feat: more onitama goodness
This commit is contained in:
@@ -1,24 +1,28 @@
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import Phaser from 'phaser';
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import type { OnitamaState, PlayerType, Pawn, Card } from '@/game/onitama';
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import type { OnitamaState, PlayerType, Pawn } from '@/game/onitama';
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import { prompts } from '@/game/onitama';
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import { GameHostScene } from 'boardgame-phaser';
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import { spawnEffect, type Spawner } from 'boardgame-phaser';
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import { spawnEffect } from 'boardgame-phaser';
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import { effect } from '@preact/signals-core';
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import type { Signal } from '@preact/signals';
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import { PawnSpawner, CardSpawner, BOARD_OFFSET, CELL_SIZE, CARD_WIDTH, CARD_HEIGHT } from '@/spawners';
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import type { HighlightData } from '@/spawners/HighlightSpawner';
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import { createOnitamaUIState, clearSelection, selectPiece, selectCard, deselectCard, setValidMoves } from '@/state';
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import type { OnitamaUIState, ValidMove } from '@/state';
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const CELL_SIZE = 80;
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const BOARD_OFFSET = { x: 150, y: 100 };
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const BOARD_SIZE = 5;
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const CARD_WIDTH = 100;
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const CARD_HEIGHT = 140;
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export class OnitamaScene extends GameHostScene<OnitamaState> {
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private boardContainer!: Phaser.GameObjects.Container;
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private gridGraphics!: Phaser.GameObjects.Graphics;
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private infoText!: Phaser.GameObjects.Text;
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private winnerOverlay?: Phaser.GameObjects.Container;
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private redCardsContainer!: Phaser.GameObjects.Container;
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private blackCardsContainer!: Phaser.GameObjects.Container;
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private spareCardContainer!: Phaser.GameObjects.Container;
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private cardGraphics!: Phaser.GameObjects.Graphics;
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private cardLabelContainers: Map<string, Phaser.GameObjects.Text> = new Map();
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// UI State managed by signal
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public uiState!: Signal<OnitamaUIState>;
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private highlightContainers: Map<string, Phaser.GameObjects.GameObject> = new Map();
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private highlightDispose?: () => void;
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constructor() {
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super('OnitamaScene');
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@@ -27,21 +31,34 @@ export class OnitamaScene extends GameHostScene<OnitamaState> {
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create(): void {
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super.create();
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this.boardContainer = this.add.container(0, 0);
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this.gridGraphics = this.add.graphics();
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this.cardGraphics = this.add.graphics();
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this.drawBoard();
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// Create UI state signal
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this.uiState = createOnitamaUIState();
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this.disposables.add(spawnEffect(new PawnSpawner(this)));
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this.redCardsContainer = this.add.container(0, 0);
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this.blackCardsContainer = this.add.container(0, 0);
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this.spareCardContainer = this.add.container(0, 0);
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this.addEffect(() => {
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this.updateCards();
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// Cleanup effect on scene shutdown
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this.events.once('shutdown', () => {
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if (this.highlightDispose) {
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this.highlightDispose();
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}
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});
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this.boardContainer = this.add.container(0, 0);
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this.gridGraphics = this.add.graphics();
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this.drawBoard();
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// Add spawners
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this.disposables.add(spawnEffect(new PawnSpawner(this)));
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this.disposables.add(spawnEffect(new CardSpawner(this)));
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// Create card labels
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this.createCardLabels();
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// Setup highlight effect - react to validMoves changes
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this.highlightDispose = effect(() => {
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const validMoves = this.uiState.value.validMoves;
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this.updateHighlights(validMoves);
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});
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// Winner overlay effect
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this.addEffect(() => {
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const winner = this.state.winner;
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if (winner) {
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@@ -52,23 +69,84 @@ export class OnitamaScene extends GameHostScene<OnitamaState> {
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}
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});
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this.infoText = this.add.text(BOARD_OFFSET.x + (BOARD_SIZE * CELL_SIZE) / 2, BOARD_OFFSET.y + BOARD_SIZE * CELL_SIZE + 30, '', {
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fontSize: '20px',
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fontFamily: 'Arial',
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color: '#4b5563',
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}).setOrigin(0.5);
