Style: enforce 2-space indent and double quotes

This commit is contained in:
hypercross 2026-04-19 10:48:32 +08:00
parent ddc9d057fd
commit 648e801dad
12 changed files with 466 additions and 415 deletions

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@ -28,7 +28,7 @@ export default tseslint.config(
files: ["**/*.ts", "**/*.tsx"], files: ["**/*.ts", "**/*.tsx"],
rules: { rules: {
// --- Project Conventions --- // --- Project Conventions ---
quotes: ["error", "single", { avoidEscape: true }], quotes: ["error", "double", { avoidEscape: true }],
"comma-dangle": ["error", "always-multiline"], "comma-dangle": ["error", "always-multiline"],
indent: ["error", 2, { SwitchCase: 1 }], indent: ["error", 2, { SwitchCase: 1 }],
@ -68,7 +68,6 @@ export default tseslint.config(
"import/no-duplicates": "error", "import/no-duplicates": "error",
// --- General --- // --- General ---
"no-console": "warn",
"prefer-const": "error", "prefer-const": "error",
"no-var": "error", "no-var": "error",
eqeqeq: ["error", "always"], eqeqeq: ["error", "always"],

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@ -1,19 +1,38 @@
// Resource management // Resource management
export { DisposableBag } from './utils'; export { DisposableBag } from "./utils";
export type { IDisposable, DisposableItem } from './utils'; export type { IDisposable, DisposableItem } from "./utils";
// Drag & drop utilities // Drag & drop utilities
export { dragDropEventEffect, DragDropEventType } from './utils'; export { dragDropEventEffect, DragDropEventType } from "./utils";
export type { DragDropEvent } from './utils'; export type { DragDropEvent } from "./utils";
// Data-driven object spawning // Data-driven object spawning
export { spawnEffect } from './spawner'; export { spawnEffect } from "./spawner";
export type { Spawner } from './spawner'; export type { Spawner } from "./spawner";
// Scene base classes // Scene base classes
export { ReactiveScene, GameHostScene, FadeScene, FADE_SCENE_KEY } from './scenes'; export {
export type { ReactiveSceneOptions, ReactiveScenePhaserData, SceneController, GameHostSceneOptions, FadeSceneData } from './scenes'; ReactiveScene,
GameHostScene,
FadeScene,
FADE_SCENE_KEY,
} from "./scenes";
export type {
ReactiveSceneOptions,
ReactiveScenePhaserData,
SceneController,
GameHostSceneOptions,
FadeSceneData,
} from "./scenes";
// React ↔ Phaser bridge // React ↔ Phaser bridge
export { PhaserGame, PhaserScene, phaserContext, defaultPhaserConfig, GameUI, type PhaserGameContext, type SceneController as PhaserSceneController } from './ui'; export {
export type { PhaserGameProps, PhaserSceneProps, GameUIOptions } from './ui'; PhaserGame,
PhaserScene,
phaserContext,
defaultPhaserConfig,
GameUI,
type PhaserGameContext,
type SceneController as PhaserSceneController,
} from "./ui";
export type { PhaserGameProps, PhaserSceneProps, GameUIOptions } from "./ui";

