feat(game): 创建游戏核心框架(常量、配置、状态管理、地图渲染、主场景)

This commit is contained in:
Cloud Bot
2026-03-21 07:56:48 +00:00
parent 80024a5200
commit 85377f1cb2
5 changed files with 489 additions and 0 deletions

96
game/GameManager.ts Normal file
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import {
INITIAL_HC,
INITIAL_KPI,
} from './constants'
type GameState = 'idle' | 'playing' | 'paused' | 'victory' | 'defeat'
/**
* 游戏状态管理器(单例)
* 负责管理 HC人才储备、KPI、波次状态并通过回调事件通知 Scene
*/
export class GameManager {
private static instance: GameManager
public hc: number = INITIAL_HC
public kpi: number = INITIAL_KPI
public currentWave: number = 0
public gameState: GameState = 'idle'
// 事件回调Scene 通过这些 hook 更新 HUD
public onHCChange: ((hc: number) => void)[] = []
public onKPIChange: ((kpi: number) => void)[] = []
public onGameOver: (() => void)[] = []
public onVictory: (() => void)[] = []
private constructor() {}
static getInstance(): GameManager {
if (!GameManager.instance) {
GameManager.instance = new GameManager()
}
return GameManager.instance
}
/** 重置游戏状态(新局开始时调用) */
reset(): void {
this.hc = INITIAL_HC
this.kpi = INITIAL_KPI
this.currentWave = 0
this.gameState = 'idle'
this.onHCChange = []
this.onKPIChange = []
this.onGameOver = []
this.onVictory = []
}
/**
* 扣除 HC余额不足时返回 false
* @param amount 扣除数量
*/
spendHC(amount: number): boolean {
if (this.hc < amount) return false
this.hc -= amount
this.onHCChange.forEach(cb => cb(this.hc))
return true
}
/**
* 增加 HC
* @param amount 增加数量
*/
addHC(amount: number): void {
this.hc += amount
this.onHCChange.forEach(cb => cb(this.hc))
}
/**
* 减少 KPI归零时触发 GameOver
* @param amount 减少数量
*/
reduceKPI(amount: number): void {
this.kpi = Math.max(0, this.kpi - amount)
this.onKPIChange.forEach(cb => cb(this.kpi))
if (this.kpi <= 0 && this.gameState === 'playing') {
this.gameState = 'defeat'
this.onGameOver.forEach(cb => cb())
}
}
/**
* 增加 KPI不超过 100
* @param amount 增加数量
*/
addKPI(amount: number): void {
this.kpi = Math.min(100, this.kpi + amount)
this.onKPIChange.forEach(cb => cb(this.kpi))
}
/** 触发胜利 */
triggerVictory(): void {
if (this.gameState === 'playing') {
this.gameState = 'victory'
this.onVictory.forEach(cb => cb())
}
}
}

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game/GameScene.ts Normal file
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import type Phaser from 'phaser'
import { MAP_COLS, MAP_ROWS, HUD_HEIGHT, GAME_HEIGHT, GAME_WIDTH } from './constants'
import { GameManager } from './GameManager'
import {
PATH_TILES,
getCellSize,
drawAllTiles,
renderMapLabels,
renderHUD,
updateKPIBar,
BAR_X,
BAR_Y,
BAR_W,
BAR_H,
} from './mapRenderer'
/**
* 创建主游戏场景类(工厂函数,接收动态导入的 Phaser 实例)
* 这样可以保证 SSR 安全(只在客户端执行)
*/
export function createGameScene(PhaserLib: typeof Phaser): typeof Phaser.Scene {
class GameScene extends PhaserLib.Scene {
private manager!: GameManager
private kpiBar!: Phaser.GameObjects.Graphics