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// Info text
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this.infoText = this.add.text(
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BOARD_OFFSET.x + (BOARD_SIZE * CELL_SIZE) / 2,
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BOARD_OFFSET.y + BOARD_SIZE * CELL_SIZE + 30,
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'',
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{
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fontSize: '20px',
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fontFamily: 'Arial',
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color: '#4b5563',
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}
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).setOrigin(0.5);
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// Update info text when UI state changes
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this.addEffect(() => {
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this.updateInfoText();
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});
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// Input handling
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this.setupInput();
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}
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private createCardLabels(): void {
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const boardLeft = BOARD_OFFSET.x;
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const boardTop = BOARD_OFFSET.y;
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const boardRight = BOARD_OFFSET.x + BOARD_SIZE * CELL_SIZE;
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// Red cards label
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const redLabel = this.add.text(
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boardLeft - CARD_WIDTH - 60 + CARD_WIDTH / 2,
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boardTop + 50 + 2 * (CARD_HEIGHT + 15) + 10,
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"RED's Cards",
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{
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fontSize: '16px',
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fontFamily: 'Arial',
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color: '#ef4444',
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}
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).setOrigin(0.5, 0);
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this.cardLabelContainers.set('red', redLabel);
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// Black cards label
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const blackLabel = this.add.text(
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boardRight + 60 + CARD_WIDTH / 2,
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boardTop + 50 + 2 * (CARD_HEIGHT + 15) + 10,
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"BLACK's Cards",
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{
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fontSize: '16px',
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fontFamily: 'Arial',
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color: '#3b82f6',
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}
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).setOrigin(0.5, 0);
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this.cardLabelContainers.set('black', blackLabel);
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// Spare card label
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const boardCenterX = boardLeft + (BOARD_SIZE * CELL_SIZE) / 2;
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const spareLabel = this.add.text(
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boardCenterX,
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boardTop - 50,
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'Spare Card',
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{
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fontSize: '16px',
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fontFamily: 'Arial',
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color: '#6b7280',
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}
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).setOrigin(0.5, 0);
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this.cardLabelContainers.set('spare', spareLabel);
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}
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private updateInfoText(): void {
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const currentPlayer = this.state.currentPlayer;
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const selectedCard = this.uiState.value.selectedCard;
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const selectedPiece = this.uiState.value.selectedPiece;
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if (this.state.winner) {
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this.infoText.setText(`${this.state.winner} wins!`);
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} else if (!selectedCard) {
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this.infoText.setText(`${currentPlayer}'s turn - Select a card first`);
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} else if (!selectedPiece) {
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this.infoText.setText(`Card: ${selectedCard} - Select a piece to move`);
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} else {
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this.infoText.setText(`${currentPlayer}'s turn (Turn ${this.state.turn + 1})`);
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}
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@@ -83,26 +161,32 @@ export class OnitamaScene extends GameHostScene<OnitamaState> {
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BOARD_OFFSET.x + i * CELL_SIZE,
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BOARD_OFFSET.y,
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BOARD_OFFSET.x + i * CELL_SIZE,
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BOARD_OFFSET.y + BOARD_SIZE * CELL_SIZE,
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BOARD_OFFSET.y + BOARD_SIZE * CELL_SIZE
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);
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g.lineBetween(
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BOARD_OFFSET.x,
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BOARD_OFFSET.y + i * CELL_SIZE,
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BOARD_OFFSET.x + BOARD_SIZE * CELL_SIZE,
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BOARD_OFFSET.y + i * CELL_SIZE,
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BOARD_OFFSET.y + i * CELL_SIZE
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);
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}
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g.strokePath();
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this.add.text(BOARD_OFFSET.x + (BOARD_SIZE * CELL_SIZE) / 2, BOARD_OFFSET.y - 40, 'Onitama', {
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fontSize: '28px',
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fontFamily: 'Arial',
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color: '#1f2937',
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}).setOrigin(0.5);
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this.add.text(
