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02d2f45da2
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02d2f45da2 | |
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e5b53c6332 |
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@ -1 +1,25 @@
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export * from "boardgame-core/samples/onitama";
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/**
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* Re-export onitama game module from boardgame-core
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* This provides a convenient import path within onitama-game
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*/
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export {
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registry,
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prompts,
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start,
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createInitialState,
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initializeCards,
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getAvailableMoves,
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isValidMove,
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getCardMoveCandidates,
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createRegions,
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createCards,
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createPawns,
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createGameInfo,
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type OnitamaState,
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type OnitamaGame,
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type PlayerType,
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type Card,
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type CardData,
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type Pawn,
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type RegionType,
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} from "boardgame-core/samples/onitama";
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@ -1,13 +1,11 @@
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import { h } from 'preact';
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import { h } from 'preact';
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import { GameUI } from 'boardgame-phaser';
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import { GameUI } from 'boardgame-phaser';
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import * as gameModule from './game/onitama';
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import './style.css';
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import './style.css';
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import App from "@/ui/App";
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import App from "@/ui/App";
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import {OnitamaScene} from "@/scenes/OnitamaScene";
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const ui = new GameUI({
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const ui = new GameUI({
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container: document.getElementById('ui-root')!,
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container: document.getElementById('ui-root')!,
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root: <App gameModule={gameModule} gameScene={OnitamaScene}/>,
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root: <App/>,
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});
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});
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ui.mount();
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ui.mount();
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@ -0,0 +1,156 @@
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import { ReactiveScene } from 'boardgame-phaser';
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import Phaser from 'phaser';
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/** 菜单场景配置 */
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const MENU_CONFIG = {
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colors: {
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title: '#1f2937',
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buttonText: '#ffffff',
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buttonBg: 0x3b82f6,
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buttonBgHover: 0x2563eb,
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subtitle: '#6b7280',
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},
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fontSize: {
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title: '48px',
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button: '24px',
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subtitle: '16px',
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},
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button: {
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width: 200,
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height: 80,
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},
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positions: {
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titleY: -120,
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buttonY: 40,
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subtitleY: 160,
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},
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} as const;
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export class MenuScene extends ReactiveScene {
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private titleText!: Phaser.GameObjects.Text;
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private startButtonContainer!: Phaser.GameObjects.Container;
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private startButtonBg!: Phaser.GameObjects.Rectangle;
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private startButtonText!: Phaser.GameObjects.Text;
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constructor() {
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super('MenuScene');
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}
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create(): void {
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super.create();
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const center = this.getCenterPosition();
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this.createTitle(center);
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this.createStartButton(center);
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this.createSubtitle(center);
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}
