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任务:多地图 + 难度系统 + 场景化改造

目标

  1. 主页新增难度选择(低/中/高),点击后带参数跳转游戏
  2. 实现3张地图每5波切换一次地图1→地图2→地图3
  3. 每张地图有专属背景图、路径形状、装饰物
  4. 波次配置根据难度动态调整怪物数量、速度、Boss频率

素材已就绪

/public/game-assets/ 目录中已有:

  • map1-bg.pngmap2-bg.pngmap3-bg.png — 三张地图背景
  • deco-coffee.pngdeco-monitor.pngdeco-desk.png — 装饰物

文件改动清单

1. game/data/mapConfigs.ts(新建)

定义3张地图的配置

export type DifficultyLevel = 'easy' | 'normal' | 'hard'

export interface MapConfig {
  id: number
  name: string          // 地图名称
  bgKey: string         // Phaser 加载的背景图 key
  bgPath: string        // 背景图路径
  pathColor: number     // 路径格颜色
  buildColor: number    // 可建格颜色
  waypoints: readonly { x: number; y: number }[]  // 路径折线坐标
  decorations: {        // 装饰物(固定摆放的非路径格)
    key: string
    col: number
    row: number
  }[]
  labels: { col: number; row: number; text: string }[]
  waveCount: number     // 每张地图波次数固定5
  // 每波配置(相对于 normal 难度的基础配置)
  waves: WaveConfigEntry[]
}

export interface WaveConfigEntry {
  enemies: {
    type: 'FreshGraduate' | 'OldEmployee' | 'TroubleMaker' | 'BossVP'
    count: number
    interval: number  // ms
  }[]
}

// 难度倍率
export const DIFFICULTY_MULTIPLIER: Record<DifficultyLevel, {
  enemyCount: number   // 数量倍率
  enemySpeed: number   // 速度倍率
  bossHp: number       // Boss HP 倍率
  hcReward: number     // HC 奖励倍率(难度高奖励少)
}> = {
  easy:   { enemyCount: 0.7, enemySpeed: 0.8, bossHp: 0.7, hcReward: 1.2 },
  normal: { enemyCount: 1.0, enemySpeed: 1.0, bossHp: 1.0, hcReward: 1.0 },
  hard:   { enemyCount: 1.4, enemySpeed: 1.3, bossHp: 1.5, hcReward: 0.8 },
}

// 地图1人力资源部HR走廊S型路径
// 路径:(0,2)→(11,2)→(11,9)→(15,9)
const MAP1: MapConfig = {
  id: 1,
  name: '人力资源部 · 降本增效',
  bgKey: 'map1-bg',
  bgPath: '/game-assets/map1-bg.png',
  pathColor: 0x3d2b1f,
  buildColor: 0x1e3a5f,
  waypoints: [
    { x: 0, y: 2 },
    { x: 11, y: 2 },
    { x: 11, y: 9 },
    { x: 15, y: 9 },
  ],
  decorations: [
    { key: 'deco-coffee', col: 3, row: 0 },
    { key: 'deco-monitor', col: 14, row: 1 },
    { key: 'deco-desk', col: 5, row: 5 },
    { key: 'deco-coffee', col: 9, row: 11 },
    { key: 'deco-monitor', col: 1, row: 7 },
    { key: 'deco-desk', col: 13, row: 4 },
  ],
  labels: [
    { col: 0, row: 0, text: '面试间' },
    { col: 14, row: 10, text: '财务室' },
    { col: 6, row: 5, text: 'HR办公区' },
  ],
  waveCount: 5,
  waves: [
    { enemies: [{ type: 'FreshGraduate', count: 10, interval: 800 }] },
    { enemies: [{ type: 'FreshGraduate', count: 8, interval: 700 }, { type: 'OldEmployee', count: 2, interval: 2000 }] },
    { enemies: [{ type: 'OldEmployee', count: 4, interval: 1800 }, { type: 'TroubleMaker', count: 3, interval: 1500 }] },
    { enemies: [{ type: 'FreshGraduate', count: 12, interval: 600 }, { type: 'TroubleMaker', count: 3, interval: 1200 }] },
    { enemies: [{ type: 'BossVP', count: 1, interval: 0 }, { type: 'OldEmployee', count: 3, interval: 2000 }, { type: 'FreshGraduate', count: 5, interval: 800 }] },
  ],
}