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BOARD_OFFSET.x + (BOARD_SIZE * CELL_SIZE) / 2,
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BOARD_OFFSET.y - 40,
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'Onitama',
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{
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fontSize: '28px',
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fontFamily: 'Arial',
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color: '#1f2937',
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}
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).setOrigin(0.5);
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}
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private setupInput(): void {
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// Board cell clicks
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for (let row = 0; row < BOARD_SIZE; row++) {
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for (let col = 0; col < BOARD_SIZE; col++) {
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const x = BOARD_OFFSET.x + col * CELL_SIZE + CELL_SIZE / 2;
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@@ -118,66 +202,140 @@ export class OnitamaScene extends GameHostScene<OnitamaState> {
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}
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}
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private selectedPiece: { x: number, y: number } | null = null;
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private handleCellClick(x: number, y: number): void {
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const pawn = this.getPawnAtPosition(x, y);
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if (this.selectedPiece) {
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// 如果没有选中卡牌,提示先选卡牌
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if (!this.uiState.value.selectedCard) {
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console.log('请先选择一张卡牌');
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return;
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}
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if (this.uiState.value.selectedPiece) {
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// 已经选中了棋子
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if (pawn && pawn.owner === this.state.currentPlayer) {
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this.selectedPiece = { x, y };
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this.highlightValidMoves();
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// 点击了自己的另一个棋子,更新选择
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selectPiece(this.uiState, x, y);
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this.updateValidMoves();
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return;
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}
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const fromX = this.selectedPiece.x;
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const fromY = this.selectedPiece.y;
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this.selectedPiece = null;
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const fromX = this.uiState.value.selectedPiece.x;
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const fromY = this.uiState.value.selectedPiece.y;
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if (pawn && pawn.owner === this.state.currentPlayer) {
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return;
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}
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this.tryMove(fromX, fromY, x, y);
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// 尝试移动到目标位置,必须使用选中的卡牌
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const validMoves = this.getValidMovesForPiece(fromX, fromY, [this.uiState.value.selectedCard]);
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const targetMove = validMoves.find(m => m.toX === x && m.toY === y);
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if (targetMove) {
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this.executeMove(targetMove);
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}
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} else {
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// 还没有选中棋子
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if (pawn && pawn.owner === this.state.currentPlayer) {
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this.selectedPiece = { x, y };
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this.highlightValidMoves();
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selectPiece(this.uiState, x, y);
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this.updateValidMoves();
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}
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}
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}
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private highlightValidMoves(): void {
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if (!this.selectedPiece) return;
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public onCardClick(cardId: string): void {
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// 只能选择当前玩家的手牌
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const currentPlayer = this.state.currentPlayer;
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const cardNames = currentPlayer === 'red' ? this.state.redCards : this.state.blackCards;
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const moves = this.getValidMovesForPiece(this.selectedPiece.x, this.selectedPiece.y, cardNames);
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const playerCards = currentPlayer === 'red' ? this.state.redCards : this.state.blackCards;
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if (!playerCards.includes(cardId)) {
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return;
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}
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moves.forEach(move => {
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selectCard(this.uiState, cardId);
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// 如果已经选中了棋子,更新有效移动
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if (this.uiState.value.selectedPiece) {
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this.updateValidMoves();
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}
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}
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private updateValidMoves(): void {
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const selectedPiece = this.uiState.value.selectedPiece;
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const selectedCard = this.uiState.value.selectedCard;
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if (!selectedPiece || !selectedCard) {
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setValidMoves(this.uiState, []);
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return;
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}
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const moves = this.getValidMovesForPiece(selectedPiece.x, selectedPiece.y, [selectedCard]);
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setValidMoves(this.uiState, moves);
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}
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public onHighlightClick(data: HighlightData): void {