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/** 获取屏幕中心位置 */
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private getCenterPosition(): { x: number; y: number } {
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return {
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x: this.game.scale.width / 2,
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y: this.game.scale.height / 2,
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};
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}
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/** 创建标题文本 */
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private createTitle(center: { x: number; y: number }): void {
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this.titleText = this.add.text(
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center.x,
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center.y + MENU_CONFIG.positions.titleY,
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'Onitama',
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{
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fontSize: MENU_CONFIG.fontSize.title,
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fontFamily: 'Arial',
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color: MENU_CONFIG.colors.title,
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}
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).setOrigin(0.5);
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// 标题入场动画
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this.titleText.setScale(0);
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this.tweens.add({
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targets: this.titleText,
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scale: 1,
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duration: 600,
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ease: 'Back.easeOut',
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});
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}
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/** 创建开始按钮 */
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private createStartButton(center: { x: number; y: number }): void {
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const { button, colors } = MENU_CONFIG;
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this.startButtonBg = this.add.rectangle(
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0,
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0,
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button.width,
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button.height,
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colors.buttonBg
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).setOrigin(0.5).setInteractive({ useHandCursor: true });
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this.startButtonText = this.add.text(
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0,
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0,
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'Start Game',
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{
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fontSize: MENU_CONFIG.fontSize.button,
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fontFamily: 'Arial',
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color: colors.buttonText,
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}
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).setOrigin(0.5);
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this.startButtonContainer = this.add.container(
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center.x,
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center.y + MENU_CONFIG.positions.buttonY,
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[this.startButtonBg, this.startButtonText]
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);
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// 按钮交互
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this.setupButtonInteraction();
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}
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/** 设置按钮交互效果 */
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private setupButtonInteraction(): void {
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this.startButtonBg.on('pointerover', () => {
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this.startButtonBg.setFillStyle(MENU_CONFIG.colors.buttonBgHover);
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this.tweens.add({
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targets: this.startButtonContainer,
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scale: 1.05,
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duration: 100,
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});
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});
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this.startButtonBg.on('pointerout', () => {
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this.startButtonBg.setFillStyle(MENU_CONFIG.colors.buttonBg);
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this.tweens.add({
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targets: this.startButtonContainer,
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scale: 1,
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duration: 100,
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});
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});
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this.startButtonBg.on('pointerdown', () => {
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this.startGame();
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});
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}
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/** 创建副标题 */
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private createSubtitle(center: { x: number; y: number }): void {
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this.add.text(
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center.x,
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center.y + MENU_CONFIG.positions.subtitleY,
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'Click to start playing',
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{
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fontSize: MENU_CONFIG.fontSize.subtitle,
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fontFamily: 'Arial',
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color: MENU_CONFIG.colors.subtitle,
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}
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).setOrigin(0.5);
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}
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/** 开始游戏 */
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private async startGame(): Promise<void> {