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@ -1,89 +1,83 @@
import Phaser from 'phaser'; import { ReactiveScene } from "./ReactiveScene";
import { ReactiveScene, type ReactiveScenePhaserData } from './ReactiveScene';
export interface FadeSceneData { export interface FadeSceneData {
[key: string]: unknown; [key: string]: unknown;
} }
/** /**
* *
*/ */
export class FadeScene extends ReactiveScene<FadeSceneData> { export class FadeScene extends ReactiveScene<FadeSceneData> {
private overlay!: Phaser.GameObjects.Rectangle; private overlay!: Phaser.GameObjects.Rectangle;
private isFading = false; private isFading = false;
constructor() { constructor() {
super(FADE_SCENE_KEY); super(FADE_SCENE_KEY);
}
create(): void {
super.create();
// 创建黑色遮罩层,覆盖整个游戏区域
const game = this.game;
this.overlay = this.add
.rectangle(0, 0, game.scale.width, game.scale.height, 0x000000, 1)
.setOrigin(0)
.setAlpha(1)
.setDepth(999999)
.setInteractive({ useHandCursor: false });
// 防止遮罩阻挡输入
this.overlay.disableInteractive();
}
/**
*
* @param duration
*/
fadeIn(duration = 300): Promise<void> {
return this.fadeTo(0, duration);
}
/**
*
* @param duration
*/
fadeOut(duration = 300): Promise<void> {
return this.fadeTo(1, duration);
}
/**
*
*/
private fadeTo(targetAlpha: number, duration: number): Promise<void> {
// 如果 overlay 还未初始化,直接返回 resolved promise
if (!this.overlay) {
console.warn("FadeScene: overlay 未初始化,跳过过渡动画");
return Promise.resolve();
} }
create(): void { if (this.isFading) {
super.create(); console.warn("FadeScene: 正在进行过渡动画");
// 创建黑色遮罩层,覆盖整个游戏区域
const game = this.game;
this.overlay = this.add.rectangle(
0,
0,
game.scale.width,
game.scale.height,
0x000000,
1
).setOrigin(0)
.setAlpha(1)
.setDepth(999999)
.setInteractive({ useHandCursor: false });
// 防止遮罩阻挡输入
this.overlay.disableInteractive();
} }
/** this.isFading = true;
* this.overlay.setAlpha(targetAlpha === 1 ? 0 : 1);
* @param duration
*/
fadeIn(duration = 300): Promise<void> {
return this.fadeTo(0, duration);
}
/** return new Promise<void>((resolve) => {
* this.tweens.add({
* @param duration targets: this.overlay,
*/ alpha: targetAlpha,
fadeOut(duration = 300): Promise<void> { duration,
return this.fadeTo(1, duration); ease: "Linear",
} onComplete: () => {
this.isFading = false;
/** resolve();
* },
*/ });
private fadeTo(targetAlpha: number, duration: number): Promise<void> { });
// 如果 overlay 还未初始化,直接返回 resolved promise }
if (!this.overlay) {
console.warn('FadeScene: overlay 未初始化,跳过过渡动画');
return Promise.resolve();
}
if (this.isFading) {
console.warn('FadeScene: 正在进行过渡动画');
}
this.isFading = true;
this.overlay.setAlpha(targetAlpha === 1 ? 0 : 1);
return new Promise<void>((resolve) => {
this.tweens.add({
targets: this.overlay,
alpha: targetAlpha,
duration,
ease: 'Linear',
onComplete: () => {
this.isFading = false;
resolve();
},
});
});
}
} }
// 导出常量供 PhaserGame 使用 // 导出常量供 PhaserGame 使用
export const FADE_SCENE_KEY = '__fade__'; export const FADE_SCENE_KEY = "__fade__";

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@ -1,36 +1,37 @@
import type { GameHost } from 'boardgame-core'; import { ReactiveScene } from "./ReactiveScene";
import { ReactiveScene } from './ReactiveScene';
import type { GameHost } from "boardgame-core";
export interface GameHostSceneOptions<TState extends Record<string, unknown>> { export interface GameHostSceneOptions<TState extends Record<string, unknown>> {
gameHost: GameHost<TState>; gameHost: GameHost<TState>;
[key: string]: unknown; [key: string]: unknown;
} }
export abstract class GameHostScene<TState extends Record<string, unknown>> export abstract class GameHostScene<
extends ReactiveScene<GameHostSceneOptions<TState>> TState extends Record<string, unknown>,
{ > extends ReactiveScene<GameHostSceneOptions<TState>> {
public get gameHost(): GameHost<TState> { public get gameHost(): GameHost<TState> {
const gameHost = this.initData.gameHost as GameHost<TState>; const gameHost = this.initData.gameHost as GameHost<TState>;
if (!gameHost) { if (!gameHost) {
throw new Error( throw new Error(
`GameHostScene (${this.scene.key}): gameHost 未提供。` + `GameHostScene (${this.scene.key}): gameHost 未提供。` +
`确保在 PhaserScene 组件的 data 属性中传入 gameHost。` "确保在 PhaserScene 组件的 data 属性中传入 gameHost。",
); );
}
return gameHost;
} }
return gameHost;
}
public get state(): TState { public get state(): TState {
return this.gameHost?.state.value; return this.gameHost?.state.value;
} }
addInterruption(promise: Promise<void>){ addInterruption(promise: Promise<void>) {
this.gameHost?.addInterruption(promise); this.gameHost?.addInterruption(promise);
} }
addTweenInterruption(tween: Phaser.Tweens.Tween){ addTweenInterruption(tween: Phaser.Tweens.Tween) {
this.addInterruption(new Promise( this.addInterruption(
resolve => tween.once('complete', resolve) new Promise((resolve) => tween.once("complete", resolve)),
)); );
} }
} }

