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71ccb8732e
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3e064f437b
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@ -57,15 +57,15 @@ export class OnitamaScene extends GameHostScene<OnitamaState> {
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// Info text
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this.infoText = this.add.text(
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20,
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BOARD_OFFSET.y,
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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: '15px',
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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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);
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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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@ -80,13 +80,12 @@ export class OnitamaScene extends GameHostScene<OnitamaState> {
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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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const boardBottom = BOARD_OFFSET.y + BOARD_SIZE * CELL_SIZE;
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// Red cards label - 棋盘下方
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// Red cards label
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const redLabel = this.add.text(
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boardLeft + (BOARD_SIZE * CELL_SIZE) / 2,
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boardBottom + 10,
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"RED",
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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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@ -95,27 +94,47 @@ export class OnitamaScene extends GameHostScene<OnitamaState> {
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).setOrigin(0.5, 0);
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this.cardLabelContainers.set('red', redLabel);
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// Black cards label - 棋盘上方
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// Black cards label
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const blackLabel = this.add.text(
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boardLeft + (BOARD_SIZE * CELL_SIZE) / 2,
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boardTop - 10,
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"BLACK",
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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, 1);
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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(`Turn ${this.state.turn + 1}\n\n${currentPlayer}`);
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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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@ -141,15 +160,15 @@ export class OnitamaScene extends GameHostScene<OnitamaState> {
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g.strokePath();
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this.add.text(
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20,
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20,
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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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);
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).setOrigin(0.5);
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}
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private setupInput(): void {
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@ -23,19 +23,14 @@ export class CardContainer extends Phaser.GameObjects.Container {
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private highlightRect: Phaser.GameObjects.Rectangle | null = null;
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private highlightTween: Phaser.Tweens.Tween | null = null;
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private _cardId: string;
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private _rotation: number = 0;
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constructor(scene: OnitamaScene, cardId: string, card: Card, rotation: number = 0) {
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constructor(scene: OnitamaScene, cardId: string, card: Card) {
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super(scene, 0, 0);
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this._cardId = cardId;
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this._rotation = rotation;
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// 将容器添加到场景
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scene.add.existing(this);
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// 应用旋转
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this.angle = rotation;
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// 创建卡牌视觉
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this.createCardVisual(card);
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@ -47,26 +42,6 @@ export class CardContainer extends Phaser.GameObjects.Container {
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this.addHighlightEffect(scene);
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}
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/**
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* 更新卡牌旋转(带动画)
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*/
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setRotation(rotation: number, animated: boolean = false): this {
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if (animated) {
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const currentAngle = this.angle;
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const tween = this.scene.tweens.add({
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targets: this,
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angle: { from: currentAngle, to: rotation },
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duration: 400,
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ease: 'Back.easeOut',
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});
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(this.scene as OnitamaScene).addTweenInterruption(tween);
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} else {
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this.angle = rotation;
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}
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this._rotation = rotation;
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return this;
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}
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/**
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* 高亮卡牌
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*/
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@ -250,26 +225,21 @@ export class CardSpawner implements Spawner<CardSpawnData, CardContainer> {
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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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const boardCenterX = boardLeft + (BOARD_SIZE * CELL_SIZE) / 2;
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const boardBottom = BOARD_OFFSET.y + BOARD_SIZE * CELL_SIZE;
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if (data.position === 'red') {
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// 红方卡牌在棋盘下方,水平排列
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return {
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x: boardLeft + BOARD_SIZE * CELL_SIZE / 2 - (data.index - 0.5) * (CARD_WIDTH + 15),
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y: boardBottom + CARD_HEIGHT - 30,
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x: boardLeft - CARD_WIDTH - 60 + 60,
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y: boardTop + 80 + data.index * (CARD_HEIGHT + 15),
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};
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} else if (data.position === 'black') {
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// 黑方卡牌在棋盘上方,水平排列
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return {
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x: boardLeft + BOARD_SIZE * CELL_SIZE / 2 - (data.index - 0.5) * (CARD_WIDTH + 15),
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y: boardTop - CARD_HEIGHT + 30,
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x: boardRight + 60 + 40,
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y: boardTop + 80 + data.index * (CARD_HEIGHT + 15),
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};
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} else {
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// 备用卡牌在棋盘左侧,垂直居中
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const boardCenterY = boardTop + (BOARD_SIZE * CELL_SIZE) / 2;
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return {
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x: boardLeft - CARD_WIDTH,
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y: boardCenterY,
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x: boardCenterX,
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y: boardTop - CARD_HEIGHT - 20,
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};
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}
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}
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@ -281,20 +251,6 @@ export class CardSpawner implements Spawner<CardSpawnData, CardContainer> {
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}
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onUpdate(data: CardSpawnData, obj: CardContainer): void {
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const isBlackTurn = this.scene.state.currentPlayer === 'black';
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// 检查卡牌是否需要旋转
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let targetRotation = 0;
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if (data.position === 'black') {
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targetRotation = -180; // 黑方卡牌始终旋转
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} else if (data.position === 'spare' && isBlackTurn) {
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targetRotation = -180; // 备用卡牌在黑方回合旋转
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}
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if (obj.angle !== targetRotation) {
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obj.setRotation(targetRotation, true);
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}
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// 只在位置实际变化时才播放移动动画
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if (!this.hasPositionChanged(data)) {
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this.previousData.set(data.cardId, { ...data });
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@ -329,8 +285,7 @@ export class CardSpawner implements Spawner<CardSpawnData, CardContainer> {
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return emptyContainer;
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}
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// 计算旋转角度 - 初始不旋转,后续由 onUpdate 处理
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const container = new CardContainer(this.scene, data.cardId, card, 0);
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const container = new CardContainer(this.scene, data.cardId, card);
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const pos = this.getCardPosition(data);
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container.x = pos.x;
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container.y = pos.y;
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@ -6,7 +6,7 @@ import type { OnitamaUIState } from '@/state';
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import { effect } from "@preact/signals-core";
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export const CELL_SIZE = 80;
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export const BOARD_OFFSET = { x: 240, y: 200 };
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export const BOARD_OFFSET = { x: 200, y: 180 };
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export const BOARD_SIZE = 5;
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export function boardToScreen(boardX: number, boardY: number): { x: number; y: number } {
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@ -228,6 +228,7 @@ export class PawnSpawner implements Spawner<Pawn, PawnContainer> {
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targets: obj,
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scale: 0,
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alpha: 0,
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y: obj.y - 30,
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duration: 300,
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ease: 'Back.easeIn',
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onComplete: () => obj.destroy(),
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@ -19,8 +19,8 @@ export default function App(props: { gameModule: any, gameScene: { new(): Phaser
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const label = useComputed(() => gameHost.value.gameHost.status.value === 'running' ? 'Restart' : 'Start');
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const phaserConfig: Partial<Phaser.Types.Core.GameConfig> = {
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width: 700,
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height: 800,
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width: 800,
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height: 700,
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};
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return (
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