feat: scene manager and transitions
This commit is contained in:
parent
f8a19653ba
commit
50531446c2
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@ -7,9 +7,9 @@ export { spawnEffect } from './spawner';
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export type { Spawner } from './spawner';
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// Scene base classes
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export { ReactiveScene, GameHostScene } from './scenes';
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export type { ReactiveSceneOptions, ReactiveScenePhaserData, GameHostSceneOptions } from './scenes';
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export { ReactiveScene, GameHostScene, FadeScene, FADE_SCENE_KEY } from './scenes';
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export type { ReactiveSceneOptions, ReactiveScenePhaserData, SceneController, GameHostSceneOptions, FadeSceneData } from './scenes';
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// React ↔ Phaser bridge
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export { PhaserGame, PhaserScene, phaserContext, defaultPhaserConfig, GameUI, type PhaserGameContext } from './ui';
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export { PhaserGame, PhaserScene, phaserContext, defaultPhaserConfig, GameUI, type PhaserGameContext, type SceneController as PhaserSceneController } from './ui';
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export type { PhaserGameProps, PhaserSceneProps, GameUIOptions } from './ui';
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@ -0,0 +1,83 @@
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import Phaser from 'phaser';
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import { ReactiveScene, type ReactiveScenePhaserData } from './ReactiveScene';
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export interface FadeSceneData {
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[key: string]: unknown;
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}
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/**
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* 处理淡入淡出到黑色的过渡场景
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*/
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export class FadeScene extends ReactiveScene<FadeSceneData> {
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private overlay!: Phaser.GameObjects.Rectangle;
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private isFading = false;
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constructor() {
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super(FADE_SCENE_KEY);
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}
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create(): void {
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super.create();
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// 创建黑色遮罩层,覆盖整个游戏区域
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const game = this.game;
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this.overlay = this.add.rectangle(
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0,
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0,
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game.scale.width,
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game.scale.height,
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0x000000,
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1
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).setOrigin(0)
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.setAlpha(1)
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.setDepth(999999)
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.setInteractive({ useHandCursor: false });
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// 防止遮罩阻挡输入
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this.overlay.disableInteractive();
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}
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/**
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* 淡入(从黑色到透明)
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* @param duration 动画时长(毫秒)
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*/
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fadeIn(duration = 300): Promise<void> {
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return this.fadeTo(0, duration);
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}
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/**
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* 淡出(从透明到黑色)
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* @param duration 动画时长(毫秒)
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*/
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fadeOut(duration = 300): Promise<void> {
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return this.fadeTo(1, duration);
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}
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/**
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* 淡入淡出到指定透明度
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*/
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private fadeTo(targetAlpha: number, duration: number): Promise<void> {
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if (this.isFading) {
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console.warn('FadeScene: 正在进行过渡动画');
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}
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this.isFading = true;
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this.overlay.setAlpha(targetAlpha === 1 ? 0 : 1);
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return new Promise<void>((resolve) => {
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this.tweens.add({
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targets: this.overlay,
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alpha: targetAlpha,
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duration,
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ease: 'Linear',
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onComplete: () => {
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this.isFading = false;
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resolve();
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},
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});
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});
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}
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}
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// 导出常量供 PhaserGame 使用
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export const FADE_SCENE_KEY = '__fade__';
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@ -1,15 +1,19 @@
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import Phaser from 'phaser';
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import { effect } from '@preact/signals-core';
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import { effect, type ReadonlySignal } from '@preact/signals-core';
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import { DisposableBag, type IDisposable } from '../utils';
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type CleanupFn = void | (() => void);
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export interface PhaserGameContext {
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game: Phaser.Game;
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// 前向声明,避免循环导入
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export interface SceneController {
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launch(sceneKey: string, data?: Record<string, unknown>): Promise<void>;
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currentScene: ReadonlySignal<string | null>;
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isTransitioning: ReadonlySignal<boolean>;
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}
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export interface ReactiveScenePhaserData {
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phaserGame: PhaserGameContext;
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phaserGame: ReadonlySignal<{ game: Phaser.Game }>;
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sceneController: SceneController;
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}
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export interface ReactiveSceneOptions<TData extends Record<string, unknown> = {}> {
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@ -18,7 +22,7 @@ export interface ReactiveSceneOptions<TData extends Record<string, unknown> = {}
