refactor(onitama): decouple rendering logic into dedicated renderers
Introduces a centralized configuration system and extracts visual creation logic from spawners into specialized renderer classes: - CardRenderer - HighlightRenderer - PawnRenderer - SelectionRenderer This refactor improves separation of concerns by moving Phaser-specific drawing and animation code out of the spawner/container logic and into reusable renderer components.
This commit is contained in:
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/**
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* Centralized configuration for Onitama game
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* All layout, style, and game constants should be defined here
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*/
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import { Display } from "phaser";
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// Board configuration
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export const BOARD_SIZE = 5;
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export const CELL_SIZE = 80;
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export const BOARD_OFFSET = { x: 240, y: 240 } as const;
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// Card configuration
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export const CARD_WIDTH = 80;
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export const CARD_HEIGHT = 120;
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export const CARD_SPACING = 100;
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export const CARD_LABEL_OFFSET = 40; // Distance from board edge
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// Menu configuration
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export const MENU_CONFIG = {
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colors: {
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title: "#1f2937",
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buttonText: "#ffffff",
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buttonBg: 0x3b82f6,
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buttonBgHover: 0x2563eb,
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subtitle: "#6b7280",
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},
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fontSize: {
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title: "48px",
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button: "24px",
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subtitle: "16px",
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},
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button: {
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width: 200,
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height: 80,
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},
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positions: {
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titleY: -120,
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buttonY: 40,
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subtitleY: 160,
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},
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} as const;
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// UI colors
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export const COLORS = {
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red: 0xef4444,
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black: 0x3b82f6,
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highlight: 0xfbbf24,
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highlightStroke: 0xf59e0b,
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gridLine: 0x6b7280,
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pawnStroke: 0x1f2937,
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cardBg: 0xf9fafb,
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cardStroke: 0x6b7280,
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cardCenter: 0x3b82f6,
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cardTarget: 0xef4444,
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textDark: "#1f2937",
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textGray: "#6b7280",
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textInfo: "#4b5563",
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winnerGold: "#fbbf24",
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overlayBg: 0x000000,
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menuButton: 0x6b7280,
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menuButtonHover: 0x4b5563,
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} as const;
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// Font configuration
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export const FONTS = {
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title: {
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fontSize: "28px",
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fontFamily: "Arial",
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color: COLORS.textDark,
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},
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info: {
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fontSize: "16px",
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fontFamily: "Arial",
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color: COLORS.textInfo,
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},
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cardTitle: {
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fontSize: "12px",
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fontFamily: "Arial",
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color: COLORS.textDark,
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},
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cardPlayer: {
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fontSize: "10px",
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fontFamily: "Arial",
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color: COLORS.textGray,
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},
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pawnLabel: {
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fontSize: "24px",
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fontFamily: "Arial",
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color: "#ffffff",
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},
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cardLabel: {
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fontSize: "16px",
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fontFamily: "Arial",
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},
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winner: {
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fontSize: "36px",
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fontFamily: "Arial",
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color: COLORS.winnerGold,
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},
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menuButton: {
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fontSize: "18px",
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fontFamily: "Arial",
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color: "#ffffff",
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},
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} as const;
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// Menu button configuration
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export const MENU_BUTTON = {
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x: 680,
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y: 40,
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width: 120,
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height: 40,
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} as const;
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// Animation durations (in ms)
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export const ANIMATIONS = {
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pawnSpawn: 300,
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pawnDespawn: 300,
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pawnMove: 400,
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cardSpawn: 300,
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cardDespawn: 200,
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cardMove: 600,
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cardRotate: 400,
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highlightSpawn: 250,
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highlightDespawn: 200,
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selectionFadeIn: 200,
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selectionFadeOut: 150,
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selectionPulse: 500,
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menuTitle: 600,
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buttonHover: 100,
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winnerPulse: 500,
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clickFeedback: 150,
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} as const;
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// Grid cell size for card move visualization
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export const CARD_GRID = {
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cellSize: 14,
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gridSize: 5,
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} as const;
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// Helper function to convert board coordinates to screen coordinates
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export function boardToScreen(
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boardX: number,
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boardY: number,
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): { x: number; y: number } {
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return {
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x: BOARD_OFFSET.x + boardX * CELL_SIZE + CELL_SIZE / 2,
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y: BOARD_OFFSET.y + (BOARD_SIZE - 1 - boardY) * CELL_SIZE + CELL_SIZE / 2,
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};
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}
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// Helper function to get board center
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export function getBoardCenter(): { x: number; y: number } {
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return {
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x: BOARD_OFFSET.x + (BOARD_SIZE * CELL_SIZE) / 2,
