feat(enemies): 实现怪物基类与4种怪物及波次管理器
This commit is contained in:
113
game/enemies/BossVP.ts
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113
game/enemies/BossVP.ts
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import type Phaser from 'phaser'
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import { EnemyBase, type PathPoint } from './EnemyBase'
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const QUOTES = [
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'我来教大家怎么做事',
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'你们缺乏战略眼光',
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'这不是执行力的问题',
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]
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export class BossVP extends EnemyBase {
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private skillTimer: number = 20000
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private onDestroyTower?: () => void
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constructor(
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scene: Phaser.Scene,
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pathPoints: PathPoint[],
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onDestroyTower?: () => void
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) {
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super(scene, pathPoints, 800, 40, 30, 150)
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this.onDestroyTower = onDestroyTower
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this.drawSprite()
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// BOSS 出现时全屏红色闪光
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scene.cameras.main.flash(800, 255, 0, 0, false)
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this.showBossAlert()
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}
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private showBossAlert(): void {
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const alert = this.scene.add
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.text(640, 360, '⚠ 空降VP来袭!⚠', {
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fontFamily: 'VT323, monospace',
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fontSize: '36px',
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color: '#FBBF24',
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backgroundColor: '#7F1D1D',
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padding: { x: 16, y: 8 },
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})
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.setOrigin(0.5, 0.5)
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.setDepth(50)
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this.scene.tweens.add({
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targets: alert,
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alpha: 0,
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duration: 2500,
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delay: 500,
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onComplete: () => alert.destroy(),
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})
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}
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drawSprite(): void {
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if (!this.sprite) return
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this.sprite.clear()
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// 金色六边形
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this.sprite.fillStyle(0xfbbf24, 1)
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const r = 22
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this.sprite.fillPoints(this.hexPoints(r), true)
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// 金色外框
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this.sprite.lineStyle(3, 0xf59e0b, 1)
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this.sprite.strokePoints(this.hexPoints(r + 4), false)
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// 内部颜色
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this.sprite.fillStyle(0xd97706, 1)
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this.sprite.fillCircle(0, 0, 8)
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this.sprite.setDepth(12)
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this.sprite.setPosition(this.x, this.y)
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}
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private hexPoints(r: number): Phaser.Types.Math.Vector2Like[] {
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const pts: Phaser.Types.Math.Vector2Like[] = []
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for (let i = 0; i < 6; i++) {
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const angle = (Math.PI / 3) * i - Math.PI / 6
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pts.push({ x: Math.cos(angle) * r, y: Math.sin(angle) * r })
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}
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return pts
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}
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override update(delta: number): void {
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if (this.isDead) return
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super.update(delta)
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this.skillTimer -= delta
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if (this.skillTimer <= 0) {
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this.skillTimer = 20000
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this.triggerOrgRestructure()
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}
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// 重绘六边形到新位置
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this.drawSprite()
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}
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private triggerOrgRestructure(): void {
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// 组织架构调整:随机摧毁一个防御塔
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if (this.onDestroyTower) {
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this.onDestroyTower()
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}
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const txt = this.scene.add
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.text(this.x, this.y - 40, '组织架构调整!', {
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fontFamily: 'VT323, monospace',
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fontSize: '18px',
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color: '#FBBF24',
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backgroundColor: '#7C2D12',
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padding: { x: 6, y: 3 },
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})
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.setOrigin(0.5, 1)
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.setDepth(25)
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this.scene.tweens.add({
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targets: txt,
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y: this.y - 70,
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alpha: 0,
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duration: 2000,
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onComplete: () => txt.destroy(),
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})
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}
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getQuote(): string {
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return QUOTES[Math.floor(Math.random() * QUOTES.length)]
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}
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}
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249
game/enemies/EnemyBase.ts
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249
game/enemies/EnemyBase.ts
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import type Phaser from 'phaser'
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import { GameManager } from '../GameManager'
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import { TILE_SIZE, HUD_HEIGHT, PATH_WAYPOINTS } from '../constants'
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export interface PathPoint {
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x: number
