feat(enemies): 实现怪物基类与4种怪物及波次管理器

This commit is contained in:
Cloud Bot
2026-03-21 08:04:11 +00:00
parent 84816cf39e
commit 6a21ece3ee
6 changed files with 661 additions and 0 deletions

113
game/enemies/BossVP.ts Normal file
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import type Phaser from 'phaser'
import { EnemyBase, type PathPoint } from './EnemyBase'
const QUOTES = [
'我来教大家怎么做事',
'你们缺乏战略眼光',
'这不是执行力的问题',
]
export class BossVP extends EnemyBase {
private skillTimer: number = 20000
private onDestroyTower?: () => void
constructor(
scene: Phaser.Scene,
pathPoints: PathPoint[],
onDestroyTower?: () => void
) {
super(scene, pathPoints, 800, 40, 30, 150)
this.onDestroyTower = onDestroyTower
this.drawSprite()
// BOSS 出现时全屏红色闪光
scene.cameras.main.flash(800, 255, 0, 0, false)
this.showBossAlert()
}
private showBossAlert(): void {
const alert = this.scene.add
.text(640, 360, '⚠ 空降VP来袭⚠', {
fontFamily: 'VT323, monospace',
fontSize: '36px',
color: '#FBBF24',
backgroundColor: '#7F1D1D',
padding: { x: 16, y: 8 },
})
.setOrigin(0.5, 0.5)
.setDepth(50)
this.scene.tweens.add({
targets: alert,
alpha: 0,
duration: 2500,
delay: 500,
onComplete: () => alert.destroy(),
})
}
drawSprite(): void {
if (!this.sprite) return
this.sprite.clear()
// 金色六边形
this.sprite.fillStyle(0xfbbf24, 1)
const r = 22
this.sprite.fillPoints(this.hexPoints(r), true)
// 金色外框
this.sprite.lineStyle(3, 0xf59e0b, 1)
this.sprite.strokePoints(this.hexPoints(r + 4), false)
// 内部颜色
this.sprite.fillStyle(0xd97706, 1)
this.sprite.fillCircle(0, 0, 8)
this.sprite.setDepth(12)
this.sprite.setPosition(this.x, this.y)
}
private hexPoints(r: number): Phaser.Types.Math.Vector2Like[] {
const pts: Phaser.Types.Math.Vector2Like[] = []
for (let i = 0; i < 6; i++) {
const angle = (Math.PI / 3) * i - Math.PI / 6
pts.push({ x: Math.cos(angle) * r, y: Math.sin(angle) * r })
}
return pts
}
override update(delta: number): void {
if (this.isDead) return
super.update(delta)
this.skillTimer -= delta
if (this.skillTimer <= 0) {
this.skillTimer = 20000
this.triggerOrgRestructure()
}
// 重绘六边形到新位置
this.drawSprite()
}
private triggerOrgRestructure(): void {
// 组织架构调整:随机摧毁一个防御塔
if (this.onDestroyTower) {
this.onDestroyTower()
}
const txt = this.scene.add
.text(this.x, this.y - 40, '组织架构调整!', {
fontFamily: 'VT323, monospace',
fontSize: '18px',
color: '#FBBF24',
backgroundColor: '#7C2D12',
padding: { x: 6, y: 3 },
})
.setOrigin(0.5, 1)
.setDepth(25)
this.scene.tweens.add({
targets: txt,
y: this.y - 70,
alpha: 0,
duration: 2000,
onComplete: () => txt.destroy(),
})
}
getQuote(): string {
return QUOTES[Math.floor(Math.random() * QUOTES.length)]
}
}

