feat: more onitama goodness

This commit is contained in:
2026-04-07 17:46:37 +08:00
parent 8bbf20f457
commit d4819f7cc3
8 changed files with 727 additions and 256 deletions
+228 -255
View File
@@ -1,24 +1,28 @@
import Phaser from 'phaser';
import type { OnitamaState, PlayerType, Pawn, Card } from '@/game/onitama';
import type { OnitamaState, PlayerType, Pawn } from '@/game/onitama';
import { prompts } from '@/game/onitama';
import { GameHostScene } from 'boardgame-phaser';
import { spawnEffect, type Spawner } from 'boardgame-phaser';
import { spawnEffect } from 'boardgame-phaser';
import { effect } from '@preact/signals-core';
import type { Signal } from '@preact/signals';
import { PawnSpawner, CardSpawner, BOARD_OFFSET, CELL_SIZE, CARD_WIDTH, CARD_HEIGHT } from '@/spawners';
import type { HighlightData } from '@/spawners/HighlightSpawner';
import { createOnitamaUIState, clearSelection, selectPiece, selectCard, deselectCard, setValidMoves } from '@/state';
import type { OnitamaUIState, ValidMove } from '@/state';
const CELL_SIZE = 80;
const BOARD_OFFSET = { x: 150, y: 100 };
const BOARD_SIZE = 5;
const CARD_WIDTH = 100;
const CARD_HEIGHT = 140;
export class OnitamaScene extends GameHostScene<OnitamaState> {
private boardContainer!: Phaser.GameObjects.Container;
private gridGraphics!: Phaser.GameObjects.Graphics;
private infoText!: Phaser.GameObjects.Text;
private winnerOverlay?: Phaser.GameObjects.Container;
private redCardsContainer!: Phaser.GameObjects.Container;
private blackCardsContainer!: Phaser.GameObjects.Container;
private spareCardContainer!: Phaser.GameObjects.Container;
private cardGraphics!: Phaser.GameObjects.Graphics;
private cardLabelContainers: Map<string, Phaser.GameObjects.Text> = new Map();
// UI State managed by signal
public uiState!: Signal<OnitamaUIState>;
private highlightContainers: Map<string, Phaser.GameObjects.GameObject> = new Map();
private highlightDispose?: () => void;
constructor() {
super('OnitamaScene');
@@ -27,21 +31,34 @@ export class OnitamaScene extends GameHostScene<OnitamaState> {
create(): void {
super.create();
this.boardContainer = this.add.container(0, 0);
this.gridGraphics = this.add.graphics();
this.cardGraphics = this.add.graphics();
this.drawBoard();
// Create UI state signal
this.uiState = createOnitamaUIState();
this.disposables.add(spawnEffect(new PawnSpawner(this)));
this.redCardsContainer = this.add.container(0, 0);
this.blackCardsContainer = this.add.container(0, 0);
this.spareCardContainer = this.add.container(0, 0);
this.addEffect(() => {
this.updateCards();
// Cleanup effect on scene shutdown
this.events.once('shutdown', () => {
if (this.highlightDispose) {
this.highlightDispose();
}
});
this.boardContainer = this.add.container(0, 0);
this.gridGraphics = this.add.graphics();
this.drawBoard();
// Add spawners
this.disposables.add(spawnEffect(new PawnSpawner(this)));
this.disposables.add(spawnEffect(new CardSpawner(this)));
// Create card labels
this.createCardLabels();
// Setup highlight effect - react to validMoves changes
this.highlightDispose = effect(() => {
const validMoves = this.uiState.value.validMoves;
this.updateHighlights(validMoves);
});
// Winner overlay effect
this.addEffect(() => {
const winner = this.state.winner;
if (winner) {
@@ -52,23 +69,84 @@ export class OnitamaScene extends GameHostScene<OnitamaState> {
}
});
this.infoText = this.add.text(BOARD_OFFSET.x + (BOARD_SIZE * CELL_SIZE) / 2, BOARD_OFFSET.y + BOARD_SIZE * CELL_SIZE + 30, '', {
fontSize: '20px',
fontFamily: 'Arial',
color: '#4b5563',
}).setOrigin(0.5);
// Info text
this.infoText = this.add.text(
BOARD_OFFSET.x + (BOARD_SIZE * CELL_SIZE) / 2,
BOARD_OFFSET.y + BOARD_SIZE * CELL_SIZE + 30,
'',
{
fontSize: '20px',
fontFamily: 'Arial',
color: '#4b5563',
}
).setOrigin(0.5);
// Update info text when UI state changes
this.addEffect(() => {
this.updateInfoText();
});
// Input handling
this.setupInput();
}
private createCardLabels(): void {
const boardLeft = BOARD_OFFSET.x;
const boardTop = BOARD_OFFSET.y;
const boardRight = BOARD_OFFSET.x + BOARD_SIZE * CELL_SIZE;
// Red cards label
const redLabel = this.add.text(
boardLeft - CARD_WIDTH - 60 + CARD_WIDTH / 2,
boardTop + 50 + 2 * (CARD_HEIGHT + 15) + 10,
