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cedb69e55e
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bf20e53c6b |
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@ -1 +1,2 @@
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!node_modules
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!debug
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13
QWEN.md
13
QWEN.md
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@ -99,12 +99,18 @@ async function start(game: IGameContext<GameState>) {
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}
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```
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需要等待玩家交互时,使用`await game.prompt(schema, validator, player)`。
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需要等待玩家交互时,使用`await game.prompt(promptDef, validator, player)`。
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```typescript
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import {createPromptDef} from "boardgame-core";
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export const prompts = {
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play: createPromptDef<[PlayerType, number, number]>('play <player> <row:number> <col:number>'),
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}
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async function turn(game: IGameContext<GameState>, currentPlayer: PlayerType) {
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const {player, row, col} = await game.prompt(
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'play <player:string> <row:number> <col:number>',
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prompts.play,
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(player, row, col) => {
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if (player !== currentPlayer)
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throw `Wrong player!`
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@ -138,7 +144,8 @@ export class GameHost<TState extends Record<string, unknown>, TResult=unknown> {
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readonly activePromptPlayer: ReadonlySignal<string | null>;
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// 玩家响应activePrompt的输入,若报错则返回string,否则返回null
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onInput(input: string): string | null {}
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// promptDef应当从game module中导出
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tryAnswerPrompt<TArgs extends any[]>(promptDef: Promptdef<TArgs>,...args: TArgs): string | null {}
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// 添加中断,context.produceAsync会等待所有中断结束之后再继续
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addInterruption(promise: Promise<void>): void {}
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@ -7,7 +7,7 @@
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WinnerType,
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WIN_LENGTH,
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MAX_PIECES_PER_PLAYER,
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BoopGame,
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BoopGame, prompts,
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} from "./data";
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import {createGameCommandRegistry, Command, moveToRegion} from "boardgame-core";
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import {
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@ -184,8 +184,8 @@ async function handleCheckFullBoard(game: BoopGame, turnPlayer: PlayerType){
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}
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const partId = await game.prompt(
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'play <player> <row:number> <col:number> [type:string]',
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(player: PlayerType, row: number, col: number, type?: PieceType) => {
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prompts.graduate,
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(player, row, col) => {
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if (player !== turnPlayer) {
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throw `无效的玩家: ${player},期望的是 ${turnPlayer}。`;
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}
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@ -213,8 +213,8 @@ const checkFullBoard = registry.register('check-full-board', handleCheckFullBoar
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async function handleTurn(game: BoopGame, turnPlayer: PlayerType) {
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const {row, col, type} = await game.prompt(
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'play <player> <row:number> <col:number> [type:string]',
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(player: PlayerType, row: number, col: number, type?: PieceType) => {
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prompts.play,
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(player, row, col, type?) => {
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const pieceType = type === 'cat' ? 'cat' : 'kitten';
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if (player !== turnPlayer) {
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@ -247,12 +247,3 @@ async function handleTurn(game: BoopGame, turnPlayer: PlayerType) {
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return { winner: null };
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}
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const turn = registry.register('turn <player>', handleTurn);
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export const prompts = {
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play: (player: PlayerType, row: number, col: number, type?: PieceType) => {
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if (type) {
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return `play ${player} ${row} ${col} ${type}`;
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}
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return `play ${player} ${row} ${col}`;
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},
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};
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@ -1,5 +1,5 @@
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import parts from './parts.csv';
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import {createRegion, moveToRegion, Region} from "boardgame-core";
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import {createRegion, moveToRegion, Region, createPromptDef} from "boardgame-core";
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import {createPartsFromTable} from "boardgame-core";
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import {Part} from "boardgame-core";
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import {IGameContext} from "boardgame-core";
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@ -14,6 +14,10 @@ export type WinnerType = PlayerType | 'draw' | null;
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export type RegionType = 'white' | 'black' | 'board' | '';
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export type BoopPartMeta = { player: PlayerType; type: PieceType };
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export type BoopPart = Part<BoopPartMeta>;
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export const prompts = {
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play: createPromptDef<[PlayerType, number, number, PieceType?]>('play <player> <row:number> <col:number> [type:string]'),
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graduate: createPromptDef<[PlayerType, number, number]>('graduate <player> <row:number> <col:number>'),
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}
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export function createInitialState() {
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const pieces = createPartsFromTable(
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@ -73,8 +73,7 @@ export class GameScene extends GameHostScene<BoopState> {
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private handleCellClick(row: number, col: number): void {
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const selectedType = this.pieceTypeSelector.getSelectedType();
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const cmd = prompts.play(this.state.currentPlayer, row, col, selectedType);
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const error = this.gameHost.onInput(cmd);
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const error = this.gameHost.tryAnswerPrompt(prompts.play, this.state.currentPlayer, row, col, selectedType);
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if (error) {
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this.errorOverlay.show(error);
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}
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@ -82,8 +81,7 @@ export class GameScene extends GameHostScene<BoopState> {
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private handlePieceClick(row: number, col: number): void {
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// 棋盘满时,点击棋子触发升级
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const cmd = prompts.play(this.state.currentPlayer, row, col);
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const error = this.gameHost.onInput(cmd);
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const error = this.gameHost.tryAnswerPrompt(prompts.graduate, this.state.currentPlayer, row, col);
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if (error) {
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this.errorOverlay.show(error);
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}
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@ -0,0 +1,114 @@
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# Regicide - 单人卡牌游戏
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基于 Phaser 3 + boardgame-core 框架实现的 Regicide 合作卡牌游戏单人模式。
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## 游戏简介
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Regicide 是一款合作奇幻卡牌游戏,使用标准扑克牌进行游戏。玩家需要击败12个强大的敌人(4个J、4个Q、4个K)来取得胜利。
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## 游戏规则
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### 目标
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按任意顺序击败城堡牌堆中的所有12个敌人(J/Q/K)。
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### 设置
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- **城堡牌堆**: 12张敌人卡(4J、4Q、4K)
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- **酒馆牌堆**: 所有数字牌(2-10)和A
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- **初始手牌**: 8张
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- **小丑牌**: 2张(用于重抽手牌)
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### 敌人属性
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| 敌人 | HP | 反击伤害 | 分值 |
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|------|----|----------|------|
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| J | 20 | 10 | 10 |
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| Q | 30 | 15 | 15 |
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| K | 40 | 20 | 20 |
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### 花色效果
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- **红桃 ♥**: 从弃牌堆回收卡牌到酒馆牌堆
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- **方片 ♦**: 抽取等量卡牌
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- **梅花 ♣**: 攻击力翻倍
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- **黑桃 ♠**: 减免反击伤害
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### 游戏流程
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1. **出牌阶段**: 打出一张或多张同点数的牌(总点数≤10)
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2. **伤害结算**: 对敌人造成等同于牌面点数的伤害
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3. **反击阶段**: 如果敌人未被击败,它会反击
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4. **抵消反击**: 弃置点数总和≥反击伤害的牌
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### 特殊规则
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- **敌人免疫**: 每个敌人免疫与其花色相同的卡牌效果
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- **组合牌**: 可打出多张同点数牌,但总点数不能超过10
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- **小丑牌**: 可弃光手牌并重新抽取8张(整局限用2次)
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### 胜利等级
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- 🥇 **金胜利**: 未使用小丑牌获胜
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- 🥈 **银胜利**: 使用1张小丑牌获胜
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- 🥉 **铜胜利**: 使用2张小丑牌获胜
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## 运行游戏
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```bash
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# 安装依赖
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pnpm install
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# 启动开发服务器
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cd packages/regicide-game
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pnpm dev
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# 构建生产版本
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pnpm build
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# 预览生产版本
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pnpm preview
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```
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## 项目结构
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```
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packages/regicide-game/
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├── src/
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│ ├── game/
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│ │ ├── types.ts # 类型定义
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│ │ ├── card-utils.ts # 卡牌工具函数
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│ │ └── regicide.ts # 游戏逻辑和命令
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│ ├── scenes/
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│ │ ├── GameScene.ts # 主游戏场景
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│ │ └── effects.ts # 特效系统
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│ └── ui/
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│ └── App.tsx # Preact UI组件
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├── index.html
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├── package.json
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└── vite.config.ts
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```
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## 技术栈
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- **Phaser 3**: 游戏引擎
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- **boardgame-core**: 状态管理(Preact Signals + Mutative)
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- **boardgame-phaser**: Phaser 集成框架
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||||
- **Preact**: UI 组件
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||||
- **TypeScript**: 类型安全
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||||
- **Vite**: 构建工具
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- **Tailwind CSS**: UI 样式
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## 开发说明
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### 命令系统
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游戏使用 boardgame-core 的命令系统:
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- `setup` - 初始化游戏
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- `play <cardId>` - 打出单张卡牌
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- `combo <cardIds>` - 打出组合牌
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- `yield` - 放弃回合
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- `counterattack <cardIds>` - 反击时弃牌
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- `useJester` - 使用小丑牌重抽
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### 状态管理
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游戏状态使用 MutableSignal 响应式系统,通过 `game.produce()` 进行不可变更新。
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### 场景系统
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GameScene 继承自 GameHostScene,使用 `spawnEffect` 和 `effect()` 实现响应式渲染。
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## 许可证
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MIT
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@ -0,0 +1,14 @@
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<!DOCTYPE html>
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<html lang="en">
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<head>
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||||
<meta charset="UTF-8" />
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<link rel="icon" type="image/svg+xml" href="/vite.svg" />
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<meta name="viewport" content="width=device-width, initial-scale=1.0" />
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<title>Regicide - Solo Card Game</title>
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</head>
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<body>
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<div id="app"></div>
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<div id="ui-root"></div>
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<script type="module" src="/src/main.tsx"></script>
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</body>
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</html>
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@ -0,0 +1,29 @@
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{
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"name": "regicide-game",
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"private": true,
|
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"type": "module",
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"scripts": {
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"dev": "vite",
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"build": "tsc && vite build",
|
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"preview": "vite preview",
|
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"test": "vitest run",
|
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"test:watch": "vitest"
|
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},
|
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"dependencies": {
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"@preact/signals-core": "^1.5.1",
|
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"boardgame-core": "link:../../../boardgame-core",
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"boardgame-phaser": "workspace:*",
|
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"mutative": "^1.3.0",
|
||||
"phaser": "^3.80.1",
|
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"preact": "^10.19.3"
|
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},
|
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"devDependencies": {
|
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"@preact/preset-vite": "^2.8.1",
|
||||
"@preact/signals": "^2.9.0",
|
||||
"@tailwindcss/vite": "^4.0.0",
|
||||
"tailwindcss": "^4.0.0",
|
||||
"typescript": "^5.3.3",
|
||||
"vite": "^5.1.0",
|
||||
"vitest": "^3.2.4"
|
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}
|
||||
}
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|
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@ -0,0 +1,49 @@
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# Regicide 快速入门指南
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|
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## 🎯 游戏目标
|
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击败所有12个敌人(4个J、4个Q、4个K)
|
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|
||||
## 🃏 出牌规则
|
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|
||||
### 基本操作
|
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1. **点击手牌** - 出牌攻击敌人
|
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2. **反击时点击手牌** - 弃牌抵消反击伤害
|
||||
|
||||
### 出牌方式
|
||||
- **单张牌**: 造成牌面点数伤害
|
||||
- **组合牌**: 多张同点数牌,总伤害=点数总和(需≤10)
|
||||
- **放弃**: 不出牌,直接承受反击伤害
|
||||
|
||||
### 花色特效
|
||||
- ♥ 红桃 - 回收弃牌
|
||||
- ♦ 方片 - 抽取新牌
|
||||
- ♣ 梅花 - 伤害翻倍
|
||||
- ♠ 黑桃 - 减免反击
|
||||
|
||||
## ⚔️ 敌人信息
|
||||
|
||||
| 敌人 | 生命值 | 反击伤害 |
|
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|------|--------|----------|
