feat: more onitama goodness
This commit is contained in:
parent
8bbf20f457
commit
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@ -1,24 +1,28 @@
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import Phaser from 'phaser';
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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 { prompts } from '@/game/onitama';
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import { GameHostScene } from 'boardgame-phaser';
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import { GameHostScene } from 'boardgame-phaser';
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import { spawnEffect, type Spawner } from 'boardgame-phaser';
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import { spawnEffect } 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 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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export class OnitamaScene extends GameHostScene<OnitamaState> {
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private boardContainer!: Phaser.GameObjects.Container;
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private boardContainer!: Phaser.GameObjects.Container;
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private gridGraphics!: Phaser.GameObjects.Graphics;
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private gridGraphics!: Phaser.GameObjects.Graphics;
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private infoText!: Phaser.GameObjects.Text;
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private infoText!: Phaser.GameObjects.Text;
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private winnerOverlay?: Phaser.GameObjects.Container;
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private winnerOverlay?: Phaser.GameObjects.Container;
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private redCardsContainer!: Phaser.GameObjects.Container;
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private cardLabelContainers: Map<string, Phaser.GameObjects.Text> = new Map();
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private blackCardsContainer!: Phaser.GameObjects.Container;
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private spareCardContainer!: Phaser.GameObjects.Container;
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// UI State managed by signal
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private cardGraphics!: Phaser.GameObjects.Graphics;
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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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constructor() {
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super('OnitamaScene');
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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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create(): void {
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super.create();
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super.create();
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this.boardContainer = this.add.container(0, 0);
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// Create UI state signal
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this.gridGraphics = this.add.graphics();
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this.uiState = createOnitamaUIState();
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this.cardGraphics = this.add.graphics();
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this.drawBoard();
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this.disposables.add(spawnEffect(new PawnSpawner(this)));
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// Cleanup effect on scene shutdown
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this.events.once('shutdown', () => {
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this.redCardsContainer = this.add.container(0, 0);
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if (this.highlightDispose) {
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this.blackCardsContainer = this.add.container(0, 0);
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this.highlightDispose();
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this.spareCardContainer = this.add.container(0, 0);
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}
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this.addEffect(() => {
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this.updateCards();
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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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this.addEffect(() => {
