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.
- `
This commit is contained in:
hypercross 2026-04-21 23:50:47 +08:00
parent 9637312b7c
commit 3f2ba84a06
6 changed files with 494 additions and 4 deletions

View File

@ -0,0 +1,228 @@
import Phaser from "phaser";
import type { CombatEntity, EffectTable, EnemyEntity } from "boardgame-core/samples/slay-the-spire-like";
export type CombatUnitData = {
key: string;
entity: CombatEntity;
name: string;
isPlayer: boolean;
};
const CONTAINER_WIDTH = 200;
const CONTAINER_HEIGHT = 260;
const HP_BAR_WIDTH = 160;
const HP_BAR_HEIGHT = 16;
const BUFF_ICON_SIZE = 28;
const BUFF_ICON_GAP = 6;
export class CombatUnitContainer extends Phaser.GameObjects.Container {
private bg!: Phaser.GameObjects.Rectangle;
private nameText!: Phaser.GameObjects.Text;
private hpBarBg!: Phaser.GameObjects.Rectangle;
private hpBarFill!: Phaser.GameObjects.Rectangle;
private hpText!: Phaser.GameObjects.Text;
private buffContainer!: Phaser.GameObjects.Container;
private intentText!: Phaser.GameObjects.Text | null;
private currentEntity!: CombatEntity;
private currentName: string;
private currentIsPlayer: boolean;
constructor(scene: Phaser.Scene, x: number, y: number, data: CombatUnitData) {
super(scene, x, y);
scene.add.existing(this);
this.currentEntity = data.entity;
this.currentName = data.name;
this.currentIsPlayer = data.isPlayer;
this.createVisuals();
this.updateFromData(data);
}
private createVisuals(): void {
const bgColor = this.currentIsPlayer ? 0x224466 : 0x662222;
const borderColor = this.currentIsPlayer ? 0x44aaff : 0xff4444;
this.bg = this.scene.add
.rectangle(0, 0, CONTAINER_WIDTH, CONTAINER_HEIGHT, bgColor)
.setStrokeStyle(3, borderColor);
this.nameText = this.scene.add
.text(0, -CONTAINER_HEIGHT / 2 + 24, this.currentName, {
fontSize: "18px",
color: "#ffffff",
fontStyle: "bold",
})
.setOrigin(0.5);
this.hpBarBg = this.scene.add
.rectangle(0, -CONTAINER_HEIGHT / 2 + 60, HP_BAR_WIDTH, HP_BAR_HEIGHT, 0x333333);
this.hpBarFill = this.scene.add
.rectangle(-HP_BAR_WIDTH / 2, -CONTAINER_HEIGHT / 2 + 60, HP_BAR_WIDTH, HP_BAR_HEIGHT, 0x22c55e)
.setOrigin(0, 0.5);
this.hpText = this.scene.add
.text(0, -CONTAINER_HEIGHT / 2 + 60, "", {
fontSize: "12px",
color: "#ffffff",
fontStyle: "bold",
})
.setOrigin(0.5);
this.buffContainer = this.scene.add.container(0, CONTAINER_HEIGHT / 2 - 40);
if (!this.currentIsPlayer) {
this.intentText = this.scene.add
.text(0, -CONTAINER_HEIGHT / 2 + 86, "", {
fontSize: "12px",
color: "#ffcc88",
})
.setOrigin(0.5);
} else {
this.intentText = null;
}
this.add([
this.bg,
this.nameText,
this.hpBarBg,
this.hpBarFill,
this.hpText,
this.buffContainer,
...(this.intentText ? [this.intentText] : []),
]);
}
updateFromData(data: CombatUnitData): void {
this.currentEntity = data.entity;
this.currentName = data.name;
this.nameText.setText(this.currentName);
const hpPercent = this.currentEntity.maxHp > 0
? this.currentEntity.hp / this.currentEntity.maxHp
: 0;
const fillWidth = Math.max(0, HP_BAR_WIDTH * hpPercent);
this.hpBarFill.setDisplaySize(fillWidth, HP_BAR_HEIGHT);
const hpColor = hpPercent > 0.5 ? 0x22c55e : hpPercent > 0.25 ? 0xf59e0b : 0xef4444;
this.hpBarFill.setFillStyle(hpColor);
this.hpText.setText(`${this.currentEntity.hp} / ${this.currentEntity.maxHp} HP`);
this.renderBuffs(this.currentEntity.effects);
if (!this.currentIsPlayer && this.intentText) {
const enemyEntity = data.entity as EnemyEntity;
const intent = enemyEntity.currentIntent;
const intentName = intent?.id ?? "unknown";
this.intentText.setText(`Intent: ${intentName}`);
}
}
private renderBuffs(effects: EffectTable): void {
this.buffContainer.removeAll(true);
const entries = Object.entries(effects);
const totalWidth = entries.length * BUFF_ICON_SIZE + (entries.length - 1) * BUFF_ICON_GAP;
const startX = -totalWidth / 2 + BUFF_ICON_SIZE / 2;
entries.forEach(([key, entry], index) => {
const x = startX + index * (BUFF_ICON_SIZE + BUFF_ICON_GAP);
const stacks = entry.stacks;
const isPositive = this.isPositiveEffect(key);
const iconColor = isPositive ? 0x44aa44 : 0xaa4444;
const bg = this.scene.add
.rectangle(x, 0, BUFF_ICON_SIZE, BUFF_ICON_SIZE, iconColor)
.setStrokeStyle(1, 0xffffff);
const text = this.scene.add
.text(x, 0, `${stacks}`, {
fontSize: "12px",
color: "#ffffff",
fontStyle: "bold",
})
.setOrigin(0.5);
this.buffContainer.add([bg, text]);
});
}
private isPositiveEffect(effectId: string): boolean {
const positive = new Set([
"block",
"strength",
"dexterity",
"regen",
"armor",
"barrier",
"momentum",
]);
return positive.has(effectId.toLowerCase());
}
playSpawnEffect(): void {
this.setScale(0);
this.setAlpha(0);
this.scene.tweens.add({
targets: this,
scale: 1,
alpha: 1,
duration: 400,
ease: "Back.easeOut",
});
}
playDamageEffect(): void {
const flash = this.scene.add
.rectangle(this.x, this.y, CONTAINER_WIDTH, CONTAINER_HEIGHT, 0xff0000, 0.4)
.setDepth(200);
this.scene.tweens.add({
targets: this,
x: this.x + 8,
duration: 60,
yoyo: true,
repeat: 3,
onComplete: () => {
this.scene.tweens.add({
targets: flash,
alpha: 0,
duration: 200,
onComplete: () => flash.destroy(),
});
},
});
}
playHealEffect(): void {
const healText = this.scene.add
.text(this.x, this.y - 40, "+HP", {
fontSize: "20px",
color: "#22c55e",
fontStyle: "bold",
})
.setOrigin(0.5)
.setDepth(200);
this.scene.tweens.add({
targets: healText,
y: this.y - 80,
alpha: 0,
duration: 800,
ease: "Power2",
onComplete: () => healText.destroy(),
});
}
destroy(fromScene?: boolean): void {
this.buffContainer.removeAll(true);
super.destroy(fromScene);
}
}