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y: BOARD_OFFSET.y + (BOARD_SIZE * CELL_SIZE) / 2,
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};
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}
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// Helper function to get card label position
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export function getCardLabelPosition(position: "red" | "black"): {
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x: number;
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y: number;
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originX: number;
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originY: number;
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} {
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const boardLeft = BOARD_OFFSET.x;
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const boardTop = BOARD_OFFSET.y;
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const boardBottom = BOARD_OFFSET.y + BOARD_SIZE * CELL_SIZE;
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const centerX = boardLeft + (BOARD_SIZE * CELL_SIZE) / 2;
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if (position === "red") {
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return {
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x: centerX,
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y: boardBottom + CARD_LABEL_OFFSET,
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originX: 0.5,
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originY: 0,
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};
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} else {
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return {
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x: centerX,
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y: boardTop - CARD_LABEL_OFFSET,
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originX: 0.5,
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originY: 1,
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};
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}
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}
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// Helper function to get card position
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export function getCardPosition(
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position: "red" | "black" | "spare",
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index: number,
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): { x: number; y: number } {
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const boardLeft = BOARD_OFFSET.x;
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const boardTop = BOARD_OFFSET.y;
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const boardCenterX = boardLeft + (BOARD_SIZE * CELL_SIZE) / 2;
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const boardBottom = BOARD_OFFSET.y + BOARD_SIZE * CELL_SIZE;
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const boardCenterY = boardTop + (BOARD_SIZE * CELL_SIZE) / 2;
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if (position === "red") {
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return {
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x: boardCenterX - (index - 0.5) * CARD_SPACING,
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y: boardBottom + CARD_HEIGHT / 2 + CARD_LABEL_OFFSET,
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};
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} else if (position === "black") {
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return {
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x: boardCenterX - (index - 0.5) * CARD_SPACING,
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y: boardTop - CARD_HEIGHT / 2 - CARD_LABEL_OFFSET,
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};
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} else {
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return {
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x: boardLeft - CARD_WIDTH / 2 - CARD_LABEL_OFFSET,
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y: boardCenterY,
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};
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}
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}
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export function colorToStr(hex: number) {
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return Display.Color.ValueToColor(hex).toString();
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}
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import type { Card } from "@/game/onitama";
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import type { OnitamaScene } from "@/scenes/OnitamaScene";
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import { CARD_WIDTH, CARD_HEIGHT, COLORS, FONTS, CARD_GRID } from "@/config";
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export interface CardRenderOptions {
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card: Card;
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}
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/**
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* Renderer for card game objects
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* Extracts visual creation logic from CardContainer
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*/
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export class CardRenderer {
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constructor(private readonly scene: OnitamaScene) {}
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/**
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* Render card visuals into a container
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* @param container - The container to add visuals to
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* @param options - Card rendering options
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*/
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render(
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container: Phaser.GameObjects.Container,
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options: CardRenderOptions,
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): void {
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const { card } = options;
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// Create background rectangle
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const bg = this.scene.add
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.rectangle(0, 0, CARD_WIDTH, CARD_HEIGHT, COLORS.cardBg, 1)
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.setStrokeStyle(2, COLORS.cardStroke);
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container.add(bg);
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// Create title text
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const title = this.scene.add
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.text(0, -CARD_HEIGHT / 2 + 16, card.id, FONTS.cardTitle)
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.setOrigin(0.5);
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container.add(title);
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// Create move candidate grid
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this.renderMoveGrid(container, card);
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// Create starting player text
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const playerText = this.scene.add
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.text(0, CARD_HEIGHT / 2 - 16, card.startingPlayer, FONTS.cardPlayer)
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.setOrigin(0.5);
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container.add(playerText);
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}
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/**
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* Render the 5x5 grid showing move candidates
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*/
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private renderMoveGrid(
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container: Phaser.GameObjects.Container,
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card: Card,
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): void {
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const grid = this.scene.add.graphics();
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const { cellSize, gridSize } = CARD_GRID;
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const gridWidth = gridSize * cellSize;
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const gridHeight = gridSize * cellSize;
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const gridStartX = -gridWidth / 2;
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const gridStartY = -gridHeight / 2 + 20;
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for (let row = 0; row < gridSize; row++) {
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for (let col = 0; col < gridSize; col++) {
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const x = gridStartX + col * cellSize;
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const y = gridStartY + row * cellSize;
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const centerX = x + cellSize / 2;
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const centerY = y + cellSize / 2;
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const radius = cellSize / 3;
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// Center position marker
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if (row === 2 && col === 2) {
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grid.fillStyle(COLORS.cardCenter, 1);
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grid.fillCircle(centerX, centerY, radius);
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} else {
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// Check if this cell is a move candidate
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const isTarget = card.moveCandidates.some(
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(m) => m.dx === col - 2 && m.dy === 2 - row,
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);
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if (isTarget) {
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grid.fillStyle(COLORS.cardTarget, 0.6);
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grid.fillCircle(centerX, centerY, radius);
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}
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}
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}
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}
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container.add(grid);
