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:
parent
3f2ba84a06
commit
5355afb23e
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@ -0,0 +1,219 @@
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import Phaser from "phaser";
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import type {
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CardData,
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GameCard,
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} from "boardgame-core/samples/slay-the-spire-like";
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export interface CardContainerOptions {
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card: GameCard;
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onClick?: (cardId: string) => void;
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playable?: boolean;
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}
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const CARD_WIDTH = 140;
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const CARD_HEIGHT = 200;
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const CORNER_RADIUS = 8;
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export class CardContainer extends Phaser.GameObjects.Container {
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private bg!: Phaser.GameObjects.Rectangle;
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private nameText!: Phaser.GameObjects.Text;
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private costBg!: Phaser.GameObjects.Container;
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private costText!: Phaser.GameObjects.Text;
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private descText!: Phaser.GameObjects.Text;
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private highlight!: Phaser.GameObjects.Rectangle | null;
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private cardId: string;
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private _selected = false;
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constructor(
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scene: Phaser.Scene,
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x: number,
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y: number,
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options: CardContainerOptions,
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) {
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super(scene, x, y);
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scene.add.existing(this);
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this.cardId = options.card.id;
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this.createVisuals(options);
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this.setupInteractive(options);
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}
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private createVisuals(options: CardContainerOptions): void {
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const cardData = options.card.cardData;
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const isPlayable = options.playable ?? true;
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// Background
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const bgColor = isPlayable ? 0x2a2a3a : 0x1a1a24;
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this.bg = this.scene.add
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.rectangle(0, 0, CARD_WIDTH, CARD_HEIGHT, bgColor)
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.setStrokeStyle(2, isPlayable ? 0x555577 : 0x333344);
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this.add(this.bg);
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// Name
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this.nameText = this.scene.add
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.text(0, -CARD_HEIGHT / 2 + 24, cardData.name, {
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fontSize: "13px",
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color: isPlayable ? "#ffffff" : "#666666",
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fontStyle: "bold",
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})
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.setOrigin(0.5);
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this.add(this.nameText);
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// Cost badge (top-right)
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this.costBg = this.scene.add.container(
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CARD_WIDTH / 2 - 18,
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-CARD_HEIGHT / 2 + 18,
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);
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const costCircle = this.scene.add.circle(0, 0, 14, 0x3b82f6);
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this.costText = this.scene.add
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.text(0, 0, `${cardData.costCount}`, {
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fontSize: "14px",
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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.costBg.add([costCircle, this.costText]);
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this.add(this.costBg);
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// Description
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this.descText = this.scene.add
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.text(0, 16, cardData.desc, {
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fontSize: "10px",
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color: isPlayable ? "#aaaaaa" : "#444444",
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align: "center",
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wordWrap: { width: CARD_WIDTH - 16 },
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})
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.setOrigin(0.5);
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this.add(this.descText);
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// Target indicator
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const targetLabel =
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cardData.targetType === "single" ? "🎯 Single" : "✨ Self";
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const targetText = this.scene.add
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.text(0, CARD_HEIGHT / 2 - 20, targetLabel, {
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fontSize: "10px",
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color: isPlayable ? "#8888cc" : "#444466",
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})
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.setOrigin(0.5);
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this.add(targetText);
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}
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private setupInteractive(options: CardContainerOptions): void {
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const hitArea = new Phaser.Geom.Rectangle(
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-CARD_WIDTH / 2,
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-CARD_HEIGHT / 2,
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CARD_WIDTH,
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CARD_HEIGHT,
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);
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this.setInteractive(hitArea, Phaser.Geom.Rectangle.Contains);
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if (this.input) {
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this.input.cursor = options.playable ? "pointer" : "not-allowed";
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}
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this.on("pointerover", () => {
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if (options.playable && !this._selected) {
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this.hoverIn();
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}
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});
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this.on("pointerout", () => {
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if (!this._selected) {
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this.hoverOut();
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}
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});