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await this.sceneController.launch('OnitamaScene');
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}
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}
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@ -18,7 +18,10 @@ export class OnitamaScene extends GameHostScene<OnitamaState> {
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private infoText!: Phaser.GameObjects.Text;
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private infoText!: Phaser.GameObjects.Text;
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private winnerOverlay?: Phaser.GameObjects.Container;
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private winnerOverlay?: Phaser.GameObjects.Container;
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private cardLabelContainers: Map<string, Phaser.GameObjects.Text> = new Map();
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private cardLabelContainers: Map<string, Phaser.GameObjects.Text> = new Map();
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private menuButtonContainer!: Phaser.GameObjects.Container;
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private menuButtonBg!: Phaser.GameObjects.Rectangle;
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private menuButtonText!: Phaser.GameObjects.Text;
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// UI State managed by MutableSignal
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// UI State managed by MutableSignal
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public uiState!: MutableSignal<OnitamaUIState>;
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public uiState!: MutableSignal<OnitamaUIState>;
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@ -57,11 +60,11 @@ export class OnitamaScene extends GameHostScene<OnitamaState> {
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// Info text
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// Info text
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this.infoText = this.add.text(
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this.infoText = this.add.text(
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20,
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40,
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BOARD_OFFSET.y,
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BOARD_OFFSET.y,
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'',
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'',
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{
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{
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fontSize: '15px',
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fontSize: '16px',
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fontFamily: 'Arial',
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fontFamily: 'Arial',
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color: '#4b5563',
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color: '#4b5563',
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}
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}
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@ -74,6 +77,12 @@ export class OnitamaScene extends GameHostScene<OnitamaState> {
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// Input handling
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// Input handling
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this.setupInput();
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this.setupInput();
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// Menu button
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this.createMenuButton();
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// Start the game
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this.gameHost.start();
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}
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}
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private createCardLabels(): void {
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private createCardLabels(): void {
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@ -85,7 +94,7 @@ export class OnitamaScene extends GameHostScene<OnitamaState> {
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// Red cards label - 棋盘下方
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// Red cards label - 棋盘下方
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const redLabel = this.add.text(
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const redLabel = this.add.text(
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boardLeft + (BOARD_SIZE * CELL_SIZE) / 2,
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boardLeft + (BOARD_SIZE * CELL_SIZE) / 2,
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boardBottom + 10,
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boardBottom + 40,
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"RED",
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"RED",
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{
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{
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fontSize: '16px',
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fontSize: '16px',
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@ -98,7 +107,7 @@ export class OnitamaScene extends GameHostScene<OnitamaState> {
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// Black cards label - 棋盘上方
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// Black cards label - 棋盘上方
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const blackLabel = this.add.text(
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const blackLabel = this.add.text(
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boardLeft + (BOARD_SIZE * CELL_SIZE) / 2,
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boardLeft + (BOARD_SIZE * CELL_SIZE) / 2,
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boardTop - 10,
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boardTop - 40,
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"BLACK",
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"BLACK",
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{
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{
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fontSize: '16px',
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fontSize: '16px',
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@ -141,8 +150,8 @@ export class OnitamaScene extends GameHostScene<OnitamaState> {
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g.strokePath();
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g.strokePath();
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this.add.text(
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this.add.text(
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20,
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40,