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@ -1,87 +1,90 @@
import Phaser from 'phaser'; import { effect, type ReadonlySignal } from "@preact/signals-core";
import { effect, type ReadonlySignal } from '@preact/signals-core'; import { Scene } from "phaser";
import { DisposableBag, type IDisposable } from '../utils';
import { DisposableBag, type IDisposable } from "../utils";
import type Phaser from "phaser";
type CleanupFn = void | (() => void); type CleanupFn = void | (() => void);
// 前向声明,避免循环导入 // 前向声明,避免循环导入
export interface SceneController { export interface SceneController {
launch(sceneKey: string): Promise<void>; launch(sceneKey: string): Promise<void>;
restart(): Promise<void>; restart(): Promise<void>;
currentScene: ReadonlySignal<string | null>; currentScene: ReadonlySignal<string | null>;
isTransitioning: ReadonlySignal<boolean>; isTransitioning: ReadonlySignal<boolean>;
} }
export interface ReactiveScenePhaserData { export interface ReactiveScenePhaserData {
phaserGame: ReadonlySignal<{ game: Phaser.Game }>; phaserGame: ReadonlySignal<{ game: Phaser.Game }>;
sceneController: SceneController; sceneController: SceneController;
} }
export interface ReactiveSceneOptions<TData extends Record<string, unknown> = {}> { export interface ReactiveSceneOptions {
key?: string; key?: string;
} }
/** /**
* Scene * Scene
* @typeparam TData - init(data) phaserGame sceneController * @typeparam TData - init(data) phaserGame sceneController
*/ */
export abstract class ReactiveScene<TData extends Record<string, unknown> = {}> export abstract class ReactiveScene<TData = object>
extends Phaser.Scene extends Scene
implements IDisposable implements IDisposable
{ {
protected disposables = new DisposableBag(); protected disposables = new DisposableBag();
private _initData?: TData & ReactiveScenePhaserData; private _initData?: TData & ReactiveScenePhaserData;
/** /**
* init() * init()
* create() * create()
*/ */
public get initData(): TData & ReactiveScenePhaserData { public get initData(): TData & ReactiveScenePhaserData {
if (!this._initData) { if (!this._initData) {
throw new Error( throw new Error(
`ReactiveScene (${this.scene.key}): initData 尚未初始化。` + `ReactiveScene (${this.scene.key}): initData 尚未初始化。` +
`确保场景通过 PhaserScene 组件注册,并在 create() 阶段访问。` "确保场景通过 PhaserScene 组件注册,并在 create() 阶段访问。",
); );
}
return this._initData;
} }
return this._initData;
}
/** /**
* Phaser game * Phaser game
*/ */
public get phaserGame(): ReadonlySignal<{ game: Phaser.Game }> { public get phaserGame(): ReadonlySignal<{ game: Phaser.Game }> {
return this.initData.phaserGame; return this.initData.phaserGame;
} }
/** /**
* *
*/ */
public get sceneController(): SceneController { public get sceneController(): SceneController {
return this.initData.sceneController; return this.initData.sceneController;
} }
constructor(key?: string) { constructor(key?: string) {
super(key); super(key);
} }
init(data: TData & ReactiveScenePhaserData): void { init(data: TData & ReactiveScenePhaserData): void {
this._initData = data; this._initData = data;
} }
create(): void { create(): void {
this.events.on('shutdown', this.dispose, this); this.events.on("shutdown", this.dispose, this);
} }
dispose(): void { dispose(): void {
this.disposables.dispose(); this.disposables.dispose();
} }
public addDisposable(disposable: IDisposable): void { public addDisposable(disposable: IDisposable): void {
this.disposables.add(disposable); this.disposables.add(disposable);
} }
/** 注册响应式监听(场景关闭时自动清理) */ /** 注册响应式监听(场景关闭时自动清理) */
public addEffect(fn: () => CleanupFn): void { public addEffect(fn: () => CleanupFn): void {
this.disposables.add(effect(fn)); this.disposables.add(effect(fn));
} }
} }

