2026-04-07 16:29:21 +08:00
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import Phaser from 'phaser';
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2026-04-07 17:13:45 +08:00
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import type { OnitamaState, PlayerType, Pawn } from '@/game/onitama';
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2026-04-07 16:29:21 +08:00
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import { prompts } from '@/game/onitama';
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import { GameHostScene } from 'boardgame-phaser';
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import { spawnEffect } from 'boardgame-phaser';
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import { effect } from '@preact/signals-core';
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import type { Signal } from '@preact/signals';
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import { PawnSpawner, CardSpawner, BOARD_OFFSET, CELL_SIZE, CARD_WIDTH, CARD_HEIGHT } from '@/spawners';
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import type { HighlightData } from '@/spawners/HighlightSpawner';
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import { createOnitamaUIState, clearSelection, selectPiece, selectCard, deselectCard, setValidMoves } from '@/state';
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import type { OnitamaUIState, ValidMove } from '@/state';
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2026-04-07 16:29:21 +08:00
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const BOARD_SIZE = 5;
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export class OnitamaScene extends GameHostScene<OnitamaState> {
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private boardContainer!: Phaser.GameObjects.Container;
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private gridGraphics!: Phaser.GameObjects.Graphics;
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private infoText!: Phaser.GameObjects.Text;
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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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// UI State managed by signal
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public uiState!: Signal<OnitamaUIState>;
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private highlightContainers: Map<string, Phaser.GameObjects.GameObject> = new Map();
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private highlightDispose?: () => void;
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constructor() {
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super('OnitamaScene');
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}
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create(): void {
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super.create();
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// Create UI state signal
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this.uiState = createOnitamaUIState();
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// Cleanup effect on scene shutdown
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this.events.once('shutdown', () => {
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if (this.highlightDispose) {
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this.highlightDispose();
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}
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});
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this.boardContainer = this.add.container(0, 0);
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this.gridGraphics = this.add.graphics();
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this.drawBoard();
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// Add spawners
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this.disposables.add(spawnEffect(new PawnSpawner(this)));
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this.disposables.add(spawnEffect(new CardSpawner(this)));
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// Create card labels
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this.createCardLabels();
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// Setup highlight effect - react to validMoves changes
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this.highlightDispose = effect(() => {
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const validMoves = this.uiState.value.validMoves;
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this.updateHighlights(validMoves);
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});
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// Winner overlay effect
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this.addEffect(() => {
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const winner = this.state.winner;
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if (winner) {
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this.showWinner(winner);
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} else if (this.winnerOverlay) {
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this.winnerOverlay.destroy();
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this.winnerOverlay = undefined;
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}
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});
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// Info text
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this.infoText = this.add.text(
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BOARD_OFFSET.x + (BOARD_SIZE * CELL_SIZE) / 2,
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BOARD_OFFSET.y + BOARD_SIZE * CELL_SIZE + 30,
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'',
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{
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fontSize: '20px',
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fontFamily: 'Arial',
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color: '#4b5563',
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}
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).setOrigin(0.5);
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// Update info text when UI state changes
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this.addEffect(() => {
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this.updateInfoText();
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});
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// Input handling
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this.setupInput();
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}