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}
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/**
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* Create a standalone card visual at the specified position
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* Useful for previews or temporary displays
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*/
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createStandalone(
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x: number,
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y: number,
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options: CardRenderOptions,
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): Phaser.GameObjects.Container {
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const container = this.scene.add.container(x, y);
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this.render(container, options);
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return container;
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}
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}
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import type { OnitamaScene } from "@/scenes/OnitamaScene";
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import { CELL_SIZE, COLORS } from "@/config";
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export interface HighlightRenderOptions {
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x: number;
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y: number;
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}
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/**
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* Renderer for move target highlight visuals
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* Extracts visual creation logic from HighlightSpawner
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*/
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export class HighlightRenderer {
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constructor(private readonly scene: OnitamaScene) {}
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/**
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* Render highlight visuals into a container
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* @param container - The container to add visuals to
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* @param options - Highlight rendering options
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*/
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render(
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container: Phaser.GameObjects.Container,
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options: HighlightRenderOptions,
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): void {
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const { x, y } = options;
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// Set container position
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container.setPosition(x, y);
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// Outer circle (animated pulse)
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const outerCircle = this.scene.add.circle(
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0,
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0,
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CELL_SIZE / 3,
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COLORS.black,
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0.2,
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);
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container.add(outerCircle);
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// Inner circle
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const innerCircle = this.scene.add.circle(
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0,
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0,
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CELL_SIZE / 4,
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COLORS.black,
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0.4,
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);
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container.add(innerCircle);
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// Store references for animation
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container.setData("outerCircle", outerCircle);
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container.setData("innerCircle", innerCircle);
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}
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/**
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* Create a standalone highlight visual at the specified position
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* Useful for previews or temporary displays
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*/
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createStandalone(x: number, y: number): Phaser.GameObjects.Container {
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const container = this.scene.add.container(x, y);
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this.render(container, { x, y });
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return container;
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}
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/**
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* Setup pulse animations for highlight circles
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* @param container - The highlight container
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*/
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setupPulseAnimations(container: Phaser.GameObjects.Container): void {
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const outerCircle = container.getData("outerCircle") as
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| Phaser.GameObjects.Arc
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| undefined;
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const innerCircle = container.getData("innerCircle") as
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| Phaser.GameObjects.Arc
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| undefined;
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if (!outerCircle || !innerCircle) return;
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// Inner circle pulse
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this.scene.tweens.add({
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targets: [outerCircle, innerCircle],
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scale: 1.2,
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alpha: 0.6,
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duration: 600,
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ease: "Sine.easeInOut",
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yoyo: true,
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repeat: -1,
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});
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// Outer circle staggered pulse
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this.scene.tweens.add({
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targets: outerCircle,
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scale: 1.3,
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alpha: 0.3,
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duration: 800,
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ease: "Sine.easeInOut",
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yoyo: true,
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repeat: -1,
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delay: 200,
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});
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}
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}
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import type { OnitamaScene } from "@/scenes/OnitamaScene";
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import { CELL_SIZE, COLORS, FONTS } from "@/config";
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export type PawnType = "master" | "student";
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export type PawnOwner = "red" | "black";
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export interface PawnRenderOptions {
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owner: PawnOwner;
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type: PawnType;
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}
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/**
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* Renderer for pawn game objects
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* Extracts visual creation logic from PawnContainer
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*/
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export class PawnRenderer {
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constructor(private readonly scene: OnitamaScene) {}
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/**
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* Render pawn visuals into a container
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* @param container - The container to add visuals to
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* @param options - Pawn rendering options
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*/
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render(
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container: Phaser.GameObjects.Container,
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options: PawnRenderOptions,
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): void {
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const { owner, type } = options;
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// Create background circle
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const bgColor = owner === "red" ? COLORS.red : COLORS.black;
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const circle = this.scene.add
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.circle(0, 0, CELL_SIZE / 3, bgColor, 1)
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.setStrokeStyle(2, COLORS.pawnStroke);
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container.add(circle);
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// Create label text
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const label = type === "master" ? "M" : "S";
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const text = this.scene.add
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.text(0, 0, label, FONTS.pawnLabel)
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.setOrigin(0.5);
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container.add(text);