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this.on("pointerdown", () => {
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if (options.playable && options.onClick) {
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options.onClick(this.cardId);
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}
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});
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}
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private hoverIn(): void {
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this.scene.tweens.add({
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targets: this,
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y: this.y - 10,
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scale: 1.08,
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duration: 150,
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ease: "Power2",
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});
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this.bg.setStrokeStyle(3, 0x88aaff);
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}
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private hoverOut(): void {
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this.scene.tweens.add({
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targets: this,
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y: this.y + 10,
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scale: 1,
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duration: 150,
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ease: "Power2",
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});
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this.bg.setStrokeStyle(2, 0x555577);
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}
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setSelected(selected: boolean): void {
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this._selected = selected;
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if (selected) {
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if (!this.highlight) {
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this.highlight = this.scene.add
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.rectangle(0, 0, CARD_WIDTH + 10, CARD_HEIGHT + 10, 0x000000, 0)
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.setStrokeStyle(4, 0xfbbf24)
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.setDepth(-1);
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this.addAt(this.highlight, 0);
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}
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this.highlight.setAlpha(1);
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this.scene.tweens.add({
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targets: this,
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scale: 1.05,
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duration: 100,
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ease: "Power2",
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});
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} else {
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if (this.highlight) {
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this.highlight.setAlpha(0);
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}
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this.scene.tweens.add({
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targets: this,
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scale: 1,
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duration: 100,
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ease: "Power2",
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});
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}
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}
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get selected(): boolean {
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return this._selected;
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}
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playSpawnTween(delay = 0): void {
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this.setAlpha(0);
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this.setScale(0.5);
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this.scene.tweens.add({
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targets: this,
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alpha: 1,
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scale: 1,
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duration: 300,
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delay,
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ease: "Back.easeOut",
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});
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}
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playDespawnTween(onComplete?: () => void): void {
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this.scene.tweens.add({
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targets: this,
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alpha: 0,
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scale: 0.5,
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y: this.y - 50,
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duration: 200,
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ease: "Back.easeIn",
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onComplete: () => {
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if (onComplete) onComplete();
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},
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});
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}
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destroy(fromScene?: boolean): void {
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this.highlight = null;
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super.destroy(fromScene);
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}
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}
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@ -0,0 +1,112 @@
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import { spawnEffect, type Spawner } from "boardgame-phaser";
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import type {
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CombatState,
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GameCard,
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} from "boardgame-core/samples/slay-the-spire-like";
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import { CardContainer } from "./CardContainer";
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export interface CardSpawnData {
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cardId: string;
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index: number;
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total: number;
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}
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const HAND_Y = 140;
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const CARD_SPACING = 160;
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const HAND_MARGIN = 100;
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export class CardSpawner implements Spawner<CardSpawnData, CardContainer> {
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constructor(
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private scene: Phaser.Scene,
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private getState: () => CombatState,
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private onCardClick: (cardId: string) => void,
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) {}
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*getData(): Iterable<CardSpawnData> {
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const state = this.getState();
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const handIds = state.player.deck.regions.hand.childIds;
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const total = handIds.length;
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for (let i = 0; i < total; i++) {
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yield { cardId: handIds[i], index: i, total };
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}
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}
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getKey(data: CardSpawnData): string {