|
||||
| J | 20 HP | 10 |
|
||||
| Q | 30 HP | 15 |
|
||||
| K | 40 HP | 20 |
|
||||
|
||||
**注意**: 每个敌人免疫与其花色相同的卡牌效果!
|
||||
|
||||
## 🃏 小丑牌
|
||||
- 可以**弃光手牌**并**重新抽取8张**
|
||||
- 整局限用**2次**
|
||||
- 使用次数影响胜利等级
|
||||
|
||||
## 🏆 胜利等级
|
||||
- 🥇 金: 未使用小丑牌
|
||||
- 🥈 银: 使用1张小丑牌
|
||||
- 🥉 铜: 使用2张小丑牌
|
||||
|
||||
## 💡 游戏提示
|
||||
1. 合理使用花色特效
|
||||
2. 保留高点数牌应对强敌
|
||||
3. 注意敌人的花色免疫
|
||||
4. 谨慎使用小丑牌
|
||||
|
||||
祝你好运,勇者!⚔️
|
||||
|
|
@ -0,0 +1,14 @@
|
|||
<!DOCTYPE html>
|
||||
<html lang="en">
|
||||
<head>
|
||||
<meta charset="UTF-8" />
|
||||
<link rel="icon" type="image/svg+xml" href="/vite.svg" />
|
||||
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
|
||||
<title>Regicide - Solo Card Game</title>
|
||||
</head>
|
||||
<body>
|
||||
<div id="app"></div>
|
||||
<div id="ui-root"></div>
|
||||
<script type="module" src="/src/main.tsx"></script>
|
||||
</body>
|
||||
</html>
|
||||
|
|
@ -0,0 +1,142 @@
|
|||
import type { Card, CardSuit, CardRank, EnemyCard, JesterCard } from './types';
|
||||
|
||||
// 创建标准扑克牌组 (不含小丑)
|
||||
export function createStandardDeck(): Card[] {
|
||||
const suits: CardSuit[] = ['hearts', 'diamonds', 'clubs', 'spades'];
|
||||
const ranks: CardRank[] = ['2', '3', '4', '5', '6', '7', '8', '9', '10', 'J', 'Q', 'K', 'A'];
|
||||
const deck: Card[] = [];
|
||||
|
||||
for (const suit of suits) {
|
||||
for (const rank of ranks) {
|
||||
const value = getCardValue(rank);
|
||||
deck.push({
|
||||
id: `card-${suit}-${rank}`,
|
||||
suit,
|
||||
rank,
|
||||
value,
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
return deck;
|
||||
}
|
||||
|
||||
// 获取卡牌点数对应的数值
|
||||
export function getCardValue(rank: CardRank): number {
|
||||
if (rank === 'jester') return 0;
|
||||
if (rank === 'A') return 1;
|
||||
if (rank === 'J') return 10;
|
||||
if (rank === 'Q') return 15;
|
||||
if (rank === 'K') return 20;
|
||||
return parseInt(rank);
|
||||
}
|
||||
|
||||
// 创建城堡牌堆 (J/Q/K 作为敌人)
|
||||
// TODO 不要全部洗混,把J/Q/K分别洗混再合并,并且J先翻出K最后翻出
|
||||
export function createCastleDeck(): EnemyCard[] {
|
||||
const suits: CardSuit[] = ['hearts', 'diamonds', 'clubs', 'spades'];
|
||||
const castleCards: EnemyCard[] = [];
|
||||
|
||||
// 4个K (40HP, 20反击)
|
||||
for (let i = 0; i < 4; i++) {
|
||||
castleCards.push({
|
||||
id: `enemy-K-${i}`,
|
||||
suit: suits[i],
|
||||
rank: 'K' as const,
|
||||
value: 20,
|
||||
hp: 40,
|
||||
counterDamage: 20,
|
||||
immunitySuit: suits[i],
|
||||
});
|
||||
}
|
||||
|
||||
// 4个Q (30HP, 15反击)
|
||||
for (let i = 0; i < 4; i++) {
|
||||
castleCards.push({
|
||||
id: `enemy-Q-${i}`,
|
||||
suit: suits[i],
|
||||
rank: 'Q' as const,
|
||||
value: 15,
|
||||
hp: 30,
|
||||
counterDamage: 15,
|
||||
immunitySuit: suits[i],
|
||||
});
|
||||
}
|
||||
|
||||
// 4个J (20HP, 10反击)
|
||||
for (let i = 0; i < 4; i++) {
|
||||
castleCards.push({
|
||||
id: `enemy-J-${i}`,
|
||||
suit: suits[i],
|
||||
rank: 'J' as const,
|
||||
value: 10,
|
||||
hp: 20,
|
||||
counterDamage: 10,
|
||||
immunitySuit: suits[i],
|
||||
});
|
||||
}
|
||||
|
||||
return shuffleDeck(castleCards);
|
||||
}
|
||||
|
||||
// 创建酒馆牌堆 (数字牌 + A)
|
||||
export function createTavernDeck(): Card[] {
|
||||
const deck = createStandardDeck();
|
||||
// 过滤出数字牌和A,去除J/Q/K
|
||||
return deck.filter(card =>
|
||||
card.rank !== 'J' && card.rank !== 'Q' && card.rank !== 'K'
|
||||
);
|
||||
}
|
||||
|
||||
// 创建小丑牌
|
||||
export function createJesters(): JesterCard[] {
|
||||
return [
|
||||
{ id: 'jester-1', rank: 'jester', used: false },
|
||||
{ id: 'jester-2', rank: 'jester', used: false },
|
||||
];
|
||||
}
|
||||
|
||||
// 洗牌算法 (Fisher-Yates)
|
||||
export function shuffleDeck<T>(deck: T[]): T[] {
|
||||
const shuffled = [...deck];
|
||||
for (let i = shuffled.length - 1; i > 0; i--) {
|
||||
const j = Math.floor(Math.random() * (i + 1));
|
||||
[shuffled[i], shuffled[j]] = [shuffled[j], shuffled[i]];
|
||||
}
|
||||
return shuffled;
|
||||
}
|
||||
|
||||
// 从牌堆顶部抽牌
|
||||
export function drawFromDeck<T>(deck: T[], count: number): T[] {
|
||||
return deck.splice(0, count);
|
||||
}
|
||||
|
||||
// 获取花色的中文名称
|
||||
export function getSuitName(suit: CardSuit | null): string {
|
||||
if (!suit) return '无花色';
|
||||
const names: Record<CardSuit, string> = {
|
||||
hearts: '红桃 ♥',
|
||||
diamonds: '方片 ♦',
|
||||
clubs: '梅花 ♣',
|
||||
spades: '黑桃 ♠',
|
||||
};
|
||||
return names[suit];
|
||||
}
|
||||
|
||||
// 获取花色的颜色
|
||||
export function getSuitColor(suit: CardSuit | null): string {
|
||||
if (!suit) return '#9ca3af'; // 灰色
|
||||
return (suit === 'hearts' || suit === 'diamonds') ? '#dc2626' : '#1f2937';
|
||||
}
|
||||
|
||||
// 获取卡牌显示文本
|
||||
export function getCardDisplay(card: Card | JesterCard): string {
|
||||
if (card.rank === 'jester') return '🃏';
|
||||
const suitSymbols: Record<CardSuit, string> = {
|
||||
hearts: '♥',
|
||||
diamonds: '♦',
|
||||
clubs: '♣',
|
||||
spades: '♠',
|
||||
};
|
||||
return `${card.rank}${suitSymbols[card.suit as CardSuit]}`;
|
||||
}
|
||||
|
|
@ -0,0 +1,246 @@
|
|||
import { describe, it, expect, beforeEach, afterEach } from 'vitest';
|
||||
import { createGameHost, GameHost } from 'boardgame-core';
|
||||
import { gameModule, createInitialState, prompts } from './regicide';
|
||||
import type { RegicideState, Card, Enemy } from './types';
|
||||
|
||||
describe('Regicide Game Module', () => {
|
||||
let gameHost: GameHost<RegicideState>;
|
||||
let gamePromise: Promise<any>;
|
||||
|
||||
beforeEach(() => {
|
||||
gameHost = createGameHost(gameModule);
|
||||
});
|
||||
|
||||
afterEach(async () => {
|
||||
// 等待游戏循环完成,然后 dispose
|
||||
await new Promise(resolve => setTimeout(resolve, 50));
|
||||
// 等待 gamePromise 结束,suppress 预期的 cancel 错误
|
||||
gamePromise?.catch(() => {});
|
||||
gameHost.dispose();
|
||||
// 等待 dispose 完成
|
||||
await new Promise(resolve => setTimeout(resolve, 20));
|
||||
});
|
||||
|
||||
describe('Initial State', () => {
|
||||
it('should create valid initial state', () => {
|
||||
const state = createInitialState();
|
||||
|
||||
expect(state.castleDeck).toBeDefined();
|
||||
expect(state.tavernDeck).toBeDefined();
|
||||
expect(state.discardPile).toBeDefined();
|
||||
expect(state.currentEnemy).toBeNull();
|
||||
expect(state.defeatedEnemies).toEqual([]);
|
||||
expect(state.hand).toEqual([]);
|
||||
expect(state.jesters).toHaveLength(2);
|
||||
expect(state.jestersUsed).toBe(0);
|
||||
expect(state.phase).toBe('playerTurn');
|
||||
expect(state.currentPlayed).toBeNull();
|
||||
expect(state.victoryLevel).toBeNull();
|
||||
expect(state.isGameOver).toBe(false);
|
||||
});
|
||||
|
||||
it('should have jesters with correct structure', () => {
|
||||
const state = createInitialState();
|
||||
|
||||
expect(state.jesters[0]).toMatchObject({
|
||||
id: 'jester-1',
|
||||
rank: 'jester',
|
||||
used: false,
|
||||
});
|
||||
expect(state.jesters[1]).toMatchObject({
|
||||
id: 'jester-2',
|
||||
rank: 'jester',
|
||||
used: false,
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
describe('Setup Command', () => {
|
||||
it('should initialize game with setup command', async () => {
|
||||
// 开始游戏(会自动调用 setup 和主循环)
|
||||
gamePromise = gameHost.start();
|
||||
|
||||
// 等待游戏进入 prompt 状态(等待玩家出牌)
|
||||
await waitForPrompt(gameHost);
|
||||
|
||||
// 验证游戏状态
|
||||
const state = gameHost.state.value;
|
||||
expect(state.phase).toBe('playerTurn');
|
||||
expect(state.currentEnemy).not.toBeNull();
|
||||
expect(state.currentEnemy!.currentHp).toBeGreaterThan(0);
|
||||
expect(state.hand.length).toBe(8); // 初始手牌数
|
||||
expect(state.castleDeck.length).toBeGreaterThan(0);
|
||||
expect(state.tavernDeck.length).toBeGreaterThan(0);
|
||||
});
|
||||
|
||||
it('should shuffle decks during setup', async () => {
|
||||
gamePromise = gameHost.start();
|
||||
await waitForPrompt(gameHost);
|
||||
|
||||
const state = gameHost.state.value;
|
||||
|
||||
// 验证牌堆已被洗牌(不应该按顺序排列)
|
||||
const firstFewCards = state.tavernDeck.slice(0, 10);
|
||||
const hasDifferentValues = firstFewCards.some(card => card.value !== firstFewCards[0].value);
|
||||
expect(hasDifferentValues).toBe(true);
|
||||
});
|
||||
});
|
||||
|
||||
describe('Play Card Command', () => {
|
||||
it('should play a single card and damage enemy', async () => {
|
||||
gamePromise = gameHost.start();
|
||||
await waitForPrompt(gameHost);
|
||||
|
||||
const state = gameHost.state.value;
|
||||
const enemy = state.currentEnemy!;
|
||||
const initialHp = enemy.currentHp;
|
||||
const card = state.hand[0];
|
||||
|
||||
// 出牌 - 使用 tryAnswerPrompt 命令格式
|
||||
const error = gameHost.tryAnswerPrompt(prompts.playerAction, 'play', [card.id]);
|
||||
expect(error).toBeNull(); // 验证成功
|
||||
|
||||
// 等待下一个 prompt
|
||||
await waitForPrompt(gameHost);
|
||||
|
||||
const newState = gameHost.state.value;
|
||||
const newEnemy = newState.currentEnemy;
|
||||
|
||||
// 验证敌人受到了伤害或进入反击阶段
|
||||
if (newEnemy) {
|
||||
// HP 应该减少(至少减少了card.value)
|
||||
const damage = initialHp - newEnemy.currentHp;
|
||||
expect(damage).toBeGreaterThanOrEqual(card.value);
|
||||
}
|
||||
|
||||
// 验证卡牌从手牌移除
|
||||
expect(newState.hand.find(c => c.id === card.id)).toBeUndefined();
|
||||
expect(newState.discardPile.find(c => c.id === card.id)).toBeDefined();
|
||||
});
|
||||
|
||||
it('should fail to play card not in hand', async () => {
|
||||
gamePromise = gameHost.start();
|
||||
await waitForPrompt(gameHost);
|
||||
|
||||
const stateBefore = gameHost.state.value;
|
||||
const handSizeBefore = stateBefore.hand.length;
|
||||
|
||||
// 尝试打出不存在的牌 - 应该被 validator 拒绝
|
||||
const error = gameHost.tryAnswerPrompt(prompts.playerAction, 'play', ['non-existent-card']);
|
||||
// 错误会被 catch 并继续循环,所以返回 null
|
||||
expect(error).toBeNull();
|
||||
|
||||
// 等待下一个 prompt(因为命令失败,会再次提示)
|
||||
await waitForPrompt(gameHost);
|
||||
|
||||
const stateAfter = gameHost.state.value;
|
||||
// 验证手牌没有变化
|
||||
expect(stateAfter.hand.length).toBe(handSizeBefore);
|
||||
});
|
||||
});
|
||||
|
||||
describe('Counterattack Mechanism', () => {
|
||||
it('should enter counterattack phase after playing card', async () => {
|
||||
gamePromise = gameHost.start();
|
||||
await waitForPrompt(gameHost);
|
||||
|
||||
const state = gameHost.state.value;
|
||||
const enemy = state.currentEnemy!;
|
||||
|
||||
// 出一张牌造成伤害(不一定击败敌人)
|
||||
const card = state.hand[0];
|
||||
gameHost.tryAnswerPrompt(prompts.playerAction, 'play', [card.id]);
|
||||
|
||||
// 等待反击阶段或下一个 prompt
|
||||
await waitForPrompt(gameHost);
|
||||
|
||||
const counterState = gameHost.state.value;
|
||||
// 验证进入了反击阶段或敌人被击败
|
||||
expect(
|
||||
counterState.phase === 'enemyCounterattack' ||
|
||||
counterState.phase === 'enemyDefeated' ||
|
||||
counterState.isGameOver ||
|
||||
counterState.phase === 'playerTurn' // 如果敌人被立即击败
|
||||
).toBe(true);
|
||||
});
|
||||
});
|
||||
|
||||
describe('Game End Conditions', () => {
|
||||
it('should track game state correctly', async () => {
|
||||
gamePromise = gameHost.start();
|
||||
await waitForPrompt(gameHost);
|
||||
|
||||
const state = gameHost.state.value;
|
||||
expect(state.defeatedEnemies).toHaveLength(0);
|
||||
expect(state.isGameOver).toBe(false);
|
||||
});
|
||||
});
|
||||
|
||||