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clearSelection(this.uiState);
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this.executeMove({
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card: data.card,
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fromX: data.fromX,
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fromY: data.fromY,
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toX: data.toX,
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toY: data.toY,
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});
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}
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private executeMove(move: { card: string; fromX: number; fromY: number; toX: number; toY: number }): void {
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const error = this.gameHost.tryAnswerPrompt(
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prompts.move,
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this.state.currentPlayer,
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move.card,
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move.fromX,
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move.fromY,
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move.toX,
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move.toY
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);
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if (error) {
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console.warn('Invalid move:', error);
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}
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}
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private updateHighlights(validMoves: ValidMove[]): void {
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// Clear old highlights
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for (const [, circle] of this.highlightContainers) {
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circle.destroy();
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}
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this.highlightContainers.clear();
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// Create new highlights
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for (const move of validMoves) {
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const key = `${move.card}-${move.toX}-${move.toY}`;
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const x = BOARD_OFFSET.x + move.toX * CELL_SIZE + CELL_SIZE / 2;
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const y = BOARD_OFFSET.y + move.toY * CELL_SIZE + CELL_SIZE / 2;
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const highlight = this.add.circle(x, y, CELL_SIZE / 3, 0x3b82f6, 0.3).setDepth(100);
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highlight.setInteractive({ useHandCursor: true });
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highlight.on('pointerdown', () => {
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this.selectedPiece = null;
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this.clearHighlights();
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this.tryMove(move.fromX, move.fromY, move.toX, move.toY);
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const circle = this.add.circle(x, y, CELL_SIZE / 3, 0x3b82f6, 0.3).setDepth(100);
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circle.setInteractive({ useHandCursor: true });
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circle.on('pointerdown', () => {
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this.onHighlightClick({
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key,
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x,
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y,
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card: move.card,
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fromX: move.fromX,
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fromY: move.fromY,
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toX: move.toX,
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toY: move.toY,
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});
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});
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});
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this.highlightContainers.set(key, circle as Phaser.GameObjects.GameObject);
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}
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}
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private clearHighlights(): void {
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this.children.list.forEach(child => {
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if ('depth' in child && child.depth === 100) {
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child.destroy();
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}
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});
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}
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private getValidMovesForPiece(fromX: number, fromY: number, cardNames: string[]): Array<{ card: string, fromX: number, fromY: number, toX: number, toY: number }> {
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const moves: Array<{ card: string, fromX: number, fromY: number, toX: number, toY: number }> = [];
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private getValidMovesForPiece(
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fromX: number,
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fromY: number,
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cardNames: string[]
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): ValidMove[] {
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const moves: ValidMove[] = [];
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const player = this.state.currentPlayer;
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for (const cardName of cardNames) {
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@@ -215,133 +373,12 @@ export class OnitamaScene extends GameHostScene<OnitamaState> {
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return true;
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}
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private tryMove(fromX: number, fromY: number, toX: number, toY: number): void {
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this.clearHighlights();
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const currentPlayer = this.state.currentPlayer;
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const cardNames = currentPlayer === 'red' ? this.state.redCards : this.state.blackCards;
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const validMoves = this.getValidMovesForPiece(fromX, fromY, cardNames);
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if (validMoves.length > 0) {
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const move = validMoves[0];
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const error = this.gameHost.tryAnswerPrompt(
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prompts.move,
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currentPlayer,
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move.card,
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fromX,
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fromY,
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toX,
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toY