// 地图2技术研发部Z型路径更复杂
// 路径:(0,1)→(8,1)→(8,5)→(3,5)→(3,10)→(15,10)
const MAP2: MapConfig = {
  id: 2,
  name: '技术研发部 · 996福报',
  bgKey: 'map2-bg',
  bgPath: '/game-assets/map2-bg.png',
  pathColor: 0x1a3a2a,
  buildColor: 0x0f2040,
  waypoints: [
    { x: 0, y: 1 },
    { x: 8, y: 1 },
    { x: 8, y: 5 },
    { x: 3, y: 5 },
    { x: 3, y: 10 },
    { x: 15, y: 10 },
  ],
  decorations: [
    { key: 'deco-monitor', col: 1, row: 3 },
    { key: 'deco-monitor', col: 10, row: 0 },
    { key: 'deco-coffee', col: 6, row: 7 },
    { key: 'deco-desk', col: 11, row: 3 },
    { key: 'deco-monitor', col: 5, row: 8 },
    { key: 'deco-coffee', col: 14, row: 7 },
    { key: 'deco-desk', col: 0, row: 6 },
    { key: 'deco-monitor', col: 13, row: 5 },
  ],
  labels: [
    { col: 0, row: 0, text: '研发中心' },
    { col: 14, row: 11, text: '服务器机房' },
    { col: 5, row: 3, text: '格子间' },
    { col: 10, row: 8, text: 'Bug池' },
  ],
  waveCount: 5,
  waves: [
    { enemies: [{ type: 'FreshGraduate', count: 12, interval: 700 }, { type: 'OldEmployee', count: 2, interval: 2000 }] },
    { enemies: [{ type: 'OldEmployee', count: 5, interval: 1500 }, { type: 'TroubleMaker', count: 3, interval: 1200 }] },
    { enemies: [{ type: 'FreshGraduate', count: 15, interval: 500 }, { type: 'TroubleMaker', count: 4, interval: 1000 }] },
    { enemies: [{ type: 'BossVP', count: 1, interval: 0 }, { type: 'OldEmployee', count: 4, interval: 1500 }] },
    { enemies: [{ type: 'BossVP', count: 1, interval: 0 }, { type: 'FreshGraduate', count: 10, interval: 600 }, { type: 'TroubleMaker', count: 5, interval: 1000 }] },
  ],
}

// 地图3高管会议室W型路径最难
// 路径:(0,0)→(5,0)→(5,6)→(10,6)→(10,2)→(15,2) 先上后下再上
const MAP3: MapConfig = {
  id: 3,
  name: '高管会议室 · 最后决战',
  bgKey: 'map3-bg',
  bgPath: '/game-assets/map3-bg.png',
  pathColor: 0x3d1f2b,
  buildColor: 0x2d1a40,
  waypoints: [
    { x: 0, y: 0 },
    { x: 5, y: 0 },
    { x: 5, y: 6 },
    { x: 10, y: 6 },
    { x: 10, y: 2 },
    { x: 15, y: 2 },
  ],
  decorations: [
    { key: 'deco-desk', col: 2, row: 2 },
    { key: 'deco-desk', col: 8, row: 0 },
    { key: 'deco-coffee', col: 12, row: 5 },
    { key: 'deco-desk', col: 7, row: 9 },
    { key: 'deco-monitor', col: 2, row: 9 },
    { key: 'deco-coffee', col: 13, row: 9 },
    { key: 'deco-desk', col: 1, row: 4 },
    { key: 'deco-monitor', col: 14, row: 4 },
    { key: 'deco-desk', col: 8, row: 8 },
  ],
  labels: [
    { col: 0, row: 1, text: '董事会' },
    { col: 14, row: 3, text: '董事长室' },
    { col: 7, row: 4, text: '会议室' },
  ],
  waveCount: 5,
  waves: [
    { enemies: [{ type: 'OldEmployee', count: 6, interval: 1500 }, { type: 'TroubleMaker', count: 4, interval: 1000 }] },
    { enemies: [{ type: 'BossVP', count: 1, interval: 0 }, { type: 'FreshGraduate', count: 12, interval: 600 }, { type: 'OldEmployee', count: 3, interval: 1500 }] },
    { enemies: [{ type: 'BossVP', count: 1, interval: 0 }, { type: 'TroubleMaker', count: 6, interval: 800 }, { type: 'OldEmployee', count: 4, interval: 1500 }] },
    { enemies: [{ type: 'BossVP', count: 2, interval: 5000 }, { type: 'OldEmployee', count: 5, interval: 1200 }, { type: 'FreshGraduate', count: 8, interval: 600 }] },
    { enemies: [{ type: 'BossVP', count: 2, interval: 3000 }, { type: 'TroubleMaker', count: 8, interval: 600 }, { type: 'OldEmployee', count: 6, interval: 1000 }] },
  ],
}

export const ALL_MAPS: MapConfig[] = [MAP1, MAP2, MAP3]

2. game/constants.ts(修改)

  • 移除硬编码的 PATH_WAYPOINTSMAP_LABELS(改为从 mapConfigs 动态读取)
  • 保留其他常量不变
  • 新增 WAVES_PER_MAP = 5

3. game/GameManager.ts(修改)