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/**
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* 通用的响应式 Scene 基类
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* @typeparam TData - 通过 init(data) 接收的数据类型(必须包含 phaserGame)
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* @typeparam TData - 通过 init(data) 接收的数据类型(必须包含 phaserGame 和 sceneController)
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*/
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export abstract class ReactiveScene<TData extends Record<string, unknown> = {}>
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extends Phaser.Scene
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@ -38,10 +42,17 @@ export abstract class ReactiveScene<TData extends Record<string, unknown> = {}>
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/**
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* 获取 Phaser game 实例的响应式信号
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*/
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public get phaserGame(): PhaserGameContext {
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public get phaserGame(): ReadonlySignal<{ game: Phaser.Game }> {
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return this._initData.phaserGame;
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}
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/**
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* 获取场景控制器
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*/
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public get sceneController(): SceneController {
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return this._initData.sceneController;
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}
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constructor(key?: string) {
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super(key);
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}
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@ -1,5 +1,8 @@
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export { ReactiveScene } from './ReactiveScene';
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export type { ReactiveSceneOptions, ReactiveScenePhaserData } from './ReactiveScene';
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export type { ReactiveSceneOptions, ReactiveScenePhaserData, SceneController } from './ReactiveScene';
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export { FadeScene, FADE_SCENE_KEY } from './FadeScene';
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export type { FadeSceneData } from './FadeScene';
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export { GameHostScene } from './GameHostScene';
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export type { GameHostSceneOptions } from './GameHostScene';
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@ -1,12 +1,23 @@
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import Phaser from 'phaser';
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import { signal, useSignal, useSignalEffect } from '@preact/signals';
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import { computed, signal, useSignal, useSignalEffect } from '@preact/signals';
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import { createContext, h } from 'preact';
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import { useContext } from 'preact/hooks';
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import {ReadonlySignal} from "@preact/signals-core";
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import type { ReactiveScene, ReactiveScenePhaserData } from '../scenes';
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import { FadeScene as FadeSceneClass, FADE_SCENE_KEY } from '../scenes/FadeScene';
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export interface SceneController {
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/** 启动场景(带淡入淡出过渡) */
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launch(sceneKey: string, data?: Record<string, unknown>): Promise<void>;
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/** 当前活跃场景 key */
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currentScene: ReadonlySignal<string | null>;
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/** 是否正在过渡 */
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isTransitioning: ReadonlySignal<boolean>;
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}
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export interface PhaserGameContext {
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game: Phaser.Game;
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sceneController: SceneController;
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}
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export const phaserContext = createContext<ReadonlySignal<PhaserGameContext> | null>(null);
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@ -26,7 +37,8 @@ export interface PhaserGameProps {
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}
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export function PhaserGame(props: PhaserGameProps) {
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const gameSignal = useSignal<PhaserGameContext>({ game: undefined! });
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const gameSignal = useSignal<PhaserGameContext>({ game: undefined!, sceneController: undefined! });
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const registeredScenes = useSignal<Map<string, ReactiveScene>>(new Map());
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useSignalEffect(() => {
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const config: Phaser.Types.Core.GameConfig = {
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@ -34,10 +46,50 @@ export function PhaserGame(props: PhaserGameProps) {
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...props.config,
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};
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const phaserGame = new Phaser.Game(config);
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gameSignal.value = { game: phaserGame };
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// 添加 FadeScene
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const fadeScene = new FadeSceneClass();
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phaserGame.scene.add(FADE_SCENE_KEY, fadeScene, false);
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// 创建 SceneController
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const currentScene = signal<string | null>(null);
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const isTransitioning = signal(false);
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const sceneController: SceneController = {
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async launch(sceneKey: string, data?: Record<string, unknown>) {
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if (isTransitioning.value) {
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console.warn('SceneController: 正在进行场景切换');
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return;
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}
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isTransitioning.value = true;
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const fade = phaserGame.scene.getScene(FADE_SCENE_KEY) as FadeSceneClass;
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// 淡出到黑色
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await fade.fadeOut(300);
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// 停止当前场景
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if (currentScene.value) {
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phaserGame.scene.stop(currentScene.value);
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}
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// 启动新场景
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phaserGame.scene.start(sceneKey, data);
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currentScene.value = sceneKey;
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// 淡入
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await fade.fadeIn(300);
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isTransitioning.value = false;
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},
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currentScene,
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isTransitioning,
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};
