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3 Commits

Author SHA1 Message Date
hypercross 887da22baa fix(framework): check instance of Scene in PhaserScene
Ensure the scene passed to PhaserScene is an instance of Phaser.Scene
before deciding whether to instantiate it.
2026-04-22 00:55:38 +08:00
hypercross 5355afb23e feat(sts-viewer): implement card spawning and combat interaction
Add `CardContainer` and `CardSpawner` to handle visual representation
of cards in the hand. Refactor `CombatTestScene` to use `GameHostScene`
and implement card selection/targeting logic for combat simulation.
2026-04-22 00:53:57 +08:00
hypercross 3f2ba84a06 feat(sts-viewer): add CombatTestScene and unit visuals
Implement a new combat test scene to visualize Slay the Spire-like
combat states. This includes:

- `CombatUnitContainer`: A Phaser container for displaying unit HP,
  name, buffs, and enemy intents.
- `CombatUnitSpawner`: A spawner to manage the lifecycle of combat
  units based on the combat state.
- `
2026-04-21 23:50:47 +08:00
9 changed files with 931 additions and 6 deletions

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@ -1,5 +1,5 @@
import { signal, useSignal, useSignalEffect } from "@preact/signals"; import { signal, useSignal, useSignalEffect } from "@preact/signals";
import Phaser, { AUTO } from "phaser"; import Phaser, { AUTO, Scene } from "phaser";
import { createContext } from "preact"; import { createContext } from "preact";
import { useContext, useEffect, useRef } from "preact/hooks"; import { useContext, useEffect, useRef } from "preact/hooks";
@ -215,7 +215,8 @@ export function PhaserScene<TData = {}>(props: PhaserSceneProps<TData>) {
const game = ctx.game; const game = ctx.game;
// 注册场景到 Phaser但不启动 // 注册场景到 Phaser但不启动
const scene = "scene" in props.scene ? props.scene : new props.scene(); const scene =
props.scene instanceof Scene ? props.scene : new props.scene();
const sceneKey = props.sceneKey ?? scene.sys.settings.key; const sceneKey = props.sceneKey ?? scene.sys.settings.key;
if (!game.scene.getScene(sceneKey)) { if (!game.scene.getScene(sceneKey)) {
const initData = { const initData = {

