179 lines
5.2 KiB
TypeScript
179 lines
5.2 KiB
TypeScript
import type Phaser from 'phaser'
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import { GameManager } from '../GameManager'
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import { HUD_HEIGHT, COFFEE_COST, STAMINA_MAX, STAMINA_REGEN } from '../constants'
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import { getCellSize } from '../mapRenderer'
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import { AudioEngine } from '../AudioEngine'
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import type { EnemyBase } from '../enemies/EnemyBase'
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export abstract class TowerBase {
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protected scene: Phaser.Scene
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public gridX: number
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public gridY: number
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protected imageSprite!: Phaser.GameObjects.Image
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protected spriteKey: string
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protected staminaBar!: Phaser.GameObjects.Graphics
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private frozenOverlay!: Phaser.GameObjects.Graphics
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public readonly cost: number
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public readonly attackRange: number
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public readonly attackDamage: number
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public readonly attackSpeed: number
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public readonly maxStamina: number = STAMINA_MAX
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public stamina: number = STAMINA_MAX
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public isFrozen: boolean = false
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protected attackCooldown: number = 0
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protected staminaRegen: number = STAMINA_REGEN
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protected isActive: boolean = true
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// Pixel center position (computed from actual cell size)
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protected px: number
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protected py: number
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protected cellW: number
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protected cellH: number
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constructor(
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scene: Phaser.Scene,
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gridX: number,
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gridY: number,
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cost: number,
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attackRange: number,
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attackDamage: number,
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attackSpeed: number,
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spriteKey: string
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) {
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this.scene = scene
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this.gridX = gridX
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this.gridY = gridY
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this.cost = cost
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this.attackRange = attackRange
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this.attackDamage = attackDamage
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this.attackSpeed = attackSpeed
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this.spriteKey = spriteKey
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const { cellW, cellH } = getCellSize()
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this.cellW = cellW
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this.cellH = cellH
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this.px = gridX * cellW + cellW / 2
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this.py = HUD_HEIGHT + gridY * cellH + cellH / 2
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// 用 AI 图片作为精灵,精确设为格子尺寸的 85%(留边距)
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const imgSize = cellW * 0.85
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this.imageSprite = scene.add.image(this.px, this.py, spriteKey)
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this.imageSprite.setDisplaySize(imgSize, imgSize)
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this.imageSprite.setDepth(10)
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this.staminaBar = scene.add.graphics()
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this.frozenOverlay = scene.add.graphics()
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this.updateStaminaBar()
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}
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update(delta: number, enemies: EnemyBase[]): void {
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if (this.isFrozen) {
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this.drawFrozenOverlay()
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return
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}
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this.clearFrozenOverlay()
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this.attackCooldown -= delta
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if (this.stamina <= 0) this.isActive = false
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if (!this.isActive) {
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this.stamina = Math.min(this.maxStamina, this.stamina + (this.staminaRegen * delta) / 1000)
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if (this.stamina > 20) this.isActive = true
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this.updateStaminaBar()
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// 摸鱼时图片半透明
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this.imageSprite.setAlpha(0.5)
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return
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}
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this.imageSprite.setAlpha(1)
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const target = this.findTarget(enemies)
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if (target && this.attackCooldown <= 0) {
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this.attack(target)
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this.stamina -= 5
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this.attackCooldown = 1000 / this.attackSpeed
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this.updateStaminaBar()
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} else if (!target) {
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this.stamina = Math.min(this.maxStamina, this.stamina + (this.staminaRegen * delta) / 1000)
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this.updateStaminaBar()
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}
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}
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protected findTarget(enemies: EnemyBase[]): EnemyBase | null {
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// +0.5格容忍量,避免怪物恰好在射程边界时因浮点误差漏判
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const rangePx = (this.attackRange + 0.5) * this.cellW
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let best: EnemyBase | null = null
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let bestProgress = -1
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for (const e of enemies) {
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if (e.isDead) continue
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const dx = e.x - this.px
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const dy = e.y - this.py
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const dist = Math.sqrt(dx * dx + dy * dy)
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if (dist <= rangePx) {
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if (e.pathProgress > bestProgress) {
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bestProgress = e.pathProgress
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best = e
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}
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}
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}
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return best
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}
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protected updateStaminaBar(): void {
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this.staminaBar.clear()
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const bw = this.cellW * 0.7
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const bh = 5
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const bx = this.px - bw / 2
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const by = this.py + this.cellH / 2 - 10
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this.staminaBar.fillStyle(0x1f2937, 1)
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this.staminaBar.fillRect(bx, by, bw, bh)
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const ratio = this.stamina / this.maxStamina
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const color = ratio > 0.5 ? 0xf59e0b : ratio > 0.25 ? 0xfb923c : 0xef4444
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this.staminaBar.fillStyle(color, 1)
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this.staminaBar.fillRect(bx, by, bw * ratio, bh)
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this.staminaBar.setDepth(11)
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}
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buyCoffee(): boolean {
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const manager = GameManager.getInstance()
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if (manager.spendHC(COFFEE_COST)) {
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this.stamina = this.maxStamina
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this.isActive = true
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this.imageSprite.setAlpha(1)
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this.updateStaminaBar()
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// 购买咖啡音效
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AudioEngine.getInstance().playDingTalk()
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return true
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}
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return false
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}
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getPixelCenter(): { x: number; y: number } {
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return { x: this.px, y: this.py }
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}
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protected drawFrozenOverlay(): void {
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this.frozenOverlay.clear()
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const hw = this.cellW / 2
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const hh = this.cellH / 2
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this.frozenOverlay.fillStyle(0x6b7280, 0.55)
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this.frozenOverlay.fillRect(this.px - hw, this.py - hh, this.cellW, this.cellH)
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this.frozenOverlay.setDepth(13)
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this.imageSprite.setTint(0x9ca3af)
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}
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protected clearFrozenOverlay(): void {
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this.frozenOverlay.clear()
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this.imageSprite.clearTint()
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}
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abstract attack(target: EnemyBase): void
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destroy(): void {
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this.imageSprite?.destroy()
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this.staminaBar?.destroy()
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this.frozenOverlay?.destroy()
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}
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}
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