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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179
game/mapRenderer.ts
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179
game/mapRenderer.ts
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import type Phaser from 'phaser'
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import {
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MAP_COLS,
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MAP_ROWS,
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GAME_WIDTH,
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HUD_HEIGHT,
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PATH_WAYPOINTS,
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COLOR_PATH,
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COLOR_BUILDABLE,
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COLOR_HOVER,
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COLOR_BORDER,
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MAP_LABELS,
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INITIAL_KPI,
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} from './constants'
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/** 将折线关键坐标点展开为完整路径格子集合 */
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export function buildPathTiles(
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waypoints: readonly { x: number; y: number }[]
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): Set<string> {
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const tiles = new Set<string>()
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for (let i = 0; i < waypoints.length - 1; i++) {
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const from = waypoints[i]
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const to = waypoints[i + 1]
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if (from.x === to.x) {
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const minY = Math.min(from.y, to.y)
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const maxY = Math.max(from.y, to.y)
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for (let y = minY; y <= maxY; y++) tiles.add(`${from.x},${y}`)
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} else {
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const minX = Math.min(from.x, to.x)
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const maxX = Math.max(from.x, to.x)
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for (let x = minX; x <= maxX; x++) tiles.add(`${x},${from.y}`)
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}
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}
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return tiles
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}
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export const PATH_TILES = buildPathTiles(PATH_WAYPOINTS)
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/** 计算格子尺寸 */
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export function getCellSize() {
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const cellW = Math.floor(GAME_WIDTH / MAP_COLS)
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const cellH = Math.floor((720 - HUD_HEIGHT) / MAP_ROWS)
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return { cellW, cellH }
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}
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/**
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* 绘制所有地图格子
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*/
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export function drawAllTiles(
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g: Phaser.GameObjects.Graphics,
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hovered: { col: number; row: number } | null
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): void {
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const { cellW, cellH } = getCellSize()
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g.clear()
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for (let row = 0; row < MAP_ROWS; row++) {
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for (let col = 0; col < MAP_COLS; col++) {
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const isPath = PATH_TILES.has(`${col},${row}`)
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const isHovered =
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!isPath && hovered !== null &&
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hovered.col === col && hovered.row === row
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const fillColor = isPath
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? COLOR_PATH
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: isHovered ? COLOR_HOVER : COLOR_BUILDABLE
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const x = col * cellW
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const y = HUD_HEIGHT + row * cellH
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g.fillStyle(fillColor, 1)
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g.fillRect(x + 1, y + 1, cellW - 2, cellH - 2)
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g.lineStyle(1, COLOR_BORDER, 0.6)
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g.strokeRect(x, y, cellW, cellH)
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}
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}
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}
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/**
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* 渲染地图装饰性标签
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*/
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export function renderMapLabels(scene: Phaser.Scene): void {
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const { cellW, cellH } = getCellSize()
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for (const label of MAP_LABELS) {
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const x = label.col * cellW + cellW / 2
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const y = HUD_HEIGHT + label.row * cellH + cellH / 2
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scene.add
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.text(x, y, label.text, {
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fontFamily: 'VT323, monospace',
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fontSize: '14px',
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color: '#A78BFA',
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})
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.setOrigin(0.5, 0.5)
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.setAlpha(0.5)
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}
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}
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/** HUD 进度条参数 */
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export const BAR_W = 300
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export const BAR_H = 16
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export const BAR_X = (GAME_WIDTH - BAR_W) / 2
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export const BAR_Y = (HUD_HEIGHT - BAR_H) / 2
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/**
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* 渲染顶部 HUD 区域,返回可更新的 Graphics 和 Text 对象
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*/
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export function renderHUD(scene: Phaser.Scene): {
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kpiBar: Phaser.GameObjects.Graphics
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kpiText: Phaser.GameObjects.Text
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hcText: Phaser.GameObjects.Text
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} {
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// HUD 背景
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const hudBg = scene.add.graphics()
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hudBg.fillStyle(0x0a1628, 0.92)
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hudBg.fillRect(0, 0, GAME_WIDTH, HUD_HEIGHT)
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hudBg.lineStyle(1, 0x1e3a5f, 1)
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hudBg.strokeRect(0, 0, GAME_WIDTH, HUD_HEIGHT)
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// 左侧标题
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scene.add.text(16, HUD_HEIGHT / 2, '大厂保卫战', {
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fontFamily: "'Press Start 2P', monospace",
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fontSize: '10px',
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color: '#A78BFA',
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}).setOrigin(0, 0.5)
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// KPI 标签
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scene.add.text(BAR_X - 8, HUD_HEIGHT / 2, 'KPI', {
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fontFamily: "'Press Start 2P', monospace",
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fontSize: '8px',
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color: '#E2E8F0',
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}).setOrigin(1, 0.5)
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// 进度条背景轨道
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const trackBar = scene.add.graphics()
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trackBar.fillStyle(0x1a1a2e, 1)
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trackBar.fillRect(BAR_X, BAR_Y, BAR_W, BAR_H)
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trackBar.lineStyle(1, 0x7c3aed, 0.6)
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trackBar.strokeRect(BAR_X, BAR_Y, BAR_W, BAR_H)
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// KPI 进度前景
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const kpiBar = scene.add.graphics()
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updateKPIBar(kpiBar, INITIAL_KPI)
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// KPI 百分比文字
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const kpiText = scene.add.text(
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BAR_X + BAR_W / 2, HUD_HEIGHT / 2,
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`${INITIAL_KPI}%`,
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{
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fontFamily: "'Press Start 2P', monospace",
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fontSize: '8px',
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color: '#E2E8F0',
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}
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).setOrigin(0.5, 0.5).setDepth(1)
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// 右侧 HC 数值
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const hcText = scene.add.text(
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GAME_WIDTH - 16, HUD_HEIGHT / 2,
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`HC: 200`,
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{
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fontFamily: "'Press Start 2P', monospace",
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fontSize: '10px',
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color: '#A78BFA',
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}
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).setOrigin(1, 0.5)
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return { kpiBar, kpiText, hcText }
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}
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/**
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* 更新 KPI 进度条(颜色随数值变化:绿→黄→红)
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*/
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export function updateKPIBar(
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kpiBar: Phaser.GameObjects.Graphics,
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kpi: number
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): void {
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kpiBar.clear()
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const color = kpi > 60 ? 0x22c55e : kpi > 30 ? 0xf59e0b : 0xef4444
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kpiBar.fillStyle(color, 1)
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kpiBar.fillRect(BAR_X + 1, BAR_Y + 1, (BAR_W - 2) * (kpi / 100), BAR_H - 2)
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}
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