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@ -0,0 +1,219 @@
import Phaser from "phaser";
import type {
CardData,
GameCard,
} from "boardgame-core/samples/slay-the-spire-like";
export interface CardContainerOptions {
card: GameCard;
onClick?: (cardId: string) => void;
playable?: boolean;
}
const CARD_WIDTH = 140;
const CARD_HEIGHT = 200;
const CORNER_RADIUS = 8;
export class CardContainer extends Phaser.GameObjects.Container {
private bg!: Phaser.GameObjects.Rectangle;
private nameText!: Phaser.GameObjects.Text;
private costBg!: Phaser.GameObjects.Container;
private costText!: Phaser.GameObjects.Text;
private descText!: Phaser.GameObjects.Text;
private highlight!: Phaser.GameObjects.Rectangle | null;
private cardId: string;
private _selected = false;
constructor(
scene: Phaser.Scene,
x: number,
y: number,
options: CardContainerOptions,
) {
super(scene, x, y);
scene.add.existing(this);
this.cardId = options.card.id;
this.createVisuals(options);
this.setupInteractive(options);
}
private createVisuals(options: CardContainerOptions): void {
const cardData = options.card.cardData;
const isPlayable = options.playable ?? true;
// Background
const bgColor = isPlayable ? 0x2a2a3a : 0x1a1a24;
this.bg = this.scene.add
.rectangle(0, 0, CARD_WIDTH, CARD_HEIGHT, bgColor)
.setStrokeStyle(2, isPlayable ? 0x555577 : 0x333344);
this.add(this.bg);
// Name
this.nameText = this.scene.add
.text(0, -CARD_HEIGHT / 2 + 24, cardData.name, {
fontSize: "13px",
color: isPlayable ? "#ffffff" : "#666666",
fontStyle: "bold",
})
.setOrigin(0.5);
this.add(this.nameText);
// Cost badge (top-right)
this.costBg = this.scene.add.container(
CARD_WIDTH / 2 - 18,
-CARD_HEIGHT / 2 + 18,
);
const costCircle = this.scene.add.circle(0, 0, 14, 0x3b82f6);
this.costText = this.scene.add
.text(0, 0, `${cardData.costCount}`, {
fontSize: "14px",
color: "#ffffff",
fontStyle: "bold",
})
.setOrigin(0.5);
this.costBg.add([costCircle, this.costText]);
this.add(this.costBg);
// Description
this.descText = this.scene.add
.text(0, 16, cardData.desc, {
fontSize: "10px",
color: isPlayable ? "#aaaaaa" : "#444444",
align: "center",
wordWrap: { width: CARD_WIDTH - 16 },
})
.setOrigin(0.5);
this.add(this.descText);
// Target indicator
const targetLabel =
cardData.targetType === "single" ? "🎯 Single" : "✨ Self";
const targetText = this.scene.add
.text(0, CARD_HEIGHT / 2 - 20, targetLabel, {
fontSize: "10px",
color: isPlayable ? "#8888cc" : "#444466",
})
.setOrigin(0.5);
this.add(targetText);
}
private setupInteractive(options: CardContainerOptions): void {
const hitArea = new Phaser.Geom.Rectangle(
-CARD_WIDTH / 2,
-CARD_HEIGHT / 2,
CARD_WIDTH,
CARD_HEIGHT,
);
this.setInteractive(hitArea, Phaser.Geom.Rectangle.Contains);
if (this.input) {
this.input.cursor = options.playable ? "pointer" : "not-allowed";
}
this.on("pointerover", () => {
if (options.playable && !this._selected) {
this.hoverIn();
}
});
this.on("pointerout", () => {
if (!this._selected) {
this.hoverOut();
}
});
this.on("pointerdown", () => {
if (options.playable && options.onClick) {
options.onClick(this.cardId);
}
});
}
private hoverIn(): void {
this.scene.tweens.add({
targets: this,
y: this.y - 10,
scale: 1.08,
duration: 150,
ease: "Power2",
});
this.bg.setStrokeStyle(3, 0x88aaff);
}
private hoverOut(): void {
this.scene.tweens.add({
targets: this,
y: this.y + 10,
scale: 1,
duration: 150,
ease: "Power2",
});
this.bg.setStrokeStyle(2, 0x555577);
}
setSelected(selected: boolean): void {
this._selected = selected;
if (selected) {
if (!this.highlight) {
this.highlight = this.scene.add
.rectangle(0, 0, CARD_WIDTH + 10, CARD_HEIGHT + 10, 0x000000, 0)
.setStrokeStyle(4, 0xfbbf24)
.setDepth(-1);
this.addAt(this.highlight, 0);
}
this.highlight.setAlpha(1);
this.scene.tweens.add({
targets: this,
scale: 1.05,
duration: 100,
ease: "Power2",
});
} else {
if (this.highlight) {
this.highlight.setAlpha(0);
}
this.scene.tweens.add({
targets: this,
scale: 1,
duration: 100,
ease: "Power2",
});
}
}
get selected(): boolean {
return this._selected;
}
playSpawnTween(delay = 0): void {
this.setAlpha(0);
this.setScale(0.5);
this.scene.tweens.add({
targets: this,
alpha: 1,
scale: 1,
duration: 300,
delay,
ease: "Back.easeOut",
});
}
playDespawnTween(onComplete?: () => void): void {
this.scene.tweens.add({
targets: this,
alpha: 0,
scale: 0.5,
y: this.y - 50,
duration: 200,
ease: "Back.easeIn",
onComplete: () => {
if (onComplete) onComplete();
},
});
}
destroy(fromScene?: boolean): void {
this.highlight = null;
super.destroy(fromScene);
}
}