private kpiText!: Phaser.GameObjects.Text
private hcText!: Phaser.GameObjects.Text
private hoveredTile: { col: number; row: number } | null = null
private tileGraphics!: Phaser.GameObjects.Graphics
constructor() {
super({ key: 'GameScene' })
}
create(): void {
this.manager = GameManager.getInstance()
this.manager.reset()
this.manager.gameState = 'playing'
// 渲染地图
this.tileGraphics = this.add.graphics()
drawAllTiles(this.tileGraphics, null)
// 地图装饰标签
renderMapLabels(this)
// HUD在地图之上
const hud = renderHUD(this)
this.kpiBar = hud.kpiBar
this.kpiText = hud.kpiText
this.hcText = hud.hcText
// 鼠标交互
this.setupInteraction()
// GameManager 事件回调 → 更新 HUD
this.manager.onKPIChange.push((kpi: number) => {
updateKPIBar(this.kpiBar, kpi)
this.kpiText.setText(`${kpi}%`)
})
this.manager.onHCChange.push((hc: number) => {
this.hcText.setText(`HC: ${hc}`)
})
}
/** 注册鼠标悬停 + 点击事件 */
private setupInteraction(): void {
const { cellW, cellH } = getCellSize()
this.input.on(
'pointermove',
(pointer: Phaser.Input.Pointer) => {
const col = Math.floor(pointer.x / cellW)
const row = Math.floor((pointer.y - HUD_HEIGHT) / cellH)
if (col >= 0 && col < MAP_COLS && row >= 0 && row < MAP_ROWS) {
if (!PATH_TILES.has(`${col},${row}`)) {
if (
!this.hoveredTile ||
this.hoveredTile.col !== col ||
this.hoveredTile.row !== row
) {
this.hoveredTile = { col, row }
drawAllTiles(this.tileGraphics, this.hoveredTile)
}
return
}
}
if (this.hoveredTile !== null) {
this.hoveredTile = null
drawAllTiles(this.tileGraphics, null)
}
}
)
this.input.on(
'pointerdown',
(pointer: Phaser.Input.Pointer) => {
const col = Math.floor(pointer.x / cellW)
const row = Math.floor((pointer.y - HUD_HEIGHT) / cellH)
if (
col >= 0 && col < MAP_COLS &&
row >= 0 && row < MAP_ROWS &&
!PATH_TILES.has(`${col},${row}`)
) {
this.showBuildPrompt(col, row, cellW, cellH)
}
}
)
}
/** 点击可建格子时的占位提示Phase 1 */
private showBuildPrompt(
col: number,
row: number,
cellW: number,
cellH: number
): void {
const x = col * cellW + cellW / 2
const y = HUD_HEIGHT + row * cellH + cellH / 2
const tip = this.add
.text(x, y - 20, '建塔 (即将开放)', {
fontFamily: 'VT323, monospace',
fontSize: '18px',
color: '#F43F5E',
backgroundColor: '#0a1628',
padding: { x: 8, y: 4 },
})
.setOrigin(0.5, 1)
.setDepth(20)
this.time.delayedCall(1500, () => {
tip.destroy()
})
}
}
// 避免 unused variable 警告
void MAP_ROWS
void GAME_HEIGHT
void GAME_WIDTH
void BAR_X
void BAR_Y
void BAR_W
void BAR_H
return GameScene
}

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game/config.ts Normal file
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import type Phaser from 'phaser'
import { GAME_WIDTH, GAME_HEIGHT } from './constants'
/**
* 创建 Phaser 游戏配置
* 注意:此文件只在客户端(动态 import 后)执行,不会在 SSR 中运行
* @param containerId HTML 容器元素的 id
*/
export function createGameConfig(containerId: string): Phaser.Types.Core.GameConfig {
return {
