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

This commit is contained in:
Cloud Bot
2026-03-24 08:30:03 +00:00
parent d7253c45be
commit 653c54c06f
4 changed files with 53 additions and 23 deletions

View File

@@ -48,7 +48,7 @@ function calcPuaCost(hc: number): number {
}
// ── PUA 输入面板 ─────────────────────────────────────────────────────────────
function PuaPanel({ gameReady, hc }: { gameReady: boolean; hc: number }) {
function PuaPanel({ gameReady, hc, waveStarted }: { gameReady: boolean; hc: number; waveStarted: boolean }) {
const [text, setText] = useState('')
const [loading, setLoading] = useState(false)
const [result, setResult] = useState<PuaResult | null>(null)
@@ -61,7 +61,7 @@ function PuaPanel({ gameReady, hc }: { gameReady: boolean; hc: number }) {
const canAfford = hc >= cost
const handleSubmit = useCallback(async () => {
if (!text.trim() || loading || !gameReady) return
if (!text.trim() || loading || !gameReady || !waveStarted) return
// 先从游戏扣除 HC扣不到则拒绝
const spendHC: ((n: number) => boolean) | undefined =
@@ -102,7 +102,7 @@ function PuaPanel({ gameReady, hc }: { gameReady: boolean; hc: number }) {
} finally {
setLoading(false)
}
}, [text, loading, gameReady, hc])
}, [text, loading, gameReady, hc, waveStarted])
const handleKeyDown = (e: React.KeyboardEvent) => {
if (e.key === 'Enter' && !e.shiftKey) {
@@ -143,7 +143,7 @@ function PuaPanel({ gameReady, hc }: { gameReady: boolean; hc: number }) {
color: '#475569',
marginTop: '2px',
}}>
AI判断鸡血值
{!waveStarted ? '⚠ 召唤第一波后才能激励' : '输入打鸡血的话,AI判断鸡血值'}
</div>
</div>
@@ -210,12 +210,12 @@ function PuaPanel({ gameReady, hc }: { gameReady: boolean; hc: number }) {
onChange={e => setText(e.target.value)}
onKeyDown={handleKeyDown}
placeholder={placeholder}
disabled={loading || !gameReady}
disabled={loading || !gameReady || !waveStarted}
rows={4}
style={{
width: '100%',
backgroundColor: '#0F1B2D',
border: `1px solid ${canAfford ? '#1e3a5f' : '#7F1D1D'}`,
border: `1px solid ${!waveStarted ? '#1e3a5f' : canAfford ? '#1e3a5f' : '#7F1D1D'}`,
borderRadius: '6px',
color: '#E2E8F0',
fontFamily: 'VT323, monospace',
@@ -224,7 +224,7 @@ function PuaPanel({ gameReady, hc }: { gameReady: boolean; hc: number }) {
resize: 'none',
outline: 'none',
lineHeight: 1.4,
opacity: gameReady ? 1 : 0.5,
opacity: gameReady && waveStarted ? 1 : 0.4,
transition: 'border-color 0.2s',
}}
/>
@@ -232,23 +232,23 @@ function PuaPanel({ gameReady, hc }: { gameReady: boolean; hc: number }) {
{/* 提交按钮 */}
<button
onClick={handleSubmit}
disabled={loading || !text.trim() || !gameReady || !canAfford}
disabled={loading || !text.trim() || !gameReady || !canAfford || !waveStarted}
style={{
width: '100%',
padding: '8px',
backgroundColor: loading ? '#1e3a5f' : canAfford ? '#7C3AED' : '#4C1D95',
backgroundColor: loading ? '#1e3a5f' : !waveStarted ? '#1e3a5f' : canAfford ? '#7C3AED' : '#4C1D95',
border: 'none',
borderRadius: '6px',
color: '#E2E8F0',
fontFamily: "'Press Start 2P', monospace",
fontSize: '8px',
cursor: loading || !text.trim() || !gameReady || !canAfford ? 'not-allowed' : 'pointer',
opacity: !text.trim() || !gameReady || !canAfford ? 0.45 : 1,
cursor: loading || !text.trim() || !gameReady || !canAfford || !waveStarted ? 'not-allowed' : 'pointer',
opacity: !text.trim() || !gameReady || !canAfford || !waveStarted ? 0.45 : 1,
transition: 'all 0.15s',
letterSpacing: '0.5px',
}}
>
{loading ? '分析中...' : !canAfford ? 'HC不足' : `发起激励 -${cost}HC`}
{loading ? '分析中...' : !waveStarted ? '战斗开始后可用' : !canAfford ? 'HC不足' : `发起激励 -${cost}HC`}
</button>
{/* 当前结果 */}
@@ -397,6 +397,7 @@ export default function GamePage() {
const [hc, setHc] = useState(200)
const [selectedTower, setSelectedTower] = useState<TowerType | null>(null)
const [gameReady, setGameReady] = useState(false)
const [waveStarted, setWaveStarted] = useState(false) // 第一波开始后才允许激励
const selectedTowerRef = useRef<TowerType | null>(null)
const handleSelectTower = useCallback((type: TowerType) => {
@@ -438,6 +439,13 @@ export default function GamePage() {
if (mounted) { selectedTowerRef.current = null; setSelectedTower(null) }
}
;(window as any).__gameReady = () => { if (mounted) setGameReady(true) }
// 轮询 __gameWaveStartedPhaser 设置后通知 React
const checkWaveStarted = setInterval(() => {
if ((window as any).__gameWaveStarted) {
if (mounted) setWaveStarted(true)
clearInterval(checkWaveStarted)
}
}, 200)
}
gameRef.current = new Phaser.Game(config)
@@ -450,7 +458,7 @@ export default function GamePage() {
if (typeof window !== 'undefined') {
;['__gameOnHCChange','__gameOnTowerDeselect','__gameSelectTower',
'__gameReady','__gameDifficulty','__gamePuaBuff',
'__gameGetHC','__gameSpendHC'].forEach(k => {
'__gameGetHC','__gameSpendHC','__gameWaveStarted'].forEach(k => {
delete (window as any)[k]
})
}
@@ -470,7 +478,7 @@ export default function GamePage() {
style={{ backgroundColor: '#0A1628' }}
/>
{/* PUA 激励台(右侧) */}
<PuaPanel gameReady={gameReady} hc={hc} />
<PuaPanel gameReady={gameReady} hc={hc} waveStarted={waveStarted} />
</div>
{/* 底部塔选择面板 */}