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@ -0,0 +1,112 @@
import { spawnEffect, type Spawner } from "boardgame-phaser";
import type {
CombatState,
GameCard,
} from "boardgame-core/samples/slay-the-spire-like";
import { CardContainer } from "./CardContainer";
export interface CardSpawnData {
cardId: string;
index: number;
total: number;
}
const HAND_Y = 140;
const CARD_SPACING = 160;
const HAND_MARGIN = 100;
export class CardSpawner implements Spawner<CardSpawnData, CardContainer> {
constructor(
private scene: Phaser.Scene,
private getState: () => CombatState,
private onCardClick: (cardId: string) => void,
) {}
*getData(): Iterable<CardSpawnData> {
const state = this.getState();
const handIds = state.player.deck.regions.hand.childIds;
const total = handIds.length;
for (let i = 0; i < total; i++) {
yield { cardId: handIds[i], index: i, total };
}
}
getKey(data: CardSpawnData): string {
return data.cardId;
}
onSpawn(data: CardSpawnData): CardContainer {
const state = this.getState();
const card = state.player.deck.cards[data.cardId];
const { x, y } = this.getCardPosition(data.index, data.total);
const container = new CardContainer(this.scene, x, y, {
card: card ?? this.createFallbackCard(data.cardId),
onClick: this.onCardClick,
playable: true,
});
container.playSpawnTween(data.index * 40);
return container;
}
onUpdate(data: CardSpawnData, obj: CardContainer): void {
const { x, y } = this.getCardPosition(data.index, data.total);
if (obj.x !== x || obj.y !== y) {
this.scene.tweens.add({
targets: obj,
x,
y,
duration: 250,
ease: "Power2",
});
}
}
onDespawn(obj: CardContainer): void {
obj.playDespawnTween(() => obj.destroy());
}
private getCardPosition(
index: number,
total: number,
): { x: number; y: number } {
const { width, height } = this.scene.scale;
const spacing = Math.min(
CARD_SPACING,
(width - HAND_MARGIN * 2) / Math.max(1, total),
);
const startX = width / 2 - ((total - 1) * spacing) / 2;
return {
x: startX + index * spacing,
y: height - HAND_Y,
};
}
private createFallbackCard(id: string): GameCard {
return {
id,
regionId: "",
position: [],
cardData: {
id,
name: "Unknown",
desc: "Card data missing",
type: "item",
costType: "none",
costCount: 0,
targetType: "none",
effects: [],
},
itemId: "",
};
}
}
export function createCardSpawner(
scene: Phaser.Scene,
getState: () => CombatState,
onCardClick: (cardId: string) => void,
) {
return spawnEffect(new CardSpawner(scene, getState, onCardClick));
}

