@playcraft/skills 0.0.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +333 -0
- package/dist/src/index.d.ts +3 -0
- package/dist/src/index.d.ts.map +1 -0
- package/dist/src/index.js +2 -0
- package/dist/src/index.js.map +1 -0
- package/dist/src/skills.loader.d.ts +31 -0
- package/dist/src/skills.loader.d.ts.map +1 -0
- package/dist/src/skills.loader.js +200 -0
- package/dist/src/skills.loader.js.map +1 -0
- package/dist/src/skills.types.d.ts +44 -0
- package/dist/src/skills.types.d.ts.map +1 -0
- package/dist/src/skills.types.js +9 -0
- package/dist/src/skills.types.js.map +1 -0
- package/package.json +35 -0
- package/skills/2048_core.aigameplay/SKILL.md +123 -0
- package/skills/2048_core.aigameplay/manifest.json +159 -0
- package/skills/2048_core.aigameplay/ref/pgs-schema.json +194 -0
- package/skills/2048_core.aigameplay/ref/reducer.template.ts +189 -0
- package/skills/SKILL.md +46 -0
- package/skills/ad_compliance_rules.aiconfig/SKILL.md +85 -0
- package/skills/ad_compliance_rules.aiconfig/manifest.json +60 -0
- package/skills/agent_remix_orchestrator.aicomponent/SKILL.md +257 -0
- package/skills/agent_remix_orchestrator.aicomponent/manifest.json +12 -0
- package/skills/app_metadata.aiconfig/SKILL.md +53 -0
- package/skills/app_metadata.aiconfig/manifest.json +32 -0
- package/skills/appear_sfx.aiaudio/SKILL.md +59 -0
- package/skills/appear_sfx.aiaudio/manifest.json +45 -0
- package/skills/appear_sfx.aiaudio/ref/appear.mp3 +0 -0
- package/skills/arrow_move_error_sfx.aiaudio/SKILL.md +59 -0
- package/skills/arrow_move_error_sfx.aiaudio/manifest.json +45 -0
- package/skills/arrow_move_error_sfx.aiaudio/ref/arrow_move_error.mp3 +0 -0
- package/skills/arrow_path_data_format.aicomponent/SKILL.md +152 -0
- package/skills/arrow_path_data_format.aicomponent/manifest.json +57 -0
- package/skills/arrow_path_data_format.aicomponent/ref/LevelParser.ts +188 -0
- package/skills/arrow_path_data_format.aicomponent/ref/LevelTypes.ts +131 -0
- package/skills/arrow_pick_match_rules.aigameplay/SKILL.md +117 -0
- package/skills/arrow_pick_match_rules.aigameplay/manifest.json +105 -0
- package/skills/arrow_pick_match_rules.aigameplay/ref/pgs-schema.json +180 -0
- package/skills/asset_pipeline_scripts.aicomponent/SKILL.md +117 -0
- package/skills/asset_pipeline_scripts.aicomponent/manifest.json +17 -0
- package/skills/asset_pipeline_scripts.aicomponent/ref/gen-sprite.sh +105 -0
- package/skills/ball_sort.aigameplay/SKILL.md +109 -0
- package/skills/ball_sort.aigameplay/manifest.json +155 -0
- package/skills/ball_sort.aigameplay/ref/pgs-schema.json +192 -0
- package/skills/ball_sort.aigameplay/ref/reducer.template.ts +156 -0
- package/skills/basketball_shot.aigameplay/SKILL.md +94 -0
- package/skills/basketball_shot.aigameplay/manifest.json +150 -0
- package/skills/basketball_shot.aigameplay/ref/pgs-schema.json +229 -0
- package/skills/basketball_shot.aigameplay/ref/reducer.template.ts +189 -0
- package/skills/bg_music.aiaudio/SKILL.md +61 -0
- package/skills/bg_music.aiaudio/manifest.json +48 -0
- package/skills/bg_music.aiaudio/ref/bg.mp3 +0 -0
- package/skills/big_watermelon.aigameplay/SKILL.md +94 -0
- package/skills/big_watermelon.aigameplay/manifest.json +155 -0
- package/skills/big_watermelon.aigameplay/ref/pgs-schema.json +191 -0
- package/skills/big_watermelon.aigameplay/ref/reducer.template.ts +202 -0
- package/skills/block_puzzle.aigameplay/SKILL.md +121 -0
- package/skills/block_puzzle.aigameplay/manifest.json +154 -0
- package/skills/block_puzzle.aigameplay/ref/pgs-schema.json +170 -0
- package/skills/block_puzzle.aigameplay/ref/reducer.template.ts +182 -0
- package/skills/board_entity_sprite.aiimage/SKILL.md +255 -0
- package/skills/board_entity_sprite.aiimage/manifest.json +153 -0
- package/skills/board_entity_sprite.aiimage/ref/ProceduralCar.ts +357 -0
- package/skills/board_entity_sprite.aiimage/ref/car.png +0 -0
- package/skills/board_entity_sprite.aiimage/ref/car.webp +0 -0
- package/skills/bottom_ui_bar.aicomponent/SKILL.md +50 -0
- package/skills/bottom_ui_bar.aicomponent/manifest.json +31 -0
- package/skills/bottom_ui_bar.aicomponent/ref/GameBottomUI.ts +27 -0
- package/skills/bubble_shooter.aigameplay/SKILL.md +129 -0
- package/skills/bubble_shooter.aigameplay/manifest.json +181 -0
- package/skills/bubble_shooter.aigameplay/ref/pgs-schema.json +226 -0
- package/skills/bubble_shooter.aigameplay/ref/reducer.template.ts +228 -0
- package/skills/button_click_sfx.aiaudio/SKILL.md +59 -0
- package/skills/button_click_sfx.aiaudio/manifest.json +45 -0
- package/skills/button_click_sfx.aiaudio/ref/button_click.mp3 +0 -0
- package/skills/calm_piano.aiaudio/SKILL.md +68 -0
- package/skills/calm_piano.aiaudio/manifest.json +50 -0
- package/skills/camera_controller_3d.aicomponent/SKILL.md +100 -0
- package/skills/camera_controller_3d.aicomponent/manifest.json +52 -0
- package/skills/camera_controller_3d.aicomponent/ref/CameraController.ts +199 -0
- package/skills/camera_controller_3d.aicomponent/ref/OrbitControlsAdapter.ts +152 -0
- package/skills/candy_tile.aiimage/SKILL.md +62 -0
- package/skills/candy_tile.aiimage/manifest.json +49 -0
- package/skills/car_parking.aigameplay/SKILL.md +105 -0
- package/skills/car_parking.aigameplay/manifest.json +164 -0
- package/skills/car_parking.aigameplay/ref/pgs-schema.json +163 -0
- package/skills/car_parking.aigameplay/ref/reducer.template.ts +166 -0
- package/skills/castle.aiimage/SKILL.md +64 -0
- package/skills/castle.aiimage/manifest.json +48 -0
- package/skills/cheerful_ukulele.aiaudio/SKILL.md +72 -0
- package/skills/cheerful_ukulele.aiaudio/manifest.json +50 -0
- package/skills/click_sfx.aiaudio/SKILL.md +59 -0
- package/skills/click_sfx.aiaudio/manifest.json +45 -0
- package/skills/click_sfx.aiaudio/ref/click.mp3 +0 -0
- package/skills/combo_display.aicomponent/SKILL.md +45 -0
- package/skills/combo_display.aicomponent/manifest.json +31 -0
- package/skills/combo_display.aicomponent/ref/ComboManager.ts +362 -0