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private createCardLabels(): void {
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const boardLeft = BOARD_OFFSET.x;
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const boardTop = BOARD_OFFSET.y;
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const boardRight = BOARD_OFFSET.x + BOARD_SIZE * CELL_SIZE;
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// Red cards label
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const redLabel = this.add.text(
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boardLeft - CARD_WIDTH - 60 + CARD_WIDTH / 2,
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boardTop + 50 + 2 * (CARD_HEIGHT + 15) + 10,
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"RED's Cards",
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{
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fontSize: '16px',
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fontFamily: 'Arial',
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color: '#ef4444',
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}
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).setOrigin(0.5, 0);
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this.cardLabelContainers.set('red', redLabel);
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// Black cards label
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const blackLabel = this.add.text(
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boardRight + 60 + CARD_WIDTH / 2,
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boardTop + 50 + 2 * (CARD_HEIGHT + 15) + 10,
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"BLACK's Cards",
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{
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fontSize: '16px',
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fontFamily: 'Arial',
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color: '#3b82f6',
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}
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).setOrigin(0.5, 0);
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this.cardLabelContainers.set('black', blackLabel);
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// Spare card label
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const boardCenterX = boardLeft + (BOARD_SIZE * CELL_SIZE) / 2;
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const spareLabel = this.add.text(
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boardCenterX,
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boardTop - 50,
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'Spare Card',
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{
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fontSize: '16px',
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fontFamily: 'Arial',
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color: '#6b7280',
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}
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).setOrigin(0.5, 0);
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this.cardLabelContainers.set('spare', spareLabel);
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}
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private updateInfoText(): void {
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const currentPlayer = this.state.currentPlayer;
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const selectedCard = this.uiState.value.selectedCard;
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const selectedPiece = this.uiState.value.selectedPiece;
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if (this.state.winner) {
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this.infoText.setText(`${this.state.winner} wins!`);
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} else if (!selectedCard) {
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this.infoText.setText(`${currentPlayer}'s turn - Select a card first`);
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} else if (!selectedPiece) {
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this.infoText.setText(`Card: ${selectedCard} - Select a piece to move`);
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} else {
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this.infoText.setText(`${currentPlayer}'s turn (Turn ${this.state.turn + 1})`);
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}
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}
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private drawBoard(): void {
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const g = this.gridGraphics;
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g.lineStyle(2, 0x6b7280);
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for (let i = 0; i <= BOARD_SIZE; i++) {
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g.lineBetween(
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BOARD_OFFSET.x + i * CELL_SIZE,
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BOARD_OFFSET.y,
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BOARD_OFFSET.x + i * CELL_SIZE,
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BOARD_OFFSET.y + BOARD_SIZE * CELL_SIZE
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);
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g.lineBetween(
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BOARD_OFFSET.x,
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BOARD_OFFSET.y + i * CELL_SIZE,
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BOARD_OFFSET.x + BOARD_SIZE * CELL_SIZE,
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BOARD_OFFSET.y + i * CELL_SIZE
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);
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}
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g.strokePath();
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this.add.text(
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BOARD_OFFSET.x + (BOARD_SIZE * CELL_SIZE) / 2,
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BOARD_OFFSET.y - 40,
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'Onitama',
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{
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fontSize: '28px',
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fontFamily: 'Arial',
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color: '#1f2937',
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}
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).setOrigin(0.5);
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}