describe('Yield Turn', () => {
|
||||
it('should yield turn', async () => {
|
||||
gamePromise = gameHost.start();
|
||||
await waitForPrompt(gameHost);
|
||||
|
||||
// 放弃回合 - 使用 tryAnswerPrompt 命令格式
|
||||
const error = gameHost.tryAnswerPrompt(prompts.playerAction, 'yield', []);
|
||||
|
||||
// 等待处理完成
|
||||
await new Promise(resolve => setTimeout(resolve, 100));
|
||||
|
||||
const state = gameHost.state.value;
|
||||
// yield 命令可能被接受或拒绝,取决于游戏状态
|
||||
// 这里只验证游戏仍在运行
|
||||
expect(state.isGameOver).toBeDefined();
|
||||
});
|
||||
});
|
||||
|
||||
describe('Use Jester', () => {
|
||||
it('should use jester to redraw hand', async () => {
|
||||
gamePromise = gameHost.start();
|
||||
await waitForPrompt(gameHost);
|
||||
|
||||
const state = gameHost.state.value;
|
||||
const initialHandSize = state.hand.length;
|
||||
|
||||
// 使用小丑牌 - 使用 tryAnswerPrompt 命令格式
|
||||
const error = gameHost.tryAnswerPrompt(prompts.playerAction, 'useJester', []);
|
||||
|
||||
// 等待处理完成
|
||||
await new Promise(resolve => setTimeout(resolve, 100));
|
||||
|
||||
const newState = gameHost.state.value;
|
||||
// useJester 可能被接受或拒绝
|
||||
// 验证游戏仍在运行
|
||||
expect(newState.isGameOver).toBeDefined();
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
// 辅助函数
|
||||
|
||||
function waitForPrompt(gameHost: GameHost<RegicideState>): Promise<void> {
|
||||
return new Promise((resolve) => {
|
||||
const check = () => {
|
||||
if (gameHost.activePromptSchema.value !== null) {
|
||||
resolve();
|
||||
} else {
|
||||
setTimeout(check, 10);
|
||||
}
|
||||
};
|
||||
check();
|
||||
});
|
||||
}
|
||||
|
||||
function waitForPromptOrGameOver(gameHost: GameHost<RegicideState>): Promise<void> {
|
||||
return new Promise((resolve) => {
|
||||
const check = () => {
|
||||
const state = gameHost.state.value;
|
||||
if (gameHost.activePromptSchema.value !== null || state.isGameOver) {
|
||||
resolve();
|
||||
} else {
|
||||
setTimeout(check, 10);
|
||||
}
|
||||
};
|
||||
check();
|
||||
});
|
||||
}
|
||||
|
|
@ -0,0 +1,488 @@
|
|||
import {
|
||||
createGameCommandRegistry,
|
||||
createPromptDef,
|
||||
IGameContext,
|
||||
GameModule,
|
||||
} from 'boardgame-core';
|
||||
import type { RegicideState, Enemy, PlayedCards, Card, JesterCard, CardSuit, EnemyCard } from './types';
|
||||
import {
|
||||
createCastleDeck,
|
||||
createTavernDeck,
|
||||
createJesters,
|
||||
shuffleDeck,
|
||||
drawFromDeck,
|
||||
} from './card-utils';
|
||||
|
||||
const INITIAL_HAND_SIZE = 8;
|
||||
const MAX_COMBINED_VALUE = 10;
|
||||
|
||||
export const registry = createGameCommandRegistry<RegicideState>();
|
||||
|
||||
export function createInitialState(): RegicideState {
|
||||
return {
|
||||
castleDeck: [],
|
||||
tavernDeck: [],
|
||||
discardPile: [],
|
||||
currentEnemy: null,
|
||||
defeatedEnemies: [],
|
||||
hand: [],
|
||||
jesters: createJesters(),
|
||||
jestersUsed: 0,
|
||||
phase: 'playerTurn',
|
||||
currentPlayed: null,
|
||||
victoryLevel: null,
|
||||
isGameOver: false,
|
||||
};
|
||||
}
|
||||
|
||||
export type RegicideGame = IGameContext<RegicideState>;
|
||||
|
||||
// setup 命令 - 初始化游戏
|
||||
async function setup(game: RegicideGame) {
|
||||
const castleDeck = shuffleDeck(createCastleDeck());
|
||||
const tavernDeck = shuffleDeck(createTavernDeck());
|
||||
const jesters = createJesters();
|
||||
const initialHand = drawFromDeck(tavernDeck, INITIAL_HAND_SIZE);
|
||||
|
||||
const firstEnemyCard = castleDeck.shift();
|
||||
if (!firstEnemyCard) throw new Error('城堡牌堆为空');
|
||||
|
||||
const firstEnemy: Enemy = {
|
||||
...firstEnemyCard,
|
||||
currentHp: firstEnemyCard.hp,
|
||||
isDefeated: false,
|
||||
};
|
||||
|
||||
game.produce((state: RegicideState) => {
|
||||
state.castleDeck = castleDeck;
|
||||
state.tavernDeck = tavernDeck;
|
||||
state.discardPile = [];
|
||||
state.currentEnemy = firstEnemy;
|
||||
state.defeatedEnemies = [];
|
||||
state.hand = initialHand;
|
||||
state.jesters = jesters;
|
||||
state.jestersUsed = 0;
|
||||
state.phase = 'playerTurn';
|
||||
state.currentPlayed = null;
|
||||
state.victoryLevel = null;
|
||||
state.isGameOver = false;
|
||||
});
|
||||
|
||||
return game.value;
|
||||
}
|
||||
|
||||
registry.register('setup', setup);
|
||||
|
||||
// play <cardId> - 打出单张卡牌
|
||||
async function playCard(game: RegicideGame, cardId: string) {
|
||||
const state = game.value;
|
||||
|
||||
if (state.phase !== 'playerTurn') {
|
||||
throw new Error('不是玩家回合');
|
||||
}
|
||||
|
||||
if (!state.currentEnemy || state.currentEnemy.isDefeated) {
|
||||
throw new Error('没有活跃的敌人');
|
||||
}
|
||||
|
||||
const card = state.hand.find(c => c.id === cardId);
|
||||
if (!card) throw new Error(`卡牌 ${cardId} 不在手牌中`);
|
||||
|
||||
// 计算伤害
|
||||
let damage = card.value;
|
||||
const suits = card.suit ? [card.suit] : [];
|
||||
|
||||
if (suits.includes('clubs')) damage *= 2;
|
||||
|
||||
let isImmune = false;
|
||||
const enemy = state.currentEnemy;
|
||||
if (enemy.immunitySuit && suits.includes(enemy.immunitySuit)) {
|
||||
isImmune = true;
|
||||
damage = card.value;
|
||||
}
|
||||
|
||||
game.produce((state: RegicideState) => {
|
||||
const cardIndex = state.hand.findIndex(c => c.id === cardId);
|
||||
if (cardIndex !== -1) state.hand.splice(cardIndex, 1);
|
||||
state.discardPile.push(card);
|
||||
|
||||
// 计算最终伤害并应用到敌人
|
||||
let finalDamage = damage;
|
||||
const e = state.currentEnemy!;
|
||||
e.currentHp -= finalDamage;
|
||||
const isDefeated = e.currentHp <= 0;
|
||||
|
||||
if (isDefeated) {
|
||||
e.isDefeated = true;
|
||||
state.defeatedEnemies.push({ ...e });
|
||||
state.currentEnemy = null;
|
||||
state.phase = 'enemyDefeated';
|
||||
|
||||
if (state.defeatedEnemies.length >= 12) {
|
||||
state.isGameOver = true;
|
||||
state.victoryLevel = calculateVictoryLevel(state.jestersUsed);
|
||||
state.phase = 'gameOver';
|
||||
}
|
||||
} else {
|
||||
state.phase = 'enemyCounterattack';
|
||||
}
|
||||
|
||||
state.currentPlayed = {
|
||||
cards: [card],
|
||||
totalDamage: isImmune ? card.value : finalDamage,
|
||||
suits,
|
||||
hasJester: false,
|
||||
};
|
||||
});
|
||||
|
||||
// 从 produce 后的状态读取结果
|
||||
const finalEnemy = game.value.defeatedEnemies.find(e => e.id === enemy.id) || game.value.currentEnemy;
|
||||
const wasDefeated = game.value.defeatedEnemies.some(e => e.id === enemy.id);
|
||||
|
||||
return { damage, remainingHp: wasDefeated ? 0 : Math.max(0, (game.value.currentEnemy?.currentHp ?? 0)), isImmune, isDefeated: wasDefeated };
|
||||
}
|
||||
|
||||
registry.register('play <cardId:string>', playCard);
|
||||
|
||||
// combo <cardIds> - 打出组合牌
|
||||
async function playCombo(game: RegicideGame, cardIds: string[]) {
|
||||
const state = game.value;
|
||||
|
||||
if (state.phase !== 'playerTurn') throw new Error('不是玩家回合');
|
||||
if (cardIds.length < 2) throw new Error('组合牌至少需要2张');
|
||||
|
||||
const selectedCards: Card[] = [];
|
||||
for (const cardId of cardIds) {
|
||||
const card = state.hand.find(c => c.id === cardId);
|
||||
if (!card) throw new Error(`卡牌 ${cardId} 不在手牌中`);
|
||||
selectedCards.push(card);
|
||||
}
|
||||
|
||||
const firstRank = selectedCards[0].rank;
|
||||
if (!selectedCards.every(c => c.rank === firstRank)) {
|
||||
throw new Error('组合牌必须是相同点数');
|
||||
}
|
||||
|
||||
const totalValue = selectedCards.reduce((sum, c) => sum + c.value, 0);
|
||||
if (totalValue > MAX_COMBINED_VALUE) {
|
||||
throw new Error(`组合牌总点数不能超过 ${MAX_COMBINED_VALUE}`);
|
||||
}
|
||||
|
||||
let damage = totalValue;
|
||||
const suits = selectedCards.map(c => c.suit).filter((s): s is CardSuit => s !== null);
|
||||
|
||||
if (suits.includes('clubs')) damage *= 2;
|
||||
|
||||
let isImmune = false;
|
||||
const enemy = state.currentEnemy!;
|
||||
if (enemy.immunitySuit && suits.includes(enemy.immunitySuit)) {
|
||||
isImmune = true;
|
||||
damage = totalValue;
|
||||
}
|
||||
|
||||
game.produce((state: RegicideState) => {
|
||||
for (const card of selectedCards) {
|
||||
const cardIndex = state.hand.findIndex(c => c.id === card.id);
|
||||
if (cardIndex !== -1) state.hand.splice(cardIndex, 1);
|
||||
state.discardPile.push(card);
|
||||
}
|
||||
|
||||
// 计算最终伤害并应用到敌人
|
||||
let finalDamage = damage;
|
||||
const e = state.currentEnemy!;
|
||||
e.currentHp -= finalDamage;
|
||||
const isDefeated = e.currentHp <= 0;
|
||||
|
||||
if (isDefeated) {
|
||||
e.isDefeated = true;
|
||||
state.defeatedEnemies.push({ ...e });
|
||||
state.currentEnemy = null;
|
||||
state.phase = 'enemyDefeated';
|
||||
|
||||
if (state.defeatedEnemies.length >= 12) {
|
||||
state.isGameOver = true;
|
||||
state.victoryLevel = calculateVictoryLevel(state.jestersUsed);
|
||||
state.phase = 'gameOver';
|
||||
}
|
||||
} else {
|
||||
state.phase = 'enemyCounterattack';
|
||||
}
|
||||
|
||||
state.currentPlayed = {
|
||||
cards: selectedCards,
|
||||
totalDamage: isImmune ? totalValue : finalDamage,
|
||||
suits,
|
||||
hasJester: false,
|
||||
};
|
||||
});
|
||||
|
||||
const wasDefeated = game.value.defeatedEnemies.some(e => e.id === enemy.id);
|
||||
|
||||
return { damage, remainingHp: wasDefeated ? 0 : Math.max(0, (game.value.currentEnemy?.currentHp ?? 0)), isImmune, isDefeated: wasDefeated };
|
||||
}
|
||||
|
||||
registry.register('combo <cardIds>', playCombo);
|
||||
|
||||
// yield - 放弃回合
|
||||
async function yieldTurn(game: RegicideGame) {
|
||||
const state = game.value;
|
||||
|
||||
if (state.phase !== 'playerTurn') throw new Error('不是玩家回合');
|
||||
|
||||
game.produce((state: RegicideState) => {
|
||||
state.phase = 'enemyCounterattack';
|
||||
state.currentPlayed = {
|
||||
cards: [],
|
||||
totalDamage: 0,
|
||||
suits: [],
|
||||
hasJester: false,
|
||||
};
|
||||
});
|
||||
|
||||
return { message: '放弃回合,承受反击伤害' };
|
||||
}
|
||||
|
||||
registry.register('yield', yieldTurn);
|
||||
|
||||
// counterattack <cardIds> - 反击时弃牌
|
||||
async function counterattack(game: RegicideGame, cardIds: string[]) {
|
||||
const state = game.value;
|
||||
|
||||
if (state.phase !== 'enemyCounterattack') throw new Error('不是反击阶段');
|
||||
if (!state.currentEnemy) throw new Error('没有活跃的敌人');
|
||||
|
||||
// 空牌提交 = 认输
|
||||
if (cardIds.length === 0) {
|
||||
game.produce((state: RegicideState) => {
|
||||
state.isGameOver = true;
|
||||
state.victoryLevel = null;
|
||||
state.phase = 'gameOver';
|
||||
});
|
||||
return { success: false, required: state.currentEnemy.counterDamage, available: 0, isSurrender: true };
|
||||
}
|
||||
|
||||
const selectedCards: Card[] = [];
|
||||
for (const cardId of cardIds) {
|
||||
const card = state.hand.find(c => c.id === cardId);
|
||||
if (!card) throw new Error(`卡牌 ${cardId} 不在手牌中`);
|
||||
selectedCards.push(card);
|
||||
}
|
||||
|
||||
const totalValue = selectedCards.reduce((sum, c) => sum + c.value, 0);
|
||||
const requiredValue = state.currentEnemy.counterDamage;
|
||||
|
||||
if (totalValue < requiredValue) {
|
||||
game.produce((state: RegicideState) => {
|
||||
state.isGameOver = true;
|
||||
state.victoryLevel = null;
|
||||
state.phase = 'gameOver';
|
||||
});
|
||||
|
||||
return { success: false, required: requiredValue, available: totalValue };
|
||||
}
|
||||
|
||||
game.produce((state: RegicideState) => {
|
||||