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@ -1,8 +1,12 @@
export { ReactiveScene } from './ReactiveScene'; export { ReactiveScene } from "./ReactiveScene";
export type { ReactiveSceneOptions, ReactiveScenePhaserData, SceneController } from './ReactiveScene'; export type {
ReactiveSceneOptions,
ReactiveScenePhaserData,
SceneController,
} from "./ReactiveScene";
export { FadeScene, FADE_SCENE_KEY } from './FadeScene'; export { FadeScene, FADE_SCENE_KEY } from "./FadeScene";
export type { FadeSceneData } from './FadeScene'; export type { FadeSceneData } from "./FadeScene";
export { GameHostScene } from './GameHostScene'; export { GameHostScene } from "./GameHostScene";
export type { GameHostSceneOptions } from './GameHostScene'; export type { GameHostSceneOptions } from "./GameHostScene";

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@ -1,11 +1,11 @@
export interface GameUIOptions { export interface GameUIOptions {
container: HTMLElement; container: HTMLElement;
root: any; root: HTMLElement;
} }
export class GameUI { export class GameUI {
private container: HTMLElement; private container: HTMLElement;
private root: any; private root: HTMLElement;
constructor(options: GameUIOptions) { constructor(options: GameUIOptions) {
this.container = options.container; this.container = options.container;
@ -13,13 +13,13 @@ export class GameUI {
} }
mount(): void { mount(): void {
import('preact').then(({ render }) => { import("preact").then(({ render }) => {
render(this.root, this.container); render(this.root, this.container);
}); });
} }
unmount(): void { unmount(): void {
import('preact').then(({ render }) => { import("preact").then(({ render }) => {
render(null, this.container); render(null, this.container);
}); });
} }