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@ -0,0 +1,228 @@
import Phaser from "phaser";
import type { CombatEntity, EffectTable, EnemyEntity } from "boardgame-core/samples/slay-the-spire-like";
export type CombatUnitData = {
key: string;
entity: CombatEntity;
name: string;
isPlayer: boolean;
};
const CONTAINER_WIDTH = 200;
const CONTAINER_HEIGHT = 260;
const HP_BAR_WIDTH = 160;
const HP_BAR_HEIGHT = 16;
const BUFF_ICON_SIZE = 28;
const BUFF_ICON_GAP = 6;
export class CombatUnitContainer extends Phaser.GameObjects.Container {
private bg!: Phaser.GameObjects.Rectangle;
private nameText!: Phaser.GameObjects.Text;
private hpBarBg!: Phaser.GameObjects.Rectangle;
private hpBarFill!: Phaser.GameObjects.Rectangle;
private hpText!: Phaser.GameObjects.Text;
private buffContainer!: Phaser.GameObjects.Container;
private intentText!: Phaser.GameObjects.Text | null;
private currentEntity!: CombatEntity;
private currentName: string;
private currentIsPlayer: boolean;
constructor(scene: Phaser.Scene, x: number, y: number, data: CombatUnitData) {
super(scene, x, y);
scene.add.existing(this);
this.currentEntity = data.entity;
this.currentName = data.name;
this.currentIsPlayer = data.isPlayer;
this.createVisuals();
this.updateFromData(data);
}
private createVisuals(): void {
const bgColor = this.currentIsPlayer ? 0x224466 : 0x662222;
const borderColor = this.currentIsPlayer ? 0x44aaff : 0xff4444;
this.bg = this.scene.add
.rectangle(0, 0, CONTAINER_WIDTH, CONTAINER_HEIGHT, bgColor)
.setStrokeStyle(3, borderColor);
this.nameText = this.scene.add
.text(0, -CONTAINER_HEIGHT / 2 + 24, this.currentName, {
fontSize: "18px",
color: "#ffffff",
fontStyle: "bold",
})
.setOrigin(0.5);
this.hpBarBg = this.scene.add
.rectangle(0, -CONTAINER_HEIGHT / 2 + 60, HP_BAR_WIDTH, HP_BAR_HEIGHT, 0x333333);
this.hpBarFill = this.scene.add
.rectangle(-HP_BAR_WIDTH / 2, -CONTAINER_HEIGHT / 2 + 60, HP_BAR_WIDTH, HP_BAR_HEIGHT, 0x22c55e)
.setOrigin(0, 0.5);
this.hpText = this.scene.add
.text(0, -CONTAINER_HEIGHT / 2 + 60, "", {
fontSize: "12px",
color: "#ffffff",
fontStyle: "bold",
})
.setOrigin(0.5);
this.buffContainer = this.scene.add.container(0, CONTAINER_HEIGHT / 2 - 40);
if (!this.currentIsPlayer) {
this.intentText = this.scene.add
.text(0, -CONTAINER_HEIGHT / 2 + 86, "", {
fontSize: "12px",
color: "#ffcc88",
})
.setOrigin(0.5);
} else {
this.intentText = null;
}
this.add([
this.bg,
this.nameText,
this.hpBarBg,
this.hpBarFill,
this.hpText,
this.buffContainer,
...(this.intentText ? [this.intentText] : []),
]);
}
updateFromData(data: CombatUnitData): void {
this.currentEntity = data.entity;
this.currentName = data.name;
this.nameText.setText(this.currentName);
const hpPercent = this.currentEntity.maxHp > 0
? this.currentEntity.hp / this.currentEntity.maxHp
: 0;
const fillWidth = Math.max(0, HP_BAR_WIDTH * hpPercent);
this.hpBarFill.setDisplaySize(fillWidth, HP_BAR_HEIGHT);
const hpColor = hpPercent > 0.5 ? 0x22c55e : hpPercent > 0.25 ? 0xf59e0b : 0xef4444;
this.hpBarFill.setFillStyle(hpColor);
this.hpText.setText(`${this.currentEntity.hp} / ${this.currentEntity.maxHp} HP`);
this.renderBuffs(this.currentEntity.effects);
if (!this.currentIsPlayer && this.intentText) {
const enemyEntity = data.entity as EnemyEntity;
const intent = enemyEntity.currentIntent;
const intentName = intent?.id ?? "unknown";
this.intentText.setText(`Intent: ${intentName}`);
}
}
private renderBuffs(effects: EffectTable): void {
this.buffContainer.removeAll(true);
const entries = Object.entries(effects);
const totalWidth = entries.length * BUFF_ICON_SIZE + (entries.length - 1) * BUFF_ICON_GAP;
const startX = -totalWidth / 2 + BUFF_ICON_SIZE / 2;
entries.forEach(([key, entry], index) => {
const x = startX + index * (BUFF_ICON_SIZE + BUFF_ICON_GAP);
const stacks = entry.stacks;
const isPositive = this.isPositiveEffect(key);
const iconColor = isPositive ? 0x44aa44 : 0xaa4444;
const bg = this.scene.add
.rectangle(x, 0, BUFF_ICON_SIZE, BUFF_ICON_SIZE, iconColor)
.setStrokeStyle(1, 0xffffff);
const text = this.scene.add
.text(x, 0, `${stacks}`, {
fontSize: "12px",
color: "#ffffff",
fontStyle: "bold",
})
.setOrigin(0.5);
this.buffContainer.add([bg, text]);
});
}
private isPositiveEffect(effectId: string): boolean {
const positive = new Set([
"block",
"strength",
"dexterity",
"regen",
"armor",
"barrier",
"momentum",
]);
return positive.has(effectId.toLowerCase());
}
playSpawnEffect(): void {
this.setScale(0);
this.setAlpha(0);
this.scene.tweens.add({
targets: this,
scale: 1,
alpha: 1,
duration: 400,
ease: "Back.easeOut",
});
}
playDamageEffect(): void {
const flash = this.scene.add
.rectangle(this.x, this.y, CONTAINER_WIDTH, CONTAINER_HEIGHT, 0xff0000, 0.4)
.setDepth(200);
this.scene.tweens.add({
targets: this,
x: this.x + 8,
duration: 60,
yoyo: true,
repeat: 3,
onComplete: () => {
this.scene.tweens.add({
targets: flash,
alpha: 0,
duration: 200,
onComplete: () => flash.destroy(),
});
},
});
}
playHealEffect(): void {
const healText = this.scene.add
.text(this.x, this.y - 40, "+HP", {
fontSize: "20px",
color: "#22c55e",
fontStyle: "bold",
})
.setOrigin(0.5)
.setDepth(200);
this.scene.tweens.add({
targets: healText,
y: this.y - 80,
alpha: 0,
duration: 800,
ease: "Power2",
onComplete: () => healText.destroy(),
});
}
destroy(fromScene?: boolean): void {
this.buffContainer.removeAll(true);
super.destroy(fromScene);
}
}