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y: number
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}
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/** 将格子坐标转换为像素坐标(格子中心) */
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function gridToPixel(gx: number, gy: number): PathPoint {
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return {
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x: gx * TILE_SIZE + TILE_SIZE / 2,
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y: gy * TILE_SIZE + TILE_SIZE / 2 + HUD_HEIGHT,
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}
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}
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/** 将 PATH_WAYPOINTS 扩展为完整转折路径(去重相邻相同点) */
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export function buildFullPath(): PathPoint[] {
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const points: PathPoint[] = []
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for (let i = 0; i < PATH_WAYPOINTS.length - 1; i++) {
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const from = gridToPixel(PATH_WAYPOINTS[i].x, PATH_WAYPOINTS[i].y)
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const to = gridToPixel(PATH_WAYPOINTS[i + 1].x, PATH_WAYPOINTS[i + 1].y)
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points.push(from)
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points.push(to)
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}
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return points.filter(
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(p, i, arr) => i === 0 || p.x !== arr[i - 1].x || p.y !== arr[i - 1].y
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)
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}
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export interface DotEffect {
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damage: number
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duration: number
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timer: number
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}
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export abstract class EnemyBase {
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protected scene: Phaser.Scene
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public sprite!: Phaser.GameObjects.Graphics
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protected healthBar!: Phaser.GameObjects.Graphics
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protected quoteText!: Phaser.GameObjects.Text
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public maxHp: number
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public hp: number
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public speed: number
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public readonly kpiDamage: number
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public readonly hcReward: number
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protected pathPoints: PathPoint[]
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protected currentPathIndex: number = 0
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protected x: number = 0
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protected y: number = 0
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public isDead: boolean = false
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public isActive: boolean = true
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get pathProgress(): number {
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return this.currentPathIndex
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}
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public dotEffects: DotEffect[] = []
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public slowEffect: number = 0
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public slowTimer: number = 0
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public shieldCount: number = 0
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constructor(
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scene: Phaser.Scene,
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pathPoints: PathPoint[],
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maxHp: number,
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speed: number,
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kpiDamage: number,
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hcReward: number
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) {
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this.scene = scene
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this.pathPoints = pathPoints
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this.maxHp = maxHp
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this.hp = maxHp
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this.speed = speed
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this.kpiDamage = kpiDamage
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this.hcReward = hcReward
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if (pathPoints.length > 0) {
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this.x = pathPoints[0].x
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this.y = pathPoints[0].y
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}
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this.sprite = scene.add.graphics()
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this.healthBar = scene.add.graphics()
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this.quoteText = scene.add
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.text(this.x, this.y - 30, this.getQuote(), {
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fontFamily: 'VT323, monospace',
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fontSize: '12px',
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color: '#FFFFFF',
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backgroundColor: 'rgba(0,0,0,0.6)',
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padding: { x: 3, y: 2 },
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})
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.setOrigin(0.5, 1)
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.setDepth(15)
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.setAlpha(0)
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this.drawSprite()
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this.drawHealthBar()
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}
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update(delta: number): void {
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if (this.isDead || !this.isActive) return
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this.processDOT(delta)
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if (this.slowTimer > 0) {
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this.slowTimer -= delta
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if (this.slowTimer <= 0) this.slowEffect = 0
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}
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this.moveAlongPath(delta)
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this.drawHealthBar()
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this.sprite.setPosition(this.x, this.y)
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}
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protected processDOT(delta: number): void {
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for (let i = this.dotEffects.length - 1; i >= 0; i--) {
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const dot = this.dotEffects[i]
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dot.timer -= delta
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const tickDamage = (dot.damage / 1000) * delta
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this.hp -= tickDamage
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if (this.hp <= 0) {
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this.die()
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return
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}
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if (dot.timer <= 0) {
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this.dotEffects.splice(i, 1)
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}
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}