View File

@ -0,0 +1,75 @@
import Phaser from "phaser";
import type { Spawner } from "boardgame-phaser";
import { spawnEffect } from "boardgame-phaser";
import type { CombatState, CombatEntity, EnemyEntity } from "boardgame-core/samples/slay-the-spire-like";
import { CombatUnitContainer, type CombatUnitData } from "./CombatUnitContainer";
export class CombatUnitSpawner implements Spawner<CombatUnitData, CombatUnitContainer> {
constructor(private scene: Phaser.Scene) {}
*getData(): Iterable<CombatUnitData> {
const combat = this.getCombatState();
if (!combat) return;
yield {
key: "player",
entity: combat.player,
name: "Player",
isPlayer: true,
};
for (let i = 0; i < combat.enemies.length; i++) {
const enemy = combat.enemies[i];
yield {
key: `enemy-${i}`,
entity: enemy,
name: enemy.enemy.name,
isPlayer: false,
};
}
}
getKey(t: CombatUnitData): string {
return t.key;
}
onSpawn(t: CombatUnitData): CombatUnitContainer | null {
const { width, height } = this.scene.scale;
const combat = this.getCombatState();
if (!combat) return null;
const totalUnits = 1 + combat.enemies.length;
const spacing = 220;
const totalWidth = (totalUnits - 1) * spacing;
const startX = width / 2 - totalWidth / 2;
let x = startX;
if (t.key.startsWith("enemy-")) {
const index = parseInt(t.key.replace("enemy-", ""), 10);
x = startX + (index + 1) * spacing;
}
const y = height / 2;
const container = new CombatUnitContainer(this.scene, x, y, t);
container.playSpawnEffect();
return container;
}
onUpdate(t: CombatUnitData, obj: CombatUnitContainer): void {
obj.updateFromData(t);
}
onDespawn(obj: CombatUnitContainer): void {
obj.destroy();
}
private getCombatState(): CombatState | null {
const registry = this.scene.registry;
return (registry.get("combatState") as CombatState | undefined) ?? null;
}
}
export function createCombatUnitSpawner(scene: Phaser.Scene) {
return spawnEffect(new CombatUnitSpawner(scene));
}

View File

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

View File

@ -38,21 +38,22 @@ export class IndexScene extends ReactiveScene {
scene: SceneKey;
y: number;
}[] = [
{ label: "Map Viewer", scene: SceneKey.MapViewerScene, y: centerY },
{ label: "Combat Test", scene: SceneKey.CombatTestScene, y: centerY },
{ label: "Map Viewer", scene: SceneKey.MapViewerScene, y: centerY + 70 },
{
label: "Grid Inventory Viewer",
scene: SceneKey.GridViewerScene,
y: centerY + 70,
y: centerY + 140,
},
{
label: "Shape Viewer",
scene: SceneKey.ShapeViewerScene,
y: centerY + 140,
y: centerY + 210,
},
{
label: "Inventory Test",
scene: SceneKey.InventoryTestScene,
y: centerY + 210,
y: centerY + 280,
},
];

View File

@ -1,4 +1,5 @@
export enum SceneKey {
CombatTestScene = "CombatTestScene",
GridViewerScene = "GridViewerScene",
IndexScene = "IndexScene",
InventoryTestScene = "InventoryTestScene",

View File

@ -5,6 +5,7 @@ import { GridViewerScene } from "@/scenes/GridViewerScene";
import { ShapeViewerScene } from "@/scenes/ShapeViewerScene";
import { GAME_CONFIG } from "@/config";
import { InventoryTestScene } from "@/scenes/InventoryTestScene";
import { CombatTestScene } from "@/scenes/CombatTestScene";
export default function App() {
return (
@ -12,6 +13,7 @@ export default function App() {
<div className="flex-1 flex relative justify-center items-center">
<PhaserGame initialScene="IndexScene" config={GAME_CONFIG}>
<PhaserScene scene={IndexScene} />
<PhaserScene scene={CombatTestScene} />
<PhaserScene scene={InventoryTestScene} />
<PhaserScene scene={MapViewerScene} />
<PhaserScene scene={GridViewerScene} />