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return data.cardId;
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}
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onSpawn(data: CardSpawnData): CardContainer {
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const state = this.getState();
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const card = state.player.deck.cards[data.cardId];
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const { x, y } = this.getCardPosition(data.index, data.total);
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const container = new CardContainer(this.scene, x, y, {
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card: card ?? this.createFallbackCard(data.cardId),
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onClick: this.onCardClick,
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playable: true,
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});
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container.playSpawnTween(data.index * 40);
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return container;
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}
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onUpdate(data: CardSpawnData, obj: CardContainer): void {
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const { x, y } = this.getCardPosition(data.index, data.total);
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if (obj.x !== x || obj.y !== y) {
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this.scene.tweens.add({
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targets: obj,
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x,
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y,
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duration: 250,
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ease: "Power2",
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});
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}
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}
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onDespawn(obj: CardContainer): void {
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obj.playDespawnTween(() => obj.destroy());
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}
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private getCardPosition(
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index: number,
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total: number,
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): { x: number; y: number } {
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const { width, height } = this.scene.scale;
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const spacing = Math.min(
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CARD_SPACING,
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(width - HAND_MARGIN * 2) / Math.max(1, total),
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);
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const startX = width / 2 - ((total - 1) * spacing) / 2;
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return {
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x: startX + index * spacing,
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y: height - HAND_Y,
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};
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}
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private createFallbackCard(id: string): GameCard {
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return {
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id,
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regionId: "",
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position: [],
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cardData: {
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id,
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name: "Unknown",
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desc: "Card data missing",
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type: "item",
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costType: "none",
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costCount: 0,
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targetType: "none",
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effects: [],
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},
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itemId: "",
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};
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}
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}
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export function createCardSpawner(
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scene: Phaser.Scene,
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getState: () => CombatState,
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onCardClick: (cardId: string) => void,
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) {
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return spawnEffect(new CardSpawner(scene, getState, onCardClick));
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}
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@ -1,17 +1,27 @@
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import { ReactiveScene } from "boardgame-phaser";
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import Phaser from "phaser";
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import { GameHostScene } from "boardgame-phaser";
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import { spawnEffect, type Spawner } 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 {
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import { type CombatState } from "boardgame-core/samples/slay-the-spire-like";
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type CombatState,
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import { createCombatState } from "@/state/combatState";
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prompts,
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} from "boardgame-core/samples/slay-the-spire-like";
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import { createButton } from "@/utils/createButton";
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import { createButton } from "@/utils/createButton";
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import { SceneKey } from "./types";
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import { SceneKey } from "./types";
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import {
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import {
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CombatUnitContainer,
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CombatUnitContainer,
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type CombatUnitData,
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type CombatUnitData,
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} from "@/gameobjects/CombatUnitContainer";
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} from "@/gameobjects/CombatUnitContainer";
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import { CardSpawner } from "@/gameobjects/CardSpawner";
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export class CombatTestScene extends ReactiveScene {
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const CARD_SPACING = 160;
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private combatSignal = mutableSignal<CombatState | null>(null);
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const HAND_MARGIN = 100;
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const HAND_Y = 140;
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export class CombatTestScene extends GameHostScene<CombatState> {
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private selectedCardId: string | null = null;
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private isTargeting = false;
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private targetingText!: Phaser.GameObjects.Text;
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private selectionRect!: Phaser.GameObjects.Rectangle;
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constructor() {
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constructor() {
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super("CombatTestScene");
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super("CombatTestScene");