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}
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protected moveAlongPath(delta: number): void {
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if (this.currentPathIndex >= this.pathPoints.length - 1) {
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this.reachEnd()
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return
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}
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const target = this.pathPoints[this.currentPathIndex + 1]
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const currentSpeed = this.speed * (1 - this.slowEffect)
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const distance = (currentSpeed * delta) / 1000
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const dx = target.x - this.x
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const dy = target.y - this.y
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const dist = Math.sqrt(dx * dx + dy * dy)
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if (dist <= distance) {
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this.x = target.x
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this.y = target.y
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this.currentPathIndex++
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} else {
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this.x += (dx / dist) * distance
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this.y += (dy / dist) * distance
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}
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}
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protected drawHealthBar(): void {
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this.healthBar.clear()
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const bw = 30
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const bh = 4
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const bx = this.x - bw / 2
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const by = this.y - 20
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const ratio = Math.max(0, this.hp / this.maxHp)
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const color = ratio > 0.5 ? 0x22c55e : ratio > 0.25 ? 0xf59e0b : 0xef4444
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this.healthBar.fillStyle(0x374151, 1)
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this.healthBar.fillRect(bx, by, bw, bh)
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this.healthBar.fillStyle(color, 1)
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this.healthBar.fillRect(bx, by, bw * ratio, bh)
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this.healthBar.setDepth(14)
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}
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takeDamage(damage: number): void {
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if (this.isDead) return
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if (this.shieldCount > 0) {
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this.shieldCount--
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this.showShieldBlock()
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return
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}
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this.hp -= damage
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this.drawHealthBar()
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if (this.hp <= 0) {
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this.die()
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}
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}
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private showShieldBlock(): void {
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const txt = this.scene.add
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.text(this.x, this.y - 35, '护盾!', {
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fontFamily: 'VT323, monospace',
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fontSize: '14px',
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color: '#93C5FD',
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})
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.setOrigin(0.5, 1)
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.setDepth(20)
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this.scene.tweens.add({
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targets: txt,
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y: this.y - 55,
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alpha: 0,
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duration: 800,
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onComplete: () => txt.destroy(),
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})
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}
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addDOT(damage: number, duration: number): void {
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this.dotEffects.push({ damage, duration, timer: duration })
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}
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addSlow(percent: number, duration: number): void {
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this.slowEffect = Math.max(this.slowEffect, percent)
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this.slowTimer = Math.max(this.slowTimer, duration)
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}
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protected die(): void {
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if (this.isDead) return
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this.isDead = true
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const manager = GameManager.getInstance()
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manager.addHC(this.hcReward)
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this.onDeath()
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this.destroy()
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}
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protected reachEnd(): void {
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if (this.isDead) return
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const manager = GameManager.getInstance()
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manager.reduceKPI(this.kpiDamage)
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this.isDead = true
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this.destroy()
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}
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protected onDeath(): void {}
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/** 显示头顶语录(短暂) */
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showQuote(): void {
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this.quoteText.setText(this.getQuote())
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this.quoteText.setAlpha(1)
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this.scene.time.delayedCall(1500, () => {
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if (this.quoteText) this.quoteText.setAlpha(0)
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})
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}
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abstract drawSprite(): void
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abstract getQuote(): string
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destroy(): void {
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this.sprite?.destroy()
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this.healthBar?.destroy()
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this.quoteText?.destroy()
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}
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}
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24
game/enemies/FreshGraduate.ts
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24
game/enemies/FreshGraduate.ts
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@@ -0,0 +1,24 @@
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import type Phaser from 'phaser'
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import { EnemyBase, type PathPoint } from './EnemyBase'
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const QUOTES = ['求转正!', '我愿意加班!', '卷!卷!卷!']