"RED's Cards",
{
fontSize: '16px',
fontFamily: 'Arial',
color: '#ef4444',
}
).setOrigin(0.5, 0);
this.cardLabelContainers.set('red', redLabel);
// Black cards label
const blackLabel = this.add.text(
boardRight + 60 + CARD_WIDTH / 2,
boardTop + 50 + 2 * (CARD_HEIGHT + 15) + 10,
"BLACK's Cards",
{
fontSize: '16px',
fontFamily: 'Arial',
color: '#3b82f6',
}
).setOrigin(0.5, 0);
this.cardLabelContainers.set('black', blackLabel);
// Spare card label
const boardCenterX = boardLeft + (BOARD_SIZE * CELL_SIZE) / 2;
const spareLabel = this.add.text(
boardCenterX,
boardTop - 50,
'Spare Card',
{
fontSize: '16px',
fontFamily: 'Arial',
color: '#6b7280',
}
).setOrigin(0.5, 0);
this.cardLabelContainers.set('spare', spareLabel);
}
private updateInfoText(): void {
const currentPlayer = this.state.currentPlayer;
const selectedCard = this.uiState.value.selectedCard;
const selectedPiece = this.uiState.value.selectedPiece;
if (this.state.winner) {
this.infoText.setText(`${this.state.winner} wins!`);
} else if (!selectedCard) {
this.infoText.setText(`${currentPlayer}'s turn - Select a card first`);
} else if (!selectedPiece) {
this.infoText.setText(`Card: ${selectedCard} - Select a piece to move`);
} else {
this.infoText.setText(`${currentPlayer}'s turn (Turn ${this.state.turn + 1})`);
}
@@ -83,26 +161,32 @@ export class OnitamaScene extends GameHostScene<OnitamaState> {
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(BOARD_OFFSET.x + (BOARD_SIZE * CELL_SIZE) / 2, BOARD_OFFSET.y - 40, 'Onitama', {
fontSize: '28px',
fontFamily: 'Arial',
color: '#1f2937',
}).setOrigin(0.5);
this.add.text(
BOARD_OFFSET.x + (BOARD_SIZE * CELL_SIZE) / 2,
BOARD_OFFSET.y - 40,
'Onitama',
{
fontSize: '28px',
fontFamily: 'Arial',
color: '#1f2937',
}
).setOrigin(0.5);
}
private setupInput(): void {
// Board cell clicks
for (let row = 0; row < BOARD_SIZE; row++) {
for (let col = 0; col < BOARD_SIZE; col++) {
const x = BOARD_OFFSET.x + col * CELL_SIZE + CELL_SIZE / 2;
@@ -118,66 +202,140 @@ export class OnitamaScene extends GameHostScene<OnitamaState> {
}
}
private selectedPiece: { x: number, y: number } | null = null;
private handleCellClick(x: number, y: number): void {
const pawn = this.getPawnAtPosition(x, y);
if (this.selectedPiece) {
// 如果没有选中卡牌,提示先选卡牌
if (!this.uiState.value.selectedCard) {
console.log('请先选择一张卡牌');
return;
}
if (this.uiState.value.selectedPiece) {
// 已经选中了棋子
if (pawn && pawn.owner === this.state.currentPlayer) {
this.selectedPiece = { x, y };
this.highlightValidMoves();
// 点击了自己的另一个棋子,更新选择
selectPiece(this.uiState, x, y);
this.updateValidMoves();
return;
}
const fromX = this.selectedPiece.x;
const fromY = this.selectedPiece.y;
this.selectedPiece = null;
const fromX = this.uiState.value.selectedPiece.x;
const fromY = this.uiState.value.selectedPiece.y;
if (pawn && pawn.owner === this.state.currentPlayer) {
return;
}
this.tryMove(fromX, fromY, x, y);
// 尝试移动到目标位置,必须使用选中的卡牌
const validMoves = this.getValidMovesForPiece(fromX, fromY, [this.uiState.value.selectedCard]);
const targetMove = validMoves.find(m => m.toX === x && m.toY === y);
if (targetMove) {
this.executeMove(targetMove);
}
} else {
// 还没有选中棋子
if (pawn && pawn.owner === this.state.currentPlayer) {
this.selectedPiece = { x, y };
this.highlightValidMoves();
selectPiece(this.uiState, x, y);
this.updateValidMoves();
}
}
}
private highlightValidMoves(): void {
if (!this.selectedPiece) return;
public onCardClick(cardId: string): void {
// 只能选择当前玩家的手牌
const currentPlayer = this.state.currentPlayer;
const cardNames = currentPlayer === 'red' ? this.state.redCards : this.state.blackCards;
const moves = this.getValidMovesForPiece(this.selectedPiece.x, this.selectedPiece.y, cardNames);
const playerCards = currentPlayer === 'red' ? this.state.redCards : this.state.blackCards;
if (!playerCards.includes(cardId)) {
return;
}
moves.forEach(move => {
selectCard(this.uiState, cardId);
// 如果已经选中了棋子,更新有效移动
if (this.uiState.value.selectedPiece) {
this.updateValidMoves();
}
}
private updateValidMoves(): void {
const selectedPiece = this.uiState.value.selectedPiece;
const selectedCard = this.uiState.value.selectedCard;
if (!selectedPiece || !selectedCard) {
setValidMoves(this.uiState, []);
return;
}