for (const card of selectedCards) {
|
||||
const index = state.hand.findIndex(c => c.id === card.id);
|
||||
if (index !== -1) {
|
||||
state.hand.splice(index, 1);
|
||||
state.discardPile.push(card);
|
||||
}
|
||||
}
|
||||
|
||||
const cardsToDraw = Math.min(
|
||||
INITIAL_HAND_SIZE - state.hand.length,
|
||||
state.tavernDeck.length
|
||||
);
|
||||
|
||||
if (cardsToDraw > 0) {
|
||||
const newCards = drawFromDeck(state.tavernDeck, cardsToDraw);
|
||||
state.hand.push(...newCards);
|
||||
}
|
||||
|
||||
state.phase = 'playerTurn';
|
||||
state.currentPlayed = null;
|
||||
state.currentEnemy = null;
|
||||
|
||||
if (state.castleDeck.length > 0) {
|
||||
const nextEnemyCard = state.castleDeck.shift();
|
||||
if (nextEnemyCard && 'hp' in nextEnemyCard && 'counterDamage' in nextEnemyCard) {
|
||||
const nextEnemy: Enemy = {
|
||||
...(nextEnemyCard as EnemyCard),
|
||||
currentHp: (nextEnemyCard as EnemyCard).hp,
|
||||
isDefeated: false,
|
||||
};
|
||||
state.currentEnemy = nextEnemy;
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
return { success: true, cardsUsed: totalValue, required: requiredValue };
|
||||
}
|
||||
|
||||
registry.register('counterattack <cardIds>', counterattack);
|
||||
|
||||
// useJester - 使用小丑牌重抽
|
||||
async function useJester(game: RegicideGame) {
|
||||
const state = game.value;
|
||||
|
||||
if (state.jestersUsed >= 2) throw new Error('小丑牌已用完');
|
||||
|
||||
const unusedJester = state.jesters.find(j => !j.used);
|
||||
if (!unusedJester) throw new Error('没有可用的小丑牌');
|
||||
|
||||
game.produce((state: RegicideState) => {
|
||||
state.discardPile.push(...state.hand);
|
||||
state.hand = [];
|
||||
|
||||
const cardsToDraw = Math.min(INITIAL_HAND_SIZE, state.tavernDeck.length);
|
||||
const newCards = drawFromDeck(state.tavernDeck, cardsToDraw);
|
||||
state.hand.push(...newCards);
|
||||
|
||||
const jesterIndex = state.jesters.findIndex(j => j.id === unusedJester.id);
|
||||
if (jesterIndex !== -1) {
|
||||
state.jesters[jesterIndex].used = true;
|
||||
state.jestersUsed++;
|
||||
}
|
||||
});
|
||||
|
||||
return { message: `使用小丑牌,重新抽取 ${INITIAL_HAND_SIZE} 张牌` };
|
||||
}
|
||||
|
||||
registry.register('useJester', useJester);
|
||||
|
||||
function calculateVictoryLevel(jestersUsed: number): 'gold' | 'silver' | 'bronze' {
|
||||
if (jestersUsed === 0) return 'gold';
|
||||
if (jestersUsed === 1) return 'silver';
|
||||
return 'bronze';
|
||||
}
|
||||
|
||||
|
||||
export const prompts = {
|
||||
playerAction: createPromptDef<[action: string, cardIds: string[]]>(
|
||||
'play <action:string> <cardIds:string[]>'
|
||||
),
|
||||
counterattack: createPromptDef<[cardIds: string[]]>(
|
||||
'counterattack <cardIds:string[]>'
|
||||
),
|
||||
};
|
||||
|
||||
// start 函数 - 游戏主循环
|
||||
export async function start(game: RegicideGame) {
|
||||
// 首先执行 setup
|
||||
await setup(game);
|
||||
|
||||
// 主游戏循环
|
||||
while (!game.value.isGameOver) {
|
||||
const state = game.value;
|
||||
|
||||
// 玩家回合 - 等待玩家输入任何命令
|
||||
if (state.phase === 'playerTurn' && state.currentEnemy && !state.currentEnemy.isDefeated) {
|
||||
const { action, cardIds } = await game.prompt(
|
||||
prompts.playerAction,
|
||||
(action: string, cardIds: string[]) => {
|
||||
const parts = cardIds.filter(a => a !== undefined && a !== '');
|
||||
if (parts.length === 0) {
|
||||
throw '请输入有效的命令';
|
||||
}
|
||||
return { action, cardIds: parts };
|
||||
},
|
||||
state.currentEnemy.id
|
||||
);
|
||||
|
||||
// 解析并执行命令
|
||||
try {
|
||||
if (action === 'play' && cardIds.length >= 1) {
|
||||
await playCard(game, cardIds[0]);
|
||||
} else if (action === 'combo' && cardIds.length >= 2) {
|
||||
await playCombo(game, cardIds);
|
||||
} else if (action === 'yield') {
|
||||
await yieldTurn(game);
|
||||
} else if (action === 'useJester') {
|
||||
await useJester(game);
|
||||
} else {
|
||||
// 无效命令,继续等待
|
||||
continue;
|
||||
}
|
||||
} catch (e) {
|
||||
// 命令执行失败,继续循环(玩家会再次被提示)
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
// 敌人反击阶段
|
||||
if (state.phase === 'enemyCounterattack') {
|
||||
// 等待玩家出牌来抵消反击伤害
|
||||
if (state.currentEnemy) {
|
||||
const requiredValue = state.currentEnemy.counterDamage;
|
||||
const { cardIds } = await game.prompt(
|
||||
prompts.counterattack,
|
||||
(cardIds: string[]) => {
|
||||
// 允许空牌提交(认输)
|
||||
if (cardIds.length === 0) {
|
||||
return { cardIds: [], totalValue: 0 };
|
||||
}
|
||||
|
||||
const selectedCards: Card[] = [];
|
||||
for (const cardId of cardIds) {
|
||||
const card = state.hand.find(c => c.id === cardId);
|
||||
if (!card) {
|
||||
throw `卡牌 ${cardId} 不在手牌中`;
|
||||
}
|
||||
selectedCards.push(card);
|
||||
}
|
||||
|
||||
const totalValue = selectedCards.reduce((sum, c) => sum + c.value, 0);
|
||||
// 不再抛出错误,允许提交不足的牌,由 counterattack 处理失败逻辑
|
||||
return { cardIds, totalValue };
|
||||
},
|
||||
state.currentEnemy.id
|
||||
);
|
||||
|
||||
await counterattack(game, cardIds);
|
||||
}
|
||||
}
|
||||
|
||||
// 敌人被击败阶段
|
||||
if (state.phase === 'enemyDefeated') {
|
||||
game.produce((state: RegicideState) => {
|
||||
// 准备迎接下一个敌人
|
||||
if (state.castleDeck.length > 0) {
|
||||
const nextEnemyCard = state.castleDeck.shift();
|
||||
if (nextEnemyCard && 'hp' in nextEnemyCard && 'counterDamage' in nextEnemyCard) {
|
||||
const nextEnemy: Enemy = {
|
||||
...(nextEnemyCard as EnemyCard),
|
||||
currentHp: (nextEnemyCard as EnemyCard).hp,
|
||||
isDefeated: false,
|
||||
};
|
||||
state.currentEnemy = nextEnemy;
|
||||
state.phase = 'playerTurn';
|
||||
} else {
|
||||
// 城堡牌堆没有有效的敌人卡牌,游戏胜利
|
||||
state.isGameOver = true;
|
||||
state.victoryLevel = calculateVictoryLevel(state.jestersUsed);
|
||||
state.currentEnemy = null;
|
||||
state.phase = 'gameOver';
|
||||
}
|
||||
} else {
|
||||
// 城堡牌堆已空,游戏胜利
|
||||
state.isGameOver = true;
|
||||
state.victoryLevel = calculateVictoryLevel(state.jestersUsed);
|
||||
state.currentEnemy = null;
|
||||
state.phase = 'gameOver';
|
||||
}
|
||||
state.currentPlayed = null;
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
return game.value.victoryLevel;
|
||||
}
|
||||
|
||||
export const gameModule: GameModule<RegicideState> = {
|
||||
registry,
|
||||
createInitialState,
|
||||
start,
|
||||
};
|
||||
|
||||
export type { RegicideState, Card, Enemy, JesterCard } from './types';
|
||||
|
|
@ -0,0 +1,85 @@
|
|||
// 卡牌花色
|
||||
export type CardSuit = 'hearts' | 'diamonds' | 'clubs' | 'spades';
|
||||
|
||||
// 卡牌点数
|
||||
export type CardRank =
|
||||
| '2' | '3' | '4' | '5' | '6' | '7' | '8' | '9' | '10'
|
||||
| 'J' | 'Q' | 'K' | 'A'
|
||||
| 'jester';
|
||||
|
||||
// 基础卡牌
|
||||
export interface Card {
|
||||
id: string;
|
||||
suit: CardSuit | null; // jester 没有花色
|
||||
rank: CardRank;
|
||||
value: number; // 攻击力/分数值
|
||||
}
|
||||
|
||||
// 敌人卡 (J/Q/K)
|
||||
export interface EnemyCard extends Card {
|
||||
rank: 'J' | 'Q' | 'K';
|
||||
hp: number;
|
||||
counterDamage: number;
|
||||
immunitySuit?: CardSuit; // 免疫的花色
|
||||
}
|
||||
|
||||
// 小丑牌
|
||||
export interface JesterCard {
|
||||
id: string;
|
||||
rank: 'jester';
|
||||
used: boolean;
|
||||
}
|
||||
|
||||
// 游戏中的敌人实例
|
||||
export interface Enemy extends EnemyCard {
|
||||
currentHp: number;
|
||||
isDefeated: boolean;
|
||||
}
|
||||
|
||||
// 游戏阶段
|
||||
export type GamePhase =
|
||||
| 'playerTurn' // 玩家回合 - 出牌
|
||||
| 'enemyCounterattack' // 敌人反击
|
||||
| 'enemyDefeated' // 敌人被击败
|
||||
| 'gameOver'; // 游戏结束
|
||||
|
||||
// 游戏结果
|
||||
export type VictoryLevel = 'gold' | 'silver' | 'bronze' | null;
|
||||
|
||||
// 打出的卡牌组合
|
||||
export interface PlayedCards {
|
||||
cards: Card[];
|
||||
totalDamage: number;
|
||||
suits: CardSuit[];
|
||||
hasJester: boolean;
|
||||
}
|
||||
|
||||
// Regicide 游戏状态
|
||||
export interface RegicideState {
|
||||
// 牌堆
|
||||
castleDeck: Card[]; // 敌人牌堆 (J/Q/K)
|
||||
tavernDeck: Card[]; // 酒馆牌堆 (数字牌+A)
|
||||
discardPile: Card[]; // 弃牌堆
|
||||
|
||||
// 敌人
|
||||
currentEnemy: Enemy | null;
|
||||
defeatedEnemies: Enemy[];
|
||||
|
||||
// 玩家
|
||||
hand: Card[];
|
||||
|
||||
// 小丑牌
|
||||
jesters: JesterCard[];
|
||||
jestersUsed: number;
|
||||
|
||||
// 当前回合信息
|
||||
phase: GamePhase;
|
||||
currentPlayed: PlayedCards | null;
|
||||
|
||||
// 游戏结果
|
||||
victoryLevel: VictoryLevel;
|
||||
isGameOver: boolean;
|
||||
|
||||
// 索引签名以满足 Record<string, unknown> 约束
|
||||
[key: string]: unknown;
|
||||
}
|
||||
|
|
@ -0,0 +1,13 @@
|
|||
import { h } from 'preact';
|
||||
import { GameUI } from 'boardgame-phaser';
|
||||
import { gameModule } from './game/regicide';
|
||||
import './style.css';
|
||||
import App from "@/ui/App";
|
||||
import { GameScene } from "@/scenes/GameScene";
|
||||
|
||||
const ui = new GameUI({
|
||||
container: document.getElementById('ui-root')!,
|
||||
root: <App gameModule={gameModule} gameScene={GameScene} />,
|
||||
});
|
||||
|
||||
ui.mount();
|
||||
|
|
@ -0,0 +1,321 @@
|
|||
import Phaser from 'phaser';
|
||||
import type { RegicideState, Card, Enemy } from '@/game/types';
|
||||
import { GameHostScene } from 'boardgame-phaser';
|
||||
import { spawnEffect, type Spawner } from 'boardgame-phaser';
|
||||
import { GameUI, CardView, EnemyView, PromptDisplay } from './views';
|
||||
import { prompts } from '@/game/regicide';
|
||||
import { counterattackInfo, setGameSceneRef, deckInfo } from '@/ui/App';
|
||||
|
||||
const GAME_WIDTH = 800;
|
||||
const GAME_HEIGHT = 700;
|
||||
const CENTER_X = GAME_WIDTH / 2;
|
||||
const HAND_Y = 580;
|
||||
const CARD_SPACING = 70;
|
||||
|
||||
export class GameScene extends GameHostScene<RegicideState> {
|
||||
private gameUI!: GameUI;
|
||||
private promptDisplay!: PromptDisplay;
|
||||
// 追踪当前卡牌容器,用于点击检测
|
||||
public cardContainers: Phaser.GameObjects.Container[] = [];
|
||||
// 卡牌选择状态(反击阶段)
|
||||
private selectedCardIds: Set<string> = new Set();
|
||||
|
||||
constructor() {
|
||||
super('RegicideGameScene');
|
||||
}
|
||||
|
||||
create(): void {
|
||||
super.create();
|
||||
setGameSceneRef(this);
|
||||
|
||||
// 创建 UI 组件
|
||||
this.gameUI = new GameUI(this);
|
||||
this.promptDisplay = new PromptDisplay(this);
|
||||
|
||||
// 生成效果
|
||||
this.disposables.add(spawnEffect(new EnemySpawner(this)));
|
||||
|
||||
// 手牌管理 - 手动跟踪卡牌容器
|
||||
const cardViews = new Map<string, CardView>();
|
||||
this.addEffect(() => {
|
||||
const hand = this.state.hand;
|
||||
const handSize = hand.length;
|
||||
const spacing = Math.min(CARD_SPACING, 600 / Math.max(1, handSize));
|
||||
const startX = CENTER_X - (handSize - 1) * spacing / 2;
|
||||
|
||||
const currentIds = new Set(hand.map(c => c.id));
|
||||
|
||||
// 移除不存在的卡牌
|
||||
for (const [id, view] of cardViews) {
|
||||
if (!currentIds.has(id)) {
|
||||
this.tweens.add({
|
||||
targets: view.container,
|
||||
alpha: 0,
|
||||
scale: 0.5,
|
||||
y: view.container.y - 100,
|
||||
duration: 200,
|
||||
ease: 'Back.easeIn',
|
||||
onComplete: () => {
|
||||
const idx = this.cardContainers.indexOf(view.container);
|
||||
if (idx !== -1) this.cardContainers.splice(idx, 1);
|
||||
view.destroy();
|
||||
},
|
||||
});
|
||||
cardViews.delete(id);
|
||||
}
|
||||
}
|
||||
|
||||
// 添加或更新卡牌
|
||||
for (let i = 0; i < handSize; i++) {
|
||||
const card = hand[i];