type: (globalThis as typeof globalThis & { Phaser?: { AUTO: number } }).Phaser?.AUTO ?? 0,
width: GAME_WIDTH,
height: GAME_HEIGHT,
parent: containerId,
backgroundColor: '#0a1628',
scale: {
mode: 3, // Phaser.Scale.FIT = 3
autoCenter: 1, // Phaser.Scale.CENTER_BOTH = 1
},
scene: [], // 场景在 GamePage 中动态注入
physics: {
default: 'arcade',
arcade: { debug: false },
},
}
}

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game/constants.ts Normal file
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// 游戏地图常量
export const MAP_COLS = 16
export const MAP_ROWS = 12
export const TILE_SIZE = 80 // 每格80px总计 1280x960Phaser 会缩放适配
export const GAME_WIDTH = 1280
export const GAME_HEIGHT = 720
// HUD 高度(顶部状态栏)
export const HUD_HEIGHT = 60
// S型路径折线关键坐标点
// 路径:从左侧(0,2) → 右至(11,2) → 下至(11,9) → 右至(15,9)
export const PATH_WAYPOINTS = [
{ x: 0, y: 2 },
{ x: 11, y: 2 },
{ x: 11, y: 9 },
{ x: 15, y: 9 },
] as const
// 游戏初始数值
export const INITIAL_HC = 200
export const INITIAL_KPI = 100
export const STAMINA_MAX = 100
export const STAMINA_REGEN = 5 // 每秒恢复量
export const COFFEE_COST = 10 // 瑞幸咖啡 HC 成本
// 颜色常量Phaser 使用 0x 十六进制)
export const COLOR_PATH = 0x3d2b1f // 路径格子:深褐色
export const COLOR_BUILDABLE = 0x1e3a5f // 可建塔格子:深蓝色
export const COLOR_HOVER = 0x2d5a8e // 悬停高亮:亮蓝色
export const COLOR_BORDER = 0x0a1628 // 格子边框:深夜蓝
export const COLOR_HUD_BG = 0x0a1628 // HUD 背景色
// 地图装饰性标记文字
export const MAP_LABELS: { col: number; row: number; text: string }[] = [
{ col: 2, row: 5, text: '面试间' },
{ col: 8, row: 5, text: '财务室' },
{ col: 4, row: 10, text: 'P8会议室' },
{ col: 13, row: 5, text: '茶水间' },
]

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game/mapRenderer.ts Normal file
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import type Phaser from 'phaser'
import {
MAP_COLS,
MAP_ROWS,
GAME_WIDTH,
HUD_HEIGHT,
PATH_WAYPOINTS,
COLOR_PATH,
COLOR_BUILDABLE,
COLOR_HOVER,
COLOR_BORDER,
MAP_LABELS,
INITIAL_KPI,
} from './constants'
/** 将折线关键坐标点展开为完整路径格子集合 */
export function buildPathTiles(
waypoints: readonly { x: number; y: number }[]
): Set<string> {
const tiles = new Set<string>()
for (let i = 0; i < waypoints.length - 1; i++) {
const from = waypoints[i]
const to = waypoints[i + 1]
if (from.x === to.x) {
const minY = Math.min(from.y, to.y)
const maxY = Math.max(from.y, to.y)
for (let y = minY; y <= maxY; y++) tiles.add(`${from.x},${y}`)
} else {
const minX = Math.min(from.x, to.x)
const maxX = Math.max(from.x, to.x)
for (let x = minX; x <= maxX; x++) tiles.add(`${x},${from.y}`)
}
}
return tiles
}
export const PATH_TILES = buildPathTiles(PATH_WAYPOINTS)
/** 计算格子尺寸 */
export function getCellSize() {
const cellW = Math.floor(GAME_WIDTH / MAP_COLS)
const cellH = Math.floor((720 - HUD_HEIGHT) / MAP_ROWS)
return { cellW, cellH }
}
/**
* 绘制所有地图格子
*/
export function drawAllTiles(
g: Phaser.GameObjects.Graphics,
hovered: { col: number; row: number } | null
): void {