249
game/enemies/EnemyBase.ts Normal file
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import type Phaser from 'phaser'
import { GameManager } from '../GameManager'
import { TILE_SIZE, HUD_HEIGHT, PATH_WAYPOINTS } from '../constants'
export interface PathPoint {
x: number
y: number
}
/** 将格子坐标转换为像素坐标(格子中心) */
function gridToPixel(gx: number, gy: number): PathPoint {
return {
x: gx * TILE_SIZE + TILE_SIZE / 2,
y: gy * TILE_SIZE + TILE_SIZE / 2 + HUD_HEIGHT,
}
}
/** 将 PATH_WAYPOINTS 扩展为完整转折路径(去重相邻相同点) */
export function buildFullPath(): PathPoint[] {
const points: PathPoint[] = []
for (let i = 0; i < PATH_WAYPOINTS.length - 1; i++) {
const from = gridToPixel(PATH_WAYPOINTS[i].x, PATH_WAYPOINTS[i].y)
const to = gridToPixel(PATH_WAYPOINTS[i + 1].x, PATH_WAYPOINTS[i + 1].y)
points.push(from)
points.push(to)
}
return points.filter(
(p, i, arr) => i === 0 || p.x !== arr[i - 1].x || p.y !== arr[i - 1].y
)
}
export interface DotEffect {
damage: number
duration: number
timer: number
}
export abstract class EnemyBase {
protected scene: Phaser.Scene
public sprite!: Phaser.GameObjects.Graphics
protected healthBar!: Phaser.GameObjects.Graphics
protected quoteText!: Phaser.GameObjects.Text
public maxHp: number
public hp: number
public speed: number
public readonly kpiDamage: number
public readonly hcReward: number
protected pathPoints: PathPoint[]
protected currentPathIndex: number = 0
protected x: number = 0
protected y: number = 0
public isDead: boolean = false
public isActive: boolean = true
get pathProgress(): number {
return this.currentPathIndex
}
public dotEffects: DotEffect[] = []
public slowEffect: number = 0
public slowTimer: number = 0
public shieldCount: number = 0
constructor(
scene: Phaser.Scene,
pathPoints: PathPoint[],
maxHp: number,
speed: number,
kpiDamage: number,
hcReward: number
) {
this.scene = scene
this.pathPoints = pathPoints
this.maxHp = maxHp
this.hp = maxHp
this.speed = speed
this.kpiDamage = kpiDamage
this.hcReward = hcReward
if (pathPoints.length > 0) {
this.x = pathPoints[0].x
this.y = pathPoints[0].y
}
this.sprite = scene.add.graphics()
this.healthBar = scene.add.graphics()
this.quoteText = scene.add
.text(this.x, this.y - 30, this.getQuote(), {
fontFamily: 'VT323, monospace',
fontSize: '12px',
color: '#FFFFFF',
backgroundColor: 'rgba(0,0,0,0.6)',
padding: { x: 3, y: 2 },
})
.setOrigin(0.5, 1)
.setDepth(15)
.setAlpha(0)
this.drawSprite()
this.drawHealthBar()
}
update(delta: number): void {
if (this.isDead || !this.isActive) return
this.processDOT(delta)
if (this.slowTimer > 0) {
this.slowTimer -= delta
if (this.slowTimer <= 0) this.slowEffect = 0
}
this.moveAlongPath(delta)
this.drawHealthBar()
this.sprite.setPosition(this.x, this.y)
}
protected processDOT(delta: number): void {
for (let i = this.dotEffects.length - 1; i >= 0; i--) {
const dot = this.dotEffects[i]
dot.timer -= delta
const tickDamage = (dot.damage / 1000) * delta
this.hp -= tickDamage
if (this.hp <= 0) {
this.die()
return
}
if (dot.timer <= 0) {
this.dotEffects.splice(i, 1)
}
}
}
protected moveAlongPath(delta: number): void {
if (this.currentPathIndex >= this.pathPoints.length - 1) {
this.reachEnd()
return
}
const target = this.pathPoints[this.currentPathIndex + 1]
const currentSpeed = this.speed * (1 - this.slowEffect)
const distance = (currentSpeed * delta) / 1000
const dx = target.x - this.x
const dy = target.y - this.y
const dist = Math.sqrt(dx * dx + dy * dy)
if (dist <= distance) {
this.x = target.x
this.y = target.y
this.currentPathIndex++
} else {
this.x += (dx / dist) * distance
this.y += (dy / dist) * distance
}
}
protected drawHealthBar(): void {
this.healthBar.clear()
const bw = 30
const bh = 4
const bx = this.x - bw / 2
const by = this.y - 20
const ratio = Math.max(0, this.hp / this.maxHp)
const color = ratio > 0.5 ? 0x22c55e : ratio > 0.25 ? 0xf59e0b : 0xef4444
this.healthBar.fillStyle(0x374151, 1)
this.healthBar.fillRect(bx, by, bw, bh)
this.healthBar.fillStyle(color, 1)
this.healthBar.fillRect(bx, by, bw * ratio, bh)
this.healthBar.setDepth(14)
}
takeDamage(damage: number): void {
if (this.isDead) return
if (this.shieldCount > 0) {
this.shieldCount--
this.showShieldBlock()
return
}
this.hp -= damage
this.drawHealthBar()
if (this.hp <= 0) {
this.die()
}
}
private showShieldBlock(): void {
const txt = this.scene.add
.text(this.x, this.y - 35, '护盾!', {
fontFamily: 'VT323, monospace',
fontSize: '14px',
color: '#93C5FD',
})
.setOrigin(0.5, 1)
.setDepth(20)
this.scene.tweens.add({
targets: txt,
y: this.y - 55,
alpha: 0,
duration: 800,
onComplete: () => txt.destroy(),
})
}
addDOT(damage: number, duration: number): void {
this.dotEffects.push({ damage, duration, timer: duration })
}
addSlow(percent: number, duration: number): void {
this.slowEffect = Math.max(this.slowEffect, percent)
this.slowTimer = Math.max(this.slowTimer, duration)
}
protected die(): void {
if (this.isDead) return
this.isDead = true
const manager = GameManager.getInstance()
manager.addHC(this.hcReward)
this.onDeath()
this.destroy()
}
protected reachEnd(): void {
if (this.isDead) return
const manager = GameManager.getInstance()
manager.reduceKPI(this.kpiDamage)
this.isDead = true
this.destroy()
}
protected onDeath(): void {}
/** 显示头顶语录(短暂) */
showQuote(): void {
this.quoteText.setText(this.getQuote())
this.quoteText.setAlpha(1)
this.scene.time.delayedCall(1500, () => {
if (this.quoteText) this.quoteText.setAlpha(0)
})
}
abstract drawSprite(): void
abstract getQuote(): string
destroy(): void {
this.sprite?.destroy()
this.healthBar?.destroy()
this.quoteText?.destroy()
}
}