- package/skills/combo_display.aicomponent/ref/ComboSmallUI.ts +232 -0
- package/skills/combo_praise_text.aicomponent/SKILL.md +56 -0
- package/skills/combo_praise_text.aicomponent/manifest.json +34 -0
- package/skills/combo_praise_text.aicomponent/ref/ComboManager.ts +362 -0
- package/skills/countdown_timer.aicomponent/SKILL.md +44 -0
- package/skills/countdown_timer.aicomponent/manifest.json +35 -0
- package/skills/countdown_timer.aicomponent/ref/CountdownDisplay.ts +213 -0
- package/skills/cta_platform_config.aiconfig/SKILL.md +72 -0
- package/skills/cta_platform_config.aiconfig/manifest.json +56 -0
- package/skills/debug_overlay.aicomponent/SKILL.md +75 -0
- package/skills/debug_overlay.aicomponent/manifest.json +17 -0
- package/skills/debug_overlay.aicomponent/ref/DebugOverlay.ts +144 -0
- package/skills/desert.aiimage/SKILL.md +63 -0
- package/skills/desert.aiimage/manifest.json +49 -0
- package/skills/difficulty_curve_designer.aiconfig/SKILL.md +68 -0
- package/skills/difficulty_curve_designer.aiconfig/manifest.json +36 -0
- package/skills/digit_renderer.aicomponent/SKILL.md +43 -0
- package/skills/digit_renderer.aicomponent/manifest.json +25 -0
- package/skills/digit_renderer.aicomponent/ref/DigitRenderer.ts +237 -0
- package/skills/download_button.aicomponent/SKILL.md +44 -0
- package/skills/download_button.aicomponent/manifest.json +25 -0
- package/skills/download_button.aicomponent/ref/DownloadButton.ts +137 -0
- package/skills/draw_line_puzzle.aigameplay/SKILL.md +84 -0
- package/skills/draw_line_puzzle.aigameplay/manifest.json +152 -0
- package/skills/draw_line_puzzle.aigameplay/ref/pgs-schema.json +189 -0
- package/skills/draw_line_puzzle.aigameplay/ref/reducer.template.ts +194 -0
- package/skills/easy_to_hard.aiconfig/SKILL.md +52 -0
- package/skills/easy_to_hard.aiconfig/manifest.json +33 -0
- package/skills/eight_ball_pool.aigameplay/SKILL.md +104 -0
- package/skills/eight_ball_pool.aigameplay/manifest.json +152 -0
- package/skills/eight_ball_pool.aigameplay/ref/pgs-schema.json +205 -0
- package/skills/eight_ball_pool.aigameplay/ref/reducer.template.ts +198 -0
- package/skills/energetic_electronic.aiaudio/SKILL.md +69 -0
- package/skills/energetic_electronic.aiaudio/manifest.json +51 -0
- package/skills/fail_sfx.aiaudio/SKILL.md +59 -0
- package/skills/fail_sfx.aiaudio/manifest.json +44 -0
- package/skills/fail_sfx.aiaudio/ref/fail.mp3 +0 -0
- package/skills/figer_icon.aiimage/SKILL.md +58 -0
- package/skills/figer_icon.aiimage/manifest.json +48 -0
- package/skills/figer_icon.aiimage/ref/figer.png +0 -0
- package/skills/figer_icon.aiimage/ref/figer.webp +0 -0
- package/skills/forest.aiimage/SKILL.md +74 -0
- package/skills/forest.aiimage/manifest.json +48 -0
- package/skills/fruit_tile.aiimage/SKILL.md +68 -0
- package/skills/fruit_tile.aiimage/manifest.json +48 -0
- package/skills/game_over_panel.aicomponent/SKILL.md +47 -0
- package/skills/game_over_panel.aicomponent/manifest.json +61 -0
- package/skills/game_over_panel.aicomponent/ref/GameOverPanel.ts +74 -0
- package/skills/game_scene.aicomponent/SKILL.md +57 -0
- package/skills/game_scene.aicomponent/manifest.json +36 -0
- package/skills/game_scene.aicomponent/ref/Game.ts +748 -0
- package/skills/gameplay_balance_check.aivalidator/SKILL.md +69 -0
- package/skills/gameplay_balance_check.aivalidator/manifest.json +21 -0
- package/skills/gameplay_unit_test.aivalidator/SKILL.md +89 -0
- package/skills/gameplay_unit_test.aivalidator/manifest.json +17 -0
- package/skills/gameplay_unit_test.aivalidator/ref/gameplay.test.ts +202 -0
- package/skills/gameplay_unit_test.aivalidator/ref/vitest.config.ts +13 -0
- package/skills/grid_board_layout.aicomponent/SKILL.md +85 -0
- package/skills/grid_board_layout.aicomponent/manifest.json +69 -0
- package/skills/grid_board_layout.aicomponent/ref/BoardLayout.ts +416 -0
- package/skills/grid_board_layout.aicomponent/ref/BoardLayout3D.ts +125 -0
- package/skills/grid_board_layout.aicomponent/ref/BoardLayoutMath.ts +85 -0
- package/skills/grid_board_layout.aicomponent/ref/BoardRenderer3D.ts +298 -0
- package/skills/heart_lives.aicomponent/SKILL.md +42 -0
- package/skills/heart_lives.aicomponent/manifest.json +25 -0
- package/skills/heart_lives.aicomponent/ref/HeartDisplay.ts +96 -0
- package/skills/idle-breathe.aicomponent/SKILL.md +27 -0
- package/skills/idle-breathe.aicomponent/manifest.json +20 -0
- package/skills/idle-breathe.aicomponent/ref/phaser.js +25 -0
- package/skills/idle-breathe.aicomponent/ref/playcanvas.js +29 -0
- package/skills/jewel_tile.aiimage/SKILL.md +63 -0
- package/skills/jewel_tile.aiimage/manifest.json +49 -0
- package/skills/knife_hit.aigameplay/SKILL.md +103 -0
- package/skills/knife_hit.aigameplay/manifest.json +151 -0
- package/skills/knife_hit.aigameplay/ref/pgs-schema.json +202 -0
- package/skills/knife_hit.aigameplay/ref/reducer.template.ts +196 -0
- package/skills/left_right_parkour.aigameplay/SKILL.md +120 -0
- package/skills/left_right_parkour.aigameplay/manifest.json +165 -0
- package/skills/left_right_parkour.aigameplay/ref/pgs-schema.json +200 -0
- package/skills/left_right_parkour.aigameplay/ref/reducer.template.ts +194 -0
- package/skills/level_data_pack.aiconfig/SKILL.md +64 -0
- package/skills/level_data_pack.aiconfig/manifest.json +37 -0
- package/skills/level_data_validator.aivalidator/SKILL.md +85 -0
- package/skills/level_data_validator.aivalidator/manifest.json +17 -0
- package/skills/level_data_validator.aivalidator/ref/LevelValidator.ts +113 -0
- package/skills/level_lifecycle.aicomponent/SKILL.md +81 -0
- package/skills/level_lifecycle.aicomponent/manifest.json +87 -0
- package/skills/level_lifecycle.aicomponent/ref/LevelLifecycle.ts +235 -0
- package/skills/level_solvability_validator.aivalidator/SKILL.md +74 -0
- package/skills/level_solvability_validator.aivalidator/manifest.json +23 -0
- package/skills/level_solvability_validator.aivalidator/ref/LevelValidator.ts +186 -0
- package/skills/level_state.aicomponent/SKILL.md +55 -0