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@ -1,219 +1,243 @@
import Phaser from 'phaser';
import { signal, useSignal, useSignalEffect } from '@preact/signals'; import { signal, useSignal, useSignalEffect } from '@preact/signals';
import { createContext, h } from 'preact'; import Phaser, { AUTO } from 'phaser';
import { createContext } from 'preact';
import { useContext, useEffect, useRef } from 'preact/hooks'; import { useContext, useEffect, useRef } from 'preact/hooks';
import { ReadonlySignal } from "@preact/signals-core";
import {
FadeScene as FadeSceneClass,
FADE_SCENE_KEY,
} from '../scenes/FadeScene';
import type { ReactiveScene } from '../scenes'; import type { ReactiveScene } from '../scenes';
import { FadeScene as FadeSceneClass, FADE_SCENE_KEY } from '../scenes/FadeScene'; import type { ReadonlySignal } from '@preact/signals-core';
export interface SceneController { export interface SceneController {
/** 启动场景(带淡入淡出过渡) */ /** 启动场景(带淡入淡出过渡) */
launch(sceneKey: string): Promise<void>; launch(sceneKey: string): Promise<void>;
/** 重新启动当前场景(带淡入淡出过渡) */ /** 重新启动当前场景(带淡入淡出过渡) */
restart(): Promise<void>; restart(): Promise<void>;
/** 当前活跃场景 key */ /** 当前活跃场景 key */
currentScene: ReadonlySignal<string | null>; currentScene: ReadonlySignal<string | null>;
/** 是否正在过渡 */ /** 是否正在过渡 */
isTransitioning: ReadonlySignal<boolean>; isTransitioning: ReadonlySignal<boolean>;
} }
export interface PhaserGameContext { export interface PhaserGameContext {
game: Phaser.Game; game: Phaser.Game;
sceneController: SceneController; sceneController: SceneController;
} }
export const phaserContext = createContext<ReadonlySignal<PhaserGameContext> | null>(null); export const phaserContext =
createContext<ReadonlySignal<PhaserGameContext> | null>(null);
export const defaultPhaserConfig: Phaser.Types.Core.GameConfig = { export const defaultPhaserConfig: Phaser.Types.Core.GameConfig = {
type: Phaser.AUTO, type: AUTO,
width: 560, width: 560,
height: 560, height: 560,
parent: 'phaser-container', parent: 'phaser-container',
backgroundColor: '#f9fafb', backgroundColor: '#f9fafb',
scene: [], scene: [],
}; };
export interface PhaserGameProps { export interface PhaserGameProps {
config?: Partial<Phaser.Types.Core.GameConfig>; config?: Partial<Phaser.Types.Core.GameConfig>;
/** 初始启动的场景 key */ /** 初始启动的场景 key */
initialScene?: string; initialScene?: string;
children?: any; children?: preact.ComponentChildren;
} }
export function PhaserGame(props: PhaserGameProps) { export function PhaserGame(props: PhaserGameProps) {
const gameSignal = useSignal<PhaserGameContext>({ game: undefined!, sceneController: undefined! }); const gameSignal = useSignal<PhaserGameContext>({
const initialSceneLaunched = useRef(false); game: undefined!,
sceneController: undefined!,
});
const initialSceneLaunched = useRef(false);
useSignalEffect(() => { useSignalEffect(() => {
const config: Phaser.Types.Core.GameConfig = { const config: Phaser.Types.Core.GameConfig = {
...defaultPhaserConfig, ...defaultPhaserConfig,
...props.config, ...props.config,
}; };
const phaserGame = new Phaser.Game(config); const phaserGame = new Phaser.Game(config);
// 添加 FadeScene 并启动它来初始化 overlay // 添加 FadeScene 并启动它来初始化 overlay
const fadeScene = new FadeSceneClass(); const fadeScene = new FadeSceneClass();
phaserGame.scene.add(FADE_SCENE_KEY, fadeScene, true); // 改为 true 以触发 create phaserGame.scene.add(FADE_SCENE_KEY, fadeScene, true); // 改为 true 以触发 create
// 创建 SceneController // 创建 SceneController
const currentScene = signal<string | null>(null); const currentScene = signal<string | null>(null);
const isTransitioning = signal(false); const isTransitioning = signal(false);
const sceneController: SceneController = { const sceneController: SceneController = {
async launch(sceneKey: string) { async launch(sceneKey: string) {
if (isTransitioning.value) { if (isTransitioning.value) {
console.warn('SceneController: 正在进行场景切换'); console.warn('SceneController: 正在进行场景切换');
return; return;
}
// 等待场景注册完成(最多等待 100ms
let retries = 0;
while (!phaserGame.scene.getScene(sceneKey) && retries < 10) {
await new Promise(resolve => setTimeout(resolve, 10));
retries++;
}
// 验证场景是否已注册
if (!phaserGame.scene.getScene(sceneKey)) {
console.error(`SceneController: 场景 "${sceneKey}" 未注册`);
return;
}
isTransitioning.value = true;
const fade = phaserGame.scene.getScene(FADE_SCENE_KEY) as FadeSceneClass;
// 淡出到黑色
phaserGame.scene.bringToTop(FADE_SCENE_KEY);
await fade.fadeOut(300);
// 停止当前场景
if (currentScene.value) {
phaserGame.scene.stop(currentScene.value);
}
// 确保场景已注册后再启动
// (场景应该已经在 PhaserScene 组件中注册)
if (!phaserGame.scene.getScene(sceneKey)) {
console.error(`SceneController: 场景 "${sceneKey}" 在切换时仍未注册`);
isTransitioning.value = false;
return;
}
// 启动新场景
phaserGame.scene.start(sceneKey);
currentScene.value = sceneKey;
// 淡入
await fade.fadeIn(300);
isTransitioning.value = false;
},
async restart() {
if (isTransitioning.value) {
console.warn('SceneController: 正在进行场景切换');
return;
}
if (!currentScene.value) {
console.warn('SceneController: 没有当前场景,无法 restart');
return;
}
const sceneKey = currentScene.value;
const scene = phaserGame.scene.getScene(sceneKey);
if (!scene) {
console.error(`SceneController: 场景 "${sceneKey}" 不存在`);
return;
}
isTransitioning.value = true;
const fade = phaserGame.scene.getScene(FADE_SCENE_KEY) as FadeSceneClass;
// 淡出到黑色
phaserGame.scene.bringToTop(FADE_SCENE_KEY);
await fade.fadeOut(300);
// 重启当前场景
scene.scene.restart();