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}
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/**
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* Create a standalone pawn visual (circle + text) at the specified position
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* Useful for previews or temporary displays
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*/
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createStandalone(
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x: number,
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y: number,
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options: PawnRenderOptions,
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): Phaser.GameObjects.Container {
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const container = this.scene.add.container(x, y);
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this.render(container, options);
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return container;
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}
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}
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import { GameObjects } from "phaser";
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import type { OnitamaScene } from "@/scenes/OnitamaScene";
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import { CELL_SIZE, COLORS, ANIMATIONS } from "@/config";
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export interface SelectionRenderOptions {
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x: number;
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y: number;
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}
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/**
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* Renderer for pawn selection ring visuals
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* Extracts selection ring creation and animation logic from PawnContainer
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*/
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export class SelectionRenderer {
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constructor(private readonly scene: OnitamaScene) {}
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/**
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* Create a selection ring visual
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* @param parent - The parent container or game object to add the ring to
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* @returns The selection ring game object
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*/
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create(
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parent: Phaser.GameObjects.Container | Phaser.GameObjects.GameObject,
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): Phaser.GameObjects.Arc {
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const ring = this.scene.add
|
||||
.arc(0, 0, CELL_SIZE / 3 + 5, 0, 360, false, COLORS.highlight, 0)
|
||||
.setStrokeStyle(3, COLORS.highlightStroke, 1)
|
||||
.setAlpha(0);
|
||||
|
||||
// Add to parent at index 0 (behind other visuals)
|
||||
if (parent instanceof GameObjects.Container) {
|
||||
parent.addAt(ring, 0);
|
||||
}
|
||||
|
||||
return ring;
|
||||
}
|
||||
|
||||
/**
|
||||
* Show selection with fade-in and pulse animation
|
||||
* @param ring - The selection ring to animate
|
||||
* @returns Cleanup function to stop animations
|
||||
*/
|
||||
show(ring: Phaser.GameObjects.Arc): () => void {
|
||||
if (!ring.active) return () => {};
|
||||
|
||||
let pulseTween: Phaser.Tweens.Tween | null = null;
|
||||
const tweens = this.scene.tweens;
|
||||
|
||||
// Fade in animation
|
||||
const fadeIn = tweens.add({
|
||||
targets: ring,
|
||||
alpha: 0.8,
|
||||
duration: ANIMATIONS.selectionFadeIn,
|
||||
ease: "Power2",
|
||||
onComplete: () => {
|
||||
// Start pulse animation after fade-in completes
|
||||
pulseTween = tweens.add({
|
||||
targets: ring,
|
||||
scale: 1.15,
|
||||
alpha: 0.6,
|
||||
duration: ANIMATIONS.selectionPulse,
|
||||
ease: "Sine.easeInOut",
|
||||
yoyo: true,
|
||||
repeat: -1,
|
||||
});
|
||||
this.scene.addTweenInterruption(pulseTween);
|
||||
},
|
||||
});
|
||||
this.scene.addTweenInterruption(fadeIn);
|
||||
|
||||
// Return cleanup function
|
||||
return () => {
|
||||
if (pulseTween) {
|
||||
pulseTween.stop();
|
||||
pulseTween = null;
|
||||
}
|
||||
tweens.killTweensOf(ring);
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* Hide selection with fade-out animation
|
||||
* @param ring - The selection ring to animate
|
||||
* @param onComplete - Callback when animation completes
|
||||
*/
|
||||
hide(ring: Phaser.GameObjects.Arc, onComplete?: () => void): void {
|
||||
if (!ring.active) {
|
||||
onComplete?.();
|
||||
return;
|
||||
}
|
||||
|
||||
const tweens = this.scene.tweens;
|
||||
|
||||
// Stop any existing tweens on this ring
|
||||
tweens.killTweensOf(ring);
|
||||
|
||||
// Fade out animation
|
||||
tweens.add({
|
||||
targets: ring,
|
||||
alpha: 0,
|
||||
scale: 0.9,
|
||||
duration: ANIMATIONS.selectionFadeOut,
|
||||
ease: "Power2",
|
||||
onComplete: () => {
|
||||
ring.destroy();
|
||||
onComplete?.();
|
||||
},
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* Create a standalone selection ring at the specified position
|
||||
* Useful for previews or temporary displays
|
||||
*/
|
||||
createStandalone(x: number, y: number): Phaser.GameObjects.Container {
|
||||
const container = this.scene.add.container(x, y);
|
||||
this.create(container);
|
||||
return container;
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,11 @@
|
|||
export { PawnRenderer } from "./PawnRenderer";
|
||||
export type { PawnRenderOptions, PawnType, PawnOwner } from "./PawnRenderer";
|
||||
|
||||
export { CardRenderer } from "./CardRenderer";
|
||||
export type { CardRenderOptions } from "./CardRenderer";
|
||||
|
||||
export { HighlightRenderer } from "./HighlightRenderer";
|
||||
export type { HighlightRenderOptions } from "./HighlightRenderer";
|
||||
|
||||
export { SelectionRenderer } from "./SelectionRenderer";
|
||||
export type { SelectionRenderOptions } from "./SelectionRenderer";
|
||||
|
|
@ -1,30 +1,6 @@
|
|||
import { ReactiveScene } from 'boardgame-phaser';
|
||||
import Phaser from 'phaser';
|
||||
import { ReactiveScene } from "boardgame-phaser";
|
||||
|
||||
/** 菜单场景配置 */
|
||||
const MENU_CONFIG = {
|
||||
colors: {
|
||||
title: '#1f2937',
|
||||
buttonText: '#ffffff',
|
||||
buttonBg: 0x3b82f6,
|
||||
buttonBgHover: 0x2563eb,
|
||||
subtitle: '#6b7280',
|
||||
},
|
||||
fontSize: {
|
||||
title: '48px',
|
||||
button: '24px',
|
||||
subtitle: '16px',
|
||||
},
|
||||
button: {
|
||||
width: 200,
|
||||
height: 80,
|
||||
},
|
||||
positions: {
|
||||
titleY: -120,
|
||||
buttonY: 40,
|
||||
subtitleY: 160,
|
||||
},
|
||||
} as const;
|
||||
import { MENU_CONFIG, ANIMATIONS } from "@/config";
|
||||
|
||||
export class MenuScene extends ReactiveScene {
|
||||
private titleText!: Phaser.GameObjects.Text;
|
||||
|
|
@ -33,7 +9,7 @@ export class MenuScene extends ReactiveScene {
|
|||
private startButtonText!: Phaser.GameObjects.Text;
|
||||
|
||||
constructor() {
|
||||
super('MenuScene');
|
||||
super("MenuScene");
|
||||
}
|
||||
|
||||
create(): void {
|
||||
|
|
@ -56,24 +32,21 @@ export class MenuScene extends ReactiveScene {
|
|||
|
||||
/** 创建标题文本 */
|
||||
private createTitle(center: { x: number; y: number }): void {
|
||||
this.titleText = this.add.text(
|
||||
center.x,
|
||||
center.y + MENU_CONFIG.positions.titleY,
|
||||
'Onitama',
|
||||
{
|
||||
this.titleText = this.add
|
||||
.text(center.x, center.y + MENU_CONFIG.positions.titleY, "Onitama", {
|
||||
fontSize: MENU_CONFIG.fontSize.title,
|
||||
fontFamily: 'Arial',
|
||||
fontFamily: "Arial",
|
||||
color: MENU_CONFIG.colors.title,
|
||||
}
|
||||
).setOrigin(0.5);
|
||||
})
|
||||
.setOrigin(0.5);
|
||||
|
||||
// 标题入场动画
|
||||
this.titleText.setScale(0);
|
||||
this.tweens.add({
|
||||
targets: this.titleText,
|
||||
scale: 1,
|
||||
duration: 600,
|
||||
ease: 'Back.easeOut',
|
||||
duration: ANIMATIONS.menuTitle,
|
||||
ease: "Back.easeOut",
|
||||
});
|
||||
}
|
||||
|
||||
|
|
@ -81,29 +54,23 @@ export class MenuScene extends ReactiveScene {
|
|||
private createStartButton(center: { x: number; y: number }): void {
|
||||
const { button, colors } = MENU_CONFIG;
|
||||
|
||||
this.startButtonBg = this.add.rectangle(
|
||||
0,
|
||||
0,
|
||||
button.width,
|
||||
button.height,
|
||||
colors.buttonBg
|
||||
).setOrigin(0.5).setInteractive({ useHandCursor: true });
|
||||
this.startButtonBg = this.add
|
||||
.rectangle(0, 0, button.width, button.height, colors.buttonBg)
|
||||
.setOrigin(0.5)
|
||||
.setInteractive({ useHandCursor: true });
|
||||
|
||||
this.startButtonText = this.add.text(
|
||||
0,
|
||||
0,
|
||||
'Start Game',
|
||||
{
|
||||
this.startButtonText = this.add
|
||||
.text(0, 0, "Start Game", {
|
||||
fontSize: MENU_CONFIG.fontSize.button,
|
||||
fontFamily: 'Arial',
|
||||
fontFamily: "Arial",
|
||||
color: colors.buttonText,
|
||||
}
|
||||
).setOrigin(0.5);
|
||||
})
|
||||
.setOrigin(0.5);
|
||||
|
||||
this.startButtonContainer = this.add.container(
|
||||
center.x,
|
||||
center.y + MENU_CONFIG.positions.buttonY,
|
||||
[this.startButtonBg, this.startButtonText]
|
||||
[this.startButtonBg, this.startButtonText],
|
||||
);
|
||||
|
||||
// 按钮交互
|
||||
|
|
@ -112,45 +79,47 @@ export class MenuScene extends ReactiveScene {
|
|||
|
||||
/** 设置按钮交互效果 */
|
||||
private setupButtonInteraction(): void {
|
||||
this.startButtonBg.on('pointerover', () => {
|
||||
this.startButtonBg.on("pointerover", () => {
|
||||
this.startButtonBg.setFillStyle(MENU_CONFIG.colors.buttonBgHover);
|
||||
this.tweens.add({
|
||||
targets: this.startButtonContainer,
|
||||
scale: 1.05,
|
||||
duration: 100,
|
||||
duration: ANIMATIONS.buttonHover,
|
||||
});
|
||||
});
|
||||
|
||||
this.startButtonBg.on('pointerout', () => {
|
||||
this.startButtonBg.on("pointerout", () => {
|
||||
this.startButtonBg.setFillStyle(MENU_CONFIG.colors.buttonBg);
|
||||
this.tweens.add({
|
||||
targets: this.startButtonContainer,
|
||||
scale: 1,
|
||||
duration: 100,
|
||||
duration: ANIMATIONS.buttonHover,
|
||||
});
|
||||
});
|
||||
|
||||
this.startButtonBg.on('pointerdown', () => {
|
||||
this.startButtonBg.on("pointerdown", () => {
|
||||
this.startGame();
|
||||
});
|
||||
}
|
||||
|
||||
/** 创建副标题 */
|
||||
private createSubtitle(center: { x: number; y: number }): void {
|
||||
this.add.text(
|
||||
this.add
|
||||
.text(
|
||||
center.x,
|
||||
center.y + MENU_CONFIG.positions.subtitleY,
|
||||
'Click to start playing',
|
||||
"Click to start playing",
|
||||
{
|
||||
fontSize: MENU_CONFIG.fontSize.subtitle,
|
||||
fontFamily: 'Arial',
|
||||
fontFamily: "Arial",
|
||||
color: MENU_CONFIG.colors.subtitle,
|
||||
}
|
||||
).setOrigin(0.5);
|
||||
},
|
||||
)
|
||||
.setOrigin(0.5);