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@ -0,0 +1,75 @@
import Phaser from "phaser";
import type { Spawner } from "boardgame-phaser";
import { spawnEffect } from "boardgame-phaser";
import type { CombatState, CombatEntity, EnemyEntity } from "boardgame-core/samples/slay-the-spire-like";
import { CombatUnitContainer, type CombatUnitData } from "./CombatUnitContainer";
export class CombatUnitSpawner implements Spawner<CombatUnitData, CombatUnitContainer> {
constructor(private scene: Phaser.Scene) {}
*getData(): Iterable<CombatUnitData> {
const combat = this.getCombatState();
if (!combat) return;
yield {
key: "player",
entity: combat.player,
name: "Player",
isPlayer: true,
};
for (let i = 0; i < combat.enemies.length; i++) {
const enemy = combat.enemies[i];
yield {
key: `enemy-${i}`,
entity: enemy,
name: enemy.enemy.name,
isPlayer: false,
};
}
}
getKey(t: CombatUnitData): string {
return t.key;
}
onSpawn(t: CombatUnitData): CombatUnitContainer | null {
const { width, height } = this.scene.scale;
const combat = this.getCombatState();
if (!combat) return null;
const totalUnits = 1 + combat.enemies.length;
const spacing = 220;
const totalWidth = (totalUnits - 1) * spacing;
const startX = width / 2 - totalWidth / 2;
let x = startX;
if (t.key.startsWith("enemy-")) {
const index = parseInt(t.key.replace("enemy-", ""), 10);
x = startX + (index + 1) * spacing;
}
const y = height / 2;
const container = new CombatUnitContainer(this.scene, x, y, t);
container.playSpawnEffect();
return container;
}
onUpdate(t: CombatUnitData, obj: CombatUnitContainer): void {
obj.updateFromData(t);
}
onDespawn(obj: CombatUnitContainer): void {
obj.destroy();
}
private getCombatState(): CombatState | null {
const registry = this.scene.registry;
return (registry.get("combatState") as CombatState | undefined) ?? null;
}
}
export function createCombatUnitSpawner(scene: Phaser.Scene) {
return spawnEffect(new CombatUnitSpawner(scene));
}

