boardgame-phaser/packages/regicide-game/src/ui/App.tsx

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import { useComputed, signal } from '@preact/signals';
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import { createGameHost, type GameModule } from 'boardgame-core';
import Phaser from 'phaser';
import { h } from 'preact';
import { PhaserGame, PhaserScene } from 'boardgame-phaser';
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// 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;
}
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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);
};
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const label = useComputed(() =>
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gameHost.value.gameHost.status.value === 'running' ? '重新开始' : '开始游戏'
);
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// 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();
}
};
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// 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 */}
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<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">:</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">:</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">:</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">:</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">:</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">:</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 - 12
</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">💥 </span>
<span class="ml-2">: </span>
<span class="text-red-400 font-bold">{counterattackInfo.value.requiredValue}</span>
<span class="ml-2">| : </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>: </span>
<span class="text-blue-400 font-bold">{counterattackInfo.value.selectedCards.length}</span>
<span class="ml-2">: </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'
}`}
>
</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"
>
🏳
</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>
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</div>
</div>
</div>
);
}