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import type Phaser from 'phaser'
import { EnemyBase, type PathPoint } from './EnemyBase'
const QUOTES = ['求转正!', '我愿意加班!', '卷!卷!卷!']
export class FreshGraduate extends EnemyBase {
constructor(scene: Phaser.Scene, pathPoints: PathPoint[]) {
super(scene, pathPoints, 30, 120, 2, 10)
this.drawSprite()
}
drawSprite(): void {
if (!this.sprite) return
this.sprite.clear()
this.sprite.fillStyle(0x86efac, 1)
this.sprite.fillCircle(0, 0, 8)
this.sprite.setDepth(10)
this.sprite.setPosition(this.x, this.y)
}
getQuote(): string {
return QUOTES[Math.floor(Math.random() * QUOTES.length)]
}
}

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import type Phaser from 'phaser'
import { EnemyBase, type PathPoint } from './EnemyBase'
const QUOTES = ['我为公司立过功!', '我有10年经验', '年龄不是问题!']
export class OldEmployee extends EnemyBase {
constructor(scene: Phaser.Scene, pathPoints: PathPoint[]) {
super(scene, pathPoints, 150, 50, 8, 30)
this.shieldCount = 3
this.drawSprite()
}
drawSprite(): void {
if (!this.sprite) return
this.sprite.clear()
// 大蓝方块
this.sprite.fillStyle(0x93c5fd, 1)
this.sprite.fillRect(-10, -10, 20, 20)
// 护盾外框(金色)
this.sprite.lineStyle(2, 0xfbbf24, 0.8)
this.sprite.strokeRect(-12, -12, 24, 24)
this.sprite.setDepth(10)
this.sprite.setPosition(this.x, this.y)
}
override drawHealthBar(): void {
super.drawHealthBar()
// 绘制护盾数量标记
if (!this.healthBar) return
for (let i = 0; i < this.shieldCount; i++) {
this.healthBar.fillStyle(0xfbbf24, 1)
this.healthBar.fillRect(this.x - 15 + i * 11, this.y - 28, 8, 4)
}
}
getQuote(): string {
return QUOTES[Math.floor(Math.random() * QUOTES.length)]
}
}

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import type Phaser from 'phaser'
import { EnemyBase, type PathPoint } from './EnemyBase'
import { GameManager } from '../GameManager'
const QUOTES = ['录音笔已开启', '这是违法的!', '我要仲裁!']
export class TroubleMaker extends EnemyBase {
constructor(scene: Phaser.Scene, pathPoints: PathPoint[]) {
super(scene, pathPoints, 80, 80, 5, 20)
this.drawSprite()
}
drawSprite(): void {
if (!this.sprite) return
this.sprite.clear()
// 三角形(叹号形状)
this.sprite.fillStyle(0xfca5a5, 1)
this.sprite.fillTriangle(0, -14, -12, 10, 12, 10)
// 叹号
this.sprite.fillStyle(0x7f1d1d, 1)
this.sprite.fillRect(-2, -6, 4, 8)
this.sprite.fillRect(-2, 6, 4, 4)
this.sprite.setDepth(10)
this.sprite.setPosition(this.x, this.y)
}
protected override onDeath(): void {
// 劳动仲裁:死亡时扣玩家 20 HC
const manager = GameManager.getInstance()
manager.spendHC(20)
// 显示提示文字
const txt = this.scene.add
.text(this.x, this.y - 20, '劳动仲裁! -20HC', {
fontFamily: 'VT323, monospace',
fontSize: '16px',
color: '#FCA5A5',
backgroundColor: '#7F1D1D',
padding: { x: 4, y: 2 },
})
.setOrigin(0.5, 1)
.setDepth(25)
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)]
}
}

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game/enemies/WaveManager.ts Normal file
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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
}
}