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const winner = this.state.winner;
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const winner = this.state.winner;
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if (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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});
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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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// Info text
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fontSize: '20px',
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this.infoText = this.add.text(
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fontFamily: 'Arial',
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BOARD_OFFSET.x + (BOARD_SIZE * CELL_SIZE) / 2,
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color: '#4b5563',
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BOARD_OFFSET.y + BOARD_SIZE * CELL_SIZE + 30,
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}).setOrigin(0.5);
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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.addEffect(() => {
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this.updateInfoText();
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this.updateInfoText();
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});
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});
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// Input handling
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this.setupInput();
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this.setupInput();
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}
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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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private updateInfoText(): void {
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const currentPlayer = this.state.currentPlayer;
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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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if (this.state.winner) {
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this.infoText.setText(`${this.state.winner} wins!`);
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this.infoText.setText(`${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: ${selectedCard} - Select a piece to move`);
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} else {
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} else {
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this.infoText.setText(`${currentPlayer}'s turn (Turn ${this.state.turn + 1})`);
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this.infoText.setText(`${currentPlayer}'s turn (Turn ${this.state.turn + 1})`);
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}
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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.x + i * CELL_SIZE,
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BOARD_OFFSET.y,
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BOARD_OFFSET.y,
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BOARD_OFFSET.x + i * CELL_SIZE,
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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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);
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g.lineBetween(
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g.lineBetween(
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BOARD_OFFSET.x,
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BOARD_OFFSET.x,
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BOARD_OFFSET.y + i * CELL_SIZE,
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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.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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}
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}
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g.strokePath();
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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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this.add.text(
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fontSize: '28px',
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BOARD_OFFSET.x + (BOARD_SIZE * CELL_SIZE) / 2,
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fontFamily: 'Arial',
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BOARD_OFFSET.y - 40,
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color: '#1f2937',
