feat(enemies): 实现怪物基类与4种怪物及波次管理器
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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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