- package/skills/level_state.aicomponent/manifest.json +34 -0
- package/skills/level_state.aicomponent/ref/LevelDataManager.ts +26 -0
- package/skills/level_state.aicomponent/ref/LevelManager.ts +26 -0
- package/skills/loading_screen.aicomponent/SKILL.md +57 -0
- package/skills/loading_screen.aicomponent/manifest.json +43 -0
- package/skills/loading_screen.aicomponent/ref/LoadingUI.ts +339 -0
- package/skills/lose_result_panel.aiimage/SKILL.md +58 -0
- package/skills/lose_result_panel.aiimage/manifest.json +47 -0
- package/skills/lose_result_panel.aiimage/ref/lose.png +0 -0
- package/skills/lose_result_panel.aiimage/ref/lose.webp +0 -0
- package/skills/lose_sfx.aiaudio/SKILL.md +59 -0
- package/skills/lose_sfx.aiaudio/manifest.json +45 -0
- package/skills/lose_sfx.aiaudio/ref/lose.mp3 +0 -0
- package/skills/match-pop.aicomponent/SKILL.md +29 -0
- package/skills/match-pop.aicomponent/manifest.json +19 -0
- package/skills/match-pop.aicomponent/ref/phaser.js +30 -0
- package/skills/match-pop.aicomponent/ref/playcanvas.js +22 -0
- package/skills/match3_core.aigameplay/SKILL.md +125 -0
- package/skills/match3_core.aigameplay/manifest.json +107 -0
- package/skills/match3_core.aigameplay/ref/pgs-schema.json +154 -0
- package/skills/match3_core.aigameplay/ref/reducer.template.ts +191 -0
- package/skills/match_engine.aicomponent/SKILL.md +84 -0
- package/skills/match_engine.aicomponent/manifest.json +23 -0
- package/skills/match_engine.aicomponent/ref/MatchEngine.ts +75 -0
- package/skills/memory_match.aigameplay/SKILL.md +111 -0
- package/skills/memory_match.aigameplay/manifest.json +164 -0
- package/skills/memory_match.aigameplay/ref/pgs-schema.json +190 -0
- package/skills/memory_match.aigameplay/ref/reducer.template.ts +162 -0
- package/skills/merge_core.aigameplay/SKILL.md +112 -0
- package/skills/merge_core.aigameplay/manifest.json +154 -0
- package/skills/merge_core.aigameplay/ref/pgs-schema.json +202 -0
- package/skills/merge_core.aigameplay/ref/reducer.template.ts +179 -0
- package/skills/mistake_sfx.aiaudio/SKILL.md +59 -0
- package/skills/mistake_sfx.aiaudio/manifest.json +45 -0
- package/skills/mistake_sfx.aiaudio/ref/mistake.mp3 +0 -0
- package/skills/nomove_hint_overlay.aiimage/SKILL.md +58 -0
- package/skills/nomove_hint_overlay.aiimage/manifest.json +48 -0
- package/skills/nomove_hint_overlay.aiimage/ref/nomove_hint.png +0 -0
- package/skills/nomove_hint_overlay.aiimage/ref/nomove_hint.webp +0 -0
- package/skills/normal_dot.aiimage/SKILL.md +58 -0
- package/skills/normal_dot.aiimage/manifest.json +46 -0
- package/skills/normal_dot.aiimage/ref/normal_dot.png +0 -0
- package/skills/normal_dot.aiimage/ref/normal_dot.webp +0 -0
- package/skills/ocean.aiimage/SKILL.md +71 -0
- package/skills/ocean.aiimage/manifest.json +49 -0
- package/skills/particle-confetti.aicomponent/SKILL.md +32 -0
- package/skills/particle-confetti.aicomponent/manifest.json +21 -0
- package/skills/particle-confetti.aicomponent/ref/html5-spritesheet.js +17 -0
- package/skills/particle-confetti.aicomponent/ref/phaser.js +38 -0
- package/skills/particle-explosion.aicomponent/SKILL.md +37 -0
- package/skills/particle-explosion.aicomponent/manifest.json +24 -0
- package/skills/particle-explosion.aicomponent/ref/html5-spritesheet.js +40 -0
- package/skills/particle-explosion.aicomponent/ref/phaser.js +46 -0
- package/skills/particle-explosion.aicomponent/ref/playcanvas.js +33 -0
- package/skills/particle-trail.aicomponent/SKILL.md +25 -0
- package/skills/particle-trail.aicomponent/manifest.json +22 -0
- package/skills/particle-trail.aicomponent/ref/phaser.js +31 -0
- package/skills/path_animation.aicomponent/SKILL.md +82 -0
- package/skills/path_animation.aicomponent/manifest.json +77 -0
- package/skills/path_animation.aicomponent/ref/AnimationManager.ts +694 -0
- package/skills/path_animation.aicomponent/ref/AnimationManager3D.ts +317 -0
- package/skills/path_elimination_rules.aigameplay/SKILL.md +88 -0
- package/skills/path_elimination_rules.aigameplay/manifest.json +119 -0
- package/skills/path_elimination_rules.aigameplay/ref/pgs-schema.json +227 -0
- package/skills/path_input_handler.aicomponent/SKILL.md +87 -0
- package/skills/path_input_handler.aicomponent/manifest.json +97 -0
- package/skills/path_input_handler.aicomponent/ref/InputHandler.ts +714 -0
- package/skills/path_input_handler.aicomponent/ref/InputHandler3D.ts +204 -0
- package/skills/path_renderer.aicomponent/SKILL.md +101 -0
- package/skills/path_renderer.aicomponent/manifest.json +69 -0
- package/skills/path_renderer.aicomponent/ref/PathRenderer.ts +509 -0
- package/skills/path_renderer.aicomponent/ref/PathRenderer3D.ts +176 -0
- package/skills/path_renderer.aicomponent/ref/PathRenderers.ts +640 -0
- package/skills/phaser.aicomponent/SKILL.md +315 -0
- package/skills/phaser.aicomponent/manifest.json +156 -0
- package/skills/phaser.aicomponent/ref/BootScene.ts +29 -0
- package/skills/phaser.aicomponent/ref/GameConfig.ts +29 -0
- package/skills/phaser.aicomponent/ref/GameScene.ts +88 -0
- package/skills/phaser.aicomponent/ref/PreloaderScene.ts +78 -0
- package/skills/phaser.aicomponent/ref/SceneKeys.ts +7 -0
- package/skills/phaser.aicomponent/ref/SoundUtils.ts +21 -0
- package/skills/phaser.aicomponent/ref/UiLayout.ts +74 -0
- package/skills/phaser.aicomponent/ref/globals.d.ts +52 -0
- package/skills/phaser.aicomponent/ref/index.css +40 -0
- package/skills/phaser.aicomponent/ref/index.html +14 -0
- package/skills/phaser.aicomponent/ref/index.ts +48 -0
- package/skills/phaser.aicomponent/ref/main.ts +16 -0
- package/skills/phaser.aicomponent/ref/package.json +22 -0
- package/skills/phaser.aicomponent/ref/tsconfig.json +25 -0
- package/skills/phaser.aicomponent/ref/webpack.config.js +57 -0
- package/skills/phaser_scene_lifecycle.aicomponent/SKILL.md +63 -0
- package/skills/phaser_scene_lifecycle.aicomponent/manifest.json +33 -0
- package/skills/pick_and_match_rules.aigameplay/SKILL.md +113 -0