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private setupInput(): void {
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// Board cell clicks
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for (let row = 0; row < BOARD_SIZE; row++) {
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for (let col = 0; col < BOARD_SIZE; col++) {
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const x = BOARD_OFFSET.x + col * CELL_SIZE + CELL_SIZE / 2;
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const y = BOARD_OFFSET.y + row * CELL_SIZE + CELL_SIZE / 2;
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const zone = this.add.zone(x, y, CELL_SIZE, CELL_SIZE).setInteractive();
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zone.on('pointerdown', () => {
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if (this.state.winner) return;
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this.handleCellClick(col, row);
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});
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}
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}
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}
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private handleCellClick(x: number, y: number): void {
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const pawn = this.getPawnAtPosition(x, y);
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// 如果没有选中卡牌,提示先选卡牌
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if (!this.uiState.value.selectedCard) {
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console.log('请先选择一张卡牌');
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return;
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}
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if (this.uiState.value.selectedPiece) {
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// 已经选中了棋子
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if (pawn && pawn.owner === this.state.currentPlayer) {
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// 点击了自己的另一个棋子,更新选择
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selectPiece(this.uiState, x, y);
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this.updateValidMoves();
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return;
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}
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const fromX = this.uiState.value.selectedPiece.x;
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const fromY = this.uiState.value.selectedPiece.y;
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if (pawn && pawn.owner === this.state.currentPlayer) {
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return;
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}
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// 尝试移动到目标位置,必须使用选中的卡牌
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const validMoves = this.getValidMovesForPiece(fromX, fromY, [this.uiState.value.selectedCard]);
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const targetMove = validMoves.find(m => m.toX === x && m.toY === y);
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if (targetMove) {
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this.executeMove(targetMove);
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}
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} else {
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// 还没有选中棋子
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if (pawn && pawn.owner === this.state.currentPlayer) {
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selectPiece(this.uiState, x, y);
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this.updateValidMoves();
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}
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}
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}
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public onCardClick(cardId: string): void {
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// 只能选择当前玩家的手牌
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const currentPlayer = this.state.currentPlayer;
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const playerCards = currentPlayer === 'red' ? this.state.redCards : this.state.blackCards;
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if (!playerCards.includes(cardId)) {
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return;
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}
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selectCard(this.uiState, cardId);
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// 如果已经选中了棋子,更新有效移动
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if (this.uiState.value.selectedPiece) {
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this.updateValidMoves();
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}
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}
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private updateValidMoves(): void {
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const selectedPiece = this.uiState.value.selectedPiece;
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const selectedCard = this.uiState.value.selectedCard;
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if (!selectedPiece || !selectedCard) {
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setValidMoves(this.uiState, []);
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return;
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}
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const moves = this.getValidMovesForPiece(selectedPiece.x, selectedPiece.y, [selectedCard]);
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setValidMoves(this.uiState, moves);
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}
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public onHighlightClick(data: HighlightData): void {
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clearSelection(this.uiState);
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this.executeMove({
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card: data.card,
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fromX: data.fromX,
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fromY: data.fromY,
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toX: data.toX,
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toY: data.toY,
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});
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}
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private executeMove(move: { card: string; fromX: number; fromY: number; toX: number; toY: number }): void {