|
||||
const x = startX + i * spacing;
|
||||
let view = cardViews.get(card.id);
|
||||
|
||||
if (!view) {
|
||||
view = new CardView(this, card, CENTER_X, HAND_Y);
|
||||
cardViews.set(card.id, view);
|
||||
this.cardContainers.push(view.container);
|
||||
|
||||
// 入场动画
|
||||
this.tweens.add({
|
||||
targets: view.container,
|
||||
x,
|
||||
y: HAND_Y,
|
||||
duration: 300,
|
||||
ease: 'Back.easeOut',
|
||||
});
|
||||
} else {
|
||||
view.setPosition(x, HAND_Y);
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
// 状态效果
|
||||
this.addEffect(() => {
|
||||
this.gameUI.updateEnemyDisplay(this, this.state.currentEnemy);
|
||||
});
|
||||
|
||||
this.addEffect(() => {
|
||||
this.gameUI.updatePhaseText(this.state.phase);
|
||||
});
|
||||
|
||||
this.addEffect(() => {
|
||||
if (this.state.isGameOver) {
|
||||
this.gameUI.showGameOver(this, this.state.victoryLevel);
|
||||
} else {
|
||||
this.gameUI.hideGameOver();
|
||||
}
|
||||
});
|
||||
|
||||
// 监听 activePrompt 信号
|
||||
this.addEffect(() => {
|
||||
const schema = this.gameHost.activePromptSchema?.value;
|
||||
const player = this.gameHost.activePromptPlayer?.value;
|
||||
this.promptDisplay.update(schema, player);
|
||||
});
|
||||
|
||||
// 监听阶段变化,更新反击信息
|
||||
this.addEffect(() => {
|
||||
const phase = this.state.phase;
|
||||
const enemy = this.state.currentEnemy;
|
||||
const totalValue = this.getTotalSelectedCardValue();
|
||||
const required = enemy?.counterDamage ?? 0;
|
||||
const maxHandValue = this.getMaxHandValue();
|
||||
|
||||
counterattackInfo.value = {
|
||||
phase,
|
||||
selectedCards: Array.from(this.selectedCardIds),
|
||||
totalValue,
|
||||
maxHandValue,
|
||||
requiredValue: required,
|
||||
canSubmit: this.selectedCardIds.size > 0 && totalValue >= required,
|
||||
canWin: maxHandValue >= required,
|
||||
error: null,
|
||||
};
|
||||
|
||||
if (phase !== 'enemyCounterattack') {
|
||||
this.selectedCardIds.clear();
|
||||
}
|
||||
});
|
||||
|
||||
// 监听牌堆变化,更新牌堆信息
|
||||
this.addEffect(() => {
|
||||
const state = this.state;
|
||||
deckInfo.value = {
|
||||
castleDeck: state.castleDeck.length,
|
||||
tavernDeck: state.tavernDeck.length,
|
||||
discardPile: state.discardPile.length,
|
||||
hand: state.hand.length,
|
||||
defeatedEnemies: state.defeatedEnemies.length,
|
||||
jestersUsed: state.jestersUsed,
|
||||
};
|
||||
});
|
||||
|
||||
// 设置背景点击
|
||||
this.setupBackgroundInput();
|
||||
}
|
||||
|
||||
private setupBackgroundInput(): void {
|
||||
this.input.on('pointerdown', (pointer: Phaser.Input.Pointer) => {
|
||||
if (this.isPointerOnCard(pointer)) {
|
||||
return;
|
||||
}
|
||||
|
||||
// 点击空白区域取消选中(反击阶段)
|
||||
if (this.state.phase === 'enemyCounterattack' && this.selectedCardIds.size > 0) {
|
||||
this.selectedCardIds.clear();
|
||||
for (const container of this.cardContainers) {
|
||||
const view = container.getData('cardView') as CardView | undefined;
|
||||
if (view) view.setSelected(false, this);
|
||||
}
|
||||
this.updateCounterattackInfo();
|
||||
return;
|
||||
}
|
||||
|
||||
if (this.state.isGameOver) {
|
||||
this.gameHost.start();
|
||||
} else if (!this.state.currentEnemy && this.state.phase === 'playerTurn') {
|
||||
this.gameHost.start();
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
// 公共方法:供 Preact UI 调用提交反击
|
||||
submitCounterattack(): void {
|
||||
const cardIds = Array.from(this.selectedCardIds);
|
||||
if (cardIds.length === 0) return;
|
||||
|
||||
const error = this.gameHost.tryAnswerPrompt(prompts.counterattack, cardIds);
|
||||
if (error) {
|
||||
counterattackInfo.value = {
|
||||
...counterattackInfo.value,
|
||||
error,
|
||||
};
|
||||
}
|
||||
|
||||
this.selectedCardIds.clear();
|
||||
for (const container of this.cardContainers) {
|
||||
const view = container.getData('cardView') as CardView | undefined;
|
||||
if (view) view.setSelected(false, this);
|
||||
}
|
||||
this.updateCounterattackInfo();
|
||||
}
|
||||
|
||||
// 公共方法:反击阶段认输
|
||||
surrenderCounterattack(): void {
|
||||
// 直接提交空牌,触发游戏结束
|
||||
this.gameHost.tryAnswerPrompt(prompts.counterattack, []);
|
||||
|
||||
this.selectedCardIds.clear();
|
||||
for (const container of this.cardContainers) {
|
||||
const view = container.getData('cardView') as CardView | undefined;
|
||||
if (view) view.setSelected(false, this);
|
||||
}
|
||||
this.updateCounterattackInfo();
|
||||
}
|
||||
|
||||
private isPointerOnCard(pointer: Phaser.Input.Pointer): boolean {
|
||||
for (const container of this.cardContainers) {
|
||||
if (!container || !container.active) continue;
|
||||
const bounds = container.getBounds();
|
||||
if (
|
||||
pointer.x >= bounds.left &&
|
||||
pointer.x <= bounds.right &&
|
||||
pointer.y >= bounds.top &&
|
||||
pointer.y <= bounds.bottom
|
||||
) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
// 卡牌点击回调(反击阶段)
|
||||
onCardClicked(cardView: CardView): void {
|
||||
const card = cardView.getCard();
|
||||
if (this.selectedCardIds.has(card.id)) {
|
||||
this.selectedCardIds.delete(card.id);
|
||||
} else {
|
||||
this.selectedCardIds.add(card.id);
|
||||
}
|
||||
this.updateCounterattackInfo();
|
||||
}
|
||||
|
||||
private updateCounterattackInfo(): void {
|
||||
const enemy = this.state.currentEnemy;
|
||||
const totalValue = this.getTotalSelectedCardValue();
|
||||
const required = enemy?.counterDamage ?? 0;
|
||||
const maxHandValue = this.getMaxHandValue();
|
||||
|
||||
counterattackInfo.value = {
|
||||
phase: this.state.phase,
|
||||
selectedCards: Array.from(this.selectedCardIds),
|
||||
totalValue,
|
||||
maxHandValue,
|
||||
requiredValue: required,
|
||||
canSubmit: this.selectedCardIds.size > 0 && totalValue >= required,
|
||||
canWin: maxHandValue >= required,
|
||||
error: null,
|
||||
};
|
||||
}
|
||||
|
||||
private getTotalSelectedCardValue(): number {
|
||||
let total = 0;
|
||||
for (const id of this.selectedCardIds) {
|
||||
const card = this.state.hand.find(c => c.id === id);
|
||||
if (card) total += card.value;
|
||||
}
|
||||
return total;
|
||||
}
|
||||
|
||||
private getMaxHandValue(): number {
|
||||
return this.state.hand.reduce((sum, c) => sum + c.value, 0);
|
||||
}
|
||||
}
|
||||
|
||||
// 敌人生成器
|
||||
class EnemySpawner implements Spawner<Enemy, Phaser.GameObjects.Container> {
|
||||
constructor(public readonly scene: GameScene) {}
|
||||
|
||||
*getData() {
|
||||
if (this.scene.state.currentEnemy && !this.scene.state.currentEnemy.isDefeated) {
|
||||
yield this.scene.state.currentEnemy;
|
||||
}
|
||||
}
|
||||
|
||||
getKey(enemy: Enemy): string {
|
||||
return enemy.id;
|
||||
}
|
||||
|
||||
onUpdate(enemy: Enemy, container: Phaser.GameObjects.Container): void {
|
||||
const view = container.getData('enemyView') as EnemyView | undefined;
|
||||
if (view) {
|
||||
view.setPosition(CENTER_X, 200);
|
||||
view.updateEnemy(enemy);
|
||||
}
|
||||
}
|
||||
|
||||
onSpawn(enemy: Enemy): Phaser.GameObjects.Container {
|
||||
const view = new EnemyView(this.scene, enemy, CENTER_X, 200);
|
||||
const container = view.container;
|
||||
container.setData('enemyView', view);
|
||||
return container;
|
||||
}
|
||||
|
||||
onDespawn(container: Phaser.GameObjects.Container): void {
|
||||
const view = container.getData('enemyView') as EnemyView | undefined;
|
||||
if (view) {
|
||||
this.scene.tweens.add({
|
||||
targets: container,
|
||||
alpha: 0,
|
||||
y: container.y - 150,
|
||||
scale: 0.3,
|
||||
duration: 400,
|
||||
ease: 'Back.easeIn',
|
||||
onComplete: () => view.destroy(),
|
||||
});
|
||||
} else {
|
||||
container.destroy();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,259 @@
|
|||
import Phaser from 'phaser';
|
||||
|
||||
// 伤害数字特效
|
||||
export function showDamageNumber(
|
||||
scene: Phaser.Scene,
|
||||
x: number,
|
||||
y: number,
|
||||
damage: number,
|
||||
color: number = 0xef4444
|
||||
): void {
|
||||
const text = scene.add.text(x, y, `-${damage}`, {
|
||||
fontSize: '32px',
|
||||
fontFamily: 'Arial',
|
||||
color: `#${color.toString(16).padStart(6, '0')}`,
|
||||
fontStyle: 'bold',
|
||||
}).setOrigin(0.5);
|
||||
|
||||
scene.tweens.add({
|
||||
targets: text,
|
||||
y: y - 100,
|
||||
alpha: 0,
|
||||
scale: 1.5,
|
||||
duration: 800,
|
||||
ease: 'Power2',
|
||||
onComplete: () => text.destroy(),
|
||||
});
|
||||
}
|
||||
|
||||
// 治疗数字特效
|
||||
export function showHealNumber(
|
||||
scene: Phaser.Scene,
|
||||
x: number,
|
||||
y: number,
|
||||
amount: number
|
||||
): void {
|
||||
const text = scene.add.text(x, y, `+${amount}`, {
|
||||
fontSize: '28px',
|
||||
fontFamily: 'Arial',
|
||||
color: '#22c55e',
|
||||
fontStyle: 'bold',
|
||||
}).setOrigin(0.5);
|
||||
|
||||
scene.tweens.add({
|
||||
targets: text,
|
||||
y: y - 80,
|
||||
alpha: 0,
|
||||
duration: 800,
|
||||
ease: 'Power2',
|
||||
onComplete: () => text.destroy(),
|
||||
});
|
||||
}
|
||||
|
||||
// 卡牌飞行特效
|
||||
export function flyCardToTarget(
|
||||
scene: Phaser.Scene,
|
||||
card: Phaser.GameObjects.Container,
|
||||
targetX: number,
|
||||
targetY: number,
|
||||
duration: number = 400,
|
||||
onComplete?: () => void
|
||||
): void {
|
||||
const startX = card.x;
|
||||
const startY = card.y;
|
||||
|
||||
// 创建飞行路径
|
||||
const path = [
|
||||
{ x: startX, y: startY },
|
||||
{ x: startX + (targetX - startX) / 2, y: startY - 100 },
|
||||
{ x: targetX, y: targetY },
|
||||
];
|
||||
|
||||
scene.tweens.add({
|
||||
targets: card,
|
||||
x: targetX,
|
||||
y: targetY,
|
||||
scale: 0.5,
|
||||
alpha: 0,
|
||||
duration,
|
||||
ease: 'Back.easeIn',
|
||||
onComplete: () => {
|
||||
if (onComplete) onComplete();
|
||||
},
|
||||
});
|
||||
}
|
||||
|
||||
// 敌人受击特效
|
||||
export function enemyHitEffect(
|
||||
scene: Phaser.Scene,
|
||||
enemyContainer: Phaser.GameObjects.Container
|
||||
): void {
|
||||
// 红色闪烁
|
||||
const flash = scene.add.rectangle(
|
||||
enemyContainer.x,
|
||||
enemyContainer.y,
|
||||
150,
|
||||
200,
|
||||
0xff0000,
|
||||
0.5
|
||||
);
|
||||
|
||||
scene.tweens.add({
|
||||
targets: flash,
|
||||
alpha: 0,
|
||||
duration: 300,
|
||||
onComplete: () => flash.destroy(),
|
||||
});
|
||||
|
||||
// 震动效果
|
||||
scene.tweens.add({
|
||||
targets: enemyContainer,
|
||||
x: enemyContainer.x + 10,
|
||||
duration: 50,
|
||||
yoyo: true,
|
||||
repeat: 3,
|
||||
});
|
||||
}
|
||||
|
||||
// 敌人死亡特效
|
||||
export function enemyDeathEffect(
|
||||
scene: Phaser.Scene,
|
||||
enemyContainer: Phaser.GameObjects.Container
|
||||
): void {
|
||||
// 粒子爆炸
|
||||
const particles = scene.add.particles(enemyContainer.x, enemyContainer.y, 'particle', {
|
||||
speed: { min: 50, max: 150 },
|
||||
angle: { min: 0, max: 360 },
|
||||
scale: { start: 1, end: 0 },
|
||||
lifespan: 1000,
|
||||
gravityY: 100,
|
||||
quantity: 20,
|
||||
emitting: true,
|
||||
});
|
||||
|
||||
// 淡出并上升
|
||||
scene.tweens.add({
|
||||
targets: enemyContainer,
|
||||
y: enemyContainer.y - 200,
|
||||
alpha: 0,
|
||||
scale: 0.5,
|
||||
duration: 800,
|
||||
ease: 'Back.easeIn',
|
||||
onComplete: () => {
|
||||
enemyContainer.destroy();
|
||||
particles.destroy();
|
||||
},
|
||||
});
|
||||
}
|
||||
|
||||
// 抽牌特效
|
||||
export function drawCardEffect(
|
||||
scene: Phaser.Scene,
|
||||
fromX: number,
|
||||
fromY: number,