- package/skills/pick_and_match_rules.aigameplay/manifest.json +121 -0
- package/skills/pick_and_match_rules.aigameplay/ref/pgs-schema.json +354 -0
- package/skills/pin_pull.aigameplay/SKILL.md +110 -0
- package/skills/pin_pull.aigameplay/manifest.json +164 -0
- package/skills/pin_pull.aigameplay/ref/pgs-schema.json +201 -0
- package/skills/pin_pull.aigameplay/ref/reducer.template.ts +216 -0
- package/skills/playable_app_logo.aiimage/SKILL.md +58 -0
- package/skills/playable_app_logo.aiimage/manifest.json +47 -0
- package/skills/playable_app_logo.aiimage/ref/logo.png +0 -0
- package/skills/playable_app_logo.aiimage/ref/logo.webp +0 -0
- package/skills/playable_end_screen_layout.aicomponent/SKILL.md +75 -0
- package/skills/playable_end_screen_layout.aicomponent/manifest.json +24 -0
- package/skills/playable_guidance_layer.aicomponent/SKILL.md +89 -0
- package/skills/playable_guidance_layer.aicomponent/manifest.json +24 -0
- package/skills/playable_hud_layout.aicomponent/SKILL.md +96 -0
- package/skills/playable_hud_layout.aicomponent/manifest.json +24 -0
- package/skills/playable_scripts_build.aicomponent/SKILL.md +69 -0
- package/skills/playable_scripts_build.aicomponent/manifest.json +53 -0
- package/skills/playable_scripts_build.aicomponent/ref/builds.config.js +257 -0
- package/skills/playcraft-3d-flip-sprite/SKILL.md +336 -0
- package/skills/playcraft-3d-flip-sprite/renderer/flatten_glb.mjs +62 -0
- package/skills/playcraft-3d-flip-sprite/renderer/render.mjs +325 -0
- package/skills/playcraft-3d-flip-sprite/renderer/render_single.mjs +138 -0
- package/skills/playcraft-asset-management/SKILL.md +73 -0
- package/skills/playcraft-audio-generation/SKILL.md +126 -0
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- package/src/index.ts +10 -0
- package/src/skills.loader.ts +225 -0
- package/src/skills.types.ts +42 -0
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import * as THREE from "three";
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/**
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* 程序化 3D 卡通赛车工厂
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*
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* 使用多个基础几何体组装出精致的 Low-Poly 风格赛车模型:
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* - 车身:圆润 BoxGeometry(边缘 round 处理)+ 车漆材质
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* - 引擎盖:前部凸起
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* - 座舱:深色框架 + 半透明蓝色挡风玻璃
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* - 4 轮子:黑色轮胎 Cylinder + 银色金属轮毂
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* - 前大灯:白色球体 emissive
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* - 后扰流板:赛车尾翼 + 支撑柱
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* - 地面软阴影
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*
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*
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*/
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export interface CarStyle {
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bodyRatio?: { w: number; h: number; l: number };
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/** 轮子半径倍率 */
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wheelRadius?: number;
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hasSpoiler?: boolean;
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}
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const DEFAULT_STYLE: Required<CarStyle> = {
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bodyRatio: { w: 0.42, h: 0.15, l: 0.72 },
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wheelRadius: 0.08,
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hasSpoiler: true,
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hasLights: true,
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};
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/**
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* 方向 → Y 轴旋转角度映射。
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* 模型默认车头朝 -Z (ArrowDirection.Up = 0)。
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export function directionToRotationY(direction: string): number {
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export class ProceduralCar {
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*/
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static create(
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direction: string = "up",
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scale: number = 0.7,
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style?: CarStyle,
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): THREE.Group {
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const lightColor = baseColor.clone().lerp(new THREE.Color(0xffffff), 0.3);
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// ─── 车身 ───
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group.add(body);
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const hoodMat = new THREE.MeshStandardMaterial({ color: lightColor, roughness: 0.3, metalness: 0.2 });
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group.add(hood);
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// ─── 座舱 ───
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const cabinH = bodyH * 0.7;
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const cabinL = bodyL * 0.35;
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const cabin = this.createCabin(cabinW, cabinH, cabinL, darkColor);
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cabin.position.set(0, bodyH + cabinH / 2 + s * 0.08, bodyL * 0.05);
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group.add(cabin);
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// ─── 4 轮子 ───
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const wheelR = s * cfg.wheelRadius;
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const wheelW = s * 0.05;
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const wheelOffsetX = bodyW / 2 + wheelW * 0.3;