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);
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if (error) {
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console.warn('Invalid move:', error);
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}
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}
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}
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private getPawnAtPosition(x: number, y: number): Pawn | null {
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const key = `${x},${y}`;
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const pawnId = this.state.regions.board.partMap[key];
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return pawnId ? this.state.pawns[pawnId] : null;
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}
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private updateCards(): void {
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this.redCardsContainer.removeAll(true);
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this.blackCardsContainer.removeAll(true);
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this.spareCardContainer.removeAll(true);
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this.cardGraphics.clear();
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this.renderCardHand('red', this.state.redCards, 20, 200, this.redCardsContainer);
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this.renderCardHand('black', this.state.blackCards, 20, 400, this.blackCardsContainer);
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this.renderSpareCard(this.state.spareCard, 650, 300, this.spareCardContainer);
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}
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private renderCardHand(player: PlayerType, cardNames: string[], x: number, y: number, container: Phaser.GameObjects.Container): void {
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cardNames.forEach((cardName, index) => {
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const card = this.state.cards[cardName];
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if (!card) return;
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const cardObj = this.createCardVisual(card, CARD_WIDTH, CARD_HEIGHT);
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cardObj.x = x + index * (CARD_WIDTH + 10);
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cardObj.y = y;
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container.add(cardObj);
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});
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const label = this.add.text(x, y - 30, `${player.toUpperCase()}'s Cards`, {
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fontSize: '16px',
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fontFamily: 'Arial',
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color: player === 'red' ? '#ef4444' : '#3b82f6',
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});
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container.add(label);
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}
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|
||||
private renderSpareCard(cardName: string, x: number, y: number, container: Phaser.GameObjects.Container): void {
|
||||
const card = this.state.cards[cardName];
|
||||
if (!card) return;
|
||||
|
||||
const cardObj = this.createCardVisual(card, CARD_WIDTH, CARD_HEIGHT);
|
||||
cardObj.x = x;
|
||||
cardObj.y = y;
|
||||
container.add(cardObj);
|
||||
|
||||
const label = this.add.text(x, y - 30, 'Spare Card', {
|
||||
fontSize: '16px',
|
||||
fontFamily: 'Arial',
|
||||
color: '#6b7280',
|
||||
}).setOrigin(0.5, 0);
|
||||
container.add(label);
|
||||
}
|
||||
|
||||
private createCardVisual(card: Card, width: number, height: number): Phaser.GameObjects.Container {
|
||||
const container = this.add.container(0, 0);
|
||||
|
||||
const bg = this.add.rectangle(0, 0, width, height, 0xf9fafb, 1)
|
||||
.setStrokeStyle(2, 0x6b7280);
|
||||
container.add(bg);
|
||||
|
||||
const title = this.add.text(0, -height / 2 + 15, card.id, {
|
||||
fontSize: '12px',
|
||||
fontFamily: 'Arial',
|
||||
color: '#1f2937',
|
||||
}).setOrigin(0.5);
|
||||
container.add(title);
|
||||
|
||||
const grid = this.add.graphics();
|
||||
const cellSize = 16;
|
||||
const gridWidth = 5 * cellSize;
|
||||
const gridHeight = 5 * cellSize;
|
||||
const gridStartX = -gridWidth / 2;
|
||||
const gridStartY = -gridHeight / 2 + 30;
|
||||
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
container.add(grid);
|
||||
|
||||
const playerText = this.add.text(0, height / 2 - 15, card.startingPlayer, {
|
||||
fontSize: '10px',
|
||||
fontFamily: 'Arial',
|
||||
color: '#6b7280',
|
||||
}).setOrigin(0.5);
|
||||
container.add(playerText);
|
||||
|
||||
return container;
|
||||
}
|
||||
|
||||
private showWinner(winner: string): void {
|
||||
if (this.winnerOverlay) {
|
||||
this.winnerOverlay.destroy();
|
||||
@@ -357,7 +394,7 @@ export class OnitamaScene extends GameHostScene<OnitamaState> {
|
||||
BOARD_SIZE * CELL_SIZE,
|
||||
BOARD_SIZE * CELL_SIZE,
|
||||
0x000000,
|
||||
0.6,
|
||||
0.6
|
||||
).setInteractive({ useHandCursor: true });
|
||||
|
||||
bg.on('pointerdown', () => {
|
||||
@@ -374,7 +411,7 @@ export class OnitamaScene extends GameHostScene<OnitamaState> {
|
||||
fontSize: '36px',
|
||||
fontFamily: 'Arial',
|
||||
color: '#fbbf24',
|
||||
},
|
||||
}
|
||||
).setOrigin(0.5);
|
||||
|
||||
this.winnerOverlay.add(winText);
|
||||
@@ -388,67 +425,3 @@ export class OnitamaScene extends GameHostScene<OnitamaState> {
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
class PawnSpawner implements Spawner<Pawn, Phaser.GameObjects.Container> {
|
||||
constructor(public readonly scene: OnitamaScene) {}
|
||||
|
||||
*getData() {
|
||||
for (const pawn of Object.values(this.scene.state.pawns)) {
|
||||
if (pawn.regionId === 'board') {
|
||||
yield pawn;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
getKey(pawn: Pawn): string {
|
||||
return pawn.id;
|
||||
}
|
||||
|
||||
onUpdate(pawn: Pawn, obj: Phaser.GameObjects.Container): void {
|
||||
const [x, y] = pawn.position;
|
||||
obj.x = BOARD_OFFSET.x + x * CELL_SIZE + CELL_SIZE / 2;
|
||||
obj.y = BOARD_OFFSET.y + y * CELL_SIZE + CELL_SIZE / 2;
|
||||
}
|
||||
|
||||
onSpawn(pawn: Pawn) {
|
||||
const container = this.scene.add.container(0, 0);
|
||||
|
||||
const bgColor = pawn.owner === 'red' ? 0xef4444 : 0x3b82f6;
|
||||
const circle = this.scene.add.circle(0, 0, CELL_SIZE / 3, bgColor, 1)
|
||||
.setStrokeStyle(2, 0x1f2937);
|
||||
container.add(circle);
|
||||
|
||||
const label = pawn.type === 'master' ? 'M' : 'S';
|
||||
const text = this.scene.add.text(0, 0, label, {
|
||||
fontSize: '24px',
|
||||
fontFamily: 'Arial',
|
||||
color: '#ffffff',
|
||||
}).setOrigin(0.5);
|
||||
container.add(text);
|
||||
|
||||
const [x, y] = pawn.position;
|
||||
container.x = BOARD_OFFSET.x + x * CELL_SIZE + CELL_SIZE / 2;
|
||||
container.y = BOARD_OFFSET.y + y * CELL_SIZE + CELL_SIZE / 2;
|
||||
|
||||
container.setScale(0);
|
||||
this.scene.tweens.add({
|
||||
targets: container,
|
||||
scale: 1,
|
||||
duration: 300,
|
||||
ease: 'Back.easeOut',
|
||||
});
|
||||
|
||||
return container;
|
||||
}
|
||||
|
||||
onDespawn(obj: Phaser.GameObjects.Container) {
|
||||
this.scene.tweens.add({
|
||||
targets: obj,
|
||||
scale: 0,
|
||||
alpha: 0,
|
||||
duration: 300,
|
||||
ease: 'Back.easeIn',
|
||||
onComplete: () => obj.destroy(),
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user