fix: more issues with ui
This commit is contained in:
parent
2beff5c75c
commit
00fd395873
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@ -1,13 +1,15 @@
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import Phaser from 'phaser';
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import type { OnitamaState, PlayerType, Pawn } from '@/game/onitama';
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import { prompts } from '@/game/onitama';
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import type { OnitamaState, Pawn } from '@/game/onitama';
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import {getAvailableMoves, prompts} from '@/game/onitama';
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import { GameHostScene } from 'boardgame-phaser';
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import { spawnEffect } from 'boardgame-phaser';
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import { effect } from '@preact/signals-core';
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import type { MutableSignal } from 'boardgame-core';
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import { PawnSpawner, CardSpawner, BOARD_OFFSET, CELL_SIZE, CARD_WIDTH, CARD_HEIGHT, boardToScreen, BOARD_SIZE } from '@/spawners';
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import {
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PawnSpawner, CardSpawner, BOARD_OFFSET, CELL_SIZE, CARD_WIDTH, CARD_HEIGHT, boardToScreen, BOARD_SIZE,
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HighlightSpawner
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} from '@/spawners';
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import type { HighlightData } from '@/spawners/HighlightSpawner';
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import { createOnitamaUIState, clearSelection, selectPiece, selectCard, deselectCard, setValidMoves } from '@/state';
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import {createUIState, clearSelection, selectPiece, selectCard, createValidMoves} from '@/state';
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import type { OnitamaUIState, ValidMove } from '@/state';
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export class OnitamaScene extends GameHostScene<OnitamaState> {
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@ -19,8 +21,6 @@ export class OnitamaScene extends GameHostScene<OnitamaState> {
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// UI State managed by MutableSignal
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public uiState!: MutableSignal<OnitamaUIState>;
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private highlightContainers: Map<string, Phaser.GameObjects.GameObject> = new Map();
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private highlightDispose?: () => void;
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constructor() {
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super('OnitamaScene');
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@ -30,14 +30,7 @@ export class OnitamaScene extends GameHostScene<OnitamaState> {
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super.create();
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// Create UI state signal
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this.uiState = createOnitamaUIState();
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// Cleanup effect on scene shutdown
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this.events.once('shutdown', () => {
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if (this.highlightDispose) {
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this.highlightDispose();
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}
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});
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this.uiState = createUIState();
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this.boardContainer = this.add.container(0, 0);
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this.gridGraphics = this.add.graphics();
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@ -46,16 +39,11 @@ export class OnitamaScene extends GameHostScene<OnitamaState> {
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// Add spawners
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this.disposables.add(spawnEffect(new PawnSpawner(this)));
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this.disposables.add(spawnEffect(new CardSpawner(this)));
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this.disposables.add(spawnEffect(new HighlightSpawner(this)));
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// Create card labels
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this.createCardLabels();
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// Setup highlight effect - react to validMoves changes
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this.highlightDispose = effect(() => {
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const validMoves = this.uiState.value.validMoves;
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this.updateHighlights(validMoves);
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});
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// Winner overlay effect
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this.addEffect(() => {
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const winner = this.state.winner;
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@ -201,43 +189,10 @@ export class OnitamaScene extends GameHostScene<OnitamaState> {
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private handleCellClick(x: number, y: number): void {
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const pawn = this.getPawnAtPosition(x, y);
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// 如果没有选中卡牌,提示先选卡牌
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if (!this.uiState.value.selectedCard) {
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console.log('请先选择一张卡牌');
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if(pawn?.owner !== this.state.currentPlayer){
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return;
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}
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if (this.uiState.value.selectedPiece) {
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// 已经选中了棋子
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if (pawn && pawn.owner === this.state.currentPlayer) {
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// 点击了自己的另一个棋子,更新选择
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selectPiece(this.uiState, x, y);
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this.updateValidMoves();
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return;
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}
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const fromX = this.uiState.value.selectedPiece.x;
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const fromY = this.uiState.value.selectedPiece.y;
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if (pawn && pawn.owner === this.state.currentPlayer) {
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return;
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}
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// 尝试移动到目标位置,必须使用选中的卡牌
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const validMoves = this.getValidMovesForPiece(fromX, fromY, [this.uiState.value.selectedCard]);
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const targetMove = validMoves.find(m => m.toX === x && m.toY === y);
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if (targetMove) {
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this.executeMove(targetMove);
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}
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} else {
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// 还没有选中棋子
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if (pawn && pawn.owner === this.state.currentPlayer) {
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selectPiece(this.uiState, x, y);
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this.updateValidMoves();
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}
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}
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selectPiece(this.uiState, x, y);
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}
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public onCardClick(cardId: string): void {
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@ -250,23 +205,6 @@ export class OnitamaScene extends GameHostScene<OnitamaState> {
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}
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selectCard(this.uiState, cardId);
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// 如果已经选中了棋子,更新有效移动
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if (this.uiState.value.selectedPiece) {
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this.updateValidMoves();
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}
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}
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private updateValidMoves(): void {
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const selectedPiece = this.uiState.value.selectedPiece;
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const selectedCard = this.uiState.value.selectedCard;
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if (!selectedPiece || !selectedCard) {
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setValidMoves(this.uiState, []);
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return;
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}
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const moves = this.getValidMovesForPiece(selectedPiece.x, selectedPiece.y, [selectedCard]);
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setValidMoves(this.uiState, moves);