View File

@@ -365,8 +365,11 @@ export function createGameScene(PhaserLib: typeof Phaser): typeof Phaser.Scene {
this.waveManager.startNextWave()
const waveNum = this.waveManager.getCurrentWaveNumber()
this.hud.showWaveBanner(waveNum, this.waveManager.totalWaves)
// 波次开始音效
AudioEngine.getInstance().playWaveStart()
// 通知 React 层:战斗已开始,允许发起激励
if (typeof window !== 'undefined') {
;(window as any).__gameWaveStarted = true
}
}
private onWeeklyReport(): void {
@@ -375,7 +378,11 @@ export function createGameScene(PhaserLib: typeof Phaser): typeof Phaser.Scene {
}
private onMapCleared(): void {
// 若游戏已失败,不触发地图切换
if (this.manager.gameState === 'defeat') return
this.mapInTransition = true
this.autoNextWaveTimer = -1
this.isWaveRunning = false
this.hud.disableWaveButton()
this.hud.setWaveButtonText('关卡完成!')
@@ -390,6 +397,8 @@ export function createGameScene(PhaserLib: typeof Phaser): typeof Phaser.Scene {
this.manager.totalWaveCleared += currentMap.waveCount
this.manager.currentMapIndex = nextIndex
this.waveManager.clearAllEnemies()
// 清除上一关所有防御塔
this.towerManager.clearAllTowers()
this.loadMap(ALL_MAPS[nextIndex])
this.hud.enableWaveButton()
this.hud.setWaveButtonText('▶ 召唤下一波')

View File

@@ -258,6 +258,17 @@ export class TowerManager {
return this.towers
}
/** 切换地图时清除所有防御塔(静默销毁,不播放音效) */
clearAllTowers(): void {
for (const tower of this.towers) {
tower.destroy()
}
this.towers = []
this.occupiedCells.clear()
this.infoLabel?.destroy()
this.infoLabel = null
}
hasTowerAt(gridX: number, gridY: number): boolean {
return this.occupiedCells.has(`${gridX},${gridY}`)
}

View File

@@ -23,25 +23,27 @@ export class HUD {
*/
createWaveButton(onClick: () => void): void {
if (this.waveBtn) this.waveBtn.destroy()
this._onClick = onClick // 保存引用,供 enableWaveButton 重新绑定
this._onClick = onClick
this.waveBtn = this.scene.add
.text(GAME_WIDTH - 160, HUD_HEIGHT + 20, '▶ 召唤下一波', {
fontFamily: "'Press Start 2P', monospace",
fontSize: '9px',
.text(GAME_WIDTH / 2, HUD_HEIGHT + 16, '▶ 召唤下一波', {
fontFamily: 'VT323, monospace',
fontSize: '26px',
color: '#A78BFA',
backgroundColor: '#1e3a5f',
padding: { x: 10, y: 6 },
padding: { x: 20, y: 8 },
stroke: '#7C3AED',
strokeThickness: 1,
})
.setOrigin(0, 0)
.setOrigin(0.5, 0)
.setDepth(20)
.setInteractive({ useHandCursor: true })
this.waveBtn.on('pointerover', () => {
if (this.waveBtn) this.waveBtn.setStyle({ backgroundColor: '#2d5a8e' })
if (this.waveBtn) this.waveBtn.setStyle({ backgroundColor: '#2d5a8e', color: '#C4B5FD' })
})
this.waveBtn.on('pointerout', () => {
if (this.waveBtn) this.waveBtn.setStyle({ backgroundColor: '#1e3a5f' })
if (this.waveBtn) this.waveBtn.setStyle({ backgroundColor: '#1e3a5f', color: '#A78BFA' })
})
this.waveBtn.on('pointerdown', () => onClick())
}