fix: more issues with ui

This commit is contained in:
2026-04-08 11:06:34 +08:00
parent 2beff5c75c
commit 00fd395873
4 changed files with 83 additions and 195 deletions
+11 -147
View File
@@ -1,13 +1,15 @@
import Phaser from 'phaser';
import type { OnitamaState, PlayerType, Pawn } from '@/game/onitama';
import { prompts } from '@/game/onitama';
import type { OnitamaState, Pawn } from '@/game/onitama';
import {getAvailableMoves, prompts} from '@/game/onitama';
import { GameHostScene } from 'boardgame-phaser';
import { spawnEffect } from 'boardgame-phaser';
import { effect } from '@preact/signals-core';
import type { MutableSignal } from 'boardgame-core';
import { PawnSpawner, CardSpawner, BOARD_OFFSET, CELL_SIZE, CARD_WIDTH, CARD_HEIGHT, boardToScreen, BOARD_SIZE } from '@/spawners';
import {
PawnSpawner, CardSpawner, BOARD_OFFSET, CELL_SIZE, CARD_WIDTH, CARD_HEIGHT, boardToScreen, BOARD_SIZE,
HighlightSpawner
} from '@/spawners';
import type { HighlightData } from '@/spawners/HighlightSpawner';
import { createOnitamaUIState, clearSelection, selectPiece, selectCard, deselectCard, setValidMoves } from '@/state';
import {createUIState, clearSelection, selectPiece, selectCard, createValidMoves} from '@/state';
import type { OnitamaUIState, ValidMove } from '@/state';
export class OnitamaScene extends GameHostScene<OnitamaState> {
@@ -19,8 +21,6 @@ export class OnitamaScene extends GameHostScene<OnitamaState> {
// UI State managed by MutableSignal
public uiState!: MutableSignal<OnitamaUIState>;
private highlightContainers: Map<string, Phaser.GameObjects.GameObject> = new Map();
private highlightDispose?: () => void;
constructor() {
super('OnitamaScene');
@@ -30,14 +30,7 @@ export class OnitamaScene extends GameHostScene<OnitamaState> {
super.create();
// Create UI state signal
this.uiState = createOnitamaUIState();
// Cleanup effect on scene shutdown
this.events.once('shutdown', () => {
if (this.highlightDispose) {
this.highlightDispose();
}
});
this.uiState = createUIState();
this.boardContainer = this.add.container(0, 0);
this.gridGraphics = this.add.graphics();
@@ -46,16 +39,11 @@ export class OnitamaScene extends GameHostScene<OnitamaState> {
// Add spawners
this.disposables.add(spawnEffect(new PawnSpawner(this)));
this.disposables.add(spawnEffect(new CardSpawner(this)));
this.disposables.add(spawnEffect(new HighlightSpawner(this)));
// Create card labels
this.createCardLabels();
// Setup highlight effect - react to validMoves changes
this.highlightDispose = effect(() => {
const validMoves = this.uiState.value.validMoves;
this.updateHighlights(validMoves);
});
// Winner overlay effect
this.addEffect(() => {
const winner = this.state.winner;
@@ -201,43 +189,10 @@ export class OnitamaScene extends GameHostScene<OnitamaState> {
private handleCellClick(x: number, y: number): void {
const pawn = this.getPawnAtPosition(x, y);
// 如果没有选中卡牌,提示先选卡牌
if (!this.uiState.value.selectedCard) {
console.log('请先选择一张卡牌');
if(pawn?.owner !== this.state.currentPlayer){
return;
}
if (this.uiState.value.selectedPiece) {
// 已经选中了棋子
if (pawn && pawn.owner === this.state.currentPlayer) {
// 点击了自己的另一个棋子,更新选择
selectPiece(this.uiState, x, y);
this.updateValidMoves();
return;
}
const fromX = this.uiState.value.selectedPiece.x;
const fromY = this.uiState.value.selectedPiece.y;
if (pawn && pawn.owner === this.state.currentPlayer) {
return;
}
// 尝试移动到目标位置,必须使用选中的卡牌
const validMoves = this.getValidMovesForPiece(fromX, fromY, [this.uiState.value.selectedCard]);
const targetMove = validMoves.find(m => m.toX === x && m.toY === y);
if (targetMove) {
this.executeMove(targetMove);
}
} else {
// 还没有选中棋子
if (pawn && pawn.owner === this.state.currentPlayer) {
selectPiece(this.uiState, x, y);
this.updateValidMoves();
}
}
selectPiece(this.uiState, x, y);
}
public onCardClick(cardId: string): void {
@@ -250,23 +205,6 @@ export class OnitamaScene extends GameHostScene<OnitamaState> {
}
selectCard(this.uiState, cardId);
// 如果已经选中了棋子,更新有效移动
if (this.uiState.value.selectedPiece) {
this.updateValidMoves();
}
}
private updateValidMoves(): void {
const selectedPiece = this.uiState.value.selectedPiece;
const selectedCard = this.uiState.value.selectedCard;
if (!selectedPiece || !selectedCard) {
setValidMoves(this.uiState, []);
return;
}
const moves = this.getValidMovesForPiece(selectedPiece.x, selectedPiece.y, [selectedCard]);
setValidMoves(this.uiState, moves);
}
public onHighlightClick(data: HighlightData): void {
@@ -295,80 +233,6 @@ export class OnitamaScene extends GameHostScene<OnitamaState> {
}
}
private updateHighlights(validMoves: ValidMove[]): void {
// Clear old highlights
for (const [, circle] of this.highlightContainers) {
circle.destroy();
}
this.highlightContainers.clear();
// Create new highlights
for (const move of validMoves) {
const key = `${move.card}-${move.toX}-${move.toY}`;
const pos = boardToScreen(move.toX, move.toY);
const circle = this.add.circle(pos.x, pos.y, CELL_SIZE / 3, 0x3b82f6, 0.3).setDepth(100);
circle.setInteractive({ useHandCursor: true });
circle.on('pointerdown', () => {
this.onHighlightClick({
key,
x: pos.x,
y: pos.y,
card: move.card,
fromX: move.fromX,
fromY: move.fromY,
toX: move.toX,
toY: move.toY,
});
});
this.highlightContainers.set(key, circle as Phaser.GameObjects.GameObject);
}
}
private getValidMovesForPiece(
fromX: number,
fromY: number,
cardNames: string[]
): ValidMove[] {
const moves: ValidMove[] = [];
const player = this.state.currentPlayer;
for (const cardName of cardNames) {
const card = this.state.cards[cardName];
if (!card) continue;
for (const move of card.moveCandidates) {
const toX = fromX + move.dx;
const toY = fromY + move.dy;
if (this.isValidMove(fromX, fromY, toX, toY, player)) {
moves.push({ card: cardName, fromX, fromY, toX, toY });
}
}
}
return moves;
}
private isValidMove(fromX: number, fromY: number, toX: number, toY: number, player: PlayerType): boolean {
if (toX < 0 || toX >= BOARD_SIZE || toY < 0 || toY >= BOARD_SIZE) {
return false;
}
const targetPawn = this.getPawnAtPosition(toX, toY);
if (targetPawn && targetPawn.owner === player) {
return false;
}
const pawn = this.getPawnAtPosition(fromX, fromY);
if (!pawn || pawn.owner !== player) {
return false;
}
return true;
}
private getPawnAtPosition(x: number, y: number): Pawn | null {
const key = `${x},${y}`;
const pawnId = this.state.regions.board.partMap[key];