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}
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public onHighlightClick(data: HighlightData): void {
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@ -295,80 +233,6 @@ export class OnitamaScene extends GameHostScene<OnitamaState> {
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}
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}
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private updateHighlights(validMoves: ValidMove[]): void {
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// Clear old highlights
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for (const [, circle] of this.highlightContainers) {
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circle.destroy();
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}
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this.highlightContainers.clear();
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// Create new highlights
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for (const move of validMoves) {
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const key = `${move.card}-${move.toX}-${move.toY}`;
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const pos = boardToScreen(move.toX, move.toY);
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const circle = this.add.circle(pos.x, pos.y, CELL_SIZE / 3, 0x3b82f6, 0.3).setDepth(100);
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circle.setInteractive({ useHandCursor: true });
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circle.on('pointerdown', () => {
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this.onHighlightClick({
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key,
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x: pos.x,
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y: pos.y,
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card: move.card,
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fromX: move.fromX,
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fromY: move.fromY,
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toX: move.toX,
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toY: move.toY,
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});
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});
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this.highlightContainers.set(key, circle as Phaser.GameObjects.GameObject);
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}
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}
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private getValidMovesForPiece(
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fromX: number,
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fromY: number,
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cardNames: string[]
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): ValidMove[] {
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const moves: ValidMove[] = [];
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const player = this.state.currentPlayer;
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for (const cardName of cardNames) {
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const card = this.state.cards[cardName];
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if (!card) continue;
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for (const move of card.moveCandidates) {
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const toX = fromX + move.dx;
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const toY = fromY + move.dy;
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if (this.isValidMove(fromX, fromY, toX, toY, player)) {
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moves.push({ card: cardName, fromX, fromY, toX, toY });
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}
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}
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}
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return moves;
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}
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private isValidMove(fromX: number, fromY: number, toX: number, toY: number, player: PlayerType): boolean {
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if (toX < 0 || toX >= BOARD_SIZE || toY < 0 || toY >= BOARD_SIZE) {
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return false;
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}
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const targetPawn = this.getPawnAtPosition(toX, toY);
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if (targetPawn && targetPawn.owner === player) {
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return false;
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}
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const pawn = this.getPawnAtPosition(fromX, fromY);
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if (!pawn || pawn.owner !== player) {
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return false;
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}
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return true;
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}
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private getPawnAtPosition(x: number, y: number): Pawn | null {
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const key = `${x},${y}`;
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const pawnId = this.state.regions.board.partMap[key];
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@ -1,8 +1,8 @@
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import Phaser from 'phaser';
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import type { Spawner } from 'boardgame-phaser';
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import type { OnitamaScene } from '@/scenes/OnitamaScene';
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import type { OnitamaUIState } from '@/state/ui';
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import { BOARD_OFFSET, CELL_SIZE } from './PawnSpawner';
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import {getAvailableMoves} from "boardgame-core/samples/onitama";
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import {boardToScreen, CELL_SIZE} from './PawnSpawner';
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export interface HighlightData {
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key: string;
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@ -15,42 +15,77 @@ export interface HighlightData {
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toY: number;
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}
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export class HighlightSpawner implements Spawner<HighlightData, Phaser.GameObjects.GameObject> {
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export class HighlightSpawner implements Spawner<HighlightData, Phaser.GameObjects.Container> {
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constructor(public readonly scene: OnitamaScene) {}
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*getData(): Iterable<HighlightData> {
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// HighlightSpawner 的数据由 UI state 控制,不从这里生成
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// 我们会在 scene 中手动调用 spawnEffect 来更新
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const state = this.scene.state;
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const uiState = this.scene.uiState.value;
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// 如果没有选择卡牌或棋子,不显示高亮
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if (!uiState.selectedCard || !uiState.selectedPiece) {
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return;
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}
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const currentPlayer = state.currentPlayer;
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const availableMoves = getAvailableMoves(state, currentPlayer);
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// 过滤出符合当前选择的移动
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const filteredMoves = availableMoves.filter(move =>
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move.fromX === uiState.selectedPiece!.x &&
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move.fromY === uiState.selectedPiece!.y &&
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move.card === uiState.selectedCard
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);
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for(const move of filteredMoves){
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const pos = boardToScreen(move.toX, move.toY);
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yield {
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key: `${move.fromX}-${move.fromY}-${move.card}-${move.toX}-${move.toY}`,
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x: pos.x,
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y: pos.y,
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card: move.card,
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fromX: move.fromX,
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fromY: move.fromY,
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toX: move.toX,
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toY: move.toY
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}
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}
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}
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getKey(data: HighlightData): string {
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return data.key;
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}
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onUpdate(data: HighlightData, obj: Phaser.GameObjects.GameObject): void {