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const wheelY = wheelR;
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const wheelFrontZ = -bodyL * 0.3;
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const wheelRearZ = bodyL * 0.28;
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const positions: [number, number, number][] = [
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[-wheelOffsetX, wheelY, wheelFrontZ],
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[wheelOffsetX, wheelY, wheelFrontZ],
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[-wheelOffsetX, wheelY, wheelRearZ],
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[wheelOffsetX, wheelY, wheelRearZ],
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];
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for (const [wx, wy, wz] of positions) {
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const wheel = this.createWheel(wheelR, wheelW);
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wheel.position.set(wx, wy, wz);
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group.add(wheel);
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}
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// ─── 车灯 ───
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if (cfg.hasLights) {
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const hlR = s * 0.035;
|
|
131
|
+
const hlZ = -bodyL / 2 - hlR * 0.3;
|
|
132
|
+
const hlY = bodyH * 0.7 + s * 0.08;
|
|
133
|
+
|
|
134
|
+
const hlMat = new THREE.MeshStandardMaterial({
|
|
135
|
+
color: 0xffffee, emissive: 0xffffaa, emissiveIntensity: 0.6,
|
|
136
|
+
roughness: 0.1, metalness: 0.3,
|
|
137
|
+
});
|
|
138
|
+
const hlGeo = this.getHeadlightGeo(hlR);
|
|
139
|
+
|
|
140
|
+
const hlL = new THREE.Mesh(hlGeo, hlMat);
|
|
141
|
+
hlL.position.set(-bodyW * 0.3, hlY, hlZ);
|
|
142
|
+
group.add(hlL);
|
|
143
|
+
|
|
144
|
+
const hlRight = new THREE.Mesh(hlGeo, hlMat.clone());
|
|
145
|
+
hlRight.position.set(bodyW * 0.3, hlY, hlZ);
|
|
146
|
+
group.add(hlRight);
|
|
147
|
+
|
|
148
|
+
// 尾灯
|
|
149
|
+
const tlGeo = this.getTaillightGeo(s);
|
|
150
|
+
const tlMat = new THREE.MeshStandardMaterial({
|
|
151
|
+
color: 0xff2200, emissive: 0xff0000, emissiveIntensity: 0.4, roughness: 0.2,
|
|
152
|
+
});
|
|
153
|
+
const tlL = new THREE.Mesh(tlGeo, tlMat);
|
|
154
|
+
tlL.position.set(-bodyW * 0.3, hlY * 0.9, bodyL / 2);
|
|
155
|
+
group.add(tlL);
|
|
156
|
+
|
|
157
|
+
const tlR = new THREE.Mesh(tlGeo, tlMat.clone());
|
|
158
|
+
tlR.position.set(bodyW * 0.3, hlY * 0.9, bodyL / 2);
|
|
159
|
+
group.add(tlR);
|
|
160
|
+
}
|
|
161
|
+
|
|
162
|
+
// ─── 尾翼 ───
|
|
163
|
+
if (cfg.hasSpoiler) {
|
|
164
|
+
const spoiler = this.createSpoiler(s, darkColor);
|
|
165
|
+
spoiler.position.set(0, bodyH + cabinH * 0.4 + s * 0.08, bodyL * 0.38);
|
|
166
|
+
group.add(spoiler);
|
|
167
|
+
}
|
|
168
|
+
|
|
169
|
+
// ─── 地面阴影 ───
|
|
170
|
+
const shadowGeo = new THREE.PlaneGeometry(bodyW * 1.2, bodyL * 1.1);
|
|
171
|
+
const shadowMat = new THREE.MeshBasicMaterial({
|
|
172
|
+
color: 0x000000, transparent: true, opacity: 0.2, depthWrite: false,
|
|
173
|
+
});
|
|
174
|
+
const shadow = new THREE.Mesh(shadowGeo, shadowMat);
|
|
175
|
+
shadow.rotation.x = -Math.PI / 2;
|
|
176
|
+
shadow.position.y = 0.003;
|
|
177
|
+
group.add(shadow);
|
|
178
|
+
|
|
179
|
+
// ─── 方向旋转 ───
|
|
180
|
+
group.rotation.y = directionToRotationY(direction);
|
|
181
|
+
group.userData = { type: "car", color };
|
|
182
|
+
|
|
183
|
+
return group;
|
|
184
|
+
}
|
|
185
|
+
|
|
186
|
+
/**
|
|
187
|
+
* 设置阻挡红光效果
|
|
188
|
+
*/
|
|
189
|
+
static setBlocked(car: THREE.Group, blocked: boolean): void {
|
|
190
|
+
car.traverse((child) => {
|
|
191
|
+
if (child instanceof THREE.Mesh) {
|
|
192
|
+
const mats = Array.isArray(child.material) ? child.material : [child.material];
|
|
193
|
+
for (const mat of mats) {
|
|
194
|
+
if (mat instanceof THREE.MeshStandardMaterial) {
|
|
195
|
+
if (blocked) {
|
|
196
|
+
mat.emissive.setHex(0xff0000);
|
|
197
|
+
mat.emissiveIntensity = 0.6;
|
|
198
|
+
} else {
|
|
199
|
+
mat.emissive.setHex(0x000000);
|
|
200
|
+
mat.emissiveIntensity = 0;
|
|
201
|
+
}
|
|
202
|
+
}
|
|
203
|
+
}
|
|
204
|
+
}
|
|
205
|
+
});
|
|
206
|
+
}
|
|
207
|
+
|
|
208
|
+
/**
|
|
209
|
+
* 释放缓存的几何体
|
|
210
|
+
*/
|
|
211
|
+
static dispose(): void {
|
|
212
|
+
this.wheelGeo?.dispose(); this.wheelGeo = null;
|
|
213
|
+
this.rimGeo?.dispose(); this.rimGeo = null;
|
|
214
|
+
this.headlightGeo?.dispose(); this.headlightGeo = null;
|
|
215
|
+
this.taillightGeo?.dispose(); this.taillightGeo = null;
|
|
216
|
+
this.spoilerGeo?.dispose(); this.spoilerGeo = null;
|
|
217
|
+
this.spoilerPostGeo?.dispose(); this.spoilerPostGeo = null;
|
|
218
|
+
}
|
|
219
|
+
|
|
220
|
+
// ─── 部件构建 ───
|
|
221
|
+
|
|
222
|
+
private static createBody(w: number, h: number, l: number, color: THREE.Color): THREE.Mesh {
|
|
223
|
+
const geo = new THREE.BoxGeometry(w, h, l, 2, 1, 3);
|
|
224
|
+
this.roundEdges(geo, Math.min(w, h, l) * 0.12);
|
|
225
|
+
const mat = new THREE.MeshStandardMaterial({ color, roughness: 0.3, metalness: 0.25 });
|
|
226
|
+
const mesh = new THREE.Mesh(geo, mat);
|
|
227
|
+
mesh.castShadow = true;
|
|
228
|
+
mesh.receiveShadow = true;
|
|
229
|
+
return mesh;
|
|
230
|
+
}
|
|
231
|
+
|
|
232
|
+
private static createCabin(w: number, h: number, l: number, color: THREE.Color): THREE.Group {
|
|
233
|
+
const g = new THREE.Group();
|
|
234
|
+
|
|
235
|
+
const frameGeo = new THREE.BoxGeometry(w, h, l);
|
|
236
|
+
const frameMat = new THREE.MeshStandardMaterial({ color, roughness: 0.4, metalness: 0.2 });
|
|
237
|
+
const frame = new THREE.Mesh(frameGeo, frameMat);
|
|
238
|
+
frame.castShadow = true;
|
|
239
|
+
g.add(frame);
|
|
240
|
+
|
|
241
|
+
const glassMat = new THREE.MeshStandardMaterial({
|
|
242
|
+
color: 0x88ccff, roughness: 0.05, metalness: 0.3, transparent: true, opacity: 0.6,