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@ -0,0 +1,272 @@
import Phaser from "phaser";
import { GameHostScene } from "boardgame-phaser";
import { spawnEffect, type Spawner } from "boardgame-phaser";
import {
type CombatState,
prompts,
} from "boardgame-core/samples/slay-the-spire-like";
import { createButton } from "@/utils/createButton";
import { SceneKey } from "./types";
import {
CombatUnitContainer,
type CombatUnitData,
} from "@/gameobjects/CombatUnitContainer";
import { CardSpawner } from "@/gameobjects/CardSpawner";
const CARD_SPACING = 160;
const HAND_MARGIN = 100;
const HAND_Y = 140;
export class CombatTestScene extends GameHostScene<CombatState> {
private selectedCardId: string | null = null;
private isTargeting = false;
private targetingText!: Phaser.GameObjects.Text;
private selectionRect!: Phaser.GameObjects.Rectangle;
constructor() {
super("CombatTestScene");
}
create(): void {
super.create();
const { width, height } = this.scale;
// Title
this.add
.text(width / 2, 30, "Combat Test — Card Play", {
fontSize: "24px",
color: "#ffffff",
fontStyle: "bold",
})
.setOrigin(0.5);
// Info text (reactive)
const infoText = this.add
.text(width / 2, 60, "", {
fontSize: "14px",
color: "#aaaaaa",
})
.setOrigin(0.5);
this.addEffect(() => {
const s = this.state;
infoText.setText(
`Turn ${s.turnNumber} | Phase: ${s.phase} | Energy: ${s.player.energy}/${s.player.maxEnergy}`,
);
});
// Targeting indicator
this.targetingText = this.add
.text(width / 2, height - 220, "", {
fontSize: "18px",
color: "#fbbf24",
fontStyle: "bold",
})
.setOrigin(0.5)
.setAlpha(0);
// Selection rectangle overlay for selected card
this.selectionRect = this.add
.rectangle(0, 0, 150, 210, 0x000000, 0)
.setStrokeStyle(4, 0xfbbf24)
.setAlpha(0)
.setDepth(50);
// Unit spawner (player + enemies)
this.disposables.add(spawnEffect(new UnitSpawner(this)));
// Card spawner (hand)
this.disposables.add(
spawnEffect(
new CardSpawner(
this,
() => this.state,
(cardId) => this.onCardClick(cardId),
),
),
);
// Watch hand changes to clear stale selection
this.addEffect(() => {
const handIds = this.state.player.deck.regions.hand.childIds;
if (this.selectedCardId && !handIds.includes(this.selectedCardId)) {
this.clearTargeting();
} else {
this.updateSelectionRect();
}
});
// Controls
createButton({
scene: this,
label: "返回菜单",
x: 100,
y: 40,
onClick: async () => {
await this.sceneController.launch(SceneKey.IndexScene);
},
});
createButton({
scene: this,
label: "End Turn",
x: width - 100,
y: 40,
onClick: () => {
this.tryPlayCard("end-turn");
},
});
// Start the game loop
this.gameHost.start();
}
private onCardClick(cardId: string): void {
const state = this.state;
const card = state.player.deck.cards[cardId];
if (!card) return;
const targetType = card.cardData.targetType;
if (targetType === "single") {
this.selectedCardId = cardId;
this.isTargeting = true;
this.targetingText.setText("Select a target!");
this.targetingText.setAlpha(1);
this.updateSelectionRect();
} else {
this.tryPlayCard(cardId);
}
}
public onEnemyClick(enemyId: string): void {
if (!this.isTargeting || !this.selectedCardId) return;
this.tryPlayCard(this.selectedCardId, enemyId);
}
public getIsTargeting(): boolean {
return this.isTargeting;
}
private tryPlayCard(cardId: string, targetId?: string): void {
const error = this.gameHost.tryAnswerPrompt(
prompts.mainAction,
cardId,
targetId,
);
if (error) {
console.warn("Play failed:", error);
}
this.clearTargeting();
}
private clearTargeting(): void {
this.selectedCardId = null;
this.isTargeting = false;
this.targetingText.setAlpha(0);
this.selectionRect.setAlpha(0);
}
private updateSelectionRect(): void {
if (!this.selectedCardId) {
this.selectionRect.setAlpha(0);
return;
}
const state = this.state;
const handIds = state.player.deck.regions.hand.childIds;
const index = handIds.indexOf(this.selectedCardId);
if (index === -1) {
this.selectionRect.setAlpha(0);
return;
}
const { width, height } = this.scale;
const total = handIds.length;
const spacing = Math.min(
CARD_SPACING,
(width - HAND_MARGIN * 2) / Math.max(1, total),
);
const startX = width / 2 - ((total - 1) * spacing) / 2;
const x = startX + index * spacing;
const y = height - HAND_Y;
this.selectionRect.setPosition(x, y);
this.selectionRect.setAlpha(1);
}
}
class UnitSpawner implements Spawner<CombatUnitData, CombatUnitContainer> {
constructor(private scene: CombatTestScene) {}
*getData(): Iterable<CombatUnitData> {
const state = this.scene.state;
yield {
key: "player",
entity: state.player,
name: "Player",
isPlayer: true,
};
for (let i = 0; i < state.enemies.length; i++) {
const enemy = state.enemies[i];
yield {
key: `enemy-${i}`,
entity: enemy,
name: enemy.enemy.name,
isPlayer: false,
};
}
}
getKey(t: CombatUnitData): string {
return t.key;
}
onSpawn(t: CombatUnitData): CombatUnitContainer {
const { width, height } = this.scene.scale;
const state = this.scene.state;
const totalUnits = 1 + state.enemies.length;
const spacing = 220;
const totalWidth = (totalUnits - 1) * spacing;
const startX = width / 2 - totalWidth / 2;
let x = startX;
if (t.key.startsWith("enemy-")) {
const index = parseInt(t.key.replace("enemy-", ""), 10);
x = startX + (index + 1) * spacing;
}
const container = new CombatUnitContainer(
this.scene,
x,
height / 2 - 80,
t,
);
container.playSpawnEffect();
// Make enemies clickable when targeting
if (!t.isPlayer) {
const hitArea = new Phaser.Geom.Rectangle(-100, -130, 200, 260);
container.setInteractive(hitArea, Phaser.Geom.Rectangle.Contains);
if (container.input) {
container.input.cursor = "pointer";
}
container.on("pointerdown", () => {
if (this.scene.getIsTargeting()) {
this.scene.onEnemyClick(t.entity.id);
}
});
}
return container;
}
onUpdate(t: CombatUnitData, obj: CombatUnitContainer): void {
obj.updateFromData(t);
}
onDespawn(obj: CombatUnitContainer): void {
obj.destroy();
}
}