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'Onitama',
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}).setOrigin(0.5);
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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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}
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private setupInput(): void {
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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 row = 0; row < BOARD_SIZE; row++) {
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for (let col = 0; col < BOARD_SIZE; col++) {
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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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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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}
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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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private handleCellClick(x: number, y: number): void {
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const pawn = this.getPawnAtPosition(x, y);
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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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if (pawn && pawn.owner === this.state.currentPlayer) {
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this.selectedPiece = { x, y };
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// 点击了自己的另一个棋子,更新选择
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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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return;
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return;
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}
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}
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const fromX = this.selectedPiece.x;
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const fromX = this.uiState.value.selectedPiece.x;
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const fromY = this.selectedPiece.y;
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const fromY = this.uiState.value.selectedPiece.y;
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this.selectedPiece = null;
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if (pawn && pawn.owner === this.state.currentPlayer) {
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if (pawn && pawn.owner === this.state.currentPlayer) {
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return;
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return;
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}
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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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} 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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if (pawn && pawn.owner === this.state.currentPlayer) {
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this.selectedPiece = { x, y };
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selectPiece(this.uiState, x, y);
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this.highlightValidMoves();
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this.updateValidMoves();
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}
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}
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}
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}
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}
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}
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private highlightValidMoves(): void {
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public onCardClick(cardId: string): void {
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if (!this.selectedPiece) return;
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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 currentPlayer = this.state.currentPlayer;
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const cardNames = currentPlayer === 'red' ? this.state.redCards : this.state.blackCards;
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const playerCards = 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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moves.forEach(move => {
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if (!playerCards.includes(cardId)) {
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return;
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}