|
||||
toX: number,
|
||||
toY: number
|
||||
): void {
|
||||
// 创建临时卡牌
|
||||
const tempCard = scene.add.rectangle(fromX, fromY, 60, 90, 0x3b82f6, 0.8)
|
||||
.setStrokeStyle(2, 0x60a5fa);
|
||||
|
||||
scene.tweens.add({
|
||||
targets: tempCard,
|
||||
x: toX,
|
||||
y: toY,
|
||||
duration: 300,
|
||||
ease: 'Back.easeOut',
|
||||
onComplete: () => tempCard.destroy(),
|
||||
});
|
||||
}
|
||||
|
||||
// 反击警告特效
|
||||
export function counterattackWarning(
|
||||
scene: Phaser.Scene,
|
||||
x: number,
|
||||
y: number,
|
||||
damage: number
|
||||
): void {
|
||||
const warning = scene.add.text(x, y, `⚠️ 反击伤害: ${damage}`, {
|
||||
fontSize: '24px',
|
||||
fontFamily: 'Arial',
|
||||
color: '#ef4444',
|
||||
fontStyle: 'bold',
|
||||
}).setOrigin(0.5);
|
||||
|
||||
// 闪烁动画
|
||||
scene.tweens.add({
|
||||
targets: warning,
|
||||
alpha: 0.3,
|
||||
duration: 300,
|
||||
yoyo: true,
|
||||
repeat: 2,
|
||||
});
|
||||
|
||||
// 消失
|
||||
scene.time.delayedCall(1500, () => {
|
||||
scene.tweens.add({
|
||||
targets: warning,
|
||||
alpha: 0,
|
||||
y: y - 50,
|
||||
duration: 300,
|
||||
onComplete: () => warning.destroy(),
|
||||
});
|
||||
});
|
||||
}
|
||||
|
||||
// 胜利特效
|
||||
export function victoryEffect(
|
||||
scene: Phaser.Scene,
|
||||
x: number,
|
||||
y: number
|
||||
): void {
|
||||
// 烟花粒子
|
||||
for (let i = 0; i < 3; i++) {
|
||||
scene.time.delayedCall(i * 300, () => {
|
||||
const particles = scene.add.particles(
|
||||
x + (Math.random() - 0.5) * 200,
|
||||
y + (Math.random() - 0.5) * 100,
|
||||
'particle',
|
||||
{
|
||||
speed: { min: 30, max: 100 },
|
||||
angle: { min: 0, max: 360 },
|
||||
scale: { start: 1.5, end: 0 },
|
||||
lifespan: 1500,
|
||||
gravityY: 50,
|
||||
quantity: 30,
|
||||
emitting: true,
|
||||
}
|
||||
);
|
||||
|
||||
scene.time.delayedCall(1500, () => particles.destroy());
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
// 闪烁文本
|
||||
export function createFlashingText(
|
||||
scene: Phaser.Scene,
|
||||
x: number,
|
||||
y: number,
|
||||
text: string,
|
||||
color: string = '#fbbf24'
|
||||
): Phaser.GameObjects.Text {
|
||||
const flashingText = scene.add.text(x, y, text, {
|
||||
fontSize: '20px',
|
||||
fontFamily: 'Arial',
|
||||
color,
|
||||
fontStyle: 'bold',
|
||||
}).setOrigin(0.5);
|
||||
|
||||
scene.tweens.add({
|
||||
targets: flashingText,
|
||||
alpha: 0.3,
|
||||
duration: 500,
|
||||
yoyo: true,
|
||||
repeat: -1,
|
||||
});
|
||||
|
||||
return flashingText;
|
||||
}
|
||||
|
|
@ -0,0 +1,151 @@
|
|||
import Phaser from 'phaser';
|
||||
import type { Card } from '@/game/types';
|
||||
import { getCardDisplay, getSuitColor } from '@/game/card-utils';
|
||||
import type { GameScene } from '../GameScene';
|
||||
import { prompts } from '@/game/regicide';
|
||||
|
||||
export const CARD_WIDTH = 80;
|
||||
export const CARD_HEIGHT = 120;
|
||||
|
||||
export class CardView {
|
||||
public readonly container: Phaser.GameObjects.Container;
|
||||
private readonly bg: Phaser.GameObjects.Rectangle;
|
||||
private readonly text: Phaser.GameObjects.Text;
|
||||
private readonly valueText: Phaser.GameObjects.Text;
|
||||
private readonly card: Card;
|
||||
private isHovering = false;
|
||||
private isSelected = false;
|
||||
private baseY: number;
|
||||
private selectedBorderColor = 0xfbbf24; // 金色边框表示选中
|
||||
|
||||
constructor(scene: GameScene, card: Card, x: number, y: number) {
|
||||
this.card = card;
|
||||
this.baseY = y;
|
||||
this.container = scene.add.container(x, y);
|
||||
|
||||
// 卡牌背景
|
||||
this.bg = scene.add.rectangle(0, 0, CARD_WIDTH, CARD_HEIGHT, 0xf9fafb)
|
||||
.setStrokeStyle(3, 0x6b7280);
|
||||
|
||||
// 卡牌边框颜色
|
||||
const borderColor = getSuitColor(card.suit);
|
||||
this.bg.setStrokeStyle(3, Phaser.Display.Color.HexStringToColor(borderColor).color);
|
||||
|
||||
// 卡牌文本
|
||||
const display = getCardDisplay(card);
|
||||
const color = getSuitColor(card.suit);
|
||||
this.text = scene.add.text(0, 0, display, {
|
||||
fontSize: '24px',
|
||||
fontFamily: 'Arial',
|
||||
color,
|
||||
fontStyle: 'bold',
|
||||
}).setOrigin(0.5);
|
||||
|
||||
// 卡牌数值提示
|
||||
this.valueText = scene.add.text(0, -CARD_HEIGHT / 2 + 15, `+${card.value}`, {
|
||||
fontSize: '12px',
|
||||
fontFamily: 'Arial',
|
||||
color: '#6b7280',
|
||||
}).setOrigin(0.5);
|
||||
|
||||
this.container.add([this.bg, this.valueText, this.text]);
|
||||
|
||||
// 设置交互
|
||||
this.bg.setInteractive({ useHandCursor: true });
|
||||
this.setupInteraction(scene);
|
||||
|
||||
// 出现动画
|
||||
this.container.setScale(0);
|
||||
scene.tweens.add({
|
||||
targets: this.container,
|
||||
scale: 1,
|
||||
duration: 200,
|
||||
ease: 'Back.easeOut',
|
||||
});
|
||||
}
|
||||
|
||||
setPosition(x: number, y: number): void {
|
||||
this.baseY = y;
|
||||
this.container.setPosition(x, y);
|
||||
}
|
||||
|
||||
hover(offset: number = -30): void {
|
||||
if (!this.isHovering) {
|
||||
this.isHovering = true;
|
||||
const scene = this.container.scene as Phaser.Scene;
|
||||
scene.tweens.add({
|
||||
targets: this.container,
|
||||
y: this.baseY + offset + (this.isSelected ? -15 : 0),
|
||||
duration: 100,
|
||||
ease: 'Power2',
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
unhover(): void {
|
||||
if (this.isHovering) {
|
||||
this.isHovering = false;
|
||||
const scene = this.container.scene as Phaser.Scene;
|
||||
scene.tweens.add({
|
||||
targets: this.container,
|
||||
y: this.baseY + (this.isSelected ? -15 : 0),
|
||||
duration: 100,
|
||||
ease: 'Power2',
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
setSelected(selected: boolean, scene: GameScene): void {
|
||||
if (this.isSelected === selected) return;
|
||||
this.isSelected = selected;
|
||||
|
||||
// 更新边框颜色
|
||||
const color = selected ? this.selectedBorderColor : getSuitColor(this.card.suit);
|
||||
this.bg.setStrokeStyle(3, Phaser.Display.Color.HexStringToColor(
|
||||
selected ? '#fbbf24' : getSuitColor(this.card.suit)
|
||||
).color);
|
||||
|
||||
// 更新位置
|
||||
const targetY = this.baseY + (selected ? -15 : 0);
|
||||
scene.tweens.add({
|
||||
targets: this.container,
|
||||
y: targetY,
|
||||
duration: 100,
|
||||
ease: 'Power2',
|
||||
});
|
||||
}
|
||||
|
||||
getSelected(): boolean {
|
||||
return this.isSelected;
|
||||
}
|
||||
|
||||
getCard(): Card {
|
||||
return this.card;
|
||||
}
|
||||
|
||||
destroy(): void {
|
||||
this.container.destroy();
|
||||
}
|
||||
|
||||
private setupInteraction(scene: GameScene): void {
|
||||
this.bg.on('pointerover', () => {
|
||||
this.hover();
|
||||
});
|
||||
|
||||
this.bg.on('pointerout', () => {
|
||||
this.unhover();
|
||||
});
|
||||
|
||||
this.bg.on('pointerdown', () => {
|
||||
if (scene.state.phase === 'playerTurn') {
|
||||
scene.gameHost.tryAnswerPrompt(prompts.playerAction, 'play', [this.card.id]);
|
||||
} else if (scene.state.phase === 'enemyCounterattack') {
|
||||
// 切换选中状态
|
||||
const newSelected = !this.isSelected;
|
||||
this.setSelected(newSelected, scene);
|
||||
// 通知 GameScene 更新选中状态
|
||||
scene.onCardClicked(this);
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,110 @@
|
|||
import Phaser from 'phaser';
|
||||
import type { Enemy } from '@/game/types';
|
||||
import type { GameScene } from '../GameScene';
|
||||
|
||||
const ENEMY_CARD_WIDTH = 144;
|
||||
const ENEMY_CARD_HEIGHT = 180;
|
||||
|
||||
export class EnemyView {
|
||||
public readonly container: Phaser.GameObjects.Container;
|
||||
private readonly bg: Phaser.GameObjects.Rectangle;
|
||||
private readonly nameText: Phaser.GameObjects.Text;
|
||||
private readonly immunityText: Phaser.GameObjects.Text;
|
||||
private readonly counterText: Phaser.GameObjects.Text;
|
||||
private readonly hpText: Phaser.GameObjects.Text;
|
||||
private enemy: Enemy;
|
||||
|
||||
constructor(scene: GameScene, enemy: Enemy, x: number, y: number) {
|
||||
this.enemy = enemy;
|
||||
this.container = scene.add.container(x, y);
|
||||
|
||||
// 敌人卡牌背景
|
||||
this.bg = scene.add.rectangle(0, 0, ENEMY_CARD_WIDTH, ENEMY_CARD_HEIGHT, 0x1f2937)
|
||||
.setStrokeStyle(4, 0xef4444);
|
||||
|
||||
// 敌人名称
|
||||
const suitSymbols: Record<string, string> = {
|
||||
hearts: '♥',
|
||||
diamonds: '♦',
|
||||
clubs: '♣',
|
||||
spades: '♠',
|
||||
};
|
||||
const suitSymbol = enemy.suit ? suitSymbols[enemy.suit] : '';
|
||||
this.nameText = scene.add.text(0, -40, `${enemy.rank} ${suitSymbol}`, {
|
||||
fontSize: '32px',
|
||||
fontFamily: 'Arial',
|
||||
color: '#fbbf24',
|
||||
fontStyle: 'bold',
|
||||
}).setOrigin(0.5);
|
||||
|
||||
// 花色免疫提示
|
||||
const suitNames: Record<string, string> = {
|
||||
hearts: '红桃 ♥',
|
||||
diamonds: '方片 ♦',
|
||||
clubs: '梅花 ♣',
|
||||
spades: '黑桃 ♠',
|
||||
};
|
||||
const immunityText = enemy.immunitySuit
|
||||
? `🛡️ 免疫: ${suitNames[enemy.immunitySuit]}`
|
||||
: '';
|
||||
this.immunityText = scene.add.text(0, 0, immunityText, {
|
||||
fontSize: '14px',
|
||||
fontFamily: 'Arial',
|
||||
color: '#9ca3af',
|
||||
}).setOrigin(0.5);
|
||||
|
||||
// 反击伤害提示
|
||||
this.counterText = scene.add.text(0, 30, `⚔️ 反击伤害: ${enemy.counterDamage}`, {
|
||||
fontSize: '16px',
|
||||
fontFamily: 'Arial',
|
||||
color: '#ef4444',
|
||||
fontStyle: 'bold',
|
||||
}).setOrigin(0.5);
|
||||
|
||||
// HP提示
|
||||
this.hpText = scene.add.text(0, 60, `❤️ ${enemy.hp} HP`, {
|
||||
fontSize: '16px',
|
||||
fontFamily: 'Arial',
|
||||
color: '#22c55e',
|
||||
fontStyle: 'bold',
|
||||
}).setOrigin(0.5);
|
||||
|
||||
this.container.add([this.bg, this.nameText, this.immunityText, this.counterText, this.hpText]);
|
||||
|
||||
// 出现动画
|
||||
this.container.setScale(0);
|
||||
scene.tweens.add({
|
||||
targets: this.container,
|
||||
scale: 1,
|
||||
duration: 400,
|
||||
ease: 'Back.easeOut',
|
||||
});
|
||||
|
||||
// 抖动效果
|
||||
scene.tweens.add({
|
||||
targets: this.container,
|
||||
x: x + 5,
|
||||
duration: 100,
|
||||
yoyo: true,
|
||||
repeat: 3,
|
||||
});
|
||||
}
|
||||
|
||||
updateEnemy(enemy: Enemy): void {
|
||||
this.enemy = enemy;
|
||||
this.hpText.setText(`❤️ ${enemy.currentHp}/${enemy.hp} HP`);
|
||||
this.counterText.setText(`⚔️ 反击伤害: ${enemy.counterDamage}`);
|
||||
}
|
||||
|
||||
setPosition(x: number, y: number): void {
|
||||
this.container.setPosition(x, y);
|
||||
}
|
||||
|
||||
getEnemy(): Enemy {
|
||||
return this.enemy;
|
||||
}
|
||||
|
||||
destroy(): void {
|
||||
this.container.destroy();
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,171 @@
|
|||
import Phaser from 'phaser';
|
||||
import type { Enemy, VictoryLevel } from '@/game/types';
|
||||
import type { GameScene } from '../GameScene';
|
||||
import { EnemyView } from './EnemyView';
|
||||
|
||||
const GAME_WIDTH = 800;
|
||||
const GAME_HEIGHT = 700;
|
||||
const CENTER_X = GAME_WIDTH / 2;
|
||||
const ENEMY_Y = 200;
|
||||
const BAR_WIDTH = 200;
|
||||
const BAR_HEIGHT = 20;
|
||||
|
||||
export class GameUI {
|
||||
public readonly container: Phaser.GameObjects.Container;
|
||||
private readonly hpBar: Phaser.GameObjects.Graphics;
|
||||
private readonly infoText: Phaser.GameObjects.Text;
|
||||
private readonly phaseText: Phaser.GameObjects.Text;
|
||||
private gameOverOverlay?: Phaser.GameObjects.Container;
|
||||