// 淡入
await fade.fadeIn(300);
isTransitioning.value = false;
},
currentScene,
isTransitioning,
};
gameSignal.value = { game: phaserGame, sceneController };
return () => {
gameSignal.value = { game: undefined!, sceneController: undefined! };
initialSceneLaunched.current = false;
phaserGame.destroy(true);
};
});
// 启动初始场景(仅一次)
useEffect(() => {
const ctx = gameSignal.value;
if (!initialSceneLaunched.current && props.initialScene && ctx?.sceneController) {
initialSceneLaunched.current = true;
// 使用 microtask 确保所有子组件的场景注册已完成
Promise.resolve().then(() => {
ctx.sceneController.launch(props.initialScene!);
});
}
}, [gameSignal.value, props.initialScene]);
return (
<div id="phaser-container" className="w-full h-full">
<phaserContext.Provider value={gameSignal}>
{props.children}
</phaserContext.Provider>
</div>
);
}
export interface PhaserSceneProps<TData extends Record<string, unknown> = {}> {
sceneKey: string;
scene: ReactiveScene<TData>;
data?: TData;
children?: any;
}
export const phaserSceneContext = createContext<ReadonlySignal<ReactiveScene> | null>(null);
export function PhaserScene<TData extends Record<string, unknown> = {}>(props: PhaserSceneProps<TData>) {
const phaserGameSignal = useContext(phaserContext);
const sceneSignal = useSignal<ReactiveScene<TData>>();
const registered = useRef(false);
useSignalEffect(() => {
if (!phaserGameSignal) return;
const ctx = phaserGameSignal.value;
if (!ctx?.game) return;
const game = ctx.game;
// 注册场景到 Phaser但不启动
if (!game.scene.getScene(props.sceneKey)) {
const initData = {
...props.data,
phaserGame: phaserGameSignal,
sceneController: ctx.sceneController,
};
game.scene.add(props.sceneKey, props.scene, false, initData);
} }
sceneSignal.value = props.scene; // 等待场景注册完成(最多等待 100ms
registered.current = true; let retries = 0;
while (!phaserGame.scene.getScene(sceneKey) && retries < 10) {
await new Promise((resolve) => setTimeout(resolve, 10));
retries++;
}
return () => { // 验证场景是否已注册
sceneSignal.value = undefined; if (!phaserGame.scene.getScene(sceneKey)) {
registered.current = false; console.error(`SceneController: 场景 "${sceneKey}" 未注册`);
// 不在这里移除场景,让 SceneController 管理生命周期 return;
}; }
});
return <phaserSceneContext.Provider value={sceneSignal as ReadonlySignal<ReactiveScene>}>{props.children}</phaserSceneContext.Provider>; isTransitioning.value = true;
const fade = phaserGame.scene.getScene(
FADE_SCENE_KEY,
) as FadeSceneClass;
// 淡出到黑色
phaserGame.scene.bringToTop(FADE_SCENE_KEY);
await fade.fadeOut(300);
// 停止当前场景
if (currentScene.value) {
phaserGame.scene.stop(currentScene.value);
}
// 确保场景已注册后再启动
// (场景应该已经在 PhaserScene 组件中注册)
if (!phaserGame.scene.getScene(sceneKey)) {
console.error(`SceneController: 场景 "${sceneKey}" 在切换时仍未注册`);
isTransitioning.value = false;
return;
}
// 启动新场景
phaserGame.scene.start(sceneKey);
currentScene.value = sceneKey;
// 淡入
await fade.fadeIn(300);
isTransitioning.value = false;
},
async restart() {
if (isTransitioning.value) {
console.warn('SceneController: 正在进行场景切换');
return;
}
if (!currentScene.value) {
console.warn('SceneController: 没有当前场景,无法 restart');
return;
}
const sceneKey = currentScene.value;
const scene = phaserGame.scene.getScene(sceneKey);
if (!scene) {
console.error(`SceneController: 场景 "${sceneKey}" 不存在`);
return;
}
isTransitioning.value = true;
const fade = phaserGame.scene.getScene(
FADE_SCENE_KEY,
) as FadeSceneClass;
// 淡出到黑色
phaserGame.scene.bringToTop(FADE_SCENE_KEY);
await fade.fadeOut(300);
// 重启当前场景
scene.scene.restart();
// 淡入
await fade.fadeIn(300);
isTransitioning.value = false;
},
currentScene,
isTransitioning,
};
gameSignal.value = { game: phaserGame, sceneController };
return () => {
gameSignal.value = { game: undefined!, sceneController: undefined! };
initialSceneLaunched.current = false;
phaserGame.destroy(true);
};
});
// 启动初始场景(仅一次)
useEffect(() => {
const ctx = gameSignal.value;
if (
!initialSceneLaunched.current &&
props.initialScene &&
ctx?.sceneController
) {
initialSceneLaunched.current = true;
// 使用 microtask 确保所有子组件的场景注册已完成
Promise.resolve().then(() => {
ctx.sceneController.launch(props.initialScene!);
});
}
}, [gameSignal.value, props.initialScene]);
return (
<div id="phaser-container" className="w-full h-full">
<phaserContext.Provider value={gameSignal}>
{props.children}
</phaserContext.Provider>
</div>
);
}
export interface PhaserSceneProps<TData = {}> {
sceneKey: string;
scene: ReactiveScene<TData>;
data?: TData;
children?: any;
}
export const phaserSceneContext =
createContext<ReadonlySignal<ReactiveScene> | null>(null);
export function PhaserScene<TData = {}>(props: PhaserSceneProps<TData>) {
const phaserGameSignal = useContext(phaserContext);
const sceneSignal = useSignal<ReactiveScene<TData>>();
const registered = useRef(false);
useSignalEffect(() => {
if (!phaserGameSignal) return;
const ctx = phaserGameSignal.value;
if (!ctx?.game) return;
const game = ctx.game;
// 注册场景到 Phaser但不启动
if (!game.scene.getScene(props.sceneKey)) {
const initData = {
...props.data,
phaserGame: phaserGameSignal,
sceneController: ctx.sceneController,
};
game.scene.add(props.sceneKey, props.scene, false, initData);
}
sceneSignal.value = props.scene;
registered.current = true;
return () => {
sceneSignal.value = undefined;
registered.current = false;
// 不在这里移除场景,让 SceneController 管理生命周期
};
});
return (
<phaserSceneContext.Provider
value={sceneSignal as ReadonlySignal<ReactiveScene>}
>
{props.children}
</phaserSceneContext.Provider>
);
} }