|
|
243
|
+
});
|
|
244
|
+
const glassGeo = new THREE.PlaneGeometry(w * 0.85, h * 0.8);
|
|
245
|
+
|
|
246
|
+
const front = new THREE.Mesh(glassGeo, glassMat);
|
|
247
|
+
front.position.set(0, 0, -l / 2 - 0.001);
|
|
248
|
+
front.rotation.x = -0.1;
|
|
249
|
+
g.add(front);
|
|
250
|
+
|
|
251
|
+
const rear = new THREE.Mesh(glassGeo, glassMat.clone());
|
|
252
|
+
rear.position.set(0, 0, l / 2 + 0.001);
|
|
253
|
+
rear.rotation.y = Math.PI;
|
|
254
|
+
g.add(rear);
|
|
255
|
+
|
|
256
|
+
return g;
|
|
257
|
+
}
|
|
258
|
+
|
|
259
|
+
private static createWheel(radius: number, width: number): THREE.Group {
|
|
260
|
+
const g = new THREE.Group();
|
|
261
|
+
|
|
262
|
+
const tireGeo = this.getWheelGeo(radius, width);
|
|
263
|
+
const tireMat = new THREE.MeshStandardMaterial({ color: 0x222222, roughness: 0.9, metalness: 0 });
|
|
264
|
+
const tire = new THREE.Mesh(tireGeo, tireMat);
|
|
265
|
+
tire.rotation.z = Math.PI / 2;
|
|
266
|
+
tire.castShadow = true;
|
|
267
|
+
g.add(tire);
|
|
268
|
+
|
|
269
|
+
const rimGeo = this.getRimGeo(radius * 0.6, width * 0.3);
|
|
270
|
+
const rimMat = new THREE.MeshStandardMaterial({ color: 0xcccccc, roughness: 0.15, metalness: 0.8 });
|
|
271
|
+
const rim = new THREE.Mesh(rimGeo, rimMat);
|
|
272
|
+
rim.rotation.z = Math.PI / 2;
|
|
273
|
+
g.add(rim);
|
|
274
|
+
|
|
275
|
+
return g;
|
|
276
|
+
}
|
|
277
|
+
|
|
278
|
+
private static createSpoiler(s: number, color: THREE.Color): THREE.Group {
|
|
279
|
+
const g = new THREE.Group();
|
|
280
|
+
|
|
281
|
+
const wingGeo = this.getSpoilerGeo(s);
|
|
282
|
+
const wingMat = new THREE.MeshStandardMaterial({ color, roughness: 0.3, metalness: 0.2 });
|
|
283
|
+
const wing = new THREE.Mesh(wingGeo, wingMat);
|
|
284
|
+
wing.castShadow = true;
|
|
285
|
+
g.add(wing);
|
|
286
|
+
|
|
287
|
+
const postGeo = this.getSpoilerPostGeo(s);
|
|
288
|
+
const postMat = new THREE.MeshStandardMaterial({ color: 0x444444, roughness: 0.4, metalness: 0.5 });
|
|
289
|
+
const pL = new THREE.Mesh(postGeo, postMat);
|
|
290
|
+
pL.position.set(-s * 0.12, -s * 0.04, 0);
|
|
291
|
+
g.add(pL);
|
|
292
|
+
|
|
293
|
+
const pR = new THREE.Mesh(postGeo, postMat.clone());
|
|
294
|
+
pR.position.set(s * 0.12, -s * 0.04, 0);
|
|
295
|
+
g.add(pR);
|
|
296
|
+
|
|
297
|
+
return g;
|
|
298
|
+
}
|
|
299
|
+
|
|
300
|
+
// ─── 边缘圆角 ───
|
|
301
|
+
|
|
302
|
+
private static roundEdges(geo: THREE.BoxGeometry, radius: number): void {
|
|
303
|
+
const pos = geo.attributes.position;
|
|
304
|
+
const params = geo.parameters;
|
|
305
|
+
const halfW = (params.width ?? 1) / 2;
|
|
306
|
+
const halfH = (params.height ?? 1) / 2;
|
|
307
|
+
const halfD = (params.depth ?? 1) / 2;
|
|
308
|
+
|
|
309
|
+
for (let i = 0; i < pos.count; i++) {
|
|
310
|
+
let x = pos.getX(i);
|
|
311
|
+
let y = pos.getY(i);
|
|
312
|
+
let z = pos.getZ(i);
|
|
313
|
+
|
|
314
|
+
const fx = Math.abs(x) / halfW;
|
|
315
|
+
const fy = Math.abs(y) / halfH;
|
|
316
|
+
const fz = Math.abs(z) / halfD;
|
|
317
|
+
const cornerness = fx * fy + fy * fz + fx * fz;
|
|
318
|
+
|
|
319
|
+
if (cornerness > 1.5) {
|
|
320
|
+
const shrink = 1 - radius * 0.5 * (cornerness - 1.5);
|
|
321
|
+
x *= shrink;
|
|
322
|
+
y *= shrink;
|
|
323
|
+
z *= shrink;
|
|
324
|
+
pos.setXYZ(i, x, y, z);
|
|
325
|
+
}
|
|
326
|
+
}
|
|
327
|
+
pos.needsUpdate = true;
|
|
328
|
+
geo.computeVertexNormals();
|
|
329
|
+
}
|
|
330
|
+
|
|
331
|
+
// ─── 几何体缓存 ───
|
|
332
|
+
|
|
333
|
+
private static getWheelGeo(r: number, w: number): THREE.CylinderGeometry {
|
|
334
|
+
if (!this.wheelGeo) this.wheelGeo = new THREE.CylinderGeometry(r, r, w, 12);
|
|
335
|
+
return this.wheelGeo;
|
|
336
|
+
}
|
|
337
|
+
private static getRimGeo(r: number, w: number): THREE.CylinderGeometry {
|
|
338
|
+
if (!this.rimGeo) this.rimGeo = new THREE.CylinderGeometry(r, r, w, 8);
|
|
339
|
+
return this.rimGeo;
|
|
340
|
+
}
|
|
341
|
+
private static getHeadlightGeo(r: number): THREE.SphereGeometry {
|
|
342
|
+
if (!this.headlightGeo) this.headlightGeo = new THREE.SphereGeometry(r, 8, 6);
|
|
343
|
+
return this.headlightGeo;
|
|
344
|
+
}
|
|
345
|
+
private static getTaillightGeo(s: number): THREE.BoxGeometry {
|
|
346
|
+
if (!this.taillightGeo) this.taillightGeo = new THREE.BoxGeometry(s * 0.06, s * 0.03, s * 0.02);
|
|
347
|
+
return this.taillightGeo;
|
|
348
|
+
}
|
|
349
|
+
private static getSpoilerGeo(s: number): THREE.BoxGeometry {
|
|
350
|
+
if (!this.spoilerGeo) this.spoilerGeo = new THREE.BoxGeometry(s * 0.38, s * 0.02, s * 0.06);
|
|
351
|
+
return this.spoilerGeo;
|
|
352
|
+
}
|
|
353
|
+
private static getSpoilerPostGeo(s: number): THREE.CylinderGeometry {
|
|
354
|
+
if (!this.spoilerPostGeo) this.spoilerPostGeo = new THREE.CylinderGeometry(s * 0.012, s * 0.012, s * 0.08, 6);
|
|
355
|
+
return this.spoilerPostGeo;
|
|
356
|
+
}
|
|
357
|
+
}
|
|
Binary file
|
|
Binary file
|
|
@@ -0,0 +1,50 @@
|
|
|
1
|
+
---
|
|
2
|
+
name: bottom_ui_bar.aicomponent
|
|
3
|
+
description: 底部 UI 条 Phaser 占位容器,导出 GAME_BOTTOM_UI_BAR_HEIGHT(与 GameConfig 同源)并与棋盘可用高度扣减对齐。布局合同见 playable_hud_layout。
|
|
4
|
+
triggers: 需要底区垂直占位、与顶栏对称的 HUD 区,或避免棋盘侵入底部 CTA/品牌区时触发。
|
|
5
|
+
---
|
|
6
|
+
|
|
7
|
+
# 底部 UI 条(Bottom UI Bar)
|
|
8
|
+
|
|
9
|
+
## 说明
|
|
10
|
+
|
|
11
|
+
- **高度常量** `GAME_BOTTOM_UI_BAR_HEIGHT` 取自 `GameConfig.GAME_BOTTOM_UI_BAR_HEIGHT`,与 `grid_board_layout` / `path_input_handler` 等扣底公式一致。
|
|
12
|
+
- **分区与 z-order** 见 `playable_hud_layout.aicomponent`;**缩放**见 `responsive_2d_layout.aicomponent` 第一节。
|
|
13
|
+
|
|
14
|
+
## Scaffold
|
|
15
|
+
|
|
16
|
+
| 目标路径 | 来源 | 说明 |
|
|
17
|
+
|---------|------|------|
|
|
18
|
+
| `src/game/scenes/GameUI/GameBottomUI.ts` | `ref/GameBottomUI.ts` | 底栏占位 Container + 导出常量 |
|
|
19
|
+
|
|
20
|
+
## Recipe
|
|
21
|
+
|
|
22
|
+
| 决策 | 原因 |
|
|
23
|
+
|------|------|
|
|
24
|
+
| **对称于 TopUI 的占位 Container** | 底部 CTA 区(下载按钮、品牌 logo)需要专属高度预留;与顶栏高度常量对称管理,确保棋盘不侵入两端 UI 区 |
|
|
25
|
+