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export class FreshGraduate extends EnemyBase {
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constructor(scene: Phaser.Scene, pathPoints: PathPoint[]) {
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super(scene, pathPoints, 30, 120, 2, 10)
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this.drawSprite()
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}
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drawSprite(): void {
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if (!this.sprite) return
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this.sprite.clear()
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this.sprite.fillStyle(0x86efac, 1)
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this.sprite.fillCircle(0, 0, 8)
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this.sprite.setDepth(10)
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this.sprite.setPosition(this.x, this.y)
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}
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getQuote(): string {
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return QUOTES[Math.floor(Math.random() * QUOTES.length)]
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}
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}
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39
game/enemies/OldEmployee.ts
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39
game/enemies/OldEmployee.ts
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@@ -0,0 +1,39 @@
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import type Phaser from 'phaser'
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import { EnemyBase, type PathPoint } from './EnemyBase'
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const QUOTES = ['我为公司立过功!', '我有10年经验!', '年龄不是问题!']
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export class OldEmployee extends EnemyBase {
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constructor(scene: Phaser.Scene, pathPoints: PathPoint[]) {
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super(scene, pathPoints, 150, 50, 8, 30)
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this.shieldCount = 3
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this.drawSprite()
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}
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drawSprite(): void {
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if (!this.sprite) return
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this.sprite.clear()
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// 大蓝方块
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this.sprite.fillStyle(0x93c5fd, 1)
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this.sprite.fillRect(-10, -10, 20, 20)
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// 护盾外框(金色)
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this.sprite.lineStyle(2, 0xfbbf24, 0.8)
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this.sprite.strokeRect(-12, -12, 24, 24)
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this.sprite.setDepth(10)
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this.sprite.setPosition(this.x, this.y)
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}
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override drawHealthBar(): void {
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super.drawHealthBar()
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// 绘制护盾数量标记
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if (!this.healthBar) return
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for (let i = 0; i < this.shieldCount; i++) {
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this.healthBar.fillStyle(0xfbbf24, 1)
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this.healthBar.fillRect(this.x - 15 + i * 11, this.y - 28, 8, 4)
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}
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}
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getQuote(): string {
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return QUOTES[Math.floor(Math.random() * QUOTES.length)]
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}
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}
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54
