165 lines
4.6 KiB
TypeScript
165 lines
4.6 KiB
TypeScript
import type Phaser from 'phaser'
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import { EnemyBase, buildFullPath, type PathPoint } from './EnemyBase'
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import { FreshGraduate } from './FreshGraduate'
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import { OldEmployee } from './OldEmployee'
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import { TroubleMaker } from './TroubleMaker'
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import { BossVP } from './BossVP'
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import type { WaveConfigEntry, DifficultyLevel } from '../data/mapConfigs'
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import { DIFFICULTY_MULTIPLIER } from '../data/mapConfigs'
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type EnemyType = 'FreshGraduate' | 'OldEmployee' | 'TroubleMaker' | 'BossVP'
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interface WaveCallbacks {
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onWaveComplete: () => void
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onAllWavesComplete: () => void
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onDestroyRandomTower: () => void
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}
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export class WaveManager {
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private scene: Phaser.Scene
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private activeEnemies: EnemyBase[] = []
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private pathPoints: PathPoint[]
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private currentWave: number = 0
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private isSpawning: boolean = false
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private waveConfigs: WaveConfigEntry[]
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private difficulty: DifficultyLevel
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private callbacks: WaveCallbacks
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private waveCompleteFired: boolean = false
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private allCompleteGuard: boolean = false
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constructor(
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scene: Phaser.Scene,
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waveConfigs: WaveConfigEntry[],
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difficulty: DifficultyLevel,
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callbacks: WaveCallbacks,
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waypoints?: readonly { x: number; y: number }[]
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) {
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this.scene = scene
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this.waveConfigs = waveConfigs
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this.difficulty = difficulty
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this.callbacks = callbacks
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this.pathPoints = buildFullPath(waypoints)
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}
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get totalWaves(): number {
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return this.waveConfigs.length
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}
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startNextWave(): void {
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if (this.isSpawning || this.currentWave >= this.waveConfigs.length) return
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const config = this.waveConfigs[this.currentWave]
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this.currentWave++
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this.isSpawning = true
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this.spawnWave(config)
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}
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private spawnWave(config: WaveConfigEntry): void {
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const multiplier = DIFFICULTY_MULTIPLIER[this.difficulty]
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const spawnQueue: { type: EnemyType; delay: number }[] = []
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for (const group of config.enemies) {
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const count = Math.ceil(group.count * multiplier.enemyCount)
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for (let i = 0; i < count; i++) {
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spawnQueue.push({ type: group.type, delay: group.interval * i })
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}
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}
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spawnQueue.sort((a, b) => a.delay - b.delay)
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let completed = 0
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for (const item of spawnQueue) {
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this.scene.time.delayedCall(item.delay, () => {
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this.spawnEnemy(item.type)
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completed++
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if (completed === spawnQueue.length) {
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this.isSpawning = false
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}
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})
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}
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if (spawnQueue.length === 0) this.isSpawning = false
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}
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private spawnEnemy(type: EnemyType): EnemyBase {
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const multiplier = DIFFICULTY_MULTIPLIER[this.difficulty]
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const pts = [...this.pathPoints]
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let enemy: EnemyBase
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const speedMult = multiplier.enemySpeed
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const hpMult = type === 'BossVP' ? multiplier.bossHp : 1.0
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switch (type) {
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case 'OldEmployee':
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enemy = new OldEmployee(this.scene, pts, speedMult, hpMult)
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break
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case 'TroubleMaker':
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enemy = new TroubleMaker(this.scene, pts, speedMult, hpMult)
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break
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case 'BossVP':
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enemy = new BossVP(this.scene, pts, this.callbacks.onDestroyRandomTower, speedMult, hpMult)
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break
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default:
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enemy = new FreshGraduate(this.scene, pts, speedMult, hpMult)
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}
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this.scene.time.delayedCall(1000 + Math.random() * 2000, () => {
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if (!enemy.isDead) enemy.showQuote()
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})
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this.activeEnemies.push(enemy)
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return enemy
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}
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update(delta: number): void {
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for (let i = this.activeEnemies.length - 1; i >= 0; i--) {
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const e = this.activeEnemies[i]
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if (e.isDead) {
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this.activeEnemies.splice(i, 1)
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continue
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}
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e.update(delta)
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}
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// 中途波次完成回调(用于触发周报等)
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if (
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this.currentWave === 3 &&
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!this.isSpawning &&
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this.activeEnemies.length === 0 &&
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!this.waveCompleteFired
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) {
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this.waveCompleteFired = true
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this.callbacks.onWaveComplete()
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}
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// 全部波次完成
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if (
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this.currentWave >= this.waveConfigs.length &&
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!this.isSpawning &&
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this.activeEnemies.length === 0 &&
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!this.allCompleteGuard
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) {
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this.allCompleteGuard = true
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this.callbacks.onAllWavesComplete()
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}
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}
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getAllActiveEnemies(): EnemyBase[] {
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return this.activeEnemies
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}
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hasMoreWaves(): boolean {
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return this.currentWave < this.waveConfigs.length
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}
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getCurrentWaveNumber(): number {
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return this.currentWave
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}
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/** 清除所有活跃怪物(切图时调用) */
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clearAllEnemies(): void {
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for (const e of this.activeEnemies) {
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if (!e.isDead) e.destroy()
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}
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this.activeEnemies = []
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}
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}
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