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)
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148
game/GameScene.ts
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148
game/GameScene.ts
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import type Phaser from 'phaser'
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import { MAP_COLS, MAP_ROWS, HUD_HEIGHT, GAME_HEIGHT, GAME_WIDTH } from './constants'
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import { GameManager } from './GameManager'
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import {
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PATH_TILES,
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getCellSize,
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drawAllTiles,
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renderMapLabels,
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renderHUD,
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updateKPIBar,
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BAR_X,
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BAR_Y,
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BAR_W,
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BAR_H,
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} from './mapRenderer'
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/**
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* 创建主游戏场景类(工厂函数,接收动态导入的 Phaser 实例)
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* 这样可以保证 SSR 安全(只在客户端执行)
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*/
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export function createGameScene(PhaserLib: typeof Phaser): typeof Phaser.Scene {
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class GameScene extends PhaserLib.Scene {
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private manager!: GameManager
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private kpiBar!: Phaser.GameObjects.Graphics
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private kpiText!: Phaser.GameObjects.Text
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private hcText!: Phaser.GameObjects.Text
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private hoveredTile: { col: number; row: number } | null = null
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private tileGraphics!: Phaser.GameObjects.Graphics
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constructor() {
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super({ key: 'GameScene' })
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}
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create(): void {
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this.manager = GameManager.getInstance()
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this.manager.reset()
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this.manager.gameState = 'playing'
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// 渲染地图
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this.tileGraphics = this.add.graphics()
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drawAllTiles(this.tileGraphics, null)
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// 地图装饰标签
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renderMapLabels(this)
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// HUD(在地图之上)
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const hud = renderHUD(this)
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this.kpiBar = hud.kpiBar
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this.kpiText = hud.kpiText
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this.hcText = hud.hcText
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// 鼠标交互
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this.setupInteraction()
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// GameManager 事件回调 → 更新 HUD
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this.manager.onKPIChange.push((kpi: number) => {
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updateKPIBar(this.kpiBar, kpi)
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this.kpiText.setText(`${kpi}%`)
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})
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this.manager.onHCChange.push((hc: number) => {
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this.hcText.setText(`HC: ${hc}`)
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})
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}
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/** 注册鼠标悬停 + 点击事件 */
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private setupInteraction(): void {
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const { cellW, cellH } = getCellSize()
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this.input.on(
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'pointermove',
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(pointer: Phaser.Input.Pointer) => {
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const col = Math.floor(pointer.x / cellW)
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const row = Math.floor((pointer.y - HUD_HEIGHT) / cellH)
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if (col >= 0 && col < MAP_COLS && row >= 0 && row < MAP_ROWS) {
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if (!PATH_TILES.has(`${col},${row}`)) {
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if (
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!this.hoveredTile ||
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this.hoveredTile.col !== col ||
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this.hoveredTile.row !== row
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) {
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this.hoveredTile = { col, row }
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drawAllTiles(this.tileGraphics, this.hoveredTile)
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}
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return
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}
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}
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if (this.hoveredTile !== null) {
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this.hoveredTile = null
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drawAllTiles(this.tileGraphics, null)
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}
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}
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)
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this.input.on(
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'pointerdown',
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(pointer: Phaser.Input.Pointer) => {
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const col = Math.floor(pointer.x / cellW)
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const row = Math.floor((pointer.y - HUD_HEIGHT) / cellH)
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if (
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col >= 0 && col < MAP_COLS &&
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row >= 0 && row < MAP_ROWS &&
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!PATH_TILES.has(`${col},${row}`)
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) {
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this.showBuildPrompt(col, row, cellW, cellH)
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}
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}
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)
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}
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/** 点击可建格子时的占位提示(Phase 1) */
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private showBuildPrompt(
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col: number,
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row: number,
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cellW: number,
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cellH: number
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): void {
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const x = col * cellW + cellW / 2
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const y = HUD_HEIGHT + row * cellH + cellH / 2
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const tip = this.add
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.text(x, y - 20, '建塔 (即将开放)', {
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fontFamily: 'VT323, monospace',
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fontSize: '18px',
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color: '#F43F5E',
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backgroundColor: '#0a1628',
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padding: { x: 8, y: 4 },
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})
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.setOrigin(0.5, 1)
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.setDepth(20)
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this.time.delayedCall(1500, () => {
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tip.destroy()
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})
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}
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}
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// 避免 unused variable 警告
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void MAP_ROWS
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void GAME_HEIGHT
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void GAME_WIDTH
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void BAR_X
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void BAR_Y
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void BAR_W
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void BAR_H
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return GameScene
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}
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