feat: boop game
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696872d5d7
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39f5e6159c
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@ -15,6 +15,12 @@ export class GameScene extends GameHostScene<BoopState> {
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private turnText!: Phaser.GameObjects.Text;
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private infoText!: Phaser.GameObjects.Text;
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private winnerOverlay?: Phaser.GameObjects.Container;
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private whiteSupplyText!: Phaser.GameObjects.Text;
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private blackSupplyText!: Phaser.GameObjects.Text;
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private pieceTypeSelector!: Phaser.GameObjects.Container;
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private selectedPieceType: PieceType = 'kitten';
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private kittenButton!: Phaser.GameObjects.Container;
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private catButton!: Phaser.GameObjects.Container;
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constructor() {
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super('GameScene');
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@ -26,6 +32,7 @@ export class GameScene extends GameHostScene<BoopState> {
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this.boardContainer = this.add.container(0, 0);
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this.gridGraphics = this.add.graphics();
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this.drawGrid();
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this.createSupplyUI();
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this.disposables.add(spawnEffect(new BoopPartSpawner(this, this.gameHost.state)));
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@ -42,8 +49,11 @@ export class GameScene extends GameHostScene<BoopState> {
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this.watch(() => {
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const currentPlayer = this.state.currentPlayer;
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this.updateTurnText(currentPlayer);
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this.updateSupplyUI();
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this.updatePieceTypeSelector();
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});
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this.createPieceTypeSelector();
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this.setupInput();
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}
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@ -59,7 +69,7 @@ export class GameScene extends GameHostScene<BoopState> {
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if (this.state.winner) return;
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if (this.isCellOccupied(row, col)) return;
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const cmd = commands.play(this.state.currentPlayer, row, col, 'kitten');
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const cmd = commands.play(this.state.currentPlayer, row, col, this.selectedPieceType);
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const error = this.gameHost.onInput(cmd);
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if (error) {
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console.warn('Invalid move:', error);
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@ -97,8 +107,8 @@ export class GameScene extends GameHostScene<BoopState> {
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}).setOrigin(0.5);
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this.turnText = this.add.text(
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BOARD_OFFSET.x + (BOARD_SIZE * CELL_SIZE) / 2,
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BOARD_OFFSET.y + BOARD_SIZE * CELL_SIZE + 30,
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BOARD_OFFSET.x + (BOARD_SIZE * CELL_SIZE) / 2,
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BOARD_OFFSET.y + BOARD_SIZE * CELL_SIZE + 30,
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'',
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{
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fontSize: '22px',
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@ -121,6 +131,149 @@ export class GameScene extends GameHostScene<BoopState> {
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this.updateTurnText(this.state.currentPlayer);
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}
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private createSupplyUI(): void {
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const boardCenterX = BOARD_OFFSET.x + (BOARD_SIZE * CELL_SIZE) / 2;
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const uiY = BOARD_OFFSET.y - 20;
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// 白色玩家储备
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this.whiteSupplyText = this.add.text(
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boardCenterX - 150,
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uiY,
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'',
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{
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fontSize: '16px',
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fontFamily: 'Arial',
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color: '#ffffff',
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backgroundColor: '#000000',
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padding: { x: 10, y: 5 },
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}
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).setOrigin(0.5).setDepth(100);
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// 黑色玩家储备
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this.blackSupplyText = this.add.text(
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boardCenterX + 150,
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uiY,
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'',
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{
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fontSize: '16px',
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fontFamily: 'Arial',
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color: '#ffffff',
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backgroundColor: '#333333',
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padding: { x: 10, y: 5 },
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}
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).setOrigin(0.5).setDepth(100);
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this.updateSupplyUI();
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}
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private updateSupplyUI(): void {
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const white = this.state.players.white;
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const black = this.state.players.black;
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this.whiteSupplyText.setText(
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`⚪ WHITE\n🐾 ${white.kitten.supply} | 🐱 ${white.cat.supply}`
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);
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this.blackSupplyText.setText(
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`⚫ BLACK\n🐾 ${black.kitten.supply} | 🐱 ${black.cat.supply}`
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);
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// 高亮当前玩家
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const isWhiteTurn = this.state.currentPlayer === 'white';
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this.whiteSupplyText.setStyle({ backgroundColor: isWhiteTurn ? '#fbbf24' : '#000000' });
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this.blackSupplyText.setStyle({ backgroundColor: !isWhiteTurn ? '#fbbf24' : '#333333' });