新增字段:

public difficulty: DifficultyLevel = 'normal'
public currentMapIndex: number = 0   // 0=地图1, 1=地图2, 2=地图3
public totalWaveCleared: number = 0  // 总计已清理波次

reset() 时保留 difficulty重置其他字段。 新增方法:setDifficulty(d: DifficultyLevel)

4. game/mapRenderer.ts(修改)

  • buildPathTilesPATH_TILES 改为接受参数(不再使用全局常量)
  • drawAllTiles 接受 pathTiles 参数
  • 新增 renderMapBackground(scene, bgKey) — 绘制地图背景图(铺满地图区域)
  • 新增 renderDecorations(scene, decorations, pathTiles) — 在非路径格随机摆放装饰物
  • getCellSize() 不变

5. game/enemies/WaveManager.ts(重构)

接受动态波次配置,而非硬编码 WAVE_CONFIG

constructor(
  scene,
  waveConfigs: WaveConfigEntry[],   // 从外部传入,支持多地图
  difficultyMultiplier,             // 难度倍率
  callbacks: { onWaveComplete, onAllWavesComplete, onDestroyRandomTower }
)

难度影响:

  • enemyCount *= multiplier.enemyCount(向上取整)
  • 怪物创建时将速度和HP通过参数传入子类
  • Boss HP 乘以 multiplier.bossHp

6. game/enemies/EnemyBase.ts(修改)

构造函数新增 speedMultiplier = 1.0hpMultiplier = 1.0 参数可选默认1子类创建时传入。

7. game/GameScene.ts(重构)

支持多地图流程:

private currentMapIndex = 0
private mapConfigs = ALL_MAPS

// create() 时加载当前地图
// 5波清空后showMapClearModal → 延迟2s → loadNextMap()
// loadNextMap():销毁当前地图装饰物,重新 renderMapBackground/renderDecorations重置 waveManager

新增方法:

  • loadMap(mapConfig: MapConfig) — 初始化地图背景、路径、装饰物、重置 WaveManager
  • onMapCleared() — 5波清场后显示过关弹窗然后切换下一张地图
  • 地图切换时:重新计算 PATH_TILES传给 tileGraphics 重绘)、清除装饰物、加载新背景

8. game/ui/MapTransitionModal.ts(新建)

地图切换过渡弹窗Phaser DOM或Canvas Text

过关!人力资源部已清场
KPI: 87% | 获得奖励: +100 HC
[下一关:技术研发部 996福报]  (3秒自动关闭)

3秒后自动关闭并触发下一张地图加载。

9. app/page.tsx(修改)— 主页加难度选择

在「开始游戏」按钮前增加难度选择器(三个按钮:简单/普通/困难):

// 选择难度后存入 localStorage游戏页面读取
localStorage.setItem('game-difficulty', selectedDifficulty)

难度卡片设计:

  • 简单:绿色 — "带薪摸鱼,准点下班"
  • 普通:蓝色 — "常规打工,偶有加班"
  • 困难:红色 — "地狱模式007全开"

10. app/game/page.tsx(修改)

useEffect 初始化时从 localStorage 读取难度,通过 window.__gameDifficulty 传给场景。

注意事项

  • 每张地图preload对应背景图key不同场景重用时用 this.textures.exists(key) 检查避免重复加载
  • PATH_TILES 不再是模块级常量,改为每次渲染时动态计算后传参
  • mapRenderer.ts 导出的 PATH_TILES 保持向后兼容先用地图1的配置初始化GameScene 内部用局部变量覆盖
  • 地图背景图用 scene.add.image(x, y, key).setDisplaySize(mapW, mapH).setDepth(-1).setOrigin(0,0) 铺在地图区域HUD 下方)
  • 装饰物图片 setDisplaySize(cellW*0.7, cellH*0.7)setDepth(1)setAlpha(0.6),不影响塔的放置逻辑(只是视觉装饰)
  • 地图切换时必须 destroy 掉所有装饰物 Phaser 对象,避免内存泄漏

验收标准

  1. 主页有三个难度按钮,选中高亮,点击「开始游戏」带难度跳转
  2. 游戏开始后可见地图背景图(不是纯色格子)
  3. 装饰物(咖啡杯、电脑、桌子)散布在非路径格子上
  4. 第5波清场后弹出过关弹窗3秒后自动切换到下一张地图
  5. 地图2路径形状与地图1不同Z型 vs S型
  6. 困难模式下怪物数量明显增多Boss更频繁出现
  7. 三张地图全部通关后显示最终胜利界面

相关文件

  • 需求文档:.docs/prd-tower-defense-game.md
  • 设计系统:design-system/大厂保卫战/MASTER.md
  • 开发规范:@rules/dev-best-practices.md必须先阅读
  • 原子提交:@rules/atomic-commit.md

完成后按原子提交规范提交,禁止 git add .