const moves = this.getValidMovesForPiece(selectedPiece.x, selectedPiece.y, [selectedCard]);
setValidMoves(this.uiState, moves);
}
public onHighlightClick(data: HighlightData): void {
clearSelection(this.uiState);
this.executeMove({
card: data.card,
fromX: data.fromX,
fromY: data.fromY,
toX: data.toX,
toY: data.toY,
});
}
private executeMove(move: { card: string; fromX: number; fromY: number; toX: number; toY: number }): void {
const error = this.gameHost.tryAnswerPrompt(
prompts.move,
this.state.currentPlayer,
move.card,
move.fromX,
move.fromY,
move.toX,
move.toY
);
if (error) {
console.warn('Invalid move:', error);
}
}
private updateHighlights(validMoves: ValidMove[]): void {
// Clear old highlights
for (const [, circle] of this.highlightContainers) {
circle.destroy();
}
this.highlightContainers.clear();
// Create new highlights
for (const move of validMoves) {
const key = `${move.card}-${move.toX}-${move.toY}`;
const x = BOARD_OFFSET.x + move.toX * CELL_SIZE + CELL_SIZE / 2;
const y = BOARD_OFFSET.y + move.toY * CELL_SIZE + CELL_SIZE / 2;
const highlight = this.add.circle(x, y, CELL_SIZE / 3, 0x3b82f6, 0.3).setDepth(100);
highlight.setInteractive({ useHandCursor: true });
highlight.on('pointerdown', () => {
this.selectedPiece = null;
this.clearHighlights();
this.tryMove(move.fromX, move.fromY, move.toX, move.toY);
const circle = this.add.circle(x, y, CELL_SIZE / 3, 0x3b82f6, 0.3).setDepth(100);
circle.setInteractive({ useHandCursor: true });
circle.on('pointerdown', () => {
this.onHighlightClick({
key,
x,
y,
card: move.card,
fromX: move.fromX,
fromY: move.fromY,
toX: move.toX,
toY: move.toY,
});
});
});
this.highlightContainers.set(key, circle as Phaser.GameObjects.GameObject);
}
}
private clearHighlights(): void {
this.children.list.forEach(child => {
if ('depth' in child && child.depth === 100) {
child.destroy();
}
});
}
private getValidMovesForPiece(fromX: number, fromY: number, cardNames: string[]): Array<{ card: string, fromX: number, fromY: number, toX: number, toY: number }> {
const moves: Array<{ card: string, fromX: number, fromY: number, toX: number, toY: number }> = [];
private getValidMovesForPiece(
fromX: number,
fromY: number,
cardNames: string[]
): ValidMove[] {
const moves: ValidMove[] = [];
const player = this.state.currentPlayer;
for (const cardName of cardNames) {
@@ -215,133 +373,12 @@ export class OnitamaScene extends GameHostScene<OnitamaState> {
return true;
}
private tryMove(fromX: number, fromY: number, toX: number, toY: number): void {
this.clearHighlights();
const currentPlayer = this.state.currentPlayer;
const cardNames = currentPlayer === 'red' ? this.state.redCards : this.state.blackCards;
const validMoves = this.getValidMovesForPiece(fromX, fromY, cardNames);
if (validMoves.length > 0) {
const move = validMoves[0];
const error = this.gameHost.tryAnswerPrompt(
prompts.move,
currentPlayer,
move.card,
fromX,
fromY,
toX,
toY
);
if (error) {
console.warn('Invalid move:', error);
}
}
}
private getPawnAtPosition(x: number, y: number): Pawn | null {
const key = `${x},${y}`;
const pawnId = this.state.regions.board.partMap[key];
return pawnId ? this.state.pawns[pawnId] : null;
}
private updateCards(): void {
this.redCardsContainer.removeAll(true);
this.blackCardsContainer.removeAll(true);
this.spareCardContainer.removeAll(true);
this.cardGraphics.clear();
this.renderCardHand('red', this.state.redCards, 20, 200, this.redCardsContainer);
this.renderCardHand('black', this.state.blackCards, 20, 400, this.blackCardsContainer);
this.renderSpareCard(this.state.spareCard, 650, 300, this.spareCardContainer);
}
private renderCardHand(player: PlayerType, cardNames: string[], x: number, y: number, container: Phaser.GameObjects.Container): void {
cardNames.forEach((cardName, index) => {
const card = this.state.cards[cardName];
if (!card) return;
const cardObj = this.createCardVisual(card, CARD_WIDTH, CARD_HEIGHT);
cardObj.x = x + index * (CARD_WIDTH + 10);
cardObj.y = y;
container.add(cardObj);
});
const label = this.add.text(x, y - 30, `${player.toUpperCase()}'s Cards`, {
fontSize: '16px',
fontFamily: 'Arial',
color: player === 'red' ? '#ef4444' : '#3b82f6',
});
container.add(label);
}
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(),
});
}
}