private enemyView?: EnemyView;
|
||||
|
||||
constructor(scene: GameScene) {
|
||||
this.container = scene.add.container(0, 0);
|
||||
|
||||
// 创建HP条
|
||||
this.hpBar = scene.add.graphics();
|
||||
|
||||
// 创建文本
|
||||
this.infoText = scene.add.text(CENTER_X, 30, '⚔️ Regicide - 击败所有12个敌人!', {
|
||||
fontSize: '22px',
|
||||
fontFamily: 'Arial',
|
||||
color: '#fbbf24',
|
||||
}).setOrigin(0.5);
|
||||
|
||||
this.phaseText = scene.add.text(CENTER_X, 60, '点击任意位置开始游戏', {
|
||||
fontSize: '16px',
|
||||
fontFamily: 'Arial',
|
||||
color: '#9ca3af',
|
||||
}).setOrigin(0.5);
|
||||
}
|
||||
|
||||
updateEnemyDisplay(scene: GameScene, enemy: Enemy | null): void {
|
||||
this.hpBar.clear();
|
||||
|
||||
if (!enemy) {
|
||||
if (this.enemyView) {
|
||||
this.enemyView.destroy();
|
||||
this.enemyView = undefined;
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
// 更新或创建敌人视图
|
||||
if (this.enemyView) {
|
||||
this.enemyView.updateEnemy(enemy);
|
||||
} else {
|
||||
this.enemyView = new EnemyView(scene, enemy, CENTER_X, ENEMY_Y);
|
||||
}
|
||||
|
||||
// 绘制HP条
|
||||
this.drawHpBar(enemy);
|
||||
}
|
||||
|
||||
updatePhaseText(phase: string): void {
|
||||
const phaseNames: Record<string, string> = {
|
||||
playerTurn: '🎯 你的回合 - 点击卡牌攻击敌人',
|
||||
enemyCounterattack: '💥 敌人反击! - 点击卡牌抵消伤害',
|
||||
enemyDefeated: '✨ 敌人被击败! 准备迎战下一个敌人',
|
||||
gameOver: '🏁 游戏结束',
|
||||
};
|
||||
this.phaseText.setText(phaseNames[phase] || phase);
|
||||
}
|
||||
|
||||
showGameOver(scene: GameScene, victoryLevel: VictoryLevel): void {
|
||||
if (this.gameOverOverlay) {
|
||||
this.gameOverOverlay.destroy();
|
||||
}
|
||||
|
||||
this.gameOverOverlay = scene.add.container();
|
||||
|
||||
// 半透明背景
|
||||
const bg = scene.add.rectangle(CENTER_X, GAME_HEIGHT / 2, GAME_WIDTH, GAME_HEIGHT, 0x000000, 0.85)
|
||||
.setInteractive({ useHandCursor: true });
|
||||
|
||||
bg.on('pointerdown', () => {
|
||||
scene.gameHost.start();
|
||||
});
|
||||
|
||||
this.gameOverOverlay.add(bg);
|
||||
|
||||
// 游戏结束文本
|
||||
let resultText = '游戏结束';
|
||||
let resultColor = '#ef4444';
|
||||
|
||||
if (victoryLevel === 'gold') {
|
||||
resultText = '🥇 金胜利! 完美通关!';
|
||||
resultColor = '#fbbf24';
|
||||
} else if (victoryLevel === 'silver') {
|
||||
resultText = '🥈 银胜利! 使用1张小丑牌';
|
||||
resultColor = '#9ca3af';
|
||||
} else if (victoryLevel === 'bronze') {
|
||||
resultText = '🥉 铜胜利! 使用2张小丑牌';
|
||||
resultColor = '#b45309';
|
||||
} else {
|
||||
resultText = '💀 失败! 无法抵消反击伤害';
|
||||
}
|
||||
|
||||
const text = scene.add.text(CENTER_X, 250, resultText, {
|
||||
fontSize: '36px',
|
||||
fontFamily: 'Arial',
|
||||
color: resultColor,
|
||||
}).setOrigin(0.5);
|
||||
|
||||
this.gameOverOverlay.add(text);
|
||||
|
||||
const restartText = scene.add.text(CENTER_X, 350, '点击重新开始', {
|
||||
fontSize: '24px',
|
||||
fontFamily: 'Arial',
|
||||
color: '#6b7280',
|
||||
}).setOrigin(0.5);
|
||||
|
||||
this.gameOverOverlay.add(restartText);
|
||||
|
||||
// 动画
|
||||
scene.tweens.add({
|
||||
targets: text,
|
||||
scale: 1.1,
|
||||
duration: 500,
|
||||
yoyo: true,
|
||||
repeat: 2,
|
||||
});
|
||||
}
|
||||
|
||||
hideGameOver(): void {
|
||||
if (this.gameOverOverlay) {
|
||||
this.gameOverOverlay.destroy();
|
||||
this.gameOverOverlay = undefined;
|
||||
}
|
||||
}
|
||||
|
||||
dispose(): void {
|
||||
this.hpBar.destroy();
|
||||
this.infoText.destroy();
|
||||
this.phaseText.destroy();
|
||||
if (this.gameOverOverlay) {
|
||||
this.gameOverOverlay.destroy();
|
||||
}
|
||||
if (this.enemyView) {
|
||||
this.enemyView.destroy();
|
||||
}
|
||||
this.container.destroy();
|
||||
}
|
||||
|
||||
private drawHpBar(enemy: Enemy): void {
|
||||
const hpPercent = enemy.currentHp / enemy.hp;
|
||||
const barX = CENTER_X - BAR_WIDTH / 2;
|
||||
const barY = ENEMY_Y + 100;
|
||||
|
||||
// 背景
|
||||
this.hpBar.fillStyle(0x374151);
|
||||
this.hpBar.fillRoundedRect(barX, barY, BAR_WIDTH, BAR_HEIGHT, 5);
|
||||
|
||||
// 前景
|
||||
const hpColor = hpPercent > 0.5 ? 0x22c55e : hpPercent > 0.25 ? 0xf59e0b : 0xef4444;
|
||||
this.hpBar.fillStyle(hpColor);
|
||||
this.hpBar.fillRoundedRect(barX, barY, BAR_WIDTH * hpPercent, BAR_HEIGHT, 5);
|
||||
|
||||
// 边框
|
||||
this.hpBar.lineStyle(2, 0x6b7280);
|
||||
this.hpBar.strokeRoundedRect(barX, barY, BAR_WIDTH, BAR_HEIGHT, 5);
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,83 @@
|
|||
import Phaser from 'phaser';
|
||||
import type { Card } from '@/game/types';
|
||||
import { CardView, CARD_WIDTH } from './CardView';
|
||||
import type { GameScene } from '../GameScene';
|
||||
|
||||
const HAND_Y = 580;
|
||||
const MAX_HAND_WIDTH = 600;
|
||||
const CARD_SPACING = 70;
|
||||
|
||||
export class HandContainer {
|
||||
public readonly container: Phaser.GameObjects.Container;
|
||||
private cardViews: Map<string, CardView> = new Map();
|
||||
private centerX: number;
|
||||
private handY: number;
|
||||
|
||||
constructor(scene: GameScene, centerX: number, handY: number = HAND_Y) {
|
||||
this.container = scene.add.container(0, 0);
|
||||
this.centerX = centerX;
|
||||
this.handY = handY;
|
||||
}
|
||||
|
||||
updateCards(scene: GameScene, cards: Card[]): void {
|
||||
const currentCardIds = new Set(cards.map(c => c.id));
|
||||
|
||||
// 移除不在手牌中的卡牌
|
||||
for (const [cardId, view] of this.cardViews) {
|
||||
if (!currentCardIds.has(cardId)) {
|
||||
this.animateCardExit(scene, view);
|
||||
this.cardViews.delete(cardId);
|
||||
}
|
||||
}
|
||||
|
||||
// 更新或创建卡牌
|
||||
const handSize = cards.length;
|
||||
const spacing = Math.min(CARD_SPACING, MAX_HAND_WIDTH / handSize);
|
||||
const startX = this.centerX - (handSize - 1) * spacing / 2;
|
||||
|
||||
for (let i = 0; i < cards.length; i++) {
|
||||
const card = cards[i];
|
||||
const existingView = this.cardViews.get(card.id);
|
||||
|
||||
if (existingView) {
|
||||
// 更新位置
|
||||
const targetX = startX + i * spacing;
|
||||
const targetY = this.handY;
|
||||
existingView.setPosition(targetX, targetY);
|
||||
} else {
|
||||
// 创建新卡牌
|
||||
const x = startX + i * spacing;
|
||||
const view = new CardView(scene, card, x, this.handY);
|
||||
this.cardViews.set(card.id, view);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
getCardView(cardId: string): CardView | undefined {
|
||||
return this.cardViews.get(cardId);
|
||||
}
|
||||
|
||||
getAllViews(): CardView[] {
|
||||
return Array.from(this.cardViews.values());
|
||||
}
|
||||
|
||||
dispose(): void {
|
||||
for (const view of this.cardViews.values()) {
|
||||
view.destroy();
|
||||
}
|
||||
this.cardViews.clear();
|
||||
this.container.destroy();
|
||||
}
|
||||
|
||||
private animateCardExit(scene: GameScene, view: CardView): void {
|
||||
scene.tweens.add({
|
||||
targets: view.container,
|
||||
alpha: 0,
|
||||
scale: 0.5,
|
||||
y: view.container.y - 100,
|
||||
duration: 200,
|
||||
ease: 'Back.easeIn',
|
||||
onComplete: () => view.destroy(),
|
||||
});
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,133 @@
|
|||
import Phaser from 'phaser';
|
||||
import type { CommandSchema } from 'boardgame-core';
|
||||
import type { GameScene } from '../GameScene';
|
||||
|
||||
const GAME_WIDTH = 800;
|
||||
const CENTER_X = GAME_WIDTH / 2;
|
||||
|
||||
export class PromptDisplay {
|
||||
public readonly container: Phaser.GameObjects.Container;
|
||||
private readonly bg: Phaser.GameObjects.Graphics;
|
||||
private readonly promptText: Phaser.GameObjects.Text;
|
||||
private readonly playerText: Phaser.GameObjects.Text;
|
||||
private isVisible = false;
|
||||
|
||||
constructor(scene: GameScene) {
|
||||
this.container = scene.add.container(CENTER_X, 450);
|
||||
this.container.setDepth(100);
|
||||
|
||||
// 创建背景
|
||||
this.bg = scene.add.graphics();
|
||||
|
||||
// 提示文本
|
||||
this.promptText = scene.add.text(0, -15, '', {
|
||||
fontSize: '18px',
|
||||
fontFamily: 'Arial',
|
||||
color: '#fbbf24',
|
||||
fontStyle: 'bold',
|
||||
align: 'center',
|
||||
}).setOrigin(0.5);
|
||||
|
||||
// 玩家文本
|
||||
this.playerText = scene.add.text(0, 15, '', {
|
||||
fontSize: '14px',
|
||||
fontFamily: 'Arial',
|
||||
color: '#9ca3af',
|
||||
align: 'center',
|
||||
}).setOrigin(0.5);
|
||||
|
||||
this.container.add([this.bg, this.promptText, this.playerText]);
|
||||
this.container.setVisible(false);
|
||||
}
|
||||
|
||||
update(schema: CommandSchema | null, player: string | null): void {
|
||||
if (!schema) {
|
||||
if (this.isVisible) {
|
||||
this.hide();
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
if (!this.isVisible) {
|
||||
this.show();
|
||||
}
|
||||
|
||||
// 格式化 schema 显示
|
||||
const formattedSchema = this.formatSchema(schema);
|
||||
this.promptText.setText(formattedSchema);
|
||||
|
||||
if (player) {
|
||||
this.playerText.setText(`等待玩家: ${player}`);
|
||||
} else {
|
||||
this.playerText.setText('');
|
||||
}
|
||||
}
|
||||
|
||||
private show(): void {
|
||||
this.isVisible = true;
|
||||
this.container.setVisible(true);
|
||||
this.container.setScale(0);
|
||||
this.container.setAlpha(0);
|
||||
|
||||
const scene = this.container.scene as Phaser.Scene;
|
||||
scene.tweens.add({
|
||||
targets: this.container,
|
||||
scale: 1,
|
||||
alpha: 1,
|
||||
duration: 200,
|
||||
ease: 'Back.easeOut',
|
||||
});
|
||||
|
||||
this.drawBackground();
|
||||
}
|
||||
|
||||
private hide(): void {
|
||||
if (!this.isVisible) return;
|
||||
this.isVisible = false;
|
||||
|
||||
const scene = this.container.scene as Phaser.Scene;
|
||||
scene.tweens.add({
|
||||
targets: this.container,
|
||||
scale: 0.8,
|
||||
alpha: 0,
|
||||
duration: 150,
|
||||
ease: 'Power2',
|
||||
onComplete: () => this.container.setVisible(false),
|
||||
});
|
||||
}
|
||||
|
||||
private drawBackground(): void {
|
||||
this.bg.clear();
|
||||
|
||||
const padding = 20;
|
||||
const width = Math.max(
|
||||
this.promptText.width,
|
||||
this.playerText.width
|
||||
) + padding * 2;
|
||||
const height = 60;
|
||||
|
||||
// 半透明背景
|
||||
this.bg.fillStyle(0x1f2937, 0.9);
|
||||
this.bg.fillRoundedRect(-width / 2, -height / 2, width, height, 10);
|
||||
|
||||
// 边框
|
||||
this.bg.lineStyle(2, 0xfbbf24, 0.6);
|
||||
this.bg.strokeRoundedRect(-width / 2, -height / 2, width, height, 10);
|
||||
}
|
||||
|
||||
private formatSchema(schema: CommandSchema): string {
|
||||
// 格式化命令 schema 为可读字符串
|
||||
const params = schema.params.map(p => {
|
||||
return p.variadic ? `<${p.name}...>` : `<${p.name}>`;
|
||||
}).join(' ');
|
||||
|
||||
return `${schema.name} ${params}`;
|
||||
}
|
||||
|
||||
destroy(): void {
|
||||
this.bg.destroy();
|
||||
this.promptText.destroy();
|
||||
this.playerText.destroy();
|
||||
this.container.destroy();
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,5 @@
|
|||
export { CardView, CARD_WIDTH, CARD_HEIGHT } from './CardView';
|
||||
export { EnemyView } from './EnemyView';
|
||||
export { HandContainer } from './HandContainer';
|
||||
export { GameUI } from './GameUI';
|
||||
export { PromptDisplay } from './PromptDisplay';
|
||||
|
|
@ -0,0 +1,26 @@
|
|||
@import "tailwindcss";
|
||||
|
||||
body {
|
||||
margin: 0;
|
||||
padding: 0;
|
||||
overflow: hidden;
|
||||
background-color: #111827;
|
||||
}
|
||||
|
||||
#app {
|
||||
width: 100vw;
|
||||
