gameSelectTower',
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'__gameReady','__gameDifficulty','__gamePuaBuff',
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'__gameGetHC','__gameSpendHC'].forEach(k => {
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'__gameGetHC','__gameSpendHC','__gameWaveStarted'].forEach(k => {
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delete (window as any)[k]
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})
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}
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@@ -470,7 +478,7 @@ export default function GamePage() {
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style={{ backgroundColor: '#0A1628' }}
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/>
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{/* PUA 激励台(右侧) */}
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<PuaPanel gameReady={gameReady} hc={hc} />
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<PuaPanel gameReady={gameReady} hc={hc} waveStarted={waveStarted} />
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</div>
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{/* 底部塔选择面板 */}
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@@ -365,8 +365,11 @@ export function createGameScene(PhaserLib: typeof Phaser): typeof Phaser.Scene {
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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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// 波次开始音效
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AudioEngine.getInstance().playWaveStart()
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// 通知 React 层:战斗已开始,允许发起激励
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if (typeof window !== 'undefined') {
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;(window as any).__gameWaveStarted = true
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}
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}
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private onWeeklyReport(): void {
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@@ -375,7 +378,11 @@ export function createGameScene(PhaserLib: typeof Phaser): typeof Phaser.Scene {
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}
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private onMapCleared(): void {
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// 若游戏已失败,不触发地图切换
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if (this.manager.gameState === 'defeat') return
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this.mapInTransition = true
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this.autoNextWaveTimer = -1
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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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@@ -390,6 +397,8 @@ export function createGameScene(PhaserLib: typeof Phaser): typeof Phaser.Scene {
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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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// 清除上一关所有防御塔
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this.towerManager.clearAllTowers()
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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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@@ -258,6 +258,17 @@ export class TowerManager {
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return this.towers
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}
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/** 切换地图时清除所有防御塔(静默销毁,不播放音效) */
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clearAllTowers(): void {
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for (const tower of this.towers) {
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tower.destroy()
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}
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this.towers = []
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this.occupiedCells.clear()
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this.infoLabel?.destroy()
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this.infoLabel = null
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}
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hasTowerAt(gridX: number, gridY: number): boolean {
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return this.occupiedCells.has(`${gridX},${gridY}`)
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}
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@@ -23,25 +23,27 @@ export class HUD {
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*/
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createWaveButton(onClick: () => void): void {
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if (this.waveBtn) this.waveBtn.destroy()
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this._onClick = onClick // 保存引用,供 enableWaveButton 重新绑定
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this._onClick = onClick
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this.waveBtn = this.scene.add
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.text(GAME_WIDTH - 160, HUD_HEIGHT + 20, '▶ 召唤下一波', {
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fontFamily: "'Press Start 2P', monospace",
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fontSize: '9px',
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.text(GAME_WIDTH / 2, HUD_HEIGHT + 16, '▶ 召唤下一波', {
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fontFamily: 'VT323, monospace',
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fontSize: '26px',
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color: '#A78BFA',
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backgroundColor: '#1e3a5f',
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padding: { x: 10, y: 6 },
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padding: { x: 20, y: 8 },
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stroke: '#7C3AED',
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strokeThickness: 1,
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})
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.setOrigin(0, 0)
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.setOrigin(0.5, 0)
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.setDepth(20)
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.setInteractive({ useHandCursor: true })
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this.waveBtn.on('pointerover', () => {
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if (this.waveBtn) this.waveBtn.setStyle({ backgroundColor: '#2d5a8e' })
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if (this.waveBtn) this.waveBtn.setStyle({ backgroundColor: '#2d5a8e', color: '#C4B5FD' })
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})
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this.waveBtn.on('pointerout', () => {
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if (this.waveBtn) this.waveBtn.setStyle({ backgroundColor: '#1e3a5f' })
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if (this.waveBtn) this.waveBtn.setStyle({ backgroundColor: '#1e3a5f', color: '#A78BFA' })
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})
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this.waveBtn.on('pointerdown', () => onClick())
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}
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