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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 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 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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const circle = 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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circle.setInteractive({ useHandCursor: true });
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highlight.on('pointerdown', () => {
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circle.on('pointerdown', () => {
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this.selectedPiece = null;
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this.onHighlightClick({
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this.clearHighlights();
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key,
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this.tryMove(move.fromX, move.fromY, move.toX, move.toY);
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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 {
|
private getValidMovesForPiece(
|
||||||
this.children.list.forEach(child => {
|
fromX: number,
|
||||||
if ('depth' in child && child.depth === 100) {
|
fromY: number,
|
||||||
child.destroy();
|
cardNames: string[]
|
||||||
}
|
): ValidMove[] {
|
||||||
});
|
const moves: ValidMove[] = [];
|
||||||
}
|
|
||||||
|
|
||||||
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 }> = [];
|
|
||||||
const player = this.state.currentPlayer;
|
const player = this.state.currentPlayer;
|
||||||
|
|
||||||
for (const cardName of cardNames) {
|
for (const cardName of cardNames) {
|
||||||
|
|
@ -215,133 +373,12 @@ export class OnitamaScene extends GameHostScene<OnitamaState> {
|
||||||
return true;
|
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 {
|
private getPawnAtPosition(x: number, y: number): Pawn | null {
|
||||||
const key = `${x},${y}`;
|
const key = `${x},${y}`;
|
||||||
const pawnId = this.state.regions.board.partMap[key];
|
const pawnId = this.state.regions.board.partMap[key];
|
||||||
return pawnId ? this.state.pawns[pawnId] : null;
|
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 {
|
private showWinner(winner: string): void {
|
||||||
if (this.winnerOverlay) {
|
if (this.winnerOverlay) {
|
||||||
this.winnerOverlay.destroy();
|
this.winnerOverlay.destroy();
|
||||||
|
|
@ -357,7 +394,7 @@ export class OnitamaScene extends GameHostScene<OnitamaState> {
|
||||||
BOARD_SIZE * CELL_SIZE,
|
BOARD_SIZE * CELL_SIZE,
|
||||||
BOARD_SIZE * CELL_SIZE,
|
BOARD_SIZE * CELL_SIZE,
|
||||||
0x000000,
|
0x000000,
|
||||||
0.6,
|
0.6
|
||||||
).setInteractive({ useHandCursor: true });
|
).setInteractive({ useHandCursor: true });
|
||||||
|
|
||||||
bg.on('pointerdown', () => {
|
bg.on('pointerdown', () => {
|
||||||
|
|
@ -374,7 +411,7 @@ export class OnitamaScene extends GameHostScene<OnitamaState> {
|
||||||
fontSize: '36px',
|
fontSize: '36px',
|
||||||
fontFamily: 'Arial',
|
fontFamily: 'Arial',
|
||||||
color: '#fbbf24',
|
color: '#fbbf24',
|
||||||
},
|
}
|
||||||
).setOrigin(0.5);
|
).setOrigin(0.5);
|
||||||
|
|
||||||
this.winnerOverlay.add(winText);
|
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(),
|
|
||||||
});
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
|
||||||
|
|
@ -0,0 +1,244 @@
|
||||||
|
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';
|
||||||
|
|
||||||
|
export const CARD_WIDTH = 100;
|
||||||
|
export const CARD_HEIGHT = 140;
|
||||||
|
const BOARD_SIZE = 5;
|
||||||
|
|
||||||
|
export interface CardSpawnData {
|
||||||
|
cardId: string;
|
||||||
|
position: 'red' | 'black' | 'spare';
|
||||||
|
index: number;
|
||||||
|
}
|
||||||
|
|
||||||
|
export class CardSpawner implements Spawner<CardSpawnData, Phaser.GameObjects.Container> {
|
||||||
|
private previousData = new Map<string, CardSpawnData>();
|
||||||
|
|
||||||
|
constructor(public readonly scene: OnitamaScene) {}
|
||||||
|
|
||||||
|
*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 };
|
||||||
|
}
|
||||||
|
|
||||||
|
// 黑方卡牌
|
||||||
|
for (let i = 0; i < state.blackCards.length; i++) {
|
||||||
|
yield { cardId: state.blackCards[i], position: 'black', index: i };
|
||||||
|
}
|
||||||
|
|
||||||
|
// 备用卡牌
|
||||||
|
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;
|
||||||
|
|
||||||
|
if (data.position === 'red') {
|
||||||
|
return {
|
||||||
|
x: boardLeft - CARD_WIDTH - 60 + 60,
|
||||||
|
y: boardTop + 80 + data.index * (CARD_HEIGHT + 15),
|
||||||
|
};
|
||||||
|
} else if (data.position === 'black') {
|
||||||
|
return {
|
||||||
|
x: boardRight + 60 + 40,
|
||||||
|
y: boardTop + 80 + data.index * (CARD_HEIGHT + 15),
|
||||||
|
};
|
||||||
|
} else {
|
||||||
