feat(sts-viewer): implement card spawning and combat interaction

Add `CardContainer` and `CardSpawner` to handle visual representation
of cards in the hand. Refactor `CombatTestScene` to use `GameHostScene`
and implement card selection/targeting logic for combat simulation.
This commit is contained in:
2026-04-22 00:53:57 +08:00
parent 3f2ba84a06
commit 5355afb23e
4 changed files with 564 additions and 130 deletions
@@ -1,17 +1,27 @@
import { ReactiveScene } from "boardgame-phaser";
import Phaser from "phaser";
import { GameHostScene } 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 {
type CombatState,
prompts,
} from "boardgame-core/samples/slay-the-spire-like";
import { createButton } from "@/utils/createButton";
import { SceneKey } from "./types";
import {
CombatUnitContainer,
type CombatUnitData,
} from "@/gameobjects/CombatUnitContainer";
import { CardSpawner } from "@/gameobjects/CardSpawner";
export class CombatTestScene extends ReactiveScene {
private combatSignal = mutableSignal<CombatState | null>(null);
const CARD_SPACING = 160;
const HAND_MARGIN = 100;
const HAND_Y = 140;
export class CombatTestScene extends GameHostScene<CombatState> {
private selectedCardId: string | null = null;
private isTargeting = false;
private targetingText!: Phaser.GameObjects.Text;
private selectionRect!: Phaser.GameObjects.Rectangle;
constructor() {
super("CombatTestScene");
@@ -19,90 +29,75 @@ export class CombatTestScene extends ReactiveScene {
create(): void {
super.create();
const { width, height } = this.scale;
const module = createCombatState();
this.combatSignal.value = module.createInitialState();
// Title
this.add
.text(width / 2, 30, "Combat State Test", {
.text(width / 2, 30, "Combat Test — Card Play", {
fontSize: "24px",
color: "#ffffff",
fontStyle: "bold",
})
.setOrigin(0.5);
this.add
.text(width / 2, 60, "Player & Enemies with Buffs / HP", {
// Info text (reactive)
const infoText = this.add
.text(width / 2, 60, "", {
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,
});
this.addEffect(() => {
const s = this.state;
infoText.setText(
`Turn ${s.turnNumber} | Phase: ${s.phase} | Energy: ${s.player.energy}/${s.player.maxEnergy}`,
);
});
return units;
}
// Targeting indicator
this.targetingText = this.add
.text(width / 2, height - 220, "", {
fontSize: "18px",
color: "#fbbf24",
fontStyle: "bold",
})
.setOrigin(0.5)
.setAlpha(0);
private spawnUnit(
t: CombatUnitData,
width: number,
height: number,
): CombatUnitContainer | null {
const combat = this.combatSignal.value;
if (!combat) return null;
// Selection rectangle overlay for selected card
this.selectionRect = this.add
.rectangle(0, 0, 150, 210, 0x000000, 0)
.setStrokeStyle(4, 0xfbbf24)
.setAlpha(0)
.setDepth(50);
const totalUnits = 1 + combat.enemies.length;
const spacing = 220;
const totalWidth = (totalUnits - 1) * spacing;
const startX = width / 2 - totalWidth / 2;
// Unit spawner (player + enemies)
this.disposables.add(spawnEffect(new UnitSpawner(this)));
let x = startX;
if (t.key.startsWith("enemy-")) {
const index = parseInt(t.key.replace("enemy-", ""), 10);
x = startX + (index + 1) * spacing;
}
// Card spawner (hand)
this.disposables.add(
spawnEffect(
new CardSpawner(
this,
() => this.state,
(cardId) => this.onCardClick(cardId),
),
),
);
const container = new CombatUnitContainer(this, x, height / 2, t);
container.playSpawnEffect();
return container;
}
// Watch hand changes to clear stale selection
this.addEffect(() => {
const handIds = this.state.player.deck.regions.hand.childIds;
if (this.selectedCardId && !handIds.includes(this.selectedCardId)) {
this.clearTargeting();
} else {
this.updateSelectionRect();
}
});
private createControls(width: number, height: number): void {
// Controls
createButton({
scene: this,
label: "返回菜单",
@@ -115,69 +110,163 @@ export class CombatTestScene extends ReactiveScene {
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",
label: "End Turn",
x: width - 100,
y: height - 40,
y: 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,
};
});
this.tryPlayCard("end-turn");
},
});
// Start the game loop
this.gameHost.start();
}
private onCardClick(cardId: string): void {
const state = this.state;
const card = state.player.deck.cards[cardId];
if (!card) return;
const targetType = card.cardData.targetType;
if (targetType === "single") {
this.selectedCardId = cardId;
this.isTargeting = true;
this.targetingText.setText("Select a target!");
this.targetingText.setAlpha(1);
this.updateSelectionRect();
} else {
this.tryPlayCard(cardId);
}
}
public onEnemyClick(enemyId: string): void {
if (!this.isTargeting || !this.selectedCardId) return;
this.tryPlayCard(this.selectedCardId, enemyId);
}
public getIsTargeting(): boolean {
return this.isTargeting;
}
private tryPlayCard(cardId: string, targetId?: string): void {
const error = this.gameHost.tryAnswerPrompt(
prompts.mainAction,
cardId,
targetId,
);
if (error) {
console.warn("Play failed:", error);
}
this.clearTargeting();
}
private clearTargeting(): void {
this.selectedCardId = null;
this.isTargeting = false;
this.targetingText.setAlpha(0);
this.selectionRect.setAlpha(0);
}
private updateSelectionRect(): void {
if (!this.selectedCardId) {
this.selectionRect.setAlpha(0);
return;
}
const state = this.state;
const handIds = state.player.deck.regions.hand.childIds;
const index = handIds.indexOf(this.selectedCardId);
if (index === -1) {
this.selectionRect.setAlpha(0);
return;
}
const { width, height } = this.scale;
const total = handIds.length;
const spacing = Math.min(
CARD_SPACING,
(width - HAND_MARGIN * 2) / Math.max(1, total),
);
const startX = width / 2 - ((total - 1) * spacing) / 2;
const x = startX + index * spacing;
const y = height - HAND_Y;
this.selectionRect.setPosition(x, y);
this.selectionRect.setAlpha(1);
}
}
class UnitSpawner implements Spawner<CombatUnitData, CombatUnitContainer> {
constructor(private scene: CombatTestScene) {}
*getData(): Iterable<CombatUnitData> {
const state = this.scene.state;
yield {
key: "player",
entity: state.player,
name: "Player",
isPlayer: true,
};
for (let i = 0; i < state.enemies.length; i++) {
const enemy = state.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 {
const { width, height } = this.scene.scale;
const state = this.scene.state;
const totalUnits = 1 + state.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.scene,
x,
height / 2 - 80,
t,
);
container.playSpawnEffect();
// Make enemies clickable when targeting
if (!t.isPlayer) {
const hitArea = new Phaser.Geom.Rectangle(-100, -130, 200, 260);
container.setInteractive(hitArea, Phaser.Geom.Rectangle.Contains);
if (container.input) {
container.input.cursor = "pointer";
}
container.on("pointerdown", () => {
if (this.scene.getIsTargeting()) {
this.scene.onEnemyClick(t.entity.id);
}
});
}
return container;
}
onUpdate(t: CombatUnitData, obj: CombatUnitContainer): void {
obj.updateFromData(t);
}
onDespawn(obj: CombatUnitContainer): void {
obj.destroy();
}
}