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@ -19,90 +29,75 @@ export class CombatTestScene extends ReactiveScene {
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create(): void {
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create(): void {
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super.create();
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super.create();
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const { width, height } = this.scale;
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const { width, height } = this.scale;
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const module = createCombatState();
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// Title
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this.combatSignal.value = module.createInitialState();
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this.add
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this.add
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.text(width / 2, 30, "Combat State Test", {
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.text(width / 2, 30, "Combat Test — Card Play", {
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fontSize: "24px",
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fontSize: "24px",
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color: "#ffffff",
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color: "#ffffff",
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fontStyle: "bold",
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fontStyle: "bold",
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})
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})
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.setOrigin(0.5);
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.setOrigin(0.5);
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this.add
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// Info text (reactive)
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.text(width / 2, 60, "Player & Enemies with Buffs / HP", {
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const infoText = this.add
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.text(width / 2, 60, "", {
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fontSize: "14px",
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fontSize: "14px",
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color: "#aaaaaa",
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color: "#aaaaaa",
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})
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})
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.setOrigin(0.5);
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.setOrigin(0.5);
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const unitSpawner: Spawner<CombatUnitData, CombatUnitContainer> = {
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this.addEffect(() => {
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getData: () => this.generateUnitData(),
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const s = this.state;
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getKey: (t) => t.key,
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infoText.setText(
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onSpawn: (t) => this.spawnUnit(t, width, height),
|
`Turn ${s.turnNumber} | Phase: ${s.phase} | Energy: ${s.player.energy}/${s.player.maxEnergy}`,
|
||||||
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;
|
// Targeting indicator
|
||||||
}
|
this.targetingText = this.add
|
||||||
|
.text(width / 2, height - 220, "", {
|
||||||
|
fontSize: "18px",
|
||||||
|
color: "#fbbf24",
|
||||||
|
fontStyle: "bold",
|
||||||
|
})
|
||||||
|
.setOrigin(0.5)
|
||||||
|
.setAlpha(0);
|
||||||
|
|
||||||
private spawnUnit(
|
// Selection rectangle overlay for selected card
|
||||||
t: CombatUnitData,
|
this.selectionRect = this.add
|
||||||
width: number,
|
.rectangle(0, 0, 150, 210, 0x000000, 0)
|
||||||
height: number,
|
.setStrokeStyle(4, 0xfbbf24)
|
||||||
): CombatUnitContainer | null {
|
.setAlpha(0)
|
||||||
const combat = this.combatSignal.value;
|
.setDepth(50);
|
||||||
if (!combat) return null;
|
|
||||||
|
|
||||||
const totalUnits = 1 + combat.enemies.length;
|
// Unit spawner (player + enemies)
|
||||||
const spacing = 220;
|
this.disposables.add(spawnEffect(new UnitSpawner(this)));
|
||||||
const totalWidth = (totalUnits - 1) * spacing;
|
|
||||||
const startX = width / 2 - totalWidth / 2;
|
|
||||||
|
|
||||||
let x = startX;
|
// Card spawner (hand)
|
||||||
if (t.key.startsWith("enemy-")) {
|
this.disposables.add(
|
||||||
const index = parseInt(t.key.replace("enemy-", ""), 10);
|
spawnEffect(
|
||||||
x = startX + (index + 1) * spacing;
|
new CardSpawner(
|
||||||
}
|
this,
|
||||||
|
() => this.state,
|
||||||
|
(cardId) => this.onCardClick(cardId),
|
||||||
|
),
|
||||||
|
),
|
||||||
|
);
|
||||||
|
|
||||||
const container = new CombatUnitContainer(this, x, height / 2, t);
|
// Watch hand changes to clear stale selection
|
||||||
container.playSpawnEffect();
|
this.addEffect(() => {
|
||||||
return container;
|
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({
|
createButton({
|
||||||
scene: this,
|
scene: this,
|
||||||
label: "返回菜单",
|
label: "返回菜单",
|
||||||
|
|
@ -115,69 +110,163 @@ export class CombatTestScene extends ReactiveScene {
|
||||||
|
|
||||||
createButton({
|
createButton({
|
||||||
scene: this,
|
scene: this,
|
||||||
label: "Damage Player",
|
label: "End Turn",
|
||||||
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,
|
x: width - 100,
|
||||||
y: height - 40,
|
y: 40,
|
||||||
onClick: () => {
|
onClick: () => {
|
||||||
this.combatSignal.produce((draft) => {
|
this.tryPlayCard("end-turn");
|
||||||
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,
|
|
||||||
};
|
|
||||||
});
|
|
||||||
},
|
},
|
||||||
});
|
});
|
||||||
|
|
||||||
|
// 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();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -1,4 +1,6 @@
|
||||||
|
import { createGameHost, type GameModule } from "boardgame-core";
|
||||||
import { PhaserGame, PhaserScene } from "boardgame-phaser";
|
import { PhaserGame, PhaserScene } from "boardgame-phaser";
|
||||||
|
import { useMemo } from "preact/hooks";
|
||||||
import { IndexScene } from "@/scenes/IndexScene";
|
import { IndexScene } from "@/scenes/IndexScene";
|
||||||
import { MapViewerScene } from "@/scenes/MapViewerScene";
|
import { MapViewerScene } from "@/scenes/MapViewerScene";
|
||||||
import { GridViewerScene } from "@/scenes/GridViewerScene";
|
import { GridViewerScene } from "@/scenes/GridViewerScene";
|
||||||
|
|
@ -6,14 +8,26 @@ import { ShapeViewerScene } from "@/scenes/ShapeViewerScene";
|
||||||
import { GAME_CONFIG } from "@/config";
|
import { GAME_CONFIG } from "@/config";
|
||||||
import { InventoryTestScene } from "@/scenes/InventoryTestScene";
|
import { InventoryTestScene } from "@/scenes/InventoryTestScene";
|
||||||
import { CombatTestScene } from "@/scenes/CombatTestScene";
|
import { CombatTestScene } from "@/scenes/CombatTestScene";
|
||||||
|
import { createCombatState } from "@/state/combatState";
|
||||||
|
import type { CombatState } from "boardgame-core/samples/slay-the-spire-like";
|
||||||
|
|
||||||
export default function App() {
|
export default function App() {
|
||||||
|
const combatScene = useMemo(() => new CombatTestScene(), []);
|
||||||
|
const gameHost = useMemo(
|
||||||
|
() => createGameHost(createCombatState() as GameModule<CombatState>),
|
||||||
|
[],
|
||||||
|
);
|
||||||
|
|
||||||
return (
|
return (
|
||||||
<div className="flex flex-col h-screen">
|
<div className="flex flex-col h-screen">
|
||||||
<div className="flex-1 flex relative justify-center items-center">
|
<div className="flex-1 flex relative justify-center items-center">
|
||||||
<PhaserGame initialScene="IndexScene" config={GAME_CONFIG}>
|
<PhaserGame initialScene="IndexScene" config={GAME_CONFIG}>
|
||||||
<PhaserScene scene={IndexScene} />
|
<PhaserScene scene={IndexScene} />
|
||||||
<PhaserScene scene={CombatTestScene} />
|
<PhaserScene
|
||||||
|
sceneKey="CombatTestScene"
|
||||||
|
scene={combatScene}
|
||||||
|
data={{ gameHost }}
|
||||||
|
/>
|
||||||
<PhaserScene scene={InventoryTestScene} />
|
<PhaserScene scene={InventoryTestScene} />
|
||||||
<PhaserScene scene={MapViewerScene} />
|
<PhaserScene scene={MapViewerScene} />
|
||||||
<PhaserScene scene={GridViewerScene} />
|
<PhaserScene scene={GridViewerScene} />
|
||||||
|
|
|
||||||
Loading…
Reference in New Issue