|
return {
|
||||||
|
x: boardCenterX,
|
||||||
|
y: boardTop - CARD_HEIGHT - 20,
|
||||||
|
};
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private hasPositionChanged(data: CardSpawnData): boolean {
|
||||||
|
const prev = this.previousData.get(data.cardId);
|
||||||
|
if (!prev) return true;
|
||||||
|
return prev.position !== data.position || prev.index !== data.index;
|
||||||
|
}
|
||||||
|
|
||||||
|
onUpdate(data: CardSpawnData, obj: Phaser.GameObjects.Container): void {
|
||||||
|
// 检查是否是选中的卡牌
|
||||||
|
const isSelected = this.scene.uiState.value.selectedCard === data.cardId;
|
||||||
|
|
||||||
|
// 高亮选中的卡牌
|
||||||
|
if (isSelected) {
|
||||||
|
this.highlightCard(obj, 0xfbbf24, 3);
|
||||||
|
} else {
|
||||||
|
this.unhighlightCard(obj);
|
||||||
|
}
|
||||||
|
|
||||||
|
// 只在位置实际变化时才播放移动动画
|
||||||
|
if (!this.hasPositionChanged(data)) {
|
||||||
|
this.previousData.set(data.cardId, { ...data });
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
const pos = this.getCardPosition(data);
|
||||||
|
|
||||||
|
// 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: 350,
|
||||||
|
ease: 'Back.easeOut',
|
||||||
|
});
|
||||||
|
|
||||||
|
this.scene.addTweenInterruption(tween);
|
||||||
|
this.previousData.set(data.cardId, { ...data });
|
||||||
|
}
|
||||||
|
|
||||||
|
private highlightCard(container: Phaser.GameObjects.Container, color: number, lineWidth: number): void {
|
||||||
|
// 检查是否已经有高亮边框
|
||||||
|
let highlight = container.list.find(
|
||||||
|
child => child instanceof Phaser.GameObjects.Rectangle && child.getData('isHighlight')
|
||||||
|
) as Phaser.GameObjects.Rectangle;
|
||||||
|
|
||||||
|
if (!highlight) {
|
||||||
|
// 创建高亮边框
|
||||||
|
highlight = this.scene.add.rectangle(0, 0, CARD_WIDTH + 8, CARD_HEIGHT + 8, color, 0)
|
||||||
|
.setStrokeStyle(lineWidth, color)
|
||||||
|
.setData('isHighlight', true);
|
||||||
|
container.addAt(highlight, 0);
|
||||||
|
} else {
|
||||||
|
// 更新现有高亮边框
|
||||||
|
highlight.setStrokeStyle(lineWidth, color);
|
||||||
|
highlight.setAlpha(1);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private unhighlightCard(container: Phaser.GameObjects.Container): void {
|
||||||
|
const highlight = container.list.find(
|
||||||
|
child => child instanceof Phaser.GameObjects.Rectangle && child.getData('isHighlight')
|
||||||
|
) as Phaser.GameObjects.Rectangle;
|
||||||
|
|
||||||
|
if (highlight) {
|
||||||
|
highlight.setAlpha(0);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
onSpawn(data: CardSpawnData): Phaser.GameObjects.Container {
|
||||||
|
const card = this.scene.state.cards[data.cardId];
|
||||||
|
if (!card) {
|
||||||
|
this.previousData.set(data.cardId, { ...data });
|
||||||
|
return this.scene.add.container(0, 0);
|
||||||
|
}
|
||||||
|
|
||||||
|
const container = this.scene.add.container(0, 0);
|
||||||
|
const pos = this.getCardPosition(data);
|
||||||
|
container.x = pos.x;
|
||||||
|
container.y = pos.y;
|
||||||
|
|
||||||
|
// 创建卡牌视觉
|
||||||
|
const cardVisual = this.createCardVisual(card);
|
||||||
|
container.add(cardVisual);
|
||||||
|
|
||||||
|
// 使卡牌可点击(设置矩形点击区域)
|
||||||
|
const hitArea = new Phaser.Geom.Rectangle(-CARD_WIDTH / 2, -CARD_HEIGHT / 2, CARD_WIDTH, CARD_HEIGHT);
|
||||||
|
container.setInteractive(hitArea, Phaser.Geom.Rectangle.Contains);
|
||||||
|
|
||||||
|
// 悬停效果
|
||||||
|
container.on('pointerover', () => {
|
||||||
|
if (this.scene.uiState.value.selectedCard !== data.cardId) {
|
||||||
|
container.setAlpha(0.8);
|
||||||
|
}
|
||||||
|
});
|
||||||
|
|
||||||
|
container.on('pointerout', () => {
|
||||||
|
container.setAlpha(1);
|
||||||
|
});
|
||||||
|
|
||||||
|
container.on('pointerdown', () => {
|
||||||
|
this.scene.onCardClick(data.cardId);
|
||||||
|
});
|
||||||
|
|
||||||
|
// 初始状态为透明,然后淡入
|
||||||
|
container.setAlpha(0);
|
||||||
|
const tween = this.scene.tweens.add({
|
||||||
|
targets: container,
|
||||||
|
alpha: 1,
|
||||||
|
duration: 300,
|
||||||
|
ease: 'Power2',
|
||||||
|
});
|
||||||
|
this.scene.addTweenInterruption(tween);
|
||||||
|
|
||||||
|
this.previousData.set(data.cardId, { ...data });
|
||||||
|
return container;
|
||||||
|
}
|
||||||
|
|
||||||
|
onDespawn(obj: Phaser.GameObjects.Container): void {
|
||||||
|
const tween = this.scene.tweens.add({
|
||||||
|
targets: obj,
|
||||||
|
alpha: 0,
|
||||||
|
scale: 0.8,
|
||||||
|
duration: 200,
|
||||||
|
ease: 'Power2',
|
||||||
|
onComplete: () => obj.destroy(),
|
||||||
|
});
|
||||||
|
this.scene.addTweenInterruption(tween);
|
||||||
|
}
|
||||||
|
|
||||||
|
private createCardVisual(card: Card): Phaser.GameObjects.Container {
|
||||||
|
const container = this.scene.add.container(0, 0);
|
||||||
|
|
||||||
|
