boardgame-phaser/packages/framework/src/ui/PhaserBridge.tsx

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import Phaser from 'phaser';
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import { signal, useSignal, useSignalEffect } from '@preact/signals';
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import { createContext, h } from 'preact';
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import { useContext, useEffect, useRef } from 'preact/hooks';
import { ReadonlySignal } from "@preact/signals-core";
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import type { ReactiveScene } from '../scenes';
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import { FadeScene as FadeSceneClass, FADE_SCENE_KEY } from '../scenes/FadeScene';
export interface SceneController {
/** 启动场景(带淡入淡出过渡) */
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launch(sceneKey: string): Promise<void>;
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/** 当前活跃场景 key */
currentScene: ReadonlySignal<string | null>;
/** 是否正在过渡 */
isTransitioning: ReadonlySignal<boolean>;
}
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export interface PhaserGameContext {
game: Phaser.Game;
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sceneController: SceneController;
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}
export const phaserContext = createContext<ReadonlySignal<PhaserGameContext> | null>(null);
export const defaultPhaserConfig: Phaser.Types.Core.GameConfig = {
type: Phaser.AUTO,
width: 560,
height: 560,
parent: 'phaser-container',
backgroundColor: '#f9fafb',
scene: [],
};
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export interface PhaserGameProps {
config?: Partial<Phaser.Types.Core.GameConfig>;
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/** 初始启动的场景 key */
initialScene?: string;
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children?: any;
}
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/** 存储待注册的场景配置 */
interface SceneRegistration<TData extends Record<string, unknown> = {}> {
sceneKey: string;
scene: ReactiveScene<TData>;
initData?: TData;
}
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export function PhaserGame(props: PhaserGameProps) {
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const gameSignal = useSignal<PhaserGameContext>({ game: undefined!, sceneController: undefined! });
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const scenesRef = useRef<Map<string, SceneRegistration>>(new Map());
const initialSceneLaunched = useRef(false);
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useSignalEffect(() => {
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const config: Phaser.Types.Core.GameConfig = {
...defaultPhaserConfig,
...props.config,
};
const phaserGame = new Phaser.Game(config);
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// 添加 FadeScene
const fadeScene = new FadeSceneClass();
phaserGame.scene.add(FADE_SCENE_KEY, fadeScene, false);
// 创建 SceneController
const currentScene = signal<string | null>(null);
const isTransitioning = signal(false);
const sceneController: SceneController = {
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async launch(sceneKey: string) {
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if (isTransitioning.value) {
console.warn('SceneController: 正在进行场景切换');
return;
}
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// 验证场景是否已注册
if (!phaserGame.scene.getScene(sceneKey) && !scenesRef.current.has(sceneKey)) {
console.error(`SceneController: 场景 "${sceneKey}" 未注册`);
return;
}
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isTransitioning.value = true;
const fade = phaserGame.scene.getScene(FADE_SCENE_KEY) as FadeSceneClass;
// 淡出到黑色
await fade.fadeOut(300);
// 停止当前场景
if (currentScene.value) {
phaserGame.scene.stop(currentScene.value);
}
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// 确保场景已注册后再启动
if (!phaserGame.scene.getScene(sceneKey)) {
const registration = scenesRef.current.get(sceneKey);
if (registration) {
phaserGame.scene.add(
sceneKey,
registration.scene,
false,
{
...registration.initData,
phaserGame: gameSignal,
sceneController,
}
);
}
}
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// 启动新场景
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phaserGame.scene.start(sceneKey);
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currentScene.value = sceneKey;
// 淡入
await fade.fadeIn(300);
isTransitioning.value = false;
},
currentScene,
isTransitioning,
};
gameSignal.value = { game: phaserGame, sceneController };
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return () => {
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gameSignal.value = { game: undefined!, sceneController: undefined! };
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scenesRef.current.clear();
initialSceneLaunched.current = false;
phaserGame.destroy(true);
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};
});
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// 启动初始场景(仅一次)
useEffect(() => {
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const ctx = gameSignal.value;
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if (!initialSceneLaunched.current && props.initialScene && ctx?.sceneController) {
initialSceneLaunched.current = true;
// 使用 microtask 确保所有子组件的场景注册已完成
Promise.resolve().then(() => {
ctx.sceneController.launch(props.initialScene!);
});
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}
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}, [gameSignal.value, props.initialScene]);
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return (
<div id="phaser-container" className="w-full h-full">
<phaserContext.Provider value={gameSignal}>
{props.children}
</phaserContext.Provider>
</div>
);
}
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export interface PhaserSceneProps<TData extends Record<string, unknown> = {}> {
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sceneKey: string;
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scene: ReactiveScene<TData>;
data?: TData;
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children?: any;
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}
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export const phaserSceneContext = createContext<ReadonlySignal<ReactiveScene> | null>(null);
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export function PhaserScene<TData extends Record<string, unknown> = {}>(props: PhaserSceneProps<TData>) {
const phaserGameSignal = useContext(phaserContext);
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const sceneSignal = useSignal<ReactiveScene<TData>>();
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const registered = useRef(false);
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useSignalEffect(() => {
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if (!phaserGameSignal) return;
const ctx = phaserGameSignal.value;
if (!ctx?.game) return;
const game = ctx.game;
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// 注册场景到 Phaser但不启动
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if (!game.scene.getScene(props.sceneKey)) {
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const initData = {
...props.data,
phaserGame: phaserGameSignal,
sceneController: ctx.sceneController,
};
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game.scene.add(props.sceneKey, props.scene, false, initData);
}
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sceneSignal.value = props.scene;
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registered.current = true;
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return () => {
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sceneSignal.value = undefined;
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registered.current = false;
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// 不在这里移除场景,让 SceneController 管理生命周期
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};
});
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return <phaserSceneContext.Provider value={sceneSignal as ReadonlySignal<ReactiveScene>}>{props.children}</phaserSceneContext.Provider>;
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}