boardgame-phaser/packages/sts-like-viewer/src/scenes/CombatTestScene.ts

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import { ReactiveScene } from "boardgame-phaser";
import { spawnEffect, type Spawner } from "boardgame-phaser";
import { mutableSignal } from "boardgame-core";
import { type CombatState } from "boardgame-core/samples/slay-the-spire-like";
import { createCombatState } from "@/state/combatState";
import { createButton } from "@/utils/createButton";
import { SceneKey } from "./types";
import {
CombatUnitContainer,
type CombatUnitData,
} from "@/gameobjects/CombatUnitContainer";
export class CombatTestScene extends ReactiveScene {
private combatSignal = mutableSignal<CombatState | null>(null);
constructor() {
super("CombatTestScene");
}
create(): void {
super.create();
const { width, height } = this.scale;
const module = createCombatState();
this.combatSignal.value = module.createInitialState();
this.add
.text(width / 2, 30, "Combat State Test", {
fontSize: "24px",
color: "#ffffff",
fontStyle: "bold",
})
.setOrigin(0.5);
this.add
.text(width / 2, 60, "Player & Enemies with Buffs / HP", {
fontSize: "14px",
color: "#aaaaaa",
})
.setOrigin(0.5);
const unitSpawner: Spawner<CombatUnitData, CombatUnitContainer> = {
getData: () => this.generateUnitData(),
getKey: (t) => t.key,
onSpawn: (t) => this.spawnUnit(t, width, height),
onUpdate: (t, obj) => obj.updateFromData(t),
onDespawn: (obj) => obj.destroy(),
};
const disposeSpawner = spawnEffect(unitSpawner);
this.disposables.add(disposeSpawner);
this.createControls(width, height);
}
private generateUnitData(): CombatUnitData[] {
const combat = this.combatSignal.value;
if (!combat) return [];
const units: CombatUnitData[] = [
{
key: "player",
entity: combat.player,
name: "Player",
isPlayer: true,
},
];
combat.enemies.forEach((enemy, i) => {
units.push({
key: `enemy-${i}`,
entity: enemy,
name: enemy.enemy.name,
isPlayer: false,
});
});
return units;
}
private spawnUnit(
t: CombatUnitData,
width: number,
height: number,
): CombatUnitContainer | null {
const combat = this.combatSignal.value;
if (!combat) return null;
const totalUnits = 1 + combat.enemies.length;
const spacing = 220;
const totalWidth = (totalUnits - 1) * spacing;
const startX = width / 2 - totalWidth / 2;
let x = startX;
if (t.key.startsWith("enemy-")) {
const index = parseInt(t.key.replace("enemy-", ""), 10);
x = startX + (index + 1) * spacing;
}
const container = new CombatUnitContainer(this, x, height / 2, t);
container.playSpawnEffect();
return container;
}
private createControls(width: number, height: number): void {
createButton({
scene: this,
label: "返回菜单",
x: 100,
y: 40,
onClick: async () => {
await this.sceneController.launch(SceneKey.IndexScene);
},
});
createButton({
scene: this,
label: "Damage Player",
x: width - 520,
y: height - 40,
onClick: () => {
this.combatSignal.produce((draft) => {
if (!draft) return;
draft.player.hp = Math.max(0, draft.player.hp - 5);
if (draft.player.hp <= 0) draft.player.isAlive = false;
});
},
});
createButton({
scene: this,
label: "Damage Enemy",
x: width - 380,
y: height - 40,
onClick: () => {
this.combatSignal.produce((draft) => {
if (!draft) return;
const enemy = draft.enemies[0];
if (enemy) {
enemy.hp = Math.max(0, enemy.hp - 5);
if (enemy.hp <= 0) enemy.isAlive = false;
}
});
},
});
createButton({
scene: this,
label: "Heal Player",
x: width - 240,
y: height - 40,
onClick: () => {
this.combatSignal.produce((draft) => {
if (!draft) return;
draft.player.hp = Math.min(draft.player.maxHp, draft.player.hp + 5);
if (draft.player.hp > 0) draft.player.isAlive = true;
});
},
});
createButton({
scene: this,
label: "Add Buff",
x: width - 100,
y: height - 40,
onClick: () => {
this.combatSignal.produce((draft) => {
if (!draft) return;
const current = draft.player.effects["strength"];
draft.player.effects["strength"] = {
data: {
id: "strength",
name: "Strength",
description: "Deal +1 damage per stack",
lifecycle: "temporary",
},
stacks: (current?.stacks ?? 0) + 1,
};
});
},
});
}
}