const { cellW, cellH } = getCellSize()
g.clear()
for (let row = 0; row < MAP_ROWS; row++) {
for (let col = 0; col < MAP_COLS; col++) {
const isPath = PATH_TILES.has(`${col},${row}`)
const isHovered =
!isPath && hovered !== null &&
hovered.col === col && hovered.row === row
const fillColor = isPath
? COLOR_PATH
: isHovered ? COLOR_HOVER : COLOR_BUILDABLE
const x = col * cellW
const y = HUD_HEIGHT + row * cellH
g.fillStyle(fillColor, 1)
g.fillRect(x + 1, y + 1, cellW - 2, cellH - 2)
g.lineStyle(1, COLOR_BORDER, 0.6)
g.strokeRect(x, y, cellW, cellH)
}
}
}
/**
* 渲染地图装饰性标签
*/
export function renderMapLabels(scene: Phaser.Scene): void {
const { cellW, cellH } = getCellSize()
for (const label of MAP_LABELS) {
const x = label.col * cellW + cellW / 2
const y = HUD_HEIGHT + label.row * cellH + cellH / 2
scene.add
.text(x, y, label.text, {
fontFamily: 'VT323, monospace',
fontSize: '14px',
color: '#A78BFA',
})
.setOrigin(0.5, 0.5)
.setAlpha(0.5)
}
}
/** HUD 进度条参数 */
export const BAR_W = 300
export const BAR_H = 16
export const BAR_X = (GAME_WIDTH - BAR_W) / 2
export const BAR_Y = (HUD_HEIGHT - BAR_H) / 2
/**
* 渲染顶部 HUD 区域,返回可更新的 Graphics 和 Text 对象
*/
export function renderHUD(scene: Phaser.Scene): {
kpiBar: Phaser.GameObjects.Graphics
kpiText: Phaser.GameObjects.Text
hcText: Phaser.GameObjects.Text
} {
// HUD 背景
const hudBg = scene.add.graphics()
hudBg.fillStyle(0x0a1628, 0.92)
hudBg.fillRect(0, 0, GAME_WIDTH, HUD_HEIGHT)
hudBg.lineStyle(1, 0x1e3a5f, 1)
hudBg.strokeRect(0, 0, GAME_WIDTH, HUD_HEIGHT)
// 左侧标题
scene.add.text(16, HUD_HEIGHT / 2, '大厂保卫战', {
fontFamily: "'Press Start 2P', monospace",
fontSize: '10px',
color: '#A78BFA',
}).setOrigin(0, 0.5)
// KPI 标签
scene.add.text(BAR_X - 8, HUD_HEIGHT / 2, 'KPI', {
fontFamily: "'Press Start 2P', monospace",
fontSize: '8px',
color: '#E2E8F0',
}).setOrigin(1, 0.5)
// 进度条背景轨道
const trackBar = scene.add.graphics()
trackBar.fillStyle(0x1a1a2e, 1)
trackBar.fillRect(BAR_X, BAR_Y, BAR_W, BAR_H)
trackBar.lineStyle(1, 0x7c3aed, 0.6)
trackBar.strokeRect(BAR_X, BAR_Y, BAR_W, BAR_H)
// KPI 进度前景
const kpiBar = scene.add.graphics()
updateKPIBar(kpiBar, INITIAL_KPI)
// KPI 百分比文字
const kpiText = scene.add.text(
BAR_X + BAR_W / 2, HUD_HEIGHT / 2,
`${INITIAL_KPI}%`,
{
fontFamily: "'Press Start 2P', monospace",
fontSize: '8px',
color: '#E2E8F0',
}
).setOrigin(0.5, 0.5).setDepth(1)
// 右侧 HC 数值
const hcText = scene.add.text(
GAME_WIDTH - 16, HUD_HEIGHT / 2,
`HC: 200`,
{
fontFamily: "'Press Start 2P', monospace",
fontSize: '10px',
color: '#A78BFA',
}
).setOrigin(1, 0.5)
return { kpiBar, kpiText, hcText }
}
/**
* 更新 KPI 进度条(颜色随数值变化:绿→黄→红)
*/
export function updateKPIBar(
kpiBar: Phaser.GameObjects.Graphics,
kpi: number
): void {
kpiBar.clear()
const color = kpi > 60 ? 0x22c55e : kpi > 30 ? 0xf59e0b : 0xef4444
kpiBar.fillStyle(color, 1)
kpiBar.fillRect(BAR_X + 1, BAR_Y + 1, (BAR_W - 2) * (kpi / 100), BAR_H - 2)
}