|
||||
}
|
||||
|
||||
/** 开始游戏 */
|
||||
private async startGame(): Promise<void> {
|
||||
await this.sceneController.launch('OnitamaScene');
|
||||
await this.sceneController.launch("OnitamaScene");
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,16 +1,36 @@
|
|||
import Phaser from 'phaser';
|
||||
import type { OnitamaState, Pawn } from '@/game/onitama';
|
||||
import {getAvailableMoves, prompts} from '@/game/onitama';
|
||||
import { GameHostScene } from 'boardgame-phaser';
|
||||
import { spawnEffect } from 'boardgame-phaser';
|
||||
import type { MutableSignal } from 'boardgame-core';
|
||||
import { GameHostScene, spawnEffect } from "boardgame-phaser";
|
||||
|
||||
import type { OnitamaState, Pawn } from "@/game/onitama";
|
||||
import type { HighlightData } from "@/spawners/HighlightSpawner";
|
||||
import type { OnitamaUIState } from "@/state";
|
||||
import type { MutableSignal } from "boardgame-core";
|
||||
import type Phaser from "phaser";
|
||||
|
||||
import {
|
||||
PawnSpawner, CardSpawner, BOARD_OFFSET, CELL_SIZE, CARD_WIDTH, CARD_HEIGHT, boardToScreen, BOARD_SIZE,
|
||||
HighlightSpawner
|
||||
} from '@/spawners';
|
||||
import type { HighlightData } from '@/spawners/HighlightSpawner';
|
||||
import {createUIState, clearSelection, selectPiece, selectCard, createValidMoves} from '@/state';
|
||||
import type { OnitamaUIState, ValidMove } from '@/state';
|
||||
COLORS,
|
||||
FONTS,
|
||||
ANIMATIONS,
|
||||
MENU_BUTTON,
|
||||
getBoardCenter,
|
||||
getCardLabelPosition,
|
||||
colorToStr,
|
||||
} from "@/config";
|
||||
import { prompts } from "@/game/onitama";
|
||||
import {
|
||||
PawnSpawner,
|
||||
CardSpawner,
|
||||
BOARD_OFFSET,
|
||||
CELL_SIZE,
|
||||
BOARD_SIZE,
|
||||
boardToScreen,
|
||||
HighlightSpawner,
|
||||
} from "@/spawners";
|
||||
import {
|
||||
createUIState,
|
||||
clearSelection,
|
||||
selectPiece,
|
||||
selectCard,
|
||||
} from "@/state";
|
||||
|
||||
export class OnitamaScene extends GameHostScene<OnitamaState> {
|
||||
private boardContainer!: Phaser.GameObjects.Container;
|
||||
|
|
@ -26,7 +46,7 @@ export class OnitamaScene extends GameHostScene<OnitamaState> {
|
|||
public uiState!: MutableSignal<OnitamaUIState>;
|
||||
|
||||
constructor() {
|
||||
super('OnitamaScene');
|
||||
super("OnitamaScene");
|
||||
}
|
||||
|
||||
create(): void {
|
||||
|
|
@ -59,16 +79,7 @@ export class OnitamaScene extends GameHostScene<OnitamaState> {
|
|||
});
|
||||
|
||||
// Info text
|
||||
this.infoText = this.add.text(
|
||||
40,
|
||||
BOARD_OFFSET.y,
|
||||
'',
|
||||
{
|
||||
fontSize: '16px',
|
||||
fontFamily: 'Arial',
|
||||
color: '#4b5563',
|
||||
}
|
||||
);
|
||||
this.infoText = this.add.text(40, BOARD_OFFSET.y, "", FONTS.info);
|
||||
|
||||
// Update info text when UI state changes
|
||||
this.addEffect(() => {
|
||||
|
|
@ -86,36 +97,25 @@ export class OnitamaScene extends GameHostScene<OnitamaState> {
|
|||
}
|
||||
|
||||
private createCardLabels(): void {
|
||||
const boardLeft = BOARD_OFFSET.x;
|
||||
const boardTop = BOARD_OFFSET.y;
|
||||
const boardRight = BOARD_OFFSET.x + BOARD_SIZE * CELL_SIZE;
|
||||
const boardBottom = BOARD_OFFSET.y + BOARD_SIZE * CELL_SIZE;
|
||||
|
||||
// Red cards label - 棋盘下方
|
||||
const redLabel = this.add.text(
|
||||
boardLeft + (BOARD_SIZE * CELL_SIZE) / 2,
|
||||
boardBottom + 40,
|
||||
"RED",
|
||||
{
|
||||
fontSize: '16px',
|
||||
fontFamily: 'Arial',
|
||||
color: '#ef4444',
|
||||
}
|
||||
).setOrigin(0.5, 0);
|
||||
this.cardLabelContainers.set('red', redLabel);
|
||||
const redPos = getCardLabelPosition("red");
|
||||
const redLabel = this.add
|
||||
.text(redPos.x, redPos.y, "RED", {
|
||||
...FONTS.cardLabel,
|
||||
color: colorToStr(COLORS.red),
|
||||
})
|
||||
.setOrigin(redPos.originX, redPos.originY);
|
||||
this.cardLabelContainers.set("red", redLabel);
|
||||
|
||||
// Black cards label - 棋盘上方
|
||||
const blackLabel = this.add.text(
|
||||
boardLeft + (BOARD_SIZE * CELL_SIZE) / 2,
|
||||
boardTop - 40,
|
||||
"BLACK",
|
||||
{
|
||||
fontSize: '16px',
|
||||
fontFamily: 'Arial',
|
||||
color: '#3b82f6',
|
||||
}
|
||||
).setOrigin(0.5, 1);
|
||||
this.cardLabelContainers.set('black', blackLabel);
|
||||
const blackPos = getCardLabelPosition("black");
|
||||
const blackLabel = this.add
|
||||
.text(blackPos.x, blackPos.y, "BLACK", {
|
||||
...FONTS.cardLabel,
|
||||
color: colorToStr(COLORS.black),
|
||||
})
|
||||
.setOrigin(blackPos.originX, blackPos.originY);
|
||||
this.cardLabelContainers.set("black", blackLabel);
|
||||
}
|
||||
|
||||
private updateInfoText(): void {
|
||||
|
|
@ -130,35 +130,26 @@ export class OnitamaScene extends GameHostScene<OnitamaState> {
|
|||
|
||||
private drawBoard(): void {
|
||||
const g = this.gridGraphics;
|
||||
g.lineStyle(2, 0x6b7280);
|
||||
g.lineStyle(2, COLORS.gridLine);
|
||||
|
||||
for (let i = 0; i <= BOARD_SIZE; i++) {
|
||||
g.lineBetween(
|
||||
BOARD_OFFSET.x + i * CELL_SIZE,
|
||||
BOARD_OFFSET.y,
|
||||
BOARD_OFFSET.x + i * CELL_SIZE,
|
||||
BOARD_OFFSET.y + BOARD_SIZE * CELL_SIZE
|
||||
BOARD_OFFSET.y + BOARD_SIZE * CELL_SIZE,
|
||||
);
|
||||
g.lineBetween(
|
||||
BOARD_OFFSET.x,
|
||||
BOARD_OFFSET.y + i * CELL_SIZE,
|
||||
BOARD_OFFSET.x + BOARD_SIZE * CELL_SIZE,
|
||||
BOARD_OFFSET.y + i * CELL_SIZE
|
||||
BOARD_OFFSET.y + i * CELL_SIZE,
|
||||
);
|
||||
}
|
||||
|
||||
g.strokePath();
|
||||
|
||||
this.add.text(
|
||||
40,
|
||||
40,
|
||||
'Onitama',
|
||||
{
|
||||
fontSize: '28px',
|
||||
fontFamily: 'Arial',
|
||||
color: '#1f2937',
|
||||
}
|
||||
);
|
||||
this.add.text(40, 40, "Onitama", FONTS.title);
|
||||
}
|
||||
|
||||
private setupInput(): void {
|
||||
|
|
@ -167,9 +158,11 @@ export class OnitamaScene extends GameHostScene<OnitamaState> {
|
|||
for (let col = 0; col < BOARD_SIZE; col++) {
|
||||
const pos = boardToScreen(col, row);
|
||||
|
||||
const zone = this.add.zone(pos.x, pos.y, CELL_SIZE, CELL_SIZE).setInteractive();
|
||||
const zone = this.add
|
||||
.zone(pos.x, pos.y, CELL_SIZE, CELL_SIZE)
|
||||
.setInteractive();
|
||||
|
||||
zone.on('pointerdown', () => {
|
||||
zone.on("pointerdown", () => {
|
||||
if (this.state.winner) return;
|
||||
this.handleCellClick(col, row);
|
||||
});
|
||||
|
|
@ -179,7 +172,7 @@ export class OnitamaScene extends GameHostScene<OnitamaState> {
|
|||
|
||||
private handleCellClick(x: number, y: number): void {
|
||||
const pawn = this.getPawnAtPosition(x, y);
|
||||
if(pawn?.owner !== this.state.currentPlayer){
|
||||
if (pawn?.owner !== this.state.currentPlayer) {
|
||||
return;
|
||||
}
|
||||
selectPiece(this.uiState, x, y);
|
||||
|
|
@ -188,7 +181,8 @@ export class OnitamaScene extends GameHostScene<OnitamaState> {
|
|||
public onCardClick(cardId: string): void {
|
||||
// 只能选择当前玩家的手牌
|
||||
const currentPlayer = this.state.currentPlayer;
|
||||
const playerCards = currentPlayer === 'red' ? this.state.redCards : this.state.blackCards;
|
||||
const playerCards =
|
||||
currentPlayer === "red" ? this.state.redCards : this.state.blackCards;
|
||||
|
||||
if (!playerCards.includes(cardId)) {
|
||||
return;
|
||||
|
|
@ -208,7 +202,13 @@ export class OnitamaScene extends GameHostScene<OnitamaState> {
|
|||
});
|
||||
}
|
||||
|
||||
private executeMove(move: { card: string; fromX: number; fromY: number; toX: number; toY: number }): void {
|
||||
private executeMove(move: {
|
||||
card: string;
|
||||
fromX: number;
|
||||
fromY: number;
|
||||
toX: number;
|
||||
toY: number;
|
||||
}): void {
|
||||
const error = this.gameHost.tryAnswerPrompt(
|
||||
prompts.move,
|
||||
this.state.currentPlayer,
|
||||
|
|
@ -216,10 +216,10 @@ export class OnitamaScene extends GameHostScene<OnitamaState> {
|
|||
move.fromX,
|
||||
move.fromY,
|
||||
move.toX,
|
||||
move.toY
|
||||
move.toY,
|
||||
);
|
||||
if (error) {
|
||||
console.warn('Invalid move:', error);
|
||||
console.warn("Invalid move:", error);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -231,39 +231,42 @@ export class OnitamaScene extends GameHostScene<OnitamaState> {
|
|||
|
||||
/** 创建菜单按钮 */
|
||||
private createMenuButton(): void {
|
||||
const buttonX = 680;
|
||||
const buttonY = 40;
|
||||
|
||||
this.menuButtonBg = this.add.rectangle(buttonX, buttonY, 120, 40, 0x6b7280)
|
||||
this.menuButtonBg = this.add
|
||||
.rectangle(
|
||||
MENU_BUTTON.x,
|
||||
MENU_BUTTON.y,
|
||||
MENU_BUTTON.width,
|
||||
MENU_BUTTON.height,
|
||||
COLORS.menuButton,
|
||||
)
|
||||
.setInteractive({ useHandCursor: true });
|
||||
|
||||
this.menuButtonText = this.add.text(buttonX, buttonY, 'Menu', {
|
||||
fontSize: '18px',
|
||||
fontFamily: 'Arial',
|
||||
color: '#ffffff',
|
||||
}).setOrigin(0.5);
|
||||
this.menuButtonText = this.add
|
||||
.text(MENU_BUTTON.x, MENU_BUTTON.y, "Menu", FONTS.menuButton)
|
||||
.setOrigin(0.5);
|
||||
|
||||
this.menuButtonContainer = this.add.container(buttonX, buttonY, [
|
||||
this.menuButtonBg,
|
||||
this.menuButtonText,
|
||||
]);
|
||||
this.menuButtonContainer = this.add.container(
|
||||
MENU_BUTTON.x,
|
||||
MENU_BUTTON.y,
|
||||
[this.menuButtonBg, this.menuButtonText],
|
||||
);
|
||||
|
||||
this.menuButtonBg.on('pointerover', () => {
|
||||
this.menuButtonBg.setFillStyle(0x4b5563);
|
||||
this.menuButtonBg.on("pointerover", () => {
|
||||
this.menuButtonBg.setFillStyle(COLORS.menuButtonHover);
|
||||
});
|
||||
|
||||
this.menuButtonBg.on('pointerout', () => {
|
||||
this.menuButtonBg.setFillStyle(0x6b7280);
|
||||
this.menuButtonBg.on("pointerout", () => {
|
||||
this.menuButtonBg.setFillStyle(COLORS.menuButton);
|
||||
});
|
||||
|
||||
this.menuButtonBg.on('pointerdown', () => {
|
||||
this.menuButtonBg.on("pointerdown", () => {
|
||||
this.goToMenu();
|
||||
});
|
||||
}
|
||||
|
||||
/** 跳转到菜单场景 */
|
||||
private async goToMenu(): Promise<void> {
|
||||
await this.sceneController.launch('MenuScene');
|
||||
await this.sceneController.launch("MenuScene");
|
||||
}
|
||||
|
||||
private showWinner(winner: string): void {
|
||||
|
|
@ -273,40 +276,38 @@ export class OnitamaScene extends GameHostScene<OnitamaState> {
|
|||
|
||||
this.winnerOverlay = this.add.container();
|
||||
|
||||
const text = winner === 'draw' ? "It's a draw!" : `${winner} wins!`;
|
||||
const text = winner === "draw" ? "It's a draw!" : `${winner} wins!`;
|
||||
const center = getBoardCenter();
|
||||
const boardWidth = BOARD_SIZE * CELL_SIZE;
|
||||
const boardHeight = BOARD_SIZE * CELL_SIZE;
|
||||
|
||||
const bg = this.add.rectangle(
|
||||
BOARD_OFFSET.x + (BOARD_SIZE * CELL_SIZE) / 2,
|
||||
BOARD_OFFSET.y + (BOARD_SIZE * CELL_SIZE) / 2,
|
||||
BOARD_SIZE * CELL_SIZE,
|
||||
BOARD_SIZE * CELL_SIZE,
|
||||
0x000000,
|
||||
0.6
|
||||
).setInteractive({ useHandCursor: true });
|
||||
const bg = this.add
|
||||
.rectangle(
|
||||
center.x,
|
||||
center.y,
|
||||
boardWidth,
|
||||
boardHeight,
|
||||
COLORS.overlayBg,
|
||||
0.6,
|
||||
)
|
||||
.setInteractive({ useHandCursor: true });
|
||||
|
||||
bg.on('pointerdown', () => {
|
||||
bg.on("pointerdown", () => {
|
||||
this.gameHost.start();
|
||||
});
|
||||
|
||||