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20,
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40,
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'Onitama',
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'Onitama',
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{
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{
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fontSize: '28px',
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fontSize: '28px',
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@ -220,6 +229,43 @@ export class OnitamaScene extends GameHostScene<OnitamaState> {
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return pawnId ? this.state.pawns[pawnId] : null;
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return pawnId ? this.state.pawns[pawnId] : null;
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}
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}
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/** 创建菜单按钮 */
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private createMenuButton(): void {
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const buttonX = 680;
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const buttonY = 40;
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this.menuButtonBg = this.add.rectangle(buttonX, buttonY, 120, 40, 0x6b7280)
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.setInteractive({ useHandCursor: true });
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this.menuButtonText = this.add.text(buttonX, buttonY, 'Menu', {
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fontSize: '18px',
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fontFamily: 'Arial',
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color: '#ffffff',
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}).setOrigin(0.5);
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this.menuButtonContainer = this.add.container(buttonX, buttonY, [
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this.menuButtonBg,
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this.menuButtonText,
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]);
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this.menuButtonBg.on('pointerover', () => {
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this.menuButtonBg.setFillStyle(0x4b5563);
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});
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this.menuButtonBg.on('pointerout', () => {
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this.menuButtonBg.setFillStyle(0x6b7280);
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});
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this.menuButtonBg.on('pointerdown', () => {
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this.goToMenu();
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});
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}
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/** 跳转到菜单场景 */
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private async goToMenu(): Promise<void> {
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await this.sceneController.launch('MenuScene');
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}
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|
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private showWinner(winner: string): void {
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private showWinner(winner: string): void {
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if (this.winnerOverlay) {
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if (this.winnerOverlay) {
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this.winnerOverlay.destroy();
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this.winnerOverlay.destroy();
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@ -0,0 +1,2 @@
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export { OnitamaScene } from './OnitamaScene';
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export { MenuScene } from './MenuScene';
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@ -5,9 +5,10 @@ import type { OnitamaScene } from '@/scenes/OnitamaScene';
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import { BOARD_OFFSET, CELL_SIZE } from './PawnSpawner';
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import { BOARD_OFFSET, CELL_SIZE } from './PawnSpawner';
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import { effect } from "@preact/signals-core";
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import { effect } from "@preact/signals-core";
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|
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export const CARD_WIDTH = 100;
|
export const CARD_WIDTH = 80;
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||||||
export const CARD_HEIGHT = 140;
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export const CARD_HEIGHT = 120;
|
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const BOARD_SIZE = 5;
|
const BOARD_SIZE = 5;
|
||||||
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const CARD_SPACING = 100; // 确保每张卡牌至少 80x80 区域
|
||||||
|
|
||||||
export interface CardSpawnData {
|
export interface CardSpawnData {
|
||||||
cardId: string;
|
cardId: string;
|
||||||
|
|
@ -176,7 +177,7 @@ export class CardContainer extends Phaser.GameObjects.Container {
|
||||||
.setStrokeStyle(2, 0x6b7280);
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.setStrokeStyle(2, 0x6b7280);
|
||||||
this.add(bg);
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this.add(bg);
|
||||||
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|
||||||
const title = (this.scene as OnitamaScene).add.text(0, -CARD_HEIGHT / 2 + 15, card.id, {
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const title = (this.scene as OnitamaScene).add.text(0, -CARD_HEIGHT / 2 + 16, card.id, {
|
||||||
fontSize: '12px',
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fontSize: '12px',
|
||||||
fontFamily: 'Arial',
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fontFamily: 'Arial',
|
||||||
color: '#1f2937',
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color: '#1f2937',
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||||||
|
|
@ -184,11 +185,11 @@ export class CardContainer extends Phaser.GameObjects.Container {
|
||||||
this.add(title);
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this.add(title);
|
||||||
|
|
||||||
const grid = (this.scene as OnitamaScene).add.graphics();
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const grid = (this.scene as OnitamaScene).add.graphics();
|
||||||
const cellSize = 16;
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const cellSize = 14;
|
||||||
const gridWidth = 5 * cellSize;
|
const gridWidth = 5 * cellSize;
|
||||||
const gridHeight = 5 * cellSize;
|
const gridHeight = 5 * cellSize;
|