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gameSignal.value = { game: phaserGame, sceneController };
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return () => {
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gameSignal.value = { game: undefined! };
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gameSignal.value = { game: undefined!, sceneController: undefined! };
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registeredScenes.value.clear();
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phaserGame.destroy(true);
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};
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});
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@ -54,7 +106,6 @@ export function PhaserGame(props: PhaserGameProps) {
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export interface PhaserSceneProps<TData extends Record<string, unknown> = {}> {
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sceneKey: string;
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scene: ReactiveScene<TData>;
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autoStart: boolean;
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data?: TData;
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children?: any;
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}
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@ -62,7 +113,7 @@ export interface PhaserSceneProps<TData extends Record<string, unknown> = {}> {
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export const phaserSceneContext = createContext<ReadonlySignal<ReactiveScene> | null>(null);
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export function PhaserScene<TData extends Record<string, unknown> = {}>(props: PhaserSceneProps<TData>) {
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const phaserGameSignal = useContext(phaserContext);
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const sceneSignal = useSignal<Phaser.Scene>();
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const sceneSignal = useSignal<ReactiveScene<TData>>();
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useSignalEffect(() => {
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if (!phaserGameSignal) return;
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@ -72,14 +123,19 @@ export function PhaserScene<TData extends Record<string, unknown> = {}>(props: P
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const game = ctx.game;
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const initData = {
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...props.data,
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phaserGame: phaserGameSignal.value,
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} as TData & ReactiveScenePhaserData;
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phaserGame: phaserGameSignal,
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sceneController: ctx.sceneController,
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};
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// 注册场景但不启动
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if (!game.scene.getScene(props.sceneKey)) {
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game.scene.add(props.sceneKey, props.scene, false, initData);
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}
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sceneSignal.value = props.scene;
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game.scene.add(props.sceneKey, props.scene, props.autoStart, initData);
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sceneSignal.value = game.scene.getScene(props.sceneKey);
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return () => {
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sceneSignal.value = undefined;
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game.scene.remove(props.sceneKey);
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// 不在这里移除场景,让 SceneController 管理生命周期
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};
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});
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@ -1,5 +1,5 @@
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export { GameUI } from './GameUI';
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export type { GameUIOptions } from './GameUI';
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export { PhaserGame, PhaserScene, phaserContext, defaultPhaserConfig, type PhaserGameContext } from './PhaserBridge';
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export { PhaserGame, PhaserScene, phaserContext, defaultPhaserConfig, type PhaserGameContext, type SceneController } from './PhaserBridge';
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export type { PhaserGameProps, PhaserSceneProps } from './PhaserBridge';
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@ -13,6 +13,9 @@ export class GameScene extends GameHostScene<TicTacToeState> {
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private gridGraphics!: Phaser.GameObjects.Graphics;
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private turnText!: Phaser.GameObjects.Text;
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private winnerOverlay?: Phaser.GameObjects.Container;
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private menuButton!: Phaser.GameObjects.Container;
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private menuButtonText!: Phaser.GameObjects.Text;
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private menuButtonBg!: Phaser.GameObjects.Rectangle;
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constructor() {
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super('GameScene');
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@ -24,6 +27,7 @@ export class GameScene extends GameHostScene<TicTacToeState> {
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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.createMenuButton();
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this.disposables.add(spawnEffect(new TicTacToePartSpawner(this)));
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@ -49,6 +53,43 @@ export class GameScene extends GameHostScene<TicTacToeState> {
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return !!this.state.board.partMap[`${row},${col}`];
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}
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private createMenuButton(): void {
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const buttonX = this.game.scale.width - 80;
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const buttonY = 30;
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this.menuButtonBg = this.add.rectangle(buttonX, buttonY, 120, 40, 0x6b7280)
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.setInteractive({ useHandCursor: true });
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this.menuButtonText = this.add.text(buttonX, buttonY, 'Menu', {
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fontSize: '18px',
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fontFamily: 'Arial',
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color: '#ffffff',
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}).setOrigin(0.5);
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this.menuButton = this.add.container(buttonX, buttonY, [
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this.menuButtonBg,
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this.menuButtonText,
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]);
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// 按钮交互
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this.menuButtonBg.on('pointerover', () => {
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this.menuButtonBg.setFillStyle(0x4b5563);
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});
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this.menuButtonBg.on('pointerout', () => {
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this.menuButtonBg.setFillStyle(0x6b7280);
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});
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this.menuButtonBg.on('pointerdown', () => {
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this.goToMenu();
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});
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}
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private async goToMenu(): Promise<void> {
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const data = this.initData as unknown as Record<string, unknown>;
