import type Phaser from 'phaser' import { GameManager } from '../GameManager' import { TILE_SIZE, HUD_HEIGHT, COFFEE_COST, STAMINA_MAX, STAMINA_REGEN } from '../constants' import type { EnemyBase } from '../enemies/EnemyBase' export abstract class TowerBase { protected scene: Phaser.Scene public gridX: number public gridY: number protected sprite!: Phaser.GameObjects.Graphics protected staminaBar!: Phaser.GameObjects.Graphics public readonly cost: number public readonly attackRange: number public readonly attackDamage: number public readonly attackSpeed: number public readonly maxStamina: number = STAMINA_MAX public stamina: number = STAMINA_MAX protected attackCooldown: number = 0 protected staminaRegen: number = STAMINA_REGEN protected isActive: boolean = true // Pixel center position protected px: number protected py: number constructor( scene: Phaser.Scene, gridX: number, gridY: number, cost: number, attackRange: number, attackDamage: number, attackSpeed: number ) { this.scene = scene this.gridX = gridX this.gridY = gridY this.cost = cost this.attackRange = attackRange this.attackDamage = attackDamage this.attackSpeed = attackSpeed this.px = gridX * TILE_SIZE + TILE_SIZE / 2 this.py = gridY * TILE_SIZE + TILE_SIZE / 2 + HUD_HEIGHT this.sprite = scene.add.graphics() this.staminaBar = scene.add.graphics() this.drawSprite() this.updateStaminaBar() } update(delta: number, enemies: EnemyBase[]): void { this.attackCooldown -= delta if (this.stamina <= 0) { this.isActive = false } if (!this.isActive) { this.stamina = Math.min( this.maxStamina, this.stamina + (this.staminaRegen * delta) / 1000 ) if (this.stamina > 20) this.isActive = true this.updateStaminaBar() return } const target = this.findTarget(enemies) if (target && this.attackCooldown <= 0) { this.attack(target) this.stamina -= 5 this.attackCooldown = 1000 / this.attackSpeed this.updateStaminaBar() } else if (!target) { this.stamina = Math.min( this.maxStamina, this.stamina + (this.staminaRegen * delta) / 1000 ) this.updateStaminaBar() } } protected findTarget(enemies: EnemyBase[]): EnemyBase | null { const rangePx = this.attackRange * TILE_SIZE let best: EnemyBase | null = null let bestProgress = -1 for (const e of enemies) { if (e.isDead) continue const dx = e.sprite.x - this.px const dy = e.sprite.y - this.py const dist = Math.sqrt(dx * dx + dy * dy) if (dist <= rangePx) { // 优先选取路径进度最深的(模拟血量最多/威胁最大) const progress = e.pathProgress if (progress > bestProgress) { bestProgress = progress best = e } } } return best } protected updateStaminaBar(): void { this.staminaBar.clear() const bw = 40 const bh = 4 const bx = this.px - bw / 2 const by = this.py + TILE_SIZE / 2 - 8 this.staminaBar.fillStyle(0x374151, 1) this.staminaBar.fillRect(bx, by, bw, bh) this.staminaBar.fillStyle(0xf59e0b, 1) this.staminaBar.fillRect(bx, by, bw * (this.stamina / this.maxStamina), bh) this.staminaBar.setDepth(11) } buyCoffee(): boolean { const manager = GameManager.getInstance() if (manager.spendHC(COFFEE_COST)) { this.stamina = this.maxStamina this.isActive = true this.updateStaminaBar() return true } return false } getPixelCenter(): { x: number; y: number } { return { x: this.px, y: this.py } } abstract attack(target: EnemyBase): void abstract drawSprite(): void destroy(): void { this.sprite?.destroy() this.staminaBar?.destroy() } }