const bg = this.scene.add.rectangle(0, 0, CARD_WIDTH, CARD_HEIGHT, 0xf9fafb, 1)
|
||||||
|
.setStrokeStyle(2, 0x6b7280);
|
||||||
|
container.add(bg);
|
||||||
|
|
||||||
|
const title = this.scene.add.text(0, -CARD_HEIGHT / 2 + 15, card.id, {
|
||||||
|
fontSize: '12px',
|
||||||
|
fontFamily: 'Arial',
|
||||||
|
color: '#1f2937',
|
||||||
|
}).setOrigin(0.5);
|
||||||
|
container.add(title);
|
||||||
|
|
||||||
|
const grid = this.scene.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.scene.add.text(0, CARD_HEIGHT / 2 - 15, card.startingPlayer, {
|
||||||
|
fontSize: '10px',
|
||||||
|
fontFamily: 'Arial',
|
||||||
|
color: '#6b7280',
|
||||||
|
}).setOrigin(0.5);
|
||||||
|
container.add(playerText);
|
||||||
|
|
||||||
|
return container;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
@ -0,0 +1,57 @@
|
||||||
|
import Phaser from 'phaser';
|
||||||
|
import type { Spawner } from 'boardgame-phaser';
|
||||||
|
import type { OnitamaScene } from '@/scenes/OnitamaScene';
|
||||||
|
import type { OnitamaUIState } from '@/state/ui';
|
||||||
|
import { BOARD_OFFSET, CELL_SIZE } from './PawnSpawner';
|
||||||
|
|
||||||
|
export interface HighlightData {
|
||||||
|
key: string;
|
||||||
|
x: number;
|
||||||
|
y: number;
|
||||||
|
card: string;
|
||||||
|
fromX: number;
|
||||||
|
fromY: number;
|
||||||
|
toX: number;
|
||||||
|
toY: number;
|
||||||
|
}
|
||||||
|
|
||||||
|
export class HighlightSpawner implements Spawner<HighlightData, Phaser.GameObjects.GameObject> {
|
||||||
|
constructor(public readonly scene: OnitamaScene) {}
|
||||||
|
|
||||||
|
*getData(): Iterable<HighlightData> {
|
||||||
|
// HighlightSpawner 的数据由 UI state 控制,不从这里生成
|
||||||
|
// 我们会在 scene 中手动调用 spawnEffect 来更新
|
||||||
|
}
|
||||||
|
|
||||||
|
getKey(data: HighlightData): string {
|
||||||
|
return data.key;
|
||||||
|
}
|
||||||
|
|
||||||
|
onUpdate(data: HighlightData, obj: Phaser.GameObjects.GameObject): void {
|
||||||
|
if (obj instanceof Phaser.GameObjects.Arc) {
|
||||||
|
obj.setPosition(data.x, data.y);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
onSpawn(data: HighlightData): Phaser.GameObjects.GameObject {
|
||||||
|
const circle = this.scene.add.circle(
|
||||||
|
data.x,
|
||||||
|
data.y,
|
||||||
|
CELL_SIZE / 3,
|
||||||
|
0x3b82f6,
|
||||||
|
0.3
|
||||||
|
).setDepth(100);
|
||||||
|
|
||||||
|
circle.setInteractive({ useHandCursor: true });
|
||||||
|
circle.on('pointerdown', () => {
|
||||||
|
this.scene.onHighlightClick(data);
|
||||||
|
});
|
||||||
|
|
||||||
|
return circle;
|
||||||
|
}
|
||||||
|
|
||||||
|
onDespawn(obj: Phaser.GameObjects.GameObject): void {
|
||||||
|
obj.destroy();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
@ -0,0 +1,101 @@
|
||||||
|
import Phaser from 'phaser';
|
||||||
|
import type { Pawn } from '@/game/onitama';
|
||||||
|
import type { Spawner } from 'boardgame-phaser';
|
||||||
|
import type { OnitamaScene } from '@/scenes/OnitamaScene';
|
||||||
|
|
||||||
|
export const CELL_SIZE = 80;
|
||||||
|
export const BOARD_OFFSET = { x: 200, y: 180 };
|
||||||
|
|
||||||
|
export class PawnSpawner implements Spawner<Pawn, Phaser.GameObjects.Container> {
|
||||||
|
private previousPositions = new Map<string, [number, number]>();
|
||||||
|
|
||||||
|
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;
|
||||||
|
const prevPos = this.previousPositions.get(pawn.id);
|
||||||
|
const hasMoved = !prevPos || prevPos[0] !== x || prevPos[1] !== y;
|
||||||
|
|
||||||
|
if (hasMoved && prevPos) {
|
||||||
|
// 播放移动动画并添加中断
|
||||||
|
const targetX = BOARD_OFFSET.x + x * CELL_SIZE + CELL_SIZE / 2;
|
||||||
|
const targetY = BOARD_OFFSET.y + y * CELL_SIZE + CELL_SIZE / 2;
|
||||||
|
|
||||||
|
const tween = this.scene.tweens.add({
|
||||||
|
targets: obj,
|
||||||
|
x: targetX,
|
||||||
|
y: targetY,
|
||||||
|
duration: 400,
|
||||||
|
ease: 'Back.easeOut',
|
||||||
|
});
|
||||||
|
|
||||||
|
this.scene.addTweenInterruption(tween);
|
||||||
|
} else if (!prevPos) {
|
||||||
|
// 初次生成,直接设置位置
|
||||||
|
obj.x = BOARD_OFFSET.x + x * CELL_SIZE + CELL_SIZE / 2;
|
||||||
|
obj.y = BOARD_OFFSET.y + y * CELL_SIZE + CELL_SIZE / 2;
|
||||||
|
}
|
||||||
|
|
||||||
|
this.previousPositions.set(pawn.id, [x, y]);
|
||||||
|
}
|
||||||
|
|
||||||
|
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;
|
||||||
|
|
||||||
|
this.previousPositions.set(pawn.id, [x, y]);
|
||||||
|
|
||||||
|
container.setScale(0);
|
||||||
|
this.scene.tweens.add({
|
||||||
|
targets: container,
|
||||||
|
scale: 1,
|
||||||
|
duration: 300,
|
||||||
|
ease: 'Back.easeOut',
|
||||||
|
});
|
||||||
|
|
||||||
|
return container;
|
||||||
|
}
|
||||||
|
|
||||||
|
onDespawn(obj: Phaser.GameObjects.Container) {
|
||||||
|
// 播放消失动画并添加中断
|
||||||
|
