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() } }