feat(sts-viewer): add CombatTestScene and unit visuals
Implement a new combat test scene to visualize Slay the Spire-like combat states. This includes: - `CombatUnitContainer`: A Phaser container for displaying unit HP, name, buffs, and enemy intents. - `CombatUnitSpawner`: A spawner to manage the lifecycle of combat units based on the combat state. - `
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@@ -0,0 +1,183 @@
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import { ReactiveScene } from "boardgame-phaser";
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import { spawnEffect, type Spawner } from "boardgame-phaser";
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import { mutableSignal } from "boardgame-core";
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import { type CombatState } from "boardgame-core/samples/slay-the-spire-like";
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import { createCombatState } from "@/state/combatState";
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import { createButton } from "@/utils/createButton";
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import { SceneKey } from "./types";
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import {
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CombatUnitContainer,
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type CombatUnitData,
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} from "@/gameobjects/CombatUnitContainer";
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export class CombatTestScene extends ReactiveScene {
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private combatSignal = mutableSignal<CombatState | null>(null);
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constructor() {
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super("CombatTestScene");
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}
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create(): void {
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super.create();
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const { width, height } = this.scale;
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const module = createCombatState();
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this.combatSignal.value = module.createInitialState();
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this.add
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.text(width / 2, 30, "Combat State Test", {
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fontSize: "24px",
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color: "#ffffff",
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fontStyle: "bold",
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})
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.setOrigin(0.5);
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this.add
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.text(width / 2, 60, "Player & Enemies with Buffs / HP", {
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fontSize: "14px",
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color: "#aaaaaa",
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})
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.setOrigin(0.5);
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const unitSpawner: Spawner<CombatUnitData, CombatUnitContainer> = {
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getData: () => this.generateUnitData(),
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getKey: (t) => t.key,
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onSpawn: (t) => this.spawnUnit(t, width, height),
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onUpdate: (t, obj) => obj.updateFromData(t),
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onDespawn: (obj) => obj.destroy(),
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};
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const disposeSpawner = spawnEffect(unitSpawner);
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this.disposables.add(disposeSpawner);
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this.createControls(width, height);
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}
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private generateUnitData(): CombatUnitData[] {
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const combat = this.combatSignal.value;
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if (!combat) return [];
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const units: CombatUnitData[] = [
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{
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key: "player",
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entity: combat.player,
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name: "Player",
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isPlayer: true,
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},
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];
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combat.enemies.forEach((enemy, i) => {
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units.push({
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key: `enemy-${i}`,
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entity: enemy,
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name: enemy.enemy.name,
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isPlayer: false,
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});
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});
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return units;
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}
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private spawnUnit(
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t: CombatUnitData,
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width: number,
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height: number,
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): CombatUnitContainer | null {
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const combat = this.combatSignal.value;
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if (!combat) return null;
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const totalUnits = 1 + combat.enemies.length;
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const spacing = 220;
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const totalWidth = (totalUnits - 1) * spacing;
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const startX = width / 2 - totalWidth / 2;
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let x = startX;
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if (t.key.startsWith("enemy-")) {
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const index = parseInt(t.key.replace("enemy-", ""), 10);
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x = startX + (index + 1) * spacing;
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}
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const container = new CombatUnitContainer(this, x, height / 2, t);
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container.playSpawnEffect();
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return container;
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}
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private createControls(width: number, height: number): void {
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createButton({
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scene: this,
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label: "返回菜单",
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x: 100,
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y: 40,
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onClick: async () => {
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await this.sceneController.launch(SceneKey.IndexScene);
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},
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});
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createButton({
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scene: this,
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label: "Damage Player",
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x: width - 520,
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y: height - 40,
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onClick: () => {
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this.combatSignal.produce((draft) => {
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if (!draft) return;
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draft.player.hp = Math.max(0, draft.player.hp - 5);
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if (draft.player.hp <= 0) draft.player.isAlive = false;
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});
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},
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});
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createButton({
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scene: this,
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label: "Damage Enemy",
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x: width - 380,
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y: height - 40,
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onClick: () => {
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this.combatSignal.produce((draft) => {
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if (!draft) return;
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const enemy = draft.enemies[0];
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if (enemy) {
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enemy.hp = Math.max(0, enemy.hp - 5);
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if (enemy.hp <= 0) enemy.isAlive = false;
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}
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});
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},
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});
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createButton({
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scene: this,
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label: "Heal Player",
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x: width - 240,
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y: height - 40,
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onClick: () => {
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this.combatSignal.produce((draft) => {
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if (!draft) return;
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draft.player.hp = Math.min(draft.player.maxHp, draft.player.hp + 5);
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if (draft.player.hp > 0) draft.player.isAlive = true;
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});
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},
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});
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createButton({
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scene: this,
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label: "Add Buff",
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x: width - 100,
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y: height - 40,
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onClick: () => {
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this.combatSignal.produce((draft) => {
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if (!draft) return;
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const current = draft.player.effects["strength"];
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draft.player.effects["strength"] = {
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data: {
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id: "strength",
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name: "Strength",
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description: "Deal +1 damage per stack",
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lifecycle: "temporary",
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},
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stacks: (current?.stacks ?? 0) + 1,
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};
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});
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},
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});
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}
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}
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@@ -38,21 +38,22 @@ export class IndexScene extends ReactiveScene {
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scene: SceneKey;
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y: number;
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}[] = [
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{ label: "Map Viewer", scene: SceneKey.MapViewerScene, y: centerY },
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{ label: "Combat Test", scene: SceneKey.CombatTestScene, y: centerY },
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{ label: "Map Viewer", scene: SceneKey.MapViewerScene, y: centerY + 70 },
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{
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label: "Grid Inventory Viewer",
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scene: SceneKey.GridViewerScene,
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y: centerY + 70,
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y: centerY + 140,
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},
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{
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label: "Shape Viewer",
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scene: SceneKey.ShapeViewerScene,
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y: centerY + 140,
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y: centerY + 210,
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},
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{
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label: "Inventory Test",
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scene: SceneKey.InventoryTestScene,
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y: centerY + 210,
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y: centerY + 280,
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},
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];
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@@ -1,4 +1,5 @@
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export enum SceneKey {
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CombatTestScene = "CombatTestScene",
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GridViewerScene = "GridViewerScene",
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IndexScene = "IndexScene",
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InventoryTestScene = "InventoryTestScene",
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