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await this.sceneController.launch('MenuScene', data);
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}
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private setupInput(): void {
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for (let row = 0; row < BOARD_SIZE; row++) {
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for (let col = 0; col < BOARD_SIZE; col++) {
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@ -0,0 +1,85 @@
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import { ReactiveScene } from 'boardgame-phaser';
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export class MenuScene extends ReactiveScene {
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private titleText!: Phaser.GameObjects.Text;
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private startButton!: Phaser.GameObjects.Container;
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private startButtonText!: Phaser.GameObjects.Text;
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private startButtonBg!: Phaser.GameObjects.Rectangle;
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constructor() {
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super('MenuScene');
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}
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create(): void {
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super.create();
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const centerX = this.game.scale.width / 2;
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const centerY = this.game.scale.height / 2;
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// 标题
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this.titleText = this.add.text(centerX, centerY - 100, 'Tic-Tac-Toe', {
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fontSize: '48px',
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fontFamily: 'Arial',
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color: '#1f2937',
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}).setOrigin(0.5);
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// 添加标题动画
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this.titleText.setScale(0);
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this.tweens.add({
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targets: this.titleText,
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scale: 1,
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duration: 600,
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ease: 'Back.easeOut',
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});
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// 开始按钮
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this.startButtonBg = this.add.rectangle(centerX, centerY + 40, 200, 60, 0x3b82f6)
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.setInteractive({ useHandCursor: true });
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this.startButtonText = this.add.text(centerX, centerY + 40, 'Start Game', {
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fontSize: '24px',
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fontFamily: 'Arial',
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color: '#ffffff',
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}).setOrigin(0.5);
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this.startButton = this.add.container(centerX, centerY + 40, [
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this.startButtonBg,
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this.startButtonText,
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]);
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// 按钮交互
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this.startButtonBg.on('pointerover', () => {
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this.startButtonBg.setFillStyle(0x2563eb);
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this.tweens.add({
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targets: this.startButton,
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scale: 1.05,
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duration: 100,
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});
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});
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this.startButtonBg.on('pointerout', () => {
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this.startButtonBg.setFillStyle(0x3b82f6);
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this.tweens.add({
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targets: this.startButton,
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scale: 1,
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duration: 100,
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});
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});
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this.startButtonBg.on('pointerdown', () => {
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this.startGame();
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});
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// 副标题
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this.add.text(centerX, centerY + 140, 'Click to start playing', {
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fontSize: '16px',
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fontFamily: 'Arial',
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color: '#6b7280',
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}).setOrigin(0.5);
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}
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private async startGame(): Promise<void> {
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const data = this.initData as unknown as Record<string, unknown>;
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await this.sceneController.launch('GameScene', data);
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}
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}
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@ -1,7 +1,9 @@
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import {useComputed} from '@preact/signals';
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import {useComputed, useSignalEffect} from '@preact/signals';
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import { createGameHost, type GameModule } from 'boardgame-core';
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import { h } from 'preact';
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import {PhaserGame, PhaserScene, ReactiveScene} from 'boardgame-phaser';
|
||||
import {PhaserGame, PhaserScene, ReactiveScene, phaserContext} from 'boardgame-phaser';
|
||||
import {useContext} from 'preact/hooks';
|
||||
import {MenuScene} from "@/scenes/MenuScene";
|
||||
|
||||
export default function App<TState extends Record<string, unknown>>(props: { gameModule: GameModule<TState>, gameScene: { new(): ReactiveScene } }) {
|
||||
|
||||
|
|
@ -10,26 +12,24 @@ export default function App<TState extends Record<string, unknown>>(props: { gam
|
|||
return { gameHost };
|
||||
});
|
||||
|
||||
const scene = useComputed(() => new props.gameScene());
|
||||
const gameScene = useComputed(() => new props.gameScene());
|
||||
const menuScene = useComputed(() => new MenuScene());
|
||||
|
||||
const handleReset = () => {
|
||||
gameHost.value.gameHost.start();
|
||||
};
|
||||
const label = useComputed(() => gameHost.value.gameHost.status.value === 'running' ? 'Restart' : 'Start');
|
||||
// 自动启动菜单场景
|
||||
const phaserSignal = useContext(phaserContext);
|
||||
useSignalEffect(() => {
|
||||
const ctx = phaserSignal?.value;
|
||||
if (ctx?.sceneController) {
|
||||
ctx.sceneController.launch('MenuScene', { gameHost: gameHost.value });
|
||||
}
|
||||
});
|
||||
|
||||
return (
|
||||
<div className="flex flex-col h-screen">
|
||||
<div className="p-4 bg-gray-100 border-t border-gray-200">
|
||||
<button
|
||||
onClick={handleReset}
|
||||
className="px-6 py-2 bg-blue-500 text-white rounded hover:bg-blue-600 disabled:bg-gray-400 disabled:cursor-not-allowed transition-colors font-medium"
|
||||
>
|
||||
{label}
|
||||
</button>
|
||||
</div>
|
||||
<div className="flex-1 flex relative justify-center items-center">
|
||||
<PhaserGame>
|
||||
<PhaserScene sceneKey="GameScene" scene={scene.value} autoStart data={gameHost.value} />
|
||||
<PhaserScene sceneKey="MenuScene" scene={menuScene.value} />
|
||||
<PhaserScene sceneKey="GameScene" scene={gameScene.value} />
|
||||
</PhaserGame>
|
||||
</div>
|
||||
</div>
|
||||
|
|
|
|||
Loading…
Reference in New Issue