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}
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private createPieceTypeSelector(): void {
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const boardCenterX = BOARD_OFFSET.x + (BOARD_SIZE * CELL_SIZE) / 2;
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const selectorY = BOARD_OFFSET.y + BOARD_SIZE * CELL_SIZE + 100;
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this.pieceTypeSelector = this.add.container(boardCenterX, selectorY);
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// 标签文字
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const label = this.add.text(-120, 0, '放置:', {
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fontSize: '18px',
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fontFamily: 'Arial',
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color: '#4b5563',
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}).setOrigin(0.5, 0.5);
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// 小猫按钮
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this.kittenButton = this.createPieceButton('kitten', '🐾 小猫', -30);
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this.catButton = this.createPieceButton('cat', '🐱 大猫', 50);
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this.pieceTypeSelector.add([label, this.kittenButton, this.catButton]);
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this.updatePieceTypeSelector();
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}
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private createPieceButton(type: PieceType, text: string, xOffset: number): Phaser.GameObjects.Container {
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const container = this.add.container(xOffset, 0);
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const bg = this.add.rectangle(0, 0, 100, 40, 0xe5e7eb)
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.setStrokeStyle(2, 0x9ca3af);
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const textObj = this.add.text(0, 0, text, {
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fontSize: '16px',
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fontFamily: 'Arial',
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color: '#1f2937',
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}).setOrigin(0.5);
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container.add([bg, textObj]);
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// 使按钮可交互
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bg.setInteractive({ useHandCursor: true });
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bg.on('pointerdown', () => {
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this.selectedPieceType = type;
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this.updatePieceTypeSelector();
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});
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// 存储引用以便后续更新
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if (type === 'kitten') {
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this.kittenButton = container;
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} else {
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this.catButton = container;
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}
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return container;
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}
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private updatePieceTypeSelector(): void {
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if (!this.kittenButton || !this.catButton) return;
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const white = this.state.players.white;
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const black = this.state.players.black;
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const currentPlayer = this.state.players[this.state.currentPlayer];
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const isWhiteTurn = this.state.currentPlayer === 'white';
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// 更新按钮状态
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const kittenAvailable = currentPlayer.kitten.supply > 0;
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const catAvailable = currentPlayer.cat.supply > 0;
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// 更新小猫按钮
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const kittenBg = this.kittenButton.list[0] as Phaser.GameObjects.Rectangle;
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const kittenText = this.kittenButton.list[1] as Phaser.GameObjects.Text;
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const isKittenSelected = this.selectedPieceType === 'kitten';
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kittenBg.setFillStyle(isKittenSelected ? 0xfbbf24 : (kittenAvailable ? 0xe5e7eb : 0xd1d5db));
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kittenText.setText(`🐾 小猫 (${currentPlayer.kitten.supply})`);
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// 更新大猫按钮
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const catBg = this.catButton.list[0] as Phaser.GameObjects.Rectangle;
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const catText = this.catButton.list[1] as Phaser.GameObjects.Text;
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const isCatSelected = this.selectedPieceType === 'cat';
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catBg.setFillStyle(isCatSelected ? 0xfbbf24 : (catAvailable ? 0xe5e7eb : 0xd1d5db));
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catText.setText(`🐱 大猫 (${currentPlayer.cat.supply})`);
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// 如果选中的类型不可用,切换到可用的
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if (!kittenAvailable && this.selectedPieceType === 'kitten' && catAvailable) {
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this.selectedPieceType = 'cat';
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this.updatePieceTypeSelector();
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} else if (!catAvailable && this.selectedPieceType === 'cat' && kittenAvailable) {
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this.selectedPieceType = 'kitten';
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this.updatePieceTypeSelector();
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}
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}
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private updateTurnText(player: PlayerType): void {
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if (this.turnText) {
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const whitePieces = this.state.players.white;
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@ -201,8 +354,15 @@ class BoopPartSpawner implements Spawner<BoopPart, Phaser.GameObjects.Container>
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const [row, col] = part.position;
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const x = BOARD_OFFSET.x + col * CELL_SIZE + CELL_SIZE / 2;
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const y = BOARD_OFFSET.y + row * CELL_SIZE + CELL_SIZE / 2;
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obj.x = x;
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obj.y = y;
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// 使用 tween 动画平滑移动棋子
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this.scene.tweens.add({
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targets: obj,
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x: x,
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y: y,
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duration: 200,
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ease: 'Power2',
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});
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}
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onSpawn(part: BoopPart) {
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