| **高度从 GameConfig 读取** | 与 `grid_board_layout`、`path_input_handler` 使用同一 `GameConfig.GAME_BOTTOM_UI_BAR_HEIGHT`;单点定义防止底栏高度在多处不一致 |
|
|
26
|
+
|
|
27
|
+
## Adapter
|
|
28
|
+
|
|
29
|
+
- **Role**: `bottomUiBar` — 底部 HUD 区域占位容器及高度常量提供者
|
|
30
|
+
- **Provides**: `GameBottomUI` 类、`GAME_BOTTOM_UI_BAR_HEIGHT` 常量(与 GameConfig 同源)
|
|
31
|
+
- **Requires**: `phaser.aicomponent`、`responsive_2d_layout.aicomponent`
|
|
32
|
+
- **Consumed by**: `game_scene.aicomponent`(实例化 BottomUI)、`grid_board_layout.aicomponent`(棋盘可用高度扣减)
|
|
33
|
+
- **Integration point**: `src/game/scenes/GameUI/GameBottomUI.ts` → `Game.create()` 中实例化
|
|
34
|
+
|
|
35
|
+
## Imports
|
|
36
|
+
|
|
37
|
+
- `phaser.aicomponent`(硬依赖)
|
|
38
|
+
- `responsive_2d_layout.aicomponent`(硬依赖)
|
|
39
|
+
|
|
40
|
+
## Skill Definition
|
|
41
|
+
|
|
42
|
+
```yaml
|
|
43
|
+
tools:
|
|
44
|
+
- read_file
|
|
45
|
+
- write_file
|
|
46
|
+
inputs:
|
|
47
|
+
- source: src/game/scenes/GameUI/GameBottomUI.ts
|
|
48
|
+
outputs:
|
|
49
|
+
- gameBottomUI: GameBottomUI class + GAME_BOTTOM_UI_BAR_HEIGHT constant aligned with GameConfig
|
|
50
|
+
```
|
|
@@ -0,0 +1,31 @@
|
|
|
1
|
+
{
|
|
2
|
+
"schemaVersion": 1,
|
|
3
|
+
"atomId": "bottom_ui_bar.aicomponent",
|
|
4
|
+
"bundleType": "aicomponent",
|
|
5
|
+
"category": "component",
|
|
6
|
+
"mode": "fixed",
|
|
7
|
+
"label": { "zh": "底部 UI 条", "en": "Bottom UI bar" },
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"tags": ["ui", "bottom-bar", "hud", "phaser", "layout"],
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"bindingRoles": ["bottomUiBar"],
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"scaffold": {
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"files": {
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"src/game/scenes/GameUI/GameBottomUI.ts": { "source": "ref/GameBottomUI.ts", "mode": "full", "weight": 10 }
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}
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},
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"imports": [
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{ "slot": "engine", "pinAtomId": "phaser.aicomponent", "edgeKind": "requires", "bindAs": "engine" },
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{ "slot": "layout", "pinAtomId": "responsive_2d_layout.aicomponent", "edgeKind": "requires", "bindAs": "layout" }
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+
],
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+
"exports": [
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{ "name": "GameBottomUI", "kind": "class", "location": "src/game/scenes/GameUI/GameBottomUI.ts" },
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{ "name": "GAME_BOTTOM_UI_BAR_HEIGHT", "kind": "constant", "location": "src/game/scenes/GameUI/GameBottomUI.ts" }
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+
],
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+
"neutralDescriptor": {
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+
"geometry": "bottom band placeholder aligned with GameConfig bottom height; depth above board for future CTA/branding"
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+
},
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26
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+
"usageHints": [
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"GAME_BOTTOM_UI_BAR_HEIGHT 与 GameConfig 同源;棋盘计算须扣除同一高度",
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28
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+
"屏幕分区与 z-order 优先读 playable_hud_layout.aicomponent"
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+
],
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30
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+
"files": { "skill": "SKILL.md", "gameBottomUI": "ref/GameBottomUI.ts" }
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31
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+
}
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@@ -0,0 +1,27 @@
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1
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+
import * as Phaser from "phaser";
|
|
2
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+
import { computeUiLayout } from "../../utils/UiLayout";
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+
import { GameConfig } from "../../GameConfig";
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4
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+
|
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5
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+
/**
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6
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+
* 底部 UI 区设计高度(dp),与 `GameConfig.GAME_BOTTOM_UI_BAR_HEIGHT` 同源,
|
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7
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+
* 供棋盘布局、输入边界与本条同时引用,避免魔法数漂移。
|
|
8
|
+
*/
|
|
9
|
+
export const GAME_BOTTOM_UI_BAR_HEIGHT = GameConfig.GAME_BOTTOM_UI_BAR_HEIGHT;
|
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10
|
+
|
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11
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+
/**
|
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12
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+
* 底部 UI 条占位容器:保留与 `GameConfig` 一致的垂直占位,便于与 `BoardLayout` 扣减对齐。
|
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13
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+
* 可扩展为品牌条、次要 CTA;默认仅透明占位(不占视觉焦点)。
|
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14
|
+
*/
|
|
15
|
+
export class GameBottomUI extends Phaser.GameObjects.Container {
|
|
16
|
+
constructor(scene: Phaser.Scene) {
|
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17
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+
super(scene);
|
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+
scene.add.existing(this);
|
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19