this.winnerOverlay.add(bg);
|
||||
|
||||
const winText = this.add.text(
|
||||
BOARD_OFFSET.x + (BOARD_SIZE * CELL_SIZE) / 2,
|
||||
BOARD_OFFSET.y + (BOARD_SIZE * CELL_SIZE) / 2,
|
||||
text,
|
||||
{
|
||||
fontSize: '36px',
|
||||
fontFamily: 'Arial',
|
||||
color: '#fbbf24',
|
||||
}
|
||||
).setOrigin(0.5);
|
||||
const winText = this.add
|
||||
.text(center.x, center.y, text, FONTS.winner)
|
||||
.setOrigin(0.5);
|
||||
|
||||
this.winnerOverlay.add(winText);
|
||||
|
||||
this.tweens.add({
|
||||
targets: winText,
|
||||
scale: 1.2,
|
||||
duration: 500,
|
||||
duration: ANIMATIONS.winnerPulse,
|
||||
yoyo: true,
|
||||
repeat: 1,
|
||||
});
|
||||
|
|
|
|||
|
|
@ -1,2 +1,2 @@
|
|||
export { OnitamaScene } from './OnitamaScene';
|
||||
export { MenuScene } from './MenuScene';
|
||||
export { OnitamaScene } from "./OnitamaScene";
|
||||
export { MenuScene } from "./MenuScene";
|
||||
|
|
|
|||
|
|
@ -1,18 +1,18 @@
|
|||
import Phaser from 'phaser';
|
||||
import type { Card } from '@/game/onitama';
|
||||
import type { Spawner } from 'boardgame-phaser';
|
||||
import type { OnitamaScene } from '@/scenes/OnitamaScene';
|
||||
import { BOARD_OFFSET, CELL_SIZE } from './PawnSpawner';
|
||||
import { effect } from "@preact/signals-core";
|
||||
|
||||
export const CARD_WIDTH = 80;
|
||||
export const CARD_HEIGHT = 120;
|
||||
const BOARD_SIZE = 5;
|
||||
const CARD_SPACING = 100; // 确保每张卡牌至少 80x80 区域
|
||||
import type { Card } from "@/game/onitama";
|
||||
import type { OnitamaScene } from "@/scenes/OnitamaScene";
|
||||
import type { Spawner } from "boardgame-phaser";
|
||||
|
||||
import { CARD_WIDTH, CARD_HEIGHT, ANIMATIONS, getCardPosition } from "@/config";
|
||||
import { CardRenderer } from "@/renderers";
|
||||
|
||||
// Re-export for backward compatibility
|
||||
export { CARD_WIDTH, CARD_HEIGHT } from "@/config";
|
||||
|
||||
export interface CardSpawnData {
|
||||
cardId: string;
|
||||
position: 'red' | 'black' | 'spare';
|
||||
position: "red" | "black" | "spare";
|
||||
index: number;
|
||||
}
|
||||
|
||||
|
|
@ -25,11 +25,18 @@ export class CardContainer extends Phaser.GameObjects.Container {
|
|||
private highlightTween: Phaser.Tweens.Tween | null = null;
|
||||
private _cardId: string;
|
||||
private _rotation: number = 0;
|
||||
private cardRenderer: CardRenderer;
|
||||
|
||||
constructor(scene: OnitamaScene, cardId: string, card: Card, rotation: number = 0) {
|
||||
constructor(
|
||||
scene: OnitamaScene,
|
||||
cardId: string,
|
||||
card: Card,
|
||||
rotation: number = 0,
|
||||
) {
|
||||
super(scene, 0, 0);
|
||||
this._cardId = cardId;
|
||||
this._rotation = rotation;
|
||||
this.cardRenderer = new CardRenderer(scene);
|
||||
|
||||
// 将容器添加到场景
|
||||
scene.add.existing(this);
|
||||
|
|
@ -37,11 +44,16 @@ export class CardContainer extends Phaser.GameObjects.Container {
|
|||
// 应用旋转
|
||||
this.angle = rotation;
|
||||
|
||||
// 创建卡牌视觉
|
||||
this.createCardVisual(card);
|
||||
// 使用 CardRenderer 创建卡牌视觉
|
||||
this.cardRenderer.render(this, { card });
|
||||
|
||||
// 使卡牌可点击
|
||||
const hitArea = new Phaser.Geom.Rectangle(-CARD_WIDTH / 2, -CARD_HEIGHT / 2, CARD_WIDTH, CARD_HEIGHT);
|
||||
const hitArea = new Phaser.Geom.Rectangle(
|
||||
-CARD_WIDTH / 2,
|
||||
-CARD_HEIGHT / 2,
|
||||
CARD_WIDTH,
|
||||
CARD_HEIGHT,
|
||||
);
|
||||
this.setInteractive(hitArea, Phaser.Geom.Rectangle.Contains);
|
||||
|
||||
// 添加场景 effect 监听高亮状态变化
|
||||
|
|
@ -57,8 +69,8 @@ export class CardContainer extends Phaser.GameObjects.Container {
|
|||
const tween = this.scene.tweens.add({
|
||||
targets: this,
|
||||
angle: { from: currentAngle, to: rotation },
|
||||
duration: 400,
|
||||
ease: 'Back.easeOut',
|
||||
duration: ANIMATIONS.cardRotate,
|
||||
ease: "Back.easeOut",
|
||||
});
|
||||
(this.scene as OnitamaScene).addTweenInterruption(tween);
|
||||
} else {
|
||||
|
|
@ -76,29 +88,28 @@ export class CardContainer extends Phaser.GameObjects.Container {
|
|||
|
||||
if (!this.highlightRect) {
|
||||
// 创建高亮边框(初始透明)
|
||||
this.highlightRect = (this.scene as OnitamaScene).add.rectangle(
|
||||
0, 0, CARD_WIDTH + 8, CARD_HEIGHT + 8, color, 0
|
||||
)
|
||||
this.highlightRect = (this.scene as OnitamaScene).add
|
||||
.rectangle(0, 0, CARD_WIDTH + 8, CARD_HEIGHT + 8, color, 0)
|
||||
.setStrokeStyle(lineWidth, color)
|
||||
.setAlpha(0)
|
||||
.setDepth(-1);
|
||||
this.addAt(this.highlightRect, 0);
|
||||
|
||||
// 淡入动画
|
||||
const fadeIn = this.scene.tweens.add({
|
||||
this.scene.tweens.add({
|
||||
targets: this.highlightRect,
|
||||
alpha: 1,
|
||||
scale: 1.05,
|
||||
duration: 200,
|
||||
ease: 'Power2',
|
||||
duration: ANIMATIONS.selectionFadeIn,
|
||||
ease: "Power2",
|
||||
onComplete: () => {
|
||||
// 淡入完成后开始脉冲动画
|
||||
this.highlightTween = this.scene.tweens.add({
|
||||
targets: this.highlightRect,
|
||||
alpha: 0.7,
|
||||
lineWidth: lineWidth + 1,
|
||||
duration: 500,
|
||||
ease: 'Sine.easeInOut',
|
||||
duration: ANIMATIONS.selectionPulse,
|
||||
ease: "Sine.easeInOut",
|
||||
yoyo: true,
|
||||
repeat: -1,
|
||||
});
|
||||
|
|
@ -114,8 +125,8 @@ export class CardContainer extends Phaser.GameObjects.Container {
|
|||
targets: this.highlightRect,
|
||||
alpha: 0.7,
|
||||
lineWidth: lineWidth + 1,
|
||||
duration: 500,
|
||||
ease: 'Sine.easeInOut',
|
||||
duration: ANIMATIONS.selectionPulse,
|
||||
ease: "Sine.easeInOut",
|
||||
yoyo: true,
|
||||
repeat: -1,
|
||||
});
|
||||
|
|
@ -139,8 +150,8 @@ export class CardContainer extends Phaser.GameObjects.Container {
|
|||
targets: this.highlightRect,
|
||||
alpha: 0,
|
||||
scale: 0.95,
|
||||
duration: 150,
|
||||
ease: 'Power2',
|
||||
duration: ANIMATIONS.selectionFadeOut,
|
||||
ease: "Power2",
|
||||
onComplete: () => {
|
||||
// 淡出完成后销毁矩形
|
||||
this.highlightRect?.destroy();
|
||||
|
|
@ -164,117 +175,43 @@ export class CardContainer extends Phaser.GameObjects.Container {
|
|||
});
|
||||
|
||||
// 在容器销毁时清理 effect
|
||||
this.on('destroy', () => {
|
||||
this.on("destroy", () => {
|
||||
dispose();
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* 创建卡牌视觉元素
|
||||
*/
|
||||
private createCardVisual(card: Card): void {
|
||||
const bg = (this.scene as OnitamaScene).add.rectangle(0, 0, CARD_WIDTH, CARD_HEIGHT, 0xf9fafb, 1)
|
||||
.setStrokeStyle(2, 0x6b7280);
|
||||
this.add(bg);
|
||||
|
||||
const title = (this.scene as OnitamaScene).add.text(0, -CARD_HEIGHT / 2 + 16, card.id, {
|
||||
fontSize: '12px',
|
||||
fontFamily: 'Arial',
|
||||
color: '#1f2937',
|
||||
}).setOrigin(0.5);
|
||||
this.add(title);
|
||||
|
||||
const grid = (this.scene as OnitamaScene).add.graphics();
|
||||
const cellSize = 14;
|
||||
const gridWidth = 5 * cellSize;
|
||||
const gridHeight = 5 * cellSize;
|
||||
const gridStartX = -gridWidth / 2;
|
||||
const gridStartY = -gridHeight / 2 + 20;
|
||||
|
||||
for (let row = 0; row < 5; row++) {
|
||||
for (let col = 0; col < 5; col++) {
|
||||
const x = gridStartX + col * cellSize;
|
||||
const y = gridStartY + row * cellSize;
|
||||
|
||||
if (row === 2 && col === 2) {
|
||||
grid.fillStyle(0x3b82f6, 1);
|
||||
grid.fillCircle(x + cellSize / 2, y + cellSize / 2, cellSize / 3);
|
||||
} else {
|
||||
const isTarget = card.moveCandidates.some(m => m.dx === col - 2 && m.dy === 2 - row);
|
||||
if (isTarget) {
|
||||
grid.fillStyle(0xef4444, 0.6);
|
||||
grid.fillCircle(x + cellSize / 2, y + cellSize / 2, cellSize / 3);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
this.add(grid);
|
||||
|
||||
const playerText = (this.scene as OnitamaScene).add.text(0, CARD_HEIGHT / 2 - 16, card.startingPlayer, {
|
||||
fontSize: '10px',
|
||||
fontFamily: 'Arial',
|
||||
color: '#6b7280',
|
||||
}).setOrigin(0.5);
|
||||
this.add(playerText);
|
||||
}
|
||||
}
|
||||
|
||||
export class CardSpawner implements Spawner<CardSpawnData, CardContainer> {
|
||||
private previousData = new Map<string, CardSpawnData>();
|
||||
private cardRenderer: CardRenderer;
|
||||
|
||||
constructor(public readonly scene: OnitamaScene) {}
|
||||
constructor(public readonly scene: OnitamaScene) {
|
||||
this.cardRenderer = new CardRenderer(scene);
|
||||
}
|
||||
|
||||
*getData(): Iterable<CardSpawnData> {
|
||||
const state = this.scene.state;
|
||||
|
||||
// 红方卡牌
|
||||
for (let i = 0; i < state.redCards.length; i++) {
|
||||
yield { cardId: state.redCards[i], position: 'red', index: i };
|
||||
yield { cardId: state.redCards[i], position: "red", index: i };
|
||||
}
|
||||
|
||||
// 黑方卡牌
|
||||
for (let i = 0; i < state.blackCards.length; i++) {
|
||||
yield { cardId: state.blackCards[i], position: 'black', index: i };
|
||||
yield { cardId: state.blackCards[i], position: "black", index: i };
|
||||
}
|
||||
|
||||
// 备用卡牌
|
||||
if(state.spareCard)
|
||||
yield { cardId: state.spareCard, position: 'spare', index: 0 };
|
||||
if (state.spareCard) {
|
||||
yield { cardId: state.spareCard, position: "spare", index: 0 };
|
||||
}
|
||||
}
|
||||
|
||||
getKey(data: CardSpawnData): string {
|
||||
return data.cardId;
|
||||
}
|
||||
|
||||
private getCardPosition(data: CardSpawnData): { x: number, y: number } {
|
||||
const boardLeft = BOARD_OFFSET.x;
|
||||
const boardTop = BOARD_OFFSET.y;
|
||||
const boardRight = BOARD_OFFSET.x + BOARD_SIZE * CELL_SIZE;
|
||||
const boardCenterX = boardLeft + (BOARD_SIZE * CELL_SIZE) / 2;
|
||||
const boardBottom = BOARD_OFFSET.y + BOARD_SIZE * CELL_SIZE;
|
||||
|
||||
if (data.position === 'red') {
|
||||
// 红方卡牌在棋盘下方,水平排列
|
||||
return {
|
||||
x: boardCenterX - (data.index - 0.5) * CARD_SPACING,
|
||||
y: boardBottom + CARD_HEIGHT / 2 + 40,
|
||||
};
|
||||
} else if (data.position === 'black') {
|
||||
// 黑方卡牌在棋盘上方,水平排列
|
||||
return {
|
||||
x: boardCenterX - (data.index - 0.5) * CARD_SPACING,
|
||||
y: boardTop - CARD_HEIGHT / 2 - 40,
|
||||
};
|
||||
} else {
|
||||
// 备用卡牌在棋盘左侧,垂直居中
|
||||
const boardCenterY = boardTop + (BOARD_SIZE * CELL_SIZE) / 2;
|
||||
return {
|
||||
x: boardLeft - CARD_WIDTH / 2 - 40,
|
||||
y: boardCenterY,
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
private hasPositionChanged(data: CardSpawnData): boolean {
|
||||
const prev = this.previousData.get(data.cardId);
|
||||
if (!prev) return true;
|
||||
|
|
@ -282,13 +219,13 @@ export class CardSpawner implements Spawner<CardSpawnData, CardContainer> {
|
|||
}
|
||||
|
||||
onUpdate(data: CardSpawnData, obj: CardContainer): void {
|
||||
const isBlackTurn = this.scene.state.currentPlayer === 'black';
|
||||
const isBlackTurn = this.scene.state.currentPlayer === "black";
|
||||
|
||||
// 检查卡牌是否需要旋转
|
||||
let targetRotation = 0;
|
||||
if (data.position === 'black') {
|
||||
if (data.position === "black") {
|
||||
targetRotation = -180; // 黑方卡牌始终旋转
|
||||
} else if (data.position === 'spare' && isBlackTurn) {
|
||||
} else if (data.position === "spare" && isBlackTurn) {
|
||||
targetRotation = -180; // 备用卡牌在黑方回合旋转
|
||||
}
|
||||
|
||||
|
|
@ -302,15 +239,15 @@ export class CardSpawner implements Spawner<CardSpawnData, CardContainer> {
|
|||
return;
|
||||
}
|
||||
|
||||
const pos = this.getCardPosition(data);
|
||||