game/enemies/TroubleMaker.ts
Normal file
54
game/enemies/TroubleMaker.ts
Normal file
@@ -0,0 +1,54 @@
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import type Phaser from 'phaser'
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import { EnemyBase, type PathPoint } from './EnemyBase'
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import { GameManager } from '../GameManager'
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const QUOTES = ['录音笔已开启', '这是违法的!', '我要仲裁!']
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export class TroubleMaker extends EnemyBase {
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constructor(scene: Phaser.Scene, pathPoints: PathPoint[]) {
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super(scene, pathPoints, 80, 80, 5, 20)
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this.drawSprite()
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}
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drawSprite(): void {
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if (!this.sprite) return
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this.sprite.clear()
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// 三角形(叹号形状)
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this.sprite.fillStyle(0xfca5a5, 1)
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this.sprite.fillTriangle(0, -14, -12, 10, 12, 10)
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// 叹号
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this.sprite.fillStyle(0x7f1d1d, 1)
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this.sprite.fillRect(-2, -6, 4, 8)
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this.sprite.fillRect(-2, 6, 4, 4)
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this.sprite.setDepth(10)
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this.sprite.setPosition(this.x, this.y)
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}
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protected override onDeath(): void {
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// 劳动仲裁:死亡时扣玩家 20 HC
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const manager = GameManager.getInstance()
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manager.spendHC(20)
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// 显示提示文字
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const txt = this.scene.add
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.text(this.x, this.y - 20, '劳动仲裁! -20HC', {
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fontFamily: 'VT323, monospace',
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fontSize: '16px',
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color: '#FCA5A5',
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backgroundColor: '#7F1D1D',
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padding: { x: 4, y: 2 },
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})
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.setOrigin(0.5, 1)
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.setDepth(25)
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this.scene.tweens.add({
|
||||
targets: txt,
|
||||
y: this.y - 50,
|
||||
alpha: 0,
|
||||
duration: 1500,
|
||||
onComplete: () => txt.destroy(),
|
||||
})
|
||||
}
|
||||
|
||||
getQuote(): string {
|
||||
return QUOTES[Math.floor(Math.random() * QUOTES.length)]
|
||||
}
|
||||
}
|
||||
182
game/enemies/WaveManager.ts
Normal file
182
game/enemies/WaveManager.ts
Normal file
@@ -0,0 +1,182 @@
|
||||
import type Phaser from 'phaser'
|
||||
import { EnemyBase, buildFullPath, type PathPoint } from './EnemyBase'
|
||||
import { FreshGraduate } from './FreshGraduate'
|
||||
import { OldEmployee } from './OldEmployee'
|
||||
import { TroubleMaker } from './TroubleMaker'
|
||||
import { BossVP } from './BossVP'
|
||||
|
||||
interface EnemyGroup {
|
||||
type: 'FreshGraduate' | 'OldEmployee' | 'TroubleMaker' | 'BossVP'
|
||||
count: number
|
||||
interval: number
|
||||
}
|
||||
|
||||
interface WaveConfig {
|
||||
enemies: EnemyGroup[]
|
||||
}
|
||||
|
||||
const WAVE_CONFIG: WaveConfig[] = [
|
||||
{ enemies: [{ type: 'FreshGraduate', count: 10, interval: 800 }] },
|
||||
{
|
||||
enemies: [
|
||||
{ type: 'FreshGraduate', count: 8, interval: 800 },
|
||||
{ type: 'OldEmployee', count: 3, interval: 2000 },
|
||||
],
|
||||
},
|
||||
{
|
||||
enemies: [
|
||||