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if (obj instanceof Phaser.GameObjects.Arc) {
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obj.setPosition(data.x, data.y);
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}
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onUpdate(data: HighlightData, obj: Phaser.GameObjects.Container): void {
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obj.setPosition(data.x, data.y);
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}
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onSpawn(data: HighlightData): Phaser.GameObjects.GameObject {
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onSpawn(data: HighlightData): Phaser.GameObjects.Container {
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const container = this.scene.add.container(data.x, data.y);
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const circle = this.scene.add.circle(
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data.x,
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data.y,
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0,
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0,
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CELL_SIZE / 3,
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0x3b82f6,
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0.3
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).setDepth(100);
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);
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container.add(circle);
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circle.setInteractive({ useHandCursor: true });
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circle.on('pointerdown', () => {
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const hitArea = new Phaser.Geom.Circle(0, 0, CELL_SIZE / 3);
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container.setInteractive(hitArea, Phaser.Geom.Circle.Contains);
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if (container.input) {
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container.input.cursor = 'pointer';
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}
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container.on('pointerdown', () => {
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this.scene.onHighlightClick(data);
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});
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return circle;
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return container;
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}
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onDespawn(obj: Phaser.GameObjects.GameObject): void {
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onDespawn(obj: Phaser.GameObjects.Container): void {
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obj.destroy();
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}
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}
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@ -1,2 +1,2 @@
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export { createOnitamaUIState, clearSelection, selectPiece, selectCard, deselectCard, setValidMoves } from './ui';
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export { createUIState, clearSelection, selectPiece, selectCard, createValidMoves } from './ui';
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export type { OnitamaUIState, ValidMove } from './ui';
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@ -1,4 +1,5 @@
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import { MutableSignal, mutableSignal } from 'boardgame-core';
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import { MutableSignal, mutableSignal, computed, ReadonlySignal } from 'boardgame-core';
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import {getAvailableMoves, OnitamaState} from "boardgame-core/samples/onitama";
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export interface ValidMove {
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card: string;
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@ -12,14 +13,22 @@ export interface ValidMove {
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export interface OnitamaUIState {
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selectedPiece: { x: number; y: number } | null;
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selectedCard: string | null;
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validMoves: ValidMove[];
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}
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export function createOnitamaUIState(): MutableSignal<OnitamaUIState> {
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export function createUIState(): MutableSignal<OnitamaUIState> {
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return mutableSignal<OnitamaUIState>({
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selectedPiece: null,
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selectedCard: null,
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validMoves: [],
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});
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}
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export function createValidMoves(state: ReadonlySignal<OnitamaState>, ui: ReadonlySignal<OnitamaUIState>){
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return computed(() => {
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return getAvailableMoves(state.value, state.value.currentPlayer)
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.filter(move => {
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const {selectedCard, selectedPiece} = ui.value;
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return selectedPiece?.x === move.fromX && selectedPiece?.y === move.fromY && selectedCard === move.card;
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})
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});
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}
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@ -27,7 +36,6 @@ export function clearSelection(uiState: MutableSignal<OnitamaUIState>): void {
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uiState.produce(state => {
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state.selectedPiece = null;
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state.selectedCard = null;
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state.validMoves = [];
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});
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}
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@ -37,7 +45,12 @@ export function selectPiece(
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y: number
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): void {
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uiState.produce(state => {
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state.selectedPiece = { x, y };
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// 如果点击已选中的棋子,取消选择
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if(state.selectedPiece?.x === x && state.selectedPiece?.y === y){
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state.selectedPiece = null;
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}else{
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state.selectedPiece = { x, y };
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}
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});
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}
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@ -48,34 +61,10 @@ export function selectCard(
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uiState.produce(state => {
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// 如果点击已选中的卡牌,取消选择
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if (state.selectedCard === card) {
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state.selectedPiece = null;
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state.selectedCard = null;
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state.validMoves = [];
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} else {
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// 选择新卡牌,清除棋子选择
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state.selectedPiece = null;
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state.selectedCard = card;
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state.validMoves = [];
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}
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});
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}
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export function deselectCard(
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uiState: MutableSignal<OnitamaUIState>
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): void {
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uiState.produce(state => {
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state.selectedCard = null;
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state.selectedPiece = null;
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state.validMoves = [];
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});
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}
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export function setValidMoves(
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uiState: MutableSignal<OnitamaUIState>,
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moves: ValidMove[]
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): void {
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uiState.produce(state => {
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state.validMoves = moves;
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});
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}
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