const pos = getCardPosition(data.position, data.index);
|
||||
|
||||
// 播放移动动画并添加中断
|
||||
const tween = this.scene.tweens.add({
|
||||
targets: obj,
|
||||
x: pos.x,
|
||||
y: pos.y,
|
||||
duration: 600,
|
||||
ease: 'Back.easeOut',
|
||||
duration: ANIMATIONS.cardMove,
|
||||
ease: "Back.easeOut",
|
||||
});
|
||||
|
||||
this.scene.addTweenInterruption(tween);
|
||||
|
|
@ -323,39 +260,46 @@ export class CardSpawner implements Spawner<CardSpawnData, CardContainer> {
|
|||
this.previousData.set(data.cardId, { ...data });
|
||||
// 返回空容器
|
||||
const emptyContainer = new CardContainer(this.scene, data.cardId, {
|
||||
id: data.cardId, regionId: '', position: [],
|
||||
id: data.cardId,
|
||||
regionId: "",
|
||||
position: [],
|
||||
moveCandidates: [],
|
||||
startingPlayer: 'red'
|
||||
startingPlayer: "red",
|
||||
} as Card);
|
||||
return emptyContainer;
|
||||
}
|
||||
|
||||
// 计算初始旋转角度
|
||||
const isBlackTurn = this.scene.state.currentPlayer === 'black';
|
||||
const isBlackTurn = this.scene.state.currentPlayer === "black";
|
||||
let initialRotation = 0;
|
||||
if (data.position === 'black') {
|
||||
if (data.position === "black") {
|
||||
initialRotation = -180;
|
||||
} else if (data.position === 'spare' && isBlackTurn) {
|
||||
} else if (data.position === "spare" && isBlackTurn) {
|
||||
initialRotation = -180;
|
||||
}
|
||||
|
||||
const container = new CardContainer(this.scene, data.cardId, card, initialRotation);
|
||||
const pos = this.getCardPosition(data);
|
||||
const container = new CardContainer(
|
||||
this.scene,
|
||||
data.cardId,
|
||||
card,
|
||||
initialRotation,
|
||||
);
|
||||
const pos = getCardPosition(data.position, data.index);
|
||||
container.x = pos.x;
|
||||
container.y = pos.y;
|
||||
|
||||
// 设置悬停效果
|
||||
container.on('pointerover', () => {
|
||||
container.on("pointerover", () => {
|
||||
if (this.scene.uiState.value.selectedCard !== data.cardId) {
|
||||
container.setAlpha(0.8);
|
||||
}
|
||||
});
|
||||
|
||||
container.on('pointerout', () => {
|
||||
container.on("pointerout", () => {
|
||||
container.setAlpha(1);
|
||||
});
|
||||
|
||||
container.on('pointerdown', () => {
|
||||
container.on("pointerdown", () => {
|
||||
this.scene.onCardClick(data.cardId);
|
||||
});
|
||||
|
||||
|
|
@ -364,8 +308,8 @@ export class CardSpawner implements Spawner<CardSpawnData, CardContainer> {
|
|||
const tween = this.scene.tweens.add({
|
||||
targets: container,
|
||||
alpha: 1,
|
||||
duration: 300,
|
||||
ease: 'Power2',
|
||||
duration: ANIMATIONS.cardSpawn,
|
||||
ease: "Power2",
|
||||
});
|
||||
this.scene.addTweenInterruption(tween);
|
||||
|
||||
|
|
@ -378,8 +322,8 @@ export class CardSpawner implements Spawner<CardSpawnData, CardContainer> {
|
|||
targets: obj,
|
||||
alpha: 0,
|
||||
scale: 0.8,
|
||||
duration: 200,
|
||||
ease: 'Power2',
|
||||
duration: ANIMATIONS.cardDespawn,
|
||||
ease: "Power2",
|
||||
onComplete: () => obj.destroy(),
|
||||
});
|
||||
this.scene.addTweenInterruption(tween);
|
||||
|
|
|
|||
|
|
@ -1,8 +1,11 @@
|
|||
import Phaser from 'phaser';
|
||||
import type { Spawner } from 'boardgame-phaser';
|
||||
import type { OnitamaScene } from '@/scenes/OnitamaScene';
|
||||
import {getAvailableMoves} from "boardgame-core/samples/onitama";
|
||||
import {boardToScreen, CELL_SIZE} from './PawnSpawner';
|
||||
import { getAvailableMoves } from "boardgame-core/samples/onitama";
|
||||
import { Geom } from "phaser";
|
||||
|
||||
import type { OnitamaScene } from "@/scenes/OnitamaScene";
|
||||
import type { Spawner } from "boardgame-phaser";
|
||||
|
||||
import { boardToScreen, CELL_SIZE, ANIMATIONS } from "@/config";
|
||||
import { HighlightRenderer } from "@/renderers";
|
||||
|
||||
export interface HighlightData {
|
||||
key: string;
|
||||
|
|
@ -15,8 +18,15 @@ export interface HighlightData {
|
|||
toY: number;
|
||||
}
|
||||
|
||||
export class HighlightSpawner implements Spawner<HighlightData, Phaser.GameObjects.Container> {
|
||||
constructor(public readonly scene: OnitamaScene) {}
|
||||
export class HighlightSpawner implements Spawner<
|
||||
HighlightData,
|
||||
Phaser.GameObjects.Container
|
||||
> {
|
||||
private renderer: HighlightRenderer;
|
||||
|
||||
constructor(public readonly scene: OnitamaScene) {
|
||||
this.renderer = new HighlightRenderer(scene);
|
||||
}
|
||||
|
||||
*getData(): Iterable<HighlightData> {
|
||||
const state = this.scene.state;
|
||||
|
|
@ -31,10 +41,12 @@ export class HighlightSpawner implements Spawner<HighlightData, Phaser.GameObjec
|
|||
const availableMoves = getAvailableMoves(state, currentPlayer);
|
||||
|
||||
// 过滤出符合当前选择的移动
|
||||
for(const move of availableMoves){
|
||||
if(move.fromX === uiState.selectedPiece!.x &&
|
||||
move.fromY === uiState.selectedPiece!.y &&
|
||||
move.card === uiState.selectedCard){
|
||||
for (const move of availableMoves) {
|
||||
if (
|
||||
move.fromX === uiState.selectedPiece.x &&
|
||||
move.fromY === uiState.selectedPiece.y &&
|
||||
move.card === uiState.selectedCard
|
||||
) {
|
||||
const pos = boardToScreen(move.toX, move.toY);
|
||||
yield {
|
||||
key: `${move.fromX}-${move.fromY}-${move.card}-${move.toX}-${move.toY}`,
|
||||
|
|
@ -44,8 +56,8 @@ export class HighlightSpawner implements Spawner<HighlightData, Phaser.GameObjec
|
|||
fromX: move.fromX,
|
||||
fromY: move.fromY,
|
||||
toX: move.toX,
|
||||
toY: move.toY
|
||||
}
|
||||
toY: move.toY,
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -61,30 +73,14 @@ export class HighlightSpawner implements Spawner<HighlightData, Phaser.GameObjec
|
|||
onSpawn(data: HighlightData): Phaser.GameObjects.Container {
|
||||
const container = this.scene.add.container(data.x, data.y);
|
||||
|
||||
// 外圈光环(动画)
|
||||
const outerCircle = this.scene.add.circle(
|
||||
0,
|
||||
0,
|
||||
CELL_SIZE / 3,
|
||||
0x3b82f6,
|
||||
0.2
|
||||
);
|
||||
container.add(outerCircle);
|
||||
// 使用 HighlightRenderer 创建视觉元素
|
||||
this.renderer.render(container, { x: data.x, y: data.y });
|
||||
|
||||
// 内圈
|
||||
const innerCircle = this.scene.add.circle(
|
||||
0,
|
||||
0,
|
||||
CELL_SIZE / 4,
|
||||
0x3b82f6,
|
||||
0.4
|
||||
);
|
||||
container.add(innerCircle);
|
||||
|
||||
const hitArea = new Phaser.Geom.Circle(0, 0, CELL_SIZE / 3);
|
||||
// 设置交互区域
|
||||
const hitArea = new Geom.Circle(0, 0, CELL_SIZE / 3);
|
||||
container.setInteractive(hitArea, Phaser.Geom.Circle.Contains);
|
||||
if (container.input) {
|
||||
container.input.cursor = 'pointer';
|
||||
container.input.cursor = "pointer";
|
||||
}
|
||||
|
||||
// 出现动画:从0缩放和透明淡入
|
||||
|
|
@ -94,42 +90,22 @@ export class HighlightSpawner implements Spawner<HighlightData, Phaser.GameObjec
|
|||
targets: container,
|
||||
alpha: 1,
|
||||
scale: 1,
|
||||
duration: 250,
|
||||
ease: 'Back.easeOut',
|
||||
duration: ANIMATIONS.highlightSpawn,
|
||||
ease: "Back.easeOut",
|
||||
});
|
||||
this.scene.addTweenInterruption(spawnTween);
|
||||
|
||||
// 脉冲动画
|
||||
this.scene.tweens.add({
|
||||
targets: [outerCircle, innerCircle],
|
||||
scale: 1.2,
|
||||
alpha: 0.6,
|
||||
duration: 600,
|
||||
ease: 'Sine.easeInOut',
|
||||
yoyo: true,
|
||||
repeat: -1,
|
||||
});
|
||||
// 使用 HighlightRenderer 设置脉冲动画
|
||||
this.renderer.setupPulseAnimations(container);
|
||||
|
||||
// 外圈延迟动画,形成错开效果
|
||||
this.scene.tweens.add({
|
||||
targets: outerCircle,
|
||||
scale: 1.3,
|
||||
alpha: 0.3,
|
||||
duration: 800,
|
||||
ease: 'Sine.easeInOut',
|
||||
yoyo: true,
|
||||
repeat: -1,
|
||||
delay: 200,
|
||||
});
|
||||
|
||||
container.on('pointerdown', () => {
|
||||
container.on("pointerdown", () => {
|
||||
// 点击时的反馈动画
|
||||
this.scene.tweens.add({
|
||||
targets: container,
|
||||
scale: 1.5,
|
||||
alpha: 0.8,
|
||||
duration: 150,
|
||||
ease: 'Power2',
|
||||
duration: ANIMATIONS.clickFeedback,
|
||||
ease: "Power2",
|
||||
yoyo: true,
|
||||
});
|
||||
|
||||
|
|
@ -145,11 +121,10 @@ export class HighlightSpawner implements Spawner<HighlightData, Phaser.GameObjec
|
|||
targets: obj,
|
||||
scale: 0,
|
||||
alpha: 0,
|
||||
duration: 200,
|
||||
ease: 'Back.easeIn',
|
||||
duration: ANIMATIONS.highlightDespawn,
|
||||
ease: "Back.easeIn",
|
||||
onComplete: () => obj.destroy(),
|
||||
});
|
||||
this.scene.addTweenInterruption(despawnTween);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -1,43 +1,41 @@
|
|||
import Phaser from 'phaser';
|
||||
import type { Pawn } from '@/game/onitama';
|
||||
import type { Spawner } from 'boardgame-phaser';
|
||||
import type { OnitamaScene } from '@/scenes/OnitamaScene';
|
||||
import type { OnitamaUIState } from '@/state';
|
||||
import { effect } from "@preact/signals-core";
|
||||
import { GameObjects } from "phaser";
|
||||
|
||||
export const CELL_SIZE = 80;
|
||||
export const BOARD_OFFSET = { x: 240, y: 240 };
|
||||
export const BOARD_SIZE = 5;
|
||||
import type { Pawn } from "@/game/onitama";
|
||||
import type { OnitamaScene } from "@/scenes/OnitamaScene";
|
||||
import type { Spawner } from "boardgame-phaser";
|
||||
|
||||
export function boardToScreen(boardX: number, boardY: number): { x: number; y: number } {
|
||||
return {
|
||||
x: BOARD_OFFSET.x + boardX * CELL_SIZE + CELL_SIZE / 2,
|
||||
y: BOARD_OFFSET.y + (BOARD_SIZE - 1 - boardY) * CELL_SIZE + CELL_SIZE / 2,
|
||||
};
|
||||
}
|
||||
import { boardToScreen, ANIMATIONS } from "@/config";
|
||||
import { PawnRenderer, SelectionRenderer } from "@/renderers";
|
||||
|
||||
// Re-export for backward compatibility
|
||||
export { CELL_SIZE, BOARD_OFFSET, BOARD_SIZE, boardToScreen } from "@/config";
|
||||
|
||||
/**
|
||||
* 继承自 Phaser.GameObjects.Container 的棋子容器类
|
||||
* 管理棋子视觉元素和选中状态
|
||||
*/
|
||||
export class PawnContainer extends Phaser.GameObjects.Container {
|
||||
export class PawnContainer extends GameObjects.Container {
|
||||
private selectionRing: Phaser.GameObjects.Arc | null = null;
|
||||
private selectionTween: Phaser.Tweens.Tween | null = null;
|
||||
private _position: [number, number];
|
||||
private _owner: 'red' | 'black';
|
||||
private _type: 'master' | 'student';
|
||||
private _owner: "red" | "black";
|
||||
private _type: "master" | "student";
|
||||
private pawnRenderer: PawnRenderer;
|
||||
private selectionRenderer: SelectionRenderer;
|
||||
|
||||
constructor(scene: OnitamaScene, pawn: Pawn) {
|
||||
super(scene, 0, 0);
|
||||
this._owner = pawn.owner;
|
||||
this._type = pawn.type;
|
||||
this._position = pawn.position as [number, number];
|
||||
this.pawnRenderer = new PawnRenderer(scene);
|
||||
this.selectionRenderer = new SelectionRenderer(scene);
|
||||
|
||||
// 将容器添加到场景
|
||||
scene.add.existing(this);
|
||||
|
||||
// 创建棋子视觉
|
||||
this.createPawnVisual();
|
||||
// 使用 PawnRenderer 创建棋子视觉
|
||||
this.pawnRenderer.render(this, { owner: this._owner, type: this._type });
|
||||
|
||||
// 添加选中状态监听
|
||||
this.addSelectionEffect(scene);
|
||||
|
|
@ -50,33 +48,8 @@ export class PawnContainer extends Phaser.GameObjects.Container {
|
|||
if (!this.active) return;
|
||||
|
||||
if (!this.selectionRing) {
|
||||
// 创建选中光环(初始透明)
|
||||