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+
this.setDepth(500);
|
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20
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+
|
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+
const { width, height, vScale } = computeUiLayout(scene);
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22
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+
const barH = GAME_BOTTOM_UI_BAR_HEIGHT * vScale;
|
|
23
|
+
const cy = height - barH / 2;
|
|
24
|
+
const bg = scene.add.rectangle(width / 2, cy, width, barH, 0x000000, 0);
|
|
25
|
+
this.add(bg);
|
|
26
|
+
}
|
|
27
|
+
}
|
|
@@ -0,0 +1,129 @@
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|
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1
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+
---
|
|
2
|
+
name: bubble_shooter.aigameplay
|
|
3
|
+
description: 泡泡射击消除玩法封包 - 瞄准发射泡泡、消除同色簇、触发悬空掉落的 PGS 实现
|
|
4
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+
triggers: 泡泡,射击,消除,泡泡龙,bubble,shooter,pop,cluster,aim,cannon,color,弹射,悬空
|
|
5
|
+
---
|
|
6
|
+
|
|
7
|
+
# bubble_shooter.aigameplay
|
|
8
|
+
|
|
9
|
+
泡泡射击消除核心玩法封包。实现泡泡射击规则的 PGS (PlayCraft Gameplay Schema, 玩法定义规范) JSON 和 reducer,玩家在底部瞄准发射泡泡,命中相同颜色的连通簇(≥3 个)后整簇消除,与簇相连但悬空的泡泡也随之掉落得分,目标是清空所有泡泡。
|
|
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|
+
|
|
11
|
+
## Recipe
|
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12
|
+
|
|
13
|
+
- **玩法类型**:bubble_shooter(泡泡射击消除)
|
|
14
|
+
- **参考文件**:
|
|
15
|
+
- `ref/pgs-schema.json`:PGS (PlayCraft Gameplay Schema, 玩法定义规范) 规则骨架(entities、rules、algorithm、testCases)
|
|
16
|
+
- `ref/reducer.template.ts`:reducer 接口约束模板(`init` / `dispatch` / `getState` + 分步函数)
|
|
17
|
+
- **核心规则**:
|
|
18
|
+
- `minClusterSize`: 3(≥3 个相连同色泡泡才能触发消除)
|
|
19
|
+
- `wallBounceEnabled`: true(泡泡可在左右墙壁反弹)
|
|
20
|
+
- `orphanDropEnabled`: true(失去顶部连接的泡泡自动掉落)
|
|
21
|
+
- `advanceRowAfterShots`: 5(每发射 5 次后顶部新增一排泡泡)
|
|
22
|
+
- `colorCount`: 6(泡泡颜色总数)
|
|
23
|
+
- **PGS Agent 操作流程**:
|
|
24
|
+
1. 读取 `ref/pgs-schema.json` 作为规则骨架起点
|
|
25
|
+
2. 读取 `ref/reducer.template.ts` 了解接口约束
|
|
26
|
+
3. 实现 `reducer.ts`,导出 `init(config)`、`dispatch(state, action)`、`getState(state)` 以及**全部分步函数**
|
|
27
|
+
4. 运行 `ref/pgs-schema.json` 中的所有 `testCases`,全部通过后才算完成
|
|
28
|
+
5. 更新 manifest 的 `generation.pgsVersion` 和 `result.outputFile`
|
|
29
|
+
- **可 fork 变体**:
|
|
30
|
+
- 特殊泡泡:彩虹泡泡(匹配任意颜色)、炸弹泡泡(范围消除)
|
|
31
|
+
- 六边形网格:将方形网格改为六边形(hex grid)排列
|
|
32
|
+
- 无限模式:持续生成新排,以 moves 为限制而非清空
|
|
33
|
+
|
|
34
|
+
## Result
|
|
35
|
+
|
|
36
|
+
- **产物文件**:`reducer.ts`
|
|
37
|
+
- **格式**:TypeScript,导出 `init(config)`、`dispatch(action)`、`getState()` + 分步函数接口
|
|
38
|
+
- **验证**:所有 testCases 必须通过
|
|
39
|
+
|
|
40
|
+
## 渲染集成(⚠️ 场景层必读)
|
|
41
|
+
|
|
42
|
+
### 设计原则:逻辑与动画分离
|
|
43
|
+
|
|
44
|
+
reducer 提供两套接口:
|
|
45
|
+
|
|
46
|
+
| 接口 | 适用场景 | 特点 |
|
|
47
|
+
|------|---------|------|
|
|
48
|
+
| `dispatch()` | 无头测试、AI 模拟、跳过动画 | 一步到位,只返回最终状态 |
|
|
49
|
+
| 分步函数 | **渲染层/GameScene** | 逐步执行,返回中间过程数据 |
|
|
50
|
+
|
|
51
|
+
### ⚠️ 禁止在渲染层使用 dispatch() 然后全量重建场景
|
|
52
|
+
|
|
53
|
+
正确做法是**分步驱动动画链**:
|
|
54
|
+
|
|
55
|
+
```ts
|
|
56
|
+
// ✅ 正确做法:逐步调用分步函数,每步之间插入动画
|
|
57
|
+
|
|
58
|
+
// Step 1: 计算弹道轨迹(含反弹)
|
|
59
|
+
const trajectory = calculateTrajectory(state, aimAngle);
|
|
60
|
+
await playBubbleFlyAnimation(trajectory); // 泡泡沿轨迹飞行动画
|
|
61
|
+
|
|
62
|
+
// Step 2: 吸附到网格
|
|
63
|
+
const snapPos = snapToGrid(trajectory.landingPosition);
|
|
64
|
+
const boardWithNew = addBubbleToBoard(state.board, snapPos, state.cannon.currentColor);
|
|
65
|
+
|
|
66
|
+
// Step 3: 查找同色连通簇
|
|
67
|
+
const cluster = findCluster(boardWithNew, snapPos.col, snapPos.row);
|
|
68
|
+
|
|
69
|
+
if (cluster.length >= state.config.minClusterSize) {
|
|
70
|
+
// Step 4: 消除整簇
|
|
71
|
+
const { newState, popped } = popCluster(state, cluster);
|
|
72
|
+
await playPopAnimation(popped); // 泡泡爆炸消除动画
|
|
73
|
+
|
|
74
|
+
// Step 5: 查找并掉落孤立泡泡
|
|
75
|
+
const orphans = findOrphans(newState.board);
|
|
76
|
+
if (orphans.length > 0) {
|
|
77
|
+
const { finalState, dropped } = dropOrphans(newState, orphans);
|
|
78
|
+
await playDropAnimation(dropped); // 泡泡掉落动画
|
|
79
|
+
|
|
80
|
+
// Step 6: 计算得分
|
|
81
|
+
const score = calculateScore(popped.length, dropped.length);
|
|
82
|
+
updateScoreUI(score);
|
|
83
|
+
}
|
|
84
|
+
}
|
|
85
|
+
|
|
86
|
+
// Step 7: 检查推进/胜败
|
|
87
|
+
if (shouldAdvanceBoard(state)) addNewRow();
|
|
88
|
+
if (checkLose(state)) showLosePanel();
|
|
89
|
+
```
|
|
90
|
+
|
|
91
|
+
### 分步函数返回值与动画映射
|
|
92
|
+
|
|
93
|
+
| 分步函数 | 返回值 | 场景层动画 |
|
|
94
|
+
|---------|--------|-----------|
|
|
95
|
+
| `calculateTrajectory()` | `TrajectoryPoint[]` | 泡泡沿轨迹飞行(含折射点) |
|
|
96
|
+
| `snapToGrid()` | `GridPosition` | 泡泡吸附到最近网格位置 |
|
|
97
|
+
| `findCluster()` | `GridPosition[]` | 高亮显示将要消除的同色簇 |
|
|
98
|
+
| `popCluster()` | `{ newState, popped }` | 泡泡爆炸缩小消失动画 |
|
|
99
|
+
| `findOrphans()` | `GridPosition[]` | 标记将要掉落的孤立泡泡 |
|
|
100
|
+
| `dropOrphans()` | `{ finalState, dropped }` | 孤立泡泡下落消失动画 |
|
|
101
|
+
| `calculateScore()` | `number` | 飘分 + 得分 UI 更新 |
|
|
102
|
+
|
|
103
|
+
## Binding
|
|
104
|
+
|
|
105
|
+
- **Binding Role**:`gameplayRule`
|
|
106
|
+
- **挂载目标**:`game/gameplay/bubble_shooter/reducer.ts`
|
|
107
|
+
- **引用类型**:`gameplay-module-reference`
|
|
108
|
+
- **接口契约**:`init(config)` / `dispatch(action)` / `getState()` / `calculateTrajectory()` / `snapToGrid()` / `findCluster()` / `popCluster()` / `findOrphans()` / `dropOrphans()` / `calculateScore()`
|
|
109
|
+
|
|
110
|
+
## Skill Definition
|
|
111
|
+
|
|
112
|
+
tools:
|
|
113
|
+
- bash
|
|
114
|
+
- write
|
|
115
|
+
- read
|
|
116
|
+
prompt_extension: |
|
|
117
|
+
You are implementing a bubble shooter gameplay module following the PGS specification.
|
|
118
|
+
Write the PGS JSON with entities (board with hex/grid positions, bubbles, cannon with current/next color, score, moves), rules, algorithm, and testCases.