const tween = this.scene.tweens.add({
|
||||||
|
targets: obj,
|
||||||
|
scale: 0,
|
||||||
|
alpha: 0,
|
||||||
|
y: obj.y - 30,
|
||||||
|
duration: 300,
|
||||||
|
ease: 'Back.easeIn',
|
||||||
|
onComplete: () => obj.destroy(),
|
||||||
|
});
|
||||||
|
|
||||||
|
this.scene.addTweenInterruption(tween);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
@ -0,0 +1,3 @@
|
||||||
|
export { PawnSpawner, CELL_SIZE, BOARD_OFFSET } from './PawnSpawner';
|
||||||
|
export { CardSpawner, CARD_WIDTH, CARD_HEIGHT, type CardSpawnData } from './CardSpawner';
|
||||||
|
export { HighlightSpawner, type HighlightData } from './HighlightSpawner';
|
||||||
|
|
@ -0,0 +1,2 @@
|
||||||
|
export { createOnitamaUIState, clearSelection, selectPiece, selectCard, deselectCard, setValidMoves } from './ui';
|
||||||
|
export type { OnitamaUIState, ValidMove } from './ui';
|
||||||
|
|
@ -0,0 +1,86 @@
|
||||||
|
import { signal, type Signal } from '@preact/signals';
|
||||||
|
|
||||||
|
export interface ValidMove {
|
||||||
|
card: string;
|
||||||
|
fromX: number;
|
||||||
|
fromY: number;
|
||||||
|
toX: number;
|
||||||
|
toY: number;
|
||||||
|
}
|
||||||
|
|
||||||
|
export interface OnitamaUIState {
|
||||||
|
selectedPiece: { x: number; y: number } | null;
|
||||||
|
selectedCard: string | null;
|
||||||
|
validMoves: ValidMove[];
|
||||||
|
}
|
||||||
|
|
||||||
|
export function createOnitamaUIState(): Signal<OnitamaUIState> {
|
||||||
|
return signal<OnitamaUIState>({
|
||||||
|
selectedPiece: null,
|
||||||
|
selectedCard: null,
|
||||||
|
validMoves: [],
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
export function clearSelection(uiState: Signal<OnitamaUIState>): void {
|
||||||
|
uiState.value = {
|
||||||
|
selectedPiece: null,
|
||||||
|
selectedCard: null,
|
||||||
|
validMoves: [],
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
export function selectPiece(
|
||||||
|
uiState: Signal<OnitamaUIState>,
|
||||||
|
x: number,
|
||||||
|
y: number
|
||||||
|
): void {
|
||||||
|
uiState.value = {
|
||||||
|
...uiState.value,
|
||||||
|
selectedPiece: { x, y },
|
||||||
|
selectedCard: null,
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
export function selectCard(
|
||||||
|
uiState: Signal<OnitamaUIState>,
|
||||||
|
card: string
|
||||||
|
): void {
|
||||||
|
// 如果点击已选中的卡牌,取消选择
|
||||||
|
if (uiState.value.selectedCard === card) {
|
||||||
|
uiState.value = {
|
||||||
|
selectedPiece: null,
|
||||||
|
selectedCard: null,
|
||||||
|
validMoves: [],
|
||||||
|
};
|
||||||
|
} else {
|
||||||
|
// 选择新卡牌,清除棋子选择
|
||||||
|
uiState.value = {
|
||||||
|
selectedPiece: null,
|
||||||
|
selectedCard: card,
|
||||||
|
validMoves: [],
|
||||||
|
};
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
export function deselectCard(
|
||||||
|
uiState: Signal<OnitamaUIState>
|
||||||
|
): void {
|
||||||
|
uiState.value = {
|
||||||
|
...uiState.value,
|
||||||
|
selectedCard: null,
|
||||||
|
selectedPiece: null,
|
||||||
|
validMoves: [],
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
export function setValidMoves(
|
||||||
|
uiState: Signal<OnitamaUIState>,
|
||||||
|
moves: ValidMove[]
|
||||||
|
): void {
|
||||||
|
uiState.value = {
|
||||||
|
...uiState.value,
|
||||||
|
validMoves: moves,
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
|
@ -18,6 +18,11 @@ export default function App(props: { gameModule: any, gameScene: { new(): Phaser
|
||||||
};
|
};
|
||||||
const label = useComputed(() => gameHost.value.gameHost.status.value === 'running' ? 'Restart' : 'Start');
|
const label = useComputed(() => gameHost.value.gameHost.status.value === 'running' ? 'Restart' : 'Start');
|
||||||
|
|
||||||
|
const phaserConfig: Partial<Phaser.Types.Core.GameConfig> = {
|
||||||
|
width: 800,
|
||||||
|
height: 700,
|
||||||
|
};
|
||||||
|
|
||||||
return (
|
return (
|
||||||
<div className="flex flex-col h-screen">
|
<div className="flex flex-col h-screen">
|
||||||
<div className="p-4 bg-gray-100 border-t border-gray-200">
|
<div className="p-4 bg-gray-100 border-t border-gray-200">
|
||||||
|
|
@ -29,7 +34,7 @@ export default function App(props: { gameModule: any, gameScene: { new(): Phaser
|
||||||
</button>
|
</button>
|
||||||
</div>
|
</div>
|
||||||
<div className="flex-1 flex relative justify-center items-center">
|
<div className="flex-1 flex relative justify-center items-center">
|
||||||
<PhaserGame>
|
<PhaserGame config={phaserConfig}>
|
||||||
<PhaserScene sceneKey="OnitamaScene" scene={scene.value} autoStart data={gameHost.value} />
|
<PhaserScene sceneKey="OnitamaScene" scene={scene.value} autoStart data={gameHost.value} />
|
||||||
</PhaserGame>
|
</PhaserGame>
|
||||||
</div>
|
</div>
|
||||||
|
|
|
||||||
Loading…
Reference in New Issue