Compare commits
2 Commits
2f0fb2bca8
...
0e7aaea7da
| Author | SHA1 | Date |
|---|---|---|
|
|
0e7aaea7da | |
|
|
acb2fc82ba |
|
|
@ -0,0 +1 @@
|
|||
!node_modules
|
||||
19
AGENTS.md
19
AGENTS.md
|
|
@ -9,35 +9,34 @@ A Phaser 3 framework for building web board games, built on top of `boardgame-co
|
|||
|
||||
## boardgame-core Usage
|
||||
|
||||
For detailed boardgame-core API documentation and examples, see **[boardgame-core Guide](docs/boardgame-core-guide.md)**.
|
||||
For detailed boardgame-core API documentation and examples, see `packages/framework/node_modules/boardgame-core/`
|
||||
|
||||
Key concepts:
|
||||
- **MutableSignal** — Reactive state container with `.value` and `.produce()`
|
||||
- **Command System** — CLI-style parsing with schema validation and prompt support
|
||||
- **Region System** — Spatial management with `createRegion()`, `applyAlign()`, `shuffle()`, `moveToRegion()`
|
||||
- **Part System** — Game pieces with `createPart()`, `createPartPool()`, `flip()`, `roll()`
|
||||
- **Part System** — Game pieces with `createPartsFromTable()`, `flip()`, `roll()`
|
||||
- **RNG** — Deterministic PRNG via `createRNG(seed)` for reproducible game states
|
||||
|
||||
### Quick Example
|
||||
|
||||
```ts
|
||||
import { createGameCommandRegistry, createRegion, MutableSignal } from 'boardgame-core';
|
||||
import { createGameCommandRegistry, createRegion, IGameContext } from 'boardgame-core';
|
||||
|
||||
type GameState = {
|
||||
board: Region;
|
||||
parts: Part<{ player: 'X' | 'O' }>[];
|
||||
currentPlayer: 'X' | 'O';
|
||||
};
|
||||
type Game = IGameContext<GameState>;
|
||||
|
||||
const registration = createGameCommandRegistry<GameState>();
|
||||
export const registry = registration.registry;
|
||||
const registry = createGameCommandRegistry<GameState>();
|
||||
|
||||
registration.add('place <row:number> <col:number>', async function(cmd) {
|
||||
const [row, col] = cmd.params as [number, number];
|
||||
this.context.produce(state => {
|
||||
registry.register('place <row:number> <col:number>', async function(game: Game, row: number, col: number) {
|
||||
await game.produceAsync(state => {
|
||||
state.parts.push({ id: `p-${row}-${col}`, regionId: 'board', position: [row, col], player: state.currentPlayer });
|
||||
});
|
||||
return { success: true };
|
||||
return true;
|
||||
});
|
||||
```
|
||||
|
||||
|
|
@ -71,7 +70,7 @@ pnpm --filter sample-game typecheck # tsc --noEmit (add to scripts first)
|
|||
```bash
|
||||
# boardgame-core is a local dependency via symlink (link:../../../boardgame-core)
|
||||
# After changes to boardgame-core, simply rebuild it:
|
||||
cd ../boardgame-core && pnpm build
|
||||
cd ../boardgame-core && npm build
|
||||
# The symlink automatically resolves to the updated dist/
|
||||
```
|
||||
|
||||
|
|
|
|||
|
|
@ -51,6 +51,7 @@ const placeCommand = registry.register( 'place <row:number> <col:number> <player
|
|||
async function boop(game: BoopGame, row: number, col: number, type: PieceType) {
|
||||
const booped: string[] = [];
|
||||
|
||||
const toRemove = new Set<string>();
|
||||
await game.produceAsync((state: BoopState) => {
|
||||
// 按照远离放置位置的方向推动
|
||||
for (const [dr, dc] of getNeighborPositions()) {
|
||||
|
|
@ -73,8 +74,9 @@ async function boop(game: BoopGame, row: number, col: number, type: PieceType) {
|
|||
// 检查新位置是否为空或在棋盘外
|
||||
if (!isInBounds(newRow, newCol)) {
|
||||
// 棋子被推出棋盘,返回玩家supply
|
||||
toRemove.add(part.id);
|
||||
booped.push(part.id);
|
||||
moveToRegion(part, state.regions.board, state.regions[part.player]);
|
||||
moveToRegion(part, state.regions.board, state.regions.board, [newRow, newCol]);
|
||||
} else if (!isCellOccupied(state, newRow, newCol)) {
|
||||
// 新位置为空,移动过去
|
||||
booped.push(part.id);
|
||||
|
|
@ -83,6 +85,13 @@ async function boop(game: BoopGame, row: number, col: number, type: PieceType) {
|
|||
// 如果新位置被占用,则不移动(两个棋子都保持原位)
|
||||
}
|
||||
});
|
||||
await game.produceAsync((state: BoopState) => {
|
||||
// 移除被吃掉的棋子
|
||||
for (const partId of toRemove) {
|
||||
const part = state.pieces[partId];
|
||||
moveToRegion(part, state.regions.board, state.regions[part.player]);
|
||||
}
|
||||
});
|
||||
|
||||
return { booped };
|
||||
}
|
||||
|
|
|
|||
|
|
@ -22,13 +22,14 @@ class BoopPartSpawner implements Spawner<BoopPart, Phaser.GameObjects.Container>
|
|||
const x = BOARD_OFFSET.x + col * CELL_SIZE + CELL_SIZE / 2;
|
||||
const y = BOARD_OFFSET.y + row * CELL_SIZE + CELL_SIZE / 2;
|
||||
|
||||
this.scene.tweens.add({
|
||||
const tween = this.scene.tweens.add({
|
||||
targets: obj,
|
||||
x: x,
|
||||
y: y,
|
||||
duration: 200,
|
||||
ease: 'Power2',
|
||||
});
|
||||
this.scene.addTweenInterruption(tween);
|
||||
}
|
||||
|
||||
onSpawn(part: BoopPart) {
|
||||
|
|
|
|||
Loading…
Reference in New Issue