this.selectionRing = (this.scene as OnitamaScene).add.arc(
|
||||
0, 0, CELL_SIZE / 3 + 5, 0, 360, false, 0xfbbf24, 0
|
||||
)
|
||||
.setStrokeStyle(3, 0xf59e0b, 1)
|
||||
.setAlpha(0);
|
||||
this.addAt(this.selectionRing, 0);
|
||||
|
||||
// 淡入动画
|
||||
const fadeIn = this.scene.tweens.add({
|
||||
targets: this.selectionRing,
|
||||
alpha: 0.8,
|
||||
duration: 200,
|
||||
ease: 'Power2',
|
||||
onComplete: () => {
|
||||
// 淡入完成后开始脉冲动画
|
||||
this.selectionTween = this.scene.tweens.add({
|
||||
targets: this.selectionRing,
|
||||
scale: 1.15,
|
||||
alpha: 0.6,
|
||||
duration: 500,
|
||||
ease: 'Sine.easeInOut',
|
||||
yoyo: true,
|
||||
repeat: -1,
|
||||
});
|
||||
},
|
||||
});
|
||||
this.selectionRing = this.selectionRenderer.create(this);
|
||||
this.selectionRenderer.show(this.selectionRing);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -85,25 +58,8 @@ export class PawnContainer extends Phaser.GameObjects.Container {
|
|||
*/
|
||||
hideSelection(): void {
|
||||
if (this.selectionRing) {
|
||||
// 停止所有动画
|
||||
if (this.selectionTween) {
|
||||
this.selectionTween.stop();
|
||||
this.selectionTween = null;
|
||||
}
|
||||
this.scene.tweens.killTweensOf(this.selectionRing);
|
||||
|
||||
// 淡出动画
|
||||
this.scene.tweens.add({
|
||||
targets: this.selectionRing,
|
||||
alpha: 0,
|
||||
scale: 0.9,
|
||||
duration: 150,
|
||||
ease: 'Power2',
|
||||
onComplete: () => {
|
||||
// 淡出完成后销毁
|
||||
this.selectionRing?.destroy();
|
||||
this.selectionRenderer.hide(this.selectionRing, () => {
|
||||
this.selectionRing = null;
|
||||
},
|
||||
});
|
||||
}
|
||||
}
|
||||
|
|
@ -114,7 +70,8 @@ export class PawnContainer extends Phaser.GameObjects.Container {
|
|||
private addSelectionEffect(scene: OnitamaScene): void {
|
||||
const dispose = effect(() => {
|
||||
const uiState = scene.uiState.value;
|
||||
const isSelected = uiState.selectedPiece?.x === this._position[0] &&
|
||||
const isSelected =
|
||||
uiState.selectedPiece?.x === this._position[0] &&
|
||||
uiState.selectedPiece?.y === this._position[1];
|
||||
|
||||
if (isSelected) {
|
||||
|
|
@ -124,7 +81,7 @@ export class PawnContainer extends Phaser.GameObjects.Container {
|
|||
}
|
||||
});
|
||||
|
||||
this.on('destroy', () => {
|
||||
this.on("destroy", () => {
|
||||
dispose();
|
||||
});
|
||||
}
|
||||
|
|
@ -132,7 +89,10 @@ export class PawnContainer extends Phaser.GameObjects.Container {
|
|||
/**
|
||||
* 更新棋子位置
|
||||
*/
|
||||
updatePosition(newPosition: [number, number], animated: boolean = false): void {
|
||||
updatePosition(
|
||||
newPosition: [number, number],
|
||||
animated: boolean = false,
|
||||
): void {
|
||||
this._position = newPosition;
|
||||
const targetPos = boardToScreen(newPosition[0], newPosition[1]);
|
||||
|
||||
|
|
@ -141,8 +101,8 @@ export class PawnContainer extends Phaser.GameObjects.Container {
|
|||
targets: this,
|
||||
x: targetPos.x,
|
||||
y: targetPos.y,
|
||||
duration: 400,
|
||||
ease: 'Back.easeOut',
|
||||
duration: ANIMATIONS.pawnMove,
|
||||
ease: "Back.easeOut",
|
||||
});
|
||||
(this.scene as OnitamaScene).addTweenInterruption(tween);
|
||||
} else {
|
||||
|
|
@ -150,24 +110,6 @@ export class PawnContainer extends Phaser.GameObjects.Container {
|
|||
this.y = targetPos.y;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 创建棋子视觉元素
|
||||
*/
|
||||
private createPawnVisual(): void {
|
||||
const bgColor = this._owner === 'red' ? 0xef4444 : 0x3b82f6;
|
||||
const circle = (this.scene as OnitamaScene).add.circle(0, 0, CELL_SIZE / 3, bgColor, 1)
|
||||
.setStrokeStyle(2, 0x1f2937);
|
||||
this.add(circle);
|
||||
|
||||
const label = this._type === 'master' ? 'M' : 'S';
|
||||
const text = (this.scene as OnitamaScene).add.text(0, 0, label, {
|
||||
fontSize: '24px',
|
||||
fontFamily: 'Arial',
|
||||
color: '#ffffff',
|
||||
}).setOrigin(0.5);
|
||||
this.add(text);
|
||||
}
|
||||
}
|
||||
|
||||
export class PawnSpawner implements Spawner<Pawn, PawnContainer> {
|
||||
|
|
@ -177,7 +119,7 @@ export class PawnSpawner implements Spawner<Pawn, PawnContainer> {
|
|||
|
||||
*getData() {
|
||||
for (const pawn of Object.values(this.scene.state.pawns)) {
|
||||
if (pawn.regionId === 'board') {
|
||||
if (pawn.regionId === "board") {
|
||||
yield pawn;
|
||||
}
|
||||
}
|
||||
|
|
@ -214,8 +156,8 @@ export class PawnSpawner implements Spawner<Pawn, PawnContainer> {
|
|||
const tween = this.scene.tweens.add({
|
||||
targets: container,
|
||||
scale: 1,
|
||||
duration: 300,
|
||||
ease: 'Back.easeOut',
|
||||
duration: ANIMATIONS.pawnSpawn,
|
||||
ease: "Back.easeOut",
|
||||
});
|
||||
this.scene.addTweenInterruption(tween);
|
||||
|
||||
|
|
@ -228,8 +170,8 @@ export class PawnSpawner implements Spawner<Pawn, PawnContainer> {
|
|||
targets: obj,
|
||||
scale: 0,
|
||||
alpha: 0,
|
||||
duration: 300,
|
||||
ease: 'Back.easeIn',
|
||||
duration: ANIMATIONS.pawnDespawn,
|
||||
ease: "Back.easeIn",
|
||||
onComplete: () => obj.destroy(),
|
||||
});
|
||||
|
||||
|
|
|
|||
|
|
@ -1,3 +1,14 @@
|
|||
export { PawnSpawner, CELL_SIZE, BOARD_OFFSET, BOARD_SIZE, boardToScreen } from './PawnSpawner';
|
||||
export { CardSpawner, CARD_WIDTH, CARD_HEIGHT, type CardSpawnData } from './CardSpawner';
|
||||
export { HighlightSpawner, type HighlightData } from './HighlightSpawner';
|
||||
export { PawnSpawner } from "./PawnSpawner";
|
||||
export { CardSpawner, type CardSpawnData } from "./CardSpawner";
|
||||
export { HighlightSpawner, type HighlightData } from "./HighlightSpawner";
|
||||
|
||||
// Re-export config constants for backward compatibility
|
||||
// New code should import these directly from '@/config'
|
||||
export {
|
||||
CELL_SIZE,
|
||||
BOARD_OFFSET,
|
||||
BOARD_SIZE,
|
||||
boardToScreen,
|
||||
CARD_WIDTH,
|
||||
CARD_HEIGHT,
|
||||
} from "@/config";
|
||||
|
|
|
|||
|
|
@ -1,2 +1,8 @@
|
|||
export { createUIState, clearSelection, selectPiece, selectCard, createValidMoves } from './ui';
|
||||
export type { OnitamaUIState, ValidMove } from './ui';
|
||||
export {
|
||||
createUIState,
|
||||
clearSelection,
|
||||
selectPiece,
|
||||
selectCard,
|
||||
createValidMoves,
|
||||
} from "./ui";
|
||||
export type { OnitamaUIState, ValidMove } from "./ui";
|
||||
|
|
|
|||
|
|
@ -1,5 +1,8 @@
|
|||
import { MutableSignal, mutableSignal, computed, ReadonlySignal } from 'boardgame-core';
|
||||
import {getAvailableMoves, OnitamaState} from "boardgame-core/samples/onitama";
|
||||
import { mutableSignal, computed } from "boardgame-core";
|
||||
import { getAvailableMoves } from "boardgame-core/samples/onitama";
|
||||
|
||||
import type { MutableSignal, ReadonlySignal } from "boardgame-core";
|
||||
import type { OnitamaState } from "boardgame-core/samples/onitama";
|
||||
|
||||
export interface ValidMove {
|
||||
card: string;
|
||||
|
|
@ -22,18 +25,26 @@ export function createUIState(): MutableSignal<OnitamaUIState> {
|
|||
});
|
||||
}
|
||||
|
||||
export function createValidMoves(state: ReadonlySignal<OnitamaState>, ui: ReadonlySignal<OnitamaUIState>){
|
||||
export function createValidMoves(
|
||||
state: ReadonlySignal<OnitamaState>,
|
||||
ui: ReadonlySignal<OnitamaUIState>,
|
||||
) {
|
||||
return computed(() => {
|
||||
return getAvailableMoves(state.value, state.value.currentPlayer)
|
||||
.filter(move => {
|
||||
const {selectedCard, selectedPiece} = ui.value;
|
||||
return selectedPiece?.x === move.fromX && selectedPiece?.y === move.fromY && selectedCard === move.card;
|
||||
})
|
||||
return getAvailableMoves(state.value, state.value.currentPlayer).filter(
|
||||
(move) => {
|
||||
const { selectedCard, selectedPiece } = ui.value;
|
||||
return (
|
||||
selectedPiece?.x === move.fromX &&
|
||||
selectedPiece?.y === move.fromY &&
|
||||
selectedCard === move.card
|
||||
);
|
||||
},
|
||||
);
|
||||
});
|
||||
}
|
||||
|
||||
export function clearSelection(uiState: MutableSignal<OnitamaUIState>): void {
|
||||
uiState.produce(state => {
|
||||
uiState.produce((state) => {
|
||||
state.selectedPiece = null;
|
||||
state.selectedCard = null;
|
||||
});
|
||||
|
|
@ -42,13 +53,13 @@ export function clearSelection(uiState: MutableSignal<OnitamaUIState>): void {
|
|||
export function selectPiece(
|
||||
uiState: MutableSignal<OnitamaUIState>,
|
||||
x: number,
|
||||
y: number
|
||||
y: number,
|
||||
): void {
|
||||
uiState.produce(state => {
|
||||
uiState.produce((state) => {
|
||||
// 如果点击已选中的棋子,取消选择
|
||||
if(state.selectedPiece?.x === x && state.selectedPiece?.y === y){
|
||||
if (state.selectedPiece?.x === x && state.selectedPiece?.y === y) {
|
||||
state.selectedPiece = null;
|
||||
}else{
|
||||
} else {
|
||||
state.selectedPiece = { x, y };
|
||||
}
|
||||
});
|
||||
|
|
@ -56,9 +67,9 @@ export function selectPiece(
|
|||
|
||||
export function selectCard(
|
||||
uiState: MutableSignal<OnitamaUIState>,
|
||||
card: string
|
||||
card: string,
|
||||
): void {
|
||||
uiState.produce(state => {
|
||||
uiState.produce((state) => {
|
||||
// 如果点击已选中的卡牌,取消选择
|
||||
if (state.selectedCard === card) {
|
||||
state.selectedCard = null;
|
||||
|
|
|
|||
|
|
@ -1,23 +1,35 @@
|
|||
import { h } from 'preact';
|
||||
import {PhaserGame, PhaserScene } from 'boardgame-phaser';
|
||||
import {MenuScene} from "@/scenes/MenuScene";
|
||||
import {useMemo} from "preact/hooks";
|
||||
import * as gameModule from '../game/onitama';
|
||||
import {OnitamaScene} from "@/scenes/OnitamaScene";
|
||||
import {createGameHost, type GameModule} from "boardgame-core";
|
||||
import type {OnitamaState} from "@/game/onitama";
|
||||
import { createGameHost, type GameModule } from "boardgame-core";
|
||||
import { PhaserGame, PhaserScene } from "boardgame-phaser";
|
||||
import { useMemo } from "preact/hooks";
|
||||
|
||||
import * as gameModule from "../game/onitama";
|
||||
|
||||
import type { OnitamaState } from "@/game/onitama";
|
||||
|
||||
import { MenuScene } from "@/scenes/MenuScene";
|
||||
import { OnitamaScene } from "@/scenes/OnitamaScene";
|
||||
|
||||
export default function App() {
|
||||
const gameHost = useMemo(() => createGameHost(gameModule as unknown as GameModule<OnitamaState>), []);
|
||||
const gameHost = useMemo(
|
||||
() => createGameHost(gameModule as unknown as GameModule<OnitamaState>),
|
||||
[],
|
||||
);
|
||||
const gameScene = useMemo(() => new OnitamaScene(), []);
|
||||
const menuScene = useMemo(() => new MenuScene(), []);
|
||||
|
||||
return (
|
||||
<div className="flex flex-col h-screen">
|
||||
<div className="flex-1 flex relative justify-center items-center">
|
||||
<PhaserGame initialScene="MenuScene" config={{ width: 720, height: 840 }}>
|
||||
<PhaserGame
|
||||
initialScene="MenuScene"
|
||||
config={{ width: 720, height: 840 }}
|
||||
>
|
||||
<PhaserScene sceneKey="MenuScene" scene={menuScene} />
|
||||
<PhaserScene sceneKey="OnitamaScene" scene={gameScene} data={{gameHost}}/>
|
||||
<PhaserScene
|
||||
sceneKey="OnitamaScene"
|
||||
scene={gameScene}
|
||||
data={{ gameHost }}
|
||||
/>
|
||||
</PhaserGame>
|
||||
</div>
|
||||
</div>
|
||||
|
|
|
|||
Loading…
Reference in New Issue