height: 100vh;
|
||||
}
|
||||
|
||||
#ui-root {
|
||||
position: absolute;
|
||||
top: 0;
|
||||
left: 0;
|
||||
width: 100%;
|
||||
height: 100%;
|
||||
pointer-events: none;
|
||||
}
|
||||
|
||||
#ui-root > * {
|
||||
pointer-events: auto;
|
||||
}
|
||||
|
|
@ -0,0 +1,209 @@
|
|||
import { useComputed, signal } from '@preact/signals';
|
||||
import { createGameHost, type GameModule } from 'boardgame-core';
|
||||
import Phaser from 'phaser';
|
||||
import { h } from 'preact';
|
||||
import { PhaserGame, PhaserScene } from 'boardgame-phaser';
|
||||
|
||||
// 全局信号:从 GameScene 传递反击阶段的状态到 UI
|
||||
export const counterattackInfo = signal<{
|
||||
phase: string;
|
||||
selectedCards: string[];
|
||||
totalValue: number;
|
||||
maxHandValue: number; // 手牌最大可提供的点数
|
||||
requiredValue: number;
|
||||
canSubmit: boolean;
|
||||
canWin: boolean; // 手牌是否足以获胜
|
||||
error: string | null;
|
||||
}>({
|
||||
phase: '',
|
||||
selectedCards: [],
|
||||
totalValue: 0,
|
||||
maxHandValue: 0,
|
||||
requiredValue: 0,
|
||||
canSubmit: false,
|
||||
canWin: false,
|
||||
error: null,
|
||||
});
|
||||
|
||||
// 全局信号:牌堆信息
|
||||
export const deckInfo = signal<{
|
||||
castleDeck: number; // 敌人牌堆剩余
|
||||
tavernDeck: number; // 酒馆牌堆剩余
|
||||
discardPile: number; // 弃牌堆数量
|
||||
hand: number; // 手牌数
|
||||
defeatedEnemies: number; // 已击败敌人数
|
||||
jestersUsed: number; // 已用小丑牌数
|
||||
}>({
|
||||
castleDeck: 0,
|
||||
tavernDeck: 0,
|
||||
discardPile: 0,
|
||||
hand: 0,
|
||||
defeatedEnemies: 0,
|
||||
jestersUsed: 0,
|
||||
});
|
||||
|
||||
// 存储当前场景引用(由 GameScene 在 create 时设置)
|
||||
let currentGameScene: any = null;
|
||||
export function setGameSceneRef(scene: any) {
|
||||
currentGameScene = scene;
|
||||
}
|
||||
|
||||
export default function App<TState extends Record<string, unknown>>(props: { gameModule: GameModule<TState>, gameScene: { new(): Phaser.Scene } }) {
|
||||
|
||||
const gameHost = useComputed(() => {
|
||||
const gameHost = createGameHost(props.gameModule);
|
||||
return { gameHost };
|
||||
});
|
||||
|
||||
const scene = useComputed(() => new props.gameScene());
|
||||
|
||||
const handleReset = async () => {
|
||||
const result = await gameHost.value.gameHost.start();
|
||||
console.log('Game finished!', result);
|
||||
};
|
||||
|
||||
const label = useComputed(() =>
|
||||
gameHost.value.gameHost.status.value === 'running' ? '重新开始' : '开始游戏'
|
||||
);
|
||||
|
||||
// 反击阶段提交
|
||||
const handleSubmitCounterattack = () => {
|
||||
if (currentGameScene && typeof currentGameScene.submitCounterattack === 'function') {
|
||||
currentGameScene.submitCounterattack();
|
||||
}
|
||||
};
|
||||
|
||||
// 反击阶段认输
|
||||
const handleSurrender = () => {
|
||||
if (currentGameScene && typeof currentGameScene.surrenderCounterattack === 'function') {
|
||||
currentGameScene.surrenderCounterattack();
|
||||
}
|
||||
};
|
||||
|
||||
// Phaser 画布配置
|
||||
const phaserConfig = {
|
||||
type: Phaser.AUTO,
|
||||
width: 800,
|
||||
height: 700,
|
||||
backgroundColor: '#111827',
|
||||
};
|
||||
|
||||
return (
|
||||
<div class="flex flex-col h-screen bg-gray-900">
|
||||
{/* Phaser 游戏场景 */}
|
||||
<div class="flex-1 relative flex items-center justify-center">
|
||||
<PhaserGame config={phaserConfig}>
|
||||
<PhaserScene sceneKey="RegicideGameScene" scene={scene.value} autoStart data={gameHost.value} />
|
||||
</PhaserGame>
|
||||
</div>
|
||||
|
||||
{/* 底部控制栏 */}
|
||||
<div class="p-4 bg-gray-900 border-t border-gray-700 flex flex-col gap-3">
|
||||
{/* 牌堆信息 */}
|
||||
<div class="flex items-center justify-center gap-6 text-sm">
|
||||
<div class="flex items-center gap-1.5">
|
||||
<span class="text-lg">🏰</span>
|
||||
<span class="text-gray-400">城堡牌堆:</span>
|
||||
<span class="text-purple-400 font-bold">{deckInfo.value.castleDeck}</span>
|
||||
</div>
|
||||
<div class="flex items-center gap-1.5">
|
||||
<span class="text-lg">🍺</span>
|
||||
<span class="text-gray-400">酒馆牌堆:</span>
|
||||
<span class="text-amber-400 font-bold">{deckInfo.value.tavernDeck}</span>
|
||||
</div>
|
||||
<div class="flex items-center gap-1.5">
|
||||
<span class="text-lg">🗑️</span>
|
||||
<span class="text-gray-400">弃牌堆:</span>
|
||||
<span class="text-gray-300 font-bold">{deckInfo.value.discardPile}</span>
|
||||
</div>
|
||||
<div class="flex items-center gap-1.5">
|
||||
<span class="text-lg">🃏</span>
|
||||
<span class="text-gray-400">手牌:</span>
|
||||
<span class="text-blue-400 font-bold">{deckInfo.value.hand}</span>
|
||||
</div>
|
||||
<div class="flex items-center gap-1.5">
|
||||
<span class="text-lg">💀</span>
|
||||
<span class="text-gray-400">已击败:</span>
|
||||
<span class="text-red-400 font-bold">{deckInfo.value.defeatedEnemies}/12</span>
|
||||
</div>
|
||||
<div class="flex items-center gap-1.5">
|
||||
<span class="text-lg">🃏</span>
|
||||
<span class="text-gray-400">小丑牌:</span>
|
||||
<span class="text-green-400 font-bold">{2 - deckInfo.value.jestersUsed}/2</span>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
{/* 反击阶段信息 + 按钮 */}
|
||||
<div class="flex justify-between items-center">
|
||||
<div class="text-sm text-gray-400">
|
||||
⚔️ Regicide - 击败所有12个敌人
|
||||
</div>
|
||||
|
||||
{/* 反击阶段信息面板 */}
|
||||
{counterattackInfo.value.phase === 'enemyCounterattack' && (
|
||||
<div class="flex items-center gap-4">
|
||||
<div class="text-sm text-gray-300">
|
||||
<span class="text-yellow-400 font-bold">💥 反击阶段</span>
|
||||
<span class="ml-2">需要: </span>
|
||||
<span class="text-red-400 font-bold">{counterattackInfo.value.requiredValue}</span>
|
||||
<span class="ml-2">| 手牌最多: </span>
|
||||
<span class={counterattackInfo.value.canWin ? 'text-green-400 font-bold' : 'text-red-400 font-bold'}>
|
||||
{counterattackInfo.value.maxHandValue}
|
||||
</span>
|
||||
</div>
|
||||
{counterattackInfo.value.selectedCards.length > 0 && (
|
||||
<div class="text-sm text-gray-300">
|
||||
<span>已选: </span>
|
||||
<span class="text-blue-400 font-bold">{counterattackInfo.value.selectedCards.length}张</span>
|
||||
<span class="ml-2">点数: </span>
|
||||
<span class={counterattackInfo.value.canSubmit ? 'text-green-400 font-bold' : 'text-orange-400 font-bold'}>
|
||||
{counterattackInfo.value.totalValue}
|
||||
</span>
|
||||
</div>
|
||||
)}
|
||||
{counterattackInfo.value.error && (
|
||||
<div class="text-sm text-red-400">
|
||||
❌ {counterattackInfo.value.error}
|
||||
</div>
|
||||
)}
|
||||
</div>
|
||||
)}
|
||||
|
||||
<div class="flex gap-2">
|
||||
{/* 反击确认按钮 */}
|
||||
{counterattackInfo.value.phase === 'enemyCounterattack' && counterattackInfo.value.selectedCards.length > 0 && (
|
||||
<button
|
||||
onClick={handleSubmitCounterattack}
|
||||
disabled={!counterattackInfo.value.canSubmit}
|
||||
class={`px-4 py-2 rounded font-medium transition-colors ${
|
||||
counterattackInfo.value.canSubmit
|
||||
? 'bg-green-600 text-white hover:bg-green-700'
|
||||
: 'bg-gray-600 text-gray-400 cursor-not-allowed'
|
||||
}`}
|
||||
>
|
||||
✓ 确认出牌
|
||||
</button>
|
||||
)}
|
||||
|
||||
{/* 认输按钮 */}
|
||||
{counterattackInfo.value.phase === 'enemyCounterattack' && !counterattackInfo.value.canWin && (
|
||||
<button
|
||||
onClick={handleSurrender}
|
||||
class="px-4 py-2 bg-red-600 text-white rounded hover:bg-red-700 transition-colors font-medium"
|
||||
>
|
||||
🏳️ 认输
|
||||
</button>
|
||||
)}
|
||||
|
||||
<button
|
||||
onClick={handleReset}
|
||||
class="px-6 py-2 bg-yellow-600 text-white rounded hover:bg-yellow-700 disabled:bg-gray-600 disabled:cursor-not-allowed transition-colors font-medium"
|
||||
>
|
||||
{label}
|
||||
</button>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
);
|
||||
}
|
||||
|
|
@ -0,0 +1,16 @@
|
|||
{
|
||||
"extends": "../../tsconfig.base.json",
|
||||
"compilerOptions": {
|
||||
"baseUrl": ".",
|
||||
"paths": {
|
||||
"@/*": ["src/*"]
|
||||
},
|
||||
"jsx": "react-jsx",
|
||||
"jsxImportSource": "preact",
|
||||
"noEmit": true,
|
||||
"declaration": false,
|
||||
"declarationMap": false,
|
||||
"sourceMap": false
|
||||
},
|
||||
"include": ["src/**/*"]
|
||||
}
|
||||
|
|
@ -0,0 +1,10 @@
|
|||
{
|
||||
"compilerOptions": {
|
||||
"composite": true,
|
||||
"skipLibCheck": true,
|
||||
"module": "ESNext",
|
||||
"moduleResolution": "bundler",
|
||||
"allowSyntheticDefaultImports": true
|
||||
},
|
||||
"include": ["vite.config.ts"]
|
||||
}
|
||||
|
|
@ -0,0 +1,13 @@
|
|||
import { defineConfig } from 'vite';
|
||||
import preact from '@preact/preset-vite';
|
||||
import tailwindcss from '@tailwindcss/vite';
|
||||
import { resolve } from 'path';
|
||||
|
||||
export default defineConfig({
|
||||
plugins: [preact(), tailwindcss()],
|
||||
resolve: {
|
||||
alias: {
|
||||
'@': resolve(__dirname, 'src'),
|
||||
},
|
||||
},
|
||||
});
|
||||
|
|
@ -0,0 +1,14 @@
|
|||
import { defineConfig } from 'vitest/config';
|
||||
|
||||
export default defineConfig({
|
||||
test: {
|
||||
globals: true,
|
||||
environment: 'node',
|
||||
include: ['src/**/*.test.ts'],
|
||||
},
|
||||
resolve: {
|
||||
alias: {
|
||||
'@': '/src',
|
||||
},
|
||||
},
|
||||
});
|
||||
|
|
@ -1,6 +1,7 @@
|
|||
import {
|
||||
createGameCommandRegistry, Part, createRegion,
|
||||
IGameContext, createRegionAxis, GameModule
|
||||
IGameContext, createRegionAxis, GameModule,
|
||||
createPromptDef
|
||||
} from 'boardgame-core';
|
||||
|
||||
const BOARD_SIZE = 3;
|
||||
|
|
@ -21,6 +22,9 @@ export type WinnerType = PlayerType | 'draw' | null;
|
|||
export type TicTacToePart = Part<{ player: PlayerType }>;
|
||||
export type TicTacToeState = ReturnType<typeof createInitialState>;
|
||||
export type TicTacToeGame = IGameContext<TicTacToeState>;
|
||||
export const prompts = {
|
||||
play: createPromptDef<[PlayerType, number, number]>('play <player> <row:number> <col:number>'),
|
||||
}
|
||||
|
||||
export function createInitialState() {
|
||||
return {
|
||||
|
|
@ -57,8 +61,8 @@ export async function start(game: TicTacToeGame) {
|
|||
|
||||
async function handleTurn(game: TicTacToeGame, turnPlayer: PlayerType, turnNumber: number) {
|
||||
const {player, row, col} = await game.prompt(
|
||||
'play <player> <row:number> <col:number>',
|
||||
(player: PlayerType, row: number, col: number) => {
|
||||
prompts.play,
|
||||
(player, row, col) => {
|
||||
if (player !== turnPlayer) {
|
||||
throw `Invalid player: ${player}. Expected ${turnPlayer}.`;
|
||||
} else if (!isValidMove(row, col)) {
|
||||
|
|
@ -131,9 +135,3 @@ export const gameModule: GameModule<TicTacToeState> = {
|
|||
createInitialState,
|
||||
start
|
||||
};
|
||||
|
||||
export const prompts = {
|
||||
play: (player: PlayerType, row: number, col: number) => {
|
||||
return `play ${player} ${row} ${col}`;
|
||||
},
|
||||
};
|
||||
|
|
@ -61,8 +61,7 @@ export class GameScene extends GameHostScene<TicTacToeState> {
|
|||
if (this.state.winner) return;
|
||||
if (this.isCellOccupied(row, col)) return;
|
||||
|
||||
const cmd = prompts.play(this.state.currentPlayer, row, col);
|
||||
const error = this.gameHost.onInput(cmd);
|
||||
const error = this.gameHost.tryAnswerPrompt(prompts.play, this.state.currentPlayer, row, col);
|
||||
if (error) {
|
||||
console.warn('Invalid move:', error);
|
||||
}
|
||||
|
|
|
|||
Loading…
Reference in New Issue