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@ -1,5 +1,12 @@
export { GameUI } from './GameUI'; export { GameUI } from "./GameUI";
export type { GameUIOptions } from './GameUI'; export type { GameUIOptions } from "./GameUI";
export { PhaserGame, PhaserScene, phaserContext, defaultPhaserConfig, type PhaserGameContext, type SceneController } from './PhaserBridge'; export {
export type { PhaserGameProps, PhaserSceneProps } from './PhaserBridge'; PhaserGame,
PhaserScene,
phaserContext,
defaultPhaserConfig,
type PhaserGameContext,
type SceneController,
} from "./PhaserBridge";
export type { PhaserGameProps, PhaserSceneProps } from "./PhaserBridge";

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@ -1,46 +1,42 @@
export interface IDisposable { export interface IDisposable {
dispose(): void; dispose(): void;
} }
export type DisposableItem = IDisposable | (() => void); export type DisposableItem = IDisposable | (() => void);
export class DisposableBag implements IDisposable { export class DisposableBag implements IDisposable {
private _disposables = new Set<DisposableItem>(); private _disposables = new Set<DisposableItem>();
private _isDisposed = false; private _isDisposed = false;
get isDisposed(): boolean { get isDisposed(): boolean {
return this._isDisposed; return this._isDisposed;
}
add(item: DisposableItem): void {
if (this._isDisposed) {
this._execute(item);
return;
}
this._disposables.add(item);
}
dispose(): void {
if (this._isDisposed) return;
this._isDisposed = true;
for (const item of this._disposables) {
this._execute(item);
} }
add(item: DisposableItem): void { this._disposables.clear();
if (this._isDisposed) { }
this._execute(item);
return; private _execute(item: DisposableItem): void {
} if (typeof item === "function") {
this._disposables.add(item); item();
} } else {
item.dispose();
dispose(): void {
if (this._isDisposed) return;
this._isDisposed = true;
for (const item of this._disposables) {
try {
this._execute(item);
} catch (error) {
console.error('Error during resource disposal:', error);
}
}
this._disposables.clear();
}
private _execute(item: DisposableItem): void {
if (typeof item === 'function') {
item();
} else {
item.dispose();
}
} }
}
} }

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@ -1,4 +1,4 @@
import { DisposableBag } from "./disposable"; import type { DisposableBag } from "./disposable";
type PointerRecord = { type PointerRecord = {
id: number; id: number;

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@ -1,3 +1,7 @@
export { DisposableBag } from './disposable'; export { DisposableBag } from "./disposable";
export type { IDisposable, DisposableItem } from './disposable'; export type { IDisposable, DisposableItem } from "./disposable";
export { dragDropEventEffect, DragDropEventType, type DragDropEvent } from './dnd'; export {
dragDropEventEffect,
DragDropEventType,
type DragDropEvent,
} from "./dnd";