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@ -38,21 +38,22 @@ export class IndexScene extends ReactiveScene {
scene: SceneKey; scene: SceneKey;
y: number; y: number;
}[] = [ }[] = [
{ label: "Map Viewer", scene: SceneKey.MapViewerScene, y: centerY }, { label: "Combat Test", scene: SceneKey.CombatTestScene, y: centerY },
{ label: "Map Viewer", scene: SceneKey.MapViewerScene, y: centerY + 70 },
{ {
label: "Grid Inventory Viewer", label: "Grid Inventory Viewer",
scene: SceneKey.GridViewerScene, scene: SceneKey.GridViewerScene,
y: centerY + 70, y: centerY + 140,
}, },
{ {
label: "Shape Viewer", label: "Shape Viewer",
scene: SceneKey.ShapeViewerScene, scene: SceneKey.ShapeViewerScene,
y: centerY + 140, y: centerY + 210,
}, },
{ {
label: "Inventory Test", label: "Inventory Test",
scene: SceneKey.InventoryTestScene, scene: SceneKey.InventoryTestScene,
y: centerY + 210, y: centerY + 280,
}, },
]; ];

View File

@ -1,4 +1,5 @@
export enum SceneKey { export enum SceneKey {
CombatTestScene = "CombatTestScene",
GridViewerScene = "GridViewerScene", GridViewerScene = "GridViewerScene",
IndexScene = "IndexScene", IndexScene = "IndexScene",
InventoryTestScene = "InventoryTestScene", InventoryTestScene = "InventoryTestScene",

View File

@ -1,17 +1,33 @@
import { createGameHost, type GameModule } from "boardgame-core";
import { PhaserGame, PhaserScene } from "boardgame-phaser"; import { PhaserGame, PhaserScene } from "boardgame-phaser";
import { useMemo } from "preact/hooks";
import { IndexScene } from "@/scenes/IndexScene"; import { IndexScene } from "@/scenes/IndexScene";
import { MapViewerScene } from "@/scenes/MapViewerScene"; import { MapViewerScene } from "@/scenes/MapViewerScene";
import { GridViewerScene } from "@/scenes/GridViewerScene"; import { GridViewerScene } from "@/scenes/GridViewerScene";
import { ShapeViewerScene } from "@/scenes/ShapeViewerScene"; import { ShapeViewerScene } from "@/scenes/ShapeViewerScene";
import { GAME_CONFIG } from "@/config"; import { GAME_CONFIG } from "@/config";
import { InventoryTestScene } from "@/scenes/InventoryTestScene"; import { InventoryTestScene } from "@/scenes/InventoryTestScene";
import { CombatTestScene } from "@/scenes/CombatTestScene";
import { createCombatState } from "@/state/combatState";
import type { CombatState } from "boardgame-core/samples/slay-the-spire-like";
export default function App() { export default function App() {
const combatScene = useMemo(() => new CombatTestScene(), []);
const gameHost = useMemo(
() => createGameHost(createCombatState() as GameModule<CombatState>),
[],
);
return ( return (
<div className="flex flex-col h-screen"> <div className="flex flex-col h-screen">
<div className="flex-1 flex relative justify-center items-center"> <div className="flex-1 flex relative justify-center items-center">
<PhaserGame initialScene="IndexScene" config={GAME_CONFIG}> <PhaserGame initialScene="IndexScene" config={GAME_CONFIG}>
<PhaserScene scene={IndexScene} /> <PhaserScene scene={IndexScene} />
<PhaserScene
sceneKey="CombatTestScene"
scene={combatScene}
data={{ gameHost }}
/>
<PhaserScene scene={InventoryTestScene} /> <PhaserScene scene={InventoryTestScene} />
<PhaserScene scene={MapViewerScene} /> <PhaserScene scene={MapViewerScene} />
<PhaserScene scene={GridViewerScene} /> <PhaserScene scene={GridViewerScene} />