{ type: 'OldEmployee', count: 5, interval: 2000 },
|
||||
{ type: 'TroubleMaker', count: 3, interval: 1500 },
|
||||
],
|
||||
},
|
||||
{
|
||||
enemies: [
|
||||
{ type: 'FreshGraduate', count: 12, interval: 600 },
|
||||
{ type: 'TroubleMaker', count: 2, interval: 1500 },
|
||||
],
|
||||
},
|
||||
{
|
||||
enemies: [
|
||||
{ type: 'OldEmployee', count: 6, interval: 1500 },
|
||||
{ type: 'TroubleMaker', count: 3, interval: 1500 },
|
||||
],
|
||||
},
|
||||
{
|
||||
enemies: [
|
||||
{ type: 'BossVP', count: 1, interval: 0 },
|
||||
{ type: 'OldEmployee', count: 4, interval: 2000 },
|
||||
],
|
||||
},
|
||||
]
|
||||
|
||||
export class WaveManager {
|
||||
private scene: Phaser.Scene
|
||||
private activeEnemies: EnemyBase[] = []
|
||||
private pathPoints: PathPoint[]
|
||||
private currentWave: number = 0
|
||||
private isSpawning: boolean = false
|
||||
private onWave3Complete?: () => void
|
||||
private onAllWavesComplete?: () => void
|
||||
private onDestroyRandomTower?: () => void
|
||||
private wave3Completed: boolean = false
|
||||
|
||||
constructor(
|
||||
scene: Phaser.Scene,
|
||||
onWave3Complete?: () => void,
|
||||
onAllWavesComplete?: () => void,
|
||||
onDestroyRandomTower?: () => void
|
||||
) {
|
||||
this.scene = scene
|
||||
this.pathPoints = buildFullPath()
|
||||
this.onWave3Complete = onWave3Complete
|
||||
this.onAllWavesComplete = onAllWavesComplete
|
||||
this.onDestroyRandomTower = onDestroyRandomTower
|
||||
}
|
||||
|
||||
get totalWaves(): number {
|
||||
return WAVE_CONFIG.length
|
||||
}
|
||||
|
||||
startNextWave(): void {
|
||||
if (this.isSpawning || this.currentWave >= WAVE_CONFIG.length) return
|
||||
const config = WAVE_CONFIG[this.currentWave]
|
||||
this.currentWave++
|
||||
this.isSpawning = true
|
||||
this.spawnWave(config)
|
||||
}
|
||||
|
||||
private spawnWave(config: WaveConfig): void {
|
||||
// 将所有怪物组展开为按时间排列的生成序列
|
||||
const spawnQueue: { type: EnemyGroup['type']; delay: number }[] = []
|
||||
for (const group of config.enemies) {
|
||||
for (let i = 0; i < group.count; i++) {
|
||||
spawnQueue.push({ type: group.type, delay: group.interval * i })
|
||||
}
|
||||
}
|
||||
// 按 delay 升序排列,同时生成
|
||||
spawnQueue.sort((a, b) => a.delay - b.delay)
|
||||
|
||||
let completed = 0
|
||||
for (const item of spawnQueue) {
|
||||
this.scene.time.delayedCall(item.delay, () => {
|
||||
this.spawnEnemy(item.type)
|
||||
completed++
|
||||
if (completed === spawnQueue.length) {
|
||||
this.isSpawning = false
|
||||
}
|
||||
})
|
||||
}
|
||||
|
||||
if (spawnQueue.length === 0) this.isSpawning = false
|
||||
}
|
||||
|
||||
private spawnEnemy(type: EnemyGroup['type']): EnemyBase {
|
||||
let enemy: EnemyBase
|
||||
const pts = [...this.pathPoints]
|
||||
|
||||
switch (type) {
|
||||
case 'OldEmployee':
|
||||
enemy = new OldEmployee(this.scene, pts)
|
||||
break
|
||||
case 'TroubleMaker':
|
||||
enemy = new TroubleMaker(this.scene, pts)
|
||||
break
|
||||
case 'BossVP':
|
||||
enemy = new BossVP(this.scene, pts, this.onDestroyRandomTower)
|
||||
break
|
||||
default:
|
||||
enemy = new FreshGraduate(this.scene, pts)
|
||||
}
|
||||
|
||||
// 随机显示语录
|
||||
this.scene.time.delayedCall(1000 + Math.random() * 2000, () => {
|
||||
if (!enemy.isDead) enemy.showQuote()
|
||||
})
|
||||
|
||||
this.activeEnemies.push(enemy)
|
||||
return enemy
|
||||
}
|
||||
|
||||
update(delta: number): void {
|
||||
for (let i = this.activeEnemies.length - 1; i >= 0; i--) {
|
||||
const e = this.activeEnemies[i]
|
||||
if (e.isDead) {
|
||||
this.activeEnemies.splice(i, 1)
|
||||
continue
|
||||
}
|
||||
e.update(delta)
|
||||
}
|
||||
|
||||
// 检查第3波完成后触发周报
|
||||
if (
|
||||
this.currentWave === 3 &&
|
||||
!this.isSpawning &&
|
||||
this.activeEnemies.length === 0 &&
|
||||
!this.wave3Completed
|
||||
) {
|
||||
this.wave3Completed = true
|
||||
this.onWave3Complete?.()
|
||||
}
|
||||
|
||||
// 检查全部波次完成
|
||||
if (
|
||||
this.currentWave >= WAVE_CONFIG.length &&
|
||||
!this.isSpawning &&
|
||||
this.activeEnemies.length === 0
|
||||
) {
|
||||
this.onAllWavesComplete?.()
|
||||
}
|
||||
}
|
||||
|
||||
getAllActiveEnemies(): EnemyBase[] {
|
||||
return this.activeEnemies
|
||||
}
|
||||
|
||||
hasMoreWaves(): boolean {
|
||||
return this.currentWave < WAVE_CONFIG.length
|
||||
}
|
||||
|
||||
getCurrentWaveNumber(): number {
|
||||
return this.currentWave
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user