||||||
const gridStartX = -gridWidth / 2;
|
const gridStartX = -gridWidth / 2;
|
||||||
const gridStartY = -gridHeight / 2 + 30;
|
const gridStartY = -gridHeight / 2 + 20;
|
||||||
|
|
||||||
for (let row = 0; row < 5; row++) {
|
for (let row = 0; row < 5; row++) {
|
||||||
for (let col = 0; col < 5; col++) {
|
for (let col = 0; col < 5; col++) {
|
||||||
|
|
@ -209,7 +210,7 @@ export class CardContainer extends Phaser.GameObjects.Container {
|
||||||
}
|
}
|
||||||
this.add(grid);
|
this.add(grid);
|
||||||
|
|
||||||
const playerText = (this.scene as OnitamaScene).add.text(0, CARD_HEIGHT / 2 - 15, card.startingPlayer, {
|
const playerText = (this.scene as OnitamaScene).add.text(0, CARD_HEIGHT / 2 - 16, card.startingPlayer, {
|
||||||
fontSize: '10px',
|
fontSize: '10px',
|
||||||
fontFamily: 'Arial',
|
fontFamily: 'Arial',
|
||||||
color: '#6b7280',
|
color: '#6b7280',
|
||||||
|
|
@ -255,20 +256,20 @@ export class CardSpawner implements Spawner<CardSpawnData, CardContainer> {
|
||||||
if (data.position === 'red') {
|
if (data.position === 'red') {
|
||||||
// 红方卡牌在棋盘下方,水平排列
|
// 红方卡牌在棋盘下方,水平排列
|
||||||
return {
|
return {
|
||||||
x: boardLeft + BOARD_SIZE * CELL_SIZE / 2 - (data.index - 0.5) * (CARD_WIDTH + 15),
|
x: boardCenterX - (data.index - 0.5) * CARD_SPACING,
|
||||||
y: boardBottom + CARD_HEIGHT - 30,
|
y: boardBottom + CARD_HEIGHT / 2 + 40,
|
||||||
};
|
};
|
||||||
} else if (data.position === 'black') {
|
} else if (data.position === 'black') {
|
||||||
// 黑方卡牌在棋盘上方,水平排列
|
// 黑方卡牌在棋盘上方,水平排列
|
||||||
return {
|
return {
|
||||||
x: boardLeft + BOARD_SIZE * CELL_SIZE / 2 - (data.index - 0.5) * (CARD_WIDTH + 15),
|
x: boardCenterX - (data.index - 0.5) * CARD_SPACING,
|
||||||
y: boardTop - CARD_HEIGHT + 30,
|
y: boardTop - CARD_HEIGHT / 2 - 40,
|
||||||
};
|
};
|
||||||
} else {
|
} else {
|
||||||
// 备用卡牌在棋盘左侧,垂直居中
|
// 备用卡牌在棋盘左侧,垂直居中
|
||||||
const boardCenterY = boardTop + (BOARD_SIZE * CELL_SIZE) / 2;
|
const boardCenterY = boardTop + (BOARD_SIZE * CELL_SIZE) / 2;
|
||||||
return {
|
return {
|
||||||
x: boardLeft - CARD_WIDTH,
|
x: boardLeft - CARD_WIDTH / 2 - 40,
|
||||||
y: boardCenterY,
|
y: boardCenterY,
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
|
|
@ -308,7 +309,7 @@ export class CardSpawner implements Spawner<CardSpawnData, CardContainer> {
|
||||||
targets: obj,
|
targets: obj,
|
||||||
x: pos.x,
|
x: pos.x,
|
||||||
y: pos.y,
|
y: pos.y,
|
||||||
duration: 350,
|
duration: 600,
|
||||||
ease: 'Back.easeOut',
|
ease: 'Back.easeOut',
|
||||||
});
|
});
|
||||||
|
|
||||||
|
|
@ -329,8 +330,16 @@ export class CardSpawner implements Spawner<CardSpawnData, CardContainer> {
|
||||||
return emptyContainer;
|
return emptyContainer;
|
||||||
}
|
}
|
||||||
|
|
||||||
// 计算旋转角度 - 初始不旋转,后续由 onUpdate 处理
|
// 计算初始旋转角度
|
||||||
const container = new CardContainer(this.scene, data.cardId, card, 0);
|
const isBlackTurn = this.scene.state.currentPlayer === 'black';
|
||||||
|
let initialRotation = 0;
|
||||||
|
if (data.position === 'black') {
|
||||||
|
initialRotation = -180;
|
||||||
|
} else if (data.position === 'spare' && isBlackTurn) {
|
||||||
|
initialRotation = -180;
|
||||||
|
}
|
||||||
|
|
||||||
|
const container = new CardContainer(this.scene, data.cardId, card, initialRotation);
|
||||||
const pos = this.getCardPosition(data);
|
const pos = this.getCardPosition(data);
|
||||||
container.x = pos.x;
|
container.x = pos.x;
|
||||||
container.y = pos.y;
|
container.y = pos.y;
|
||||||
|
|
|
||||||
|
|
@ -6,7 +6,7 @@ import type { OnitamaUIState } from '@/state';
|
||||||
import { effect } from "@preact/signals-core";
|
import { effect } from "@preact/signals-core";
|
||||||
|
|
||||||
export const CELL_SIZE = 80;
|
export const CELL_SIZE = 80;
|
||||||
export const BOARD_OFFSET = { x: 240, y: 200 };
|
export const BOARD_OFFSET = { x: 240, y: 240 };
|
||||||
export const BOARD_SIZE = 5;
|
export const BOARD_SIZE = 5;
|
||||||
|
|
||||||
export function boardToScreen(boardX: number, boardY: number): { x: number; y: number } {
|
export function boardToScreen(boardX: number, boardY: number): { x: number; y: number } {
|
||||||
|
|
|
||||||
|
|
@ -1,41 +1,23 @@
|
||||||
import {useComputed} from '@preact/signals';
|
|
||||||
import { createGameHost } from 'boardgame-core';
|
|
||||||
import Phaser from 'phaser';
|
|
||||||
import { h } from 'preact';
|
import { h } from 'preact';
|
||||||
import { PhaserGame, PhaserScene } from 'boardgame-phaser';
|
import {PhaserGame, PhaserScene } from 'boardgame-phaser';
|
||||||
|
import {MenuScene} from "@/scenes/MenuScene";
|
||||||
|
import {useMemo} from "preact/hooks";
|
||||||
|
import * as gameModule from '../game/onitama';
|
||||||
|
import {OnitamaScene} from "@/scenes/OnitamaScene";
|
||||||
|
import {createGameHost, type GameModule} from "boardgame-core";
|
||||||
|
import type {OnitamaState} from "@/game/onitama";
|
||||||
|
|
||||||
export default function App(props: { gameModule: any, gameScene: { new(): Phaser.Scene } }) {
|
export default function App() {
|
||||||
|
const gameHost = useMemo(() => createGameHost(gameModule as unknown as GameModule<OnitamaState>), []);
|
||||||
const gameHost = useComputed(() => {
|
const gameScene = useMemo(() => new OnitamaScene(), []);
|
||||||
const gameHost = createGameHost(props.gameModule);
|
const menuScene = useMemo(() => new MenuScene(), []);
|
||||||
return { gameHost };
|
|
||||||
});
|
|
||||||
|
|
||||||
const scene = useComputed(() => new props.gameScene());
|
|
||||||
|
|
||||||
const handleReset = () => {
|
|
||||||
gameHost.value.gameHost.start();
|
|
||||||
};
|
|
||||||
const label = useComputed(() => gameHost.value.gameHost.status.value === 'running' ? 'Restart' : 'Start');
|
|
||||||
|
|
||||||
const phaserConfig: Partial<Phaser.Types.Core.GameConfig> = {
|
|
||||||
width: 700,
|
|
||||||
height: 800,
|
|
||||||
};
|
|
||||||
|
|
||||||
return (
|
return (
|
||||||
<div className="flex flex-col h-screen">
|
<div className="flex flex-col h-screen">
|
||||||
<div className="p-4 bg-gray-100 border-t border-gray-200">
|
|
||||||
<button
|
|
||||||
onClick={handleReset}
|
|
||||||
className="px-6 py-2 bg-blue-500 text-white rounded hover:bg-blue-600 disabled:bg-gray-400 disabled:cursor-not-allowed transition-colors font-medium"
|
|
||||||
>
|
|
||||||
{label}
|
|
||||||
</button>
|
|
||||||
</div>
|
|
||||||
<div className="flex-1 flex relative justify-center items-center">
|
<div className="flex-1 flex relative justify-center items-center">
|
||||||
<PhaserGame config={phaserConfig}>
|
<PhaserGame initialScene="MenuScene" config={{ width: 720, height: 840 }}>
|
||||||
<PhaserScene sceneKey="OnitamaScene" scene={scene.value} autoStart data={gameHost.value} />
|
<PhaserScene sceneKey="MenuScene" scene={menuScene} />
|
||||||
|
<PhaserScene sceneKey="OnitamaScene" scene={gameScene} data={{gameHost}}/>
|
||||||
</PhaserGame>
|
</PhaserGame>
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
|
|
|
||||||
Loading…
Reference in New Issue