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const error = this.gameHost.tryAnswerPrompt(
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prompts.move,
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this.state.currentPlayer,
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move.card,
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move.fromX,
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move.fromY,
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move.toX,
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move.toY
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);
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if (error) {
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console.warn('Invalid move:', error);
|
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|
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}
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}
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private updateHighlights(validMoves: ValidMove[]): void {
|
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|
// Clear old highlights
|
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|
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for (const [, circle] of this.highlightContainers) {
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circle.destroy();
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}
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this.highlightContainers.clear();
|
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|
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|
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|
// Create new highlights
|
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|
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for (const move of validMoves) {
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|
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|
const key = `${move.card}-${move.toX}-${move.toY}`;
|
2026-04-07 16:29:21 +08:00
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const x = BOARD_OFFSET.x + move.toX * CELL_SIZE + CELL_SIZE / 2;
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const y = BOARD_OFFSET.y + move.toY * CELL_SIZE + CELL_SIZE / 2;
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2026-04-07 17:13:45 +08:00
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const circle = this.add.circle(x, y, CELL_SIZE / 3, 0x3b82f6, 0.3).setDepth(100);
|
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circle.setInteractive({ useHandCursor: true });
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|
circle.on('pointerdown', () => {
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this.onHighlightClick({
|
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key,
|
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|
x,
|
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y,
|
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card: move.card,
|
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|
fromX: move.fromX,
|
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|
|
fromY: move.fromY,
|
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toX: move.toX,
|
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|
toY: move.toY,
|
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|
});
|
2026-04-07 16:29:21 +08:00
|
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|
});
|
|
|
|
|
|
2026-04-07 17:13:45 +08:00
|
|
|
this.highlightContainers.set(key, circle as Phaser.GameObjects.GameObject);
|
|
|
|
|
}
|
2026-04-07 16:29:21 +08:00
|
|
|
}
|
|
|
|
|
|
2026-04-07 17:13:45 +08:00
|
|
|
private getValidMovesForPiece(
|
|
|
|
|
fromX: number,
|
|
|
|
|
fromY: number,
|
|
|
|
|
cardNames: string[]
|
|
|
|
|
): ValidMove[] {
|
|
|
|
|
const moves: ValidMove[] = [];
|
2026-04-07 16:29:21 +08:00
|
|
|
const player = this.state.currentPlayer;
|
|
|
|
|
|
|
|
|
|
for (const cardName of cardNames) {
|
|
|
|
|
const card = this.state.cards[cardName];
|
|
|
|
|
if (!card) continue;
|
|
|
|
|
|
|
|
|
|
for (const move of card.moveCandidates) {
|
|
|
|
|
const toX = fromX + move.dx;
|
|
|
|
|
const toY = fromY + move.dy;
|
|
|
|
|
|
|
|
|
|
if (this.isValidMove(fromX, fromY, toX, toY, player)) {
|
|
|
|
|
moves.push({ card: cardName, fromX, fromY, toX, toY });
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return moves;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private isValidMove(fromX: number, fromY: number, toX: number, toY: number, player: PlayerType): boolean {
|
|
|
|
|
if (toX < 0 || toX >= BOARD_SIZE || toY < 0 || toY >= BOARD_SIZE) {
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
const targetPawn = this.getPawnAtPosition(toX, toY);
|
|
|
|
|
if (targetPawn && targetPawn.owner === player) {
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
const pawn = this.getPawnAtPosition(fromX, fromY);
|
|
|
|
|
if (!pawn || pawn.owner !== player) {
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private getPawnAtPosition(x: number, y: number): Pawn | null {
|
|
|
|
|
const key = `${x},${y}`;
|
|
|
|
|
const pawnId = this.state.regions.board.partMap[key];
|
|
|
|
|
return pawnId ? this.state.pawns[pawnId] : null;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private showWinner(winner: string): void {
|
|
|
|
|
if (this.winnerOverlay) {
|
|
|
|
|
this.winnerOverlay.destroy();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.winnerOverlay = this.add.container();
|
|
|
|
|
|
|
|
|
|
const text = winner === 'draw' ? "It's a draw!" : `${winner} wins!`;
|
|
|
|
|
|
|
|
|
|
const bg = this.add.rectangle(
|
|
|
|
|
BOARD_OFFSET.x + (BOARD_SIZE * CELL_SIZE) / 2,
|
|
|
|
|
BOARD_OFFSET.y + (BOARD_SIZE * CELL_SIZE) / 2,
|
|
|
|
|
BOARD_SIZE * CELL_SIZE,
|
|
|
|
|
BOARD_SIZE * CELL_SIZE,
|
|
|
|
|
0x000000,
|
2026-04-07 17:13:45 +08:00
|
|
|
0.6
|
2026-04-07 16:29:21 +08:00
|
|
|
).setInteractive({ useHandCursor: true });
|
|
|
|
|
|
|
|
|
|
bg.on('pointerdown', () => {
|
|
|
|
|
this.gameHost.start();
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
this.winnerOverlay.add(bg);
|
|
|
|
|
|
|
|
|
|
const winText = this.add.text(
|
|
|
|
|
BOARD_OFFSET.x + (BOARD_SIZE * CELL_SIZE) / 2,
|
|
|
|
|
BOARD_OFFSET.y + (BOARD_SIZE * CELL_SIZE) / 2,
|
|
|
|
|
text,
|
|
|
|
|
{
|
|
|
|
|
fontSize: '36px',
|
|
|
|
|
fontFamily: 'Arial',
|
|
|
|
|
color: '#fbbf24',
|
2026-04-07 17:13:45 +08:00
|
|
|
}
|
2026-04-07 16:29:21 +08:00
|
|
|
).setOrigin(0.5);
|
|
|
|
|
|
|
|
|
|
this.winnerOverlay.add(winText);
|
|
|
|
|
|
|
|
|
|
this.tweens.add({
|
|
|
|
|
targets: winText,
|
|
|
|
|
scale: 1.2,
|
|
|
|
|
duration: 500,
|
|
|
|
|
yoyo: true,
|
|
|
|
|
repeat: 1,
|
|
|
|
|
});
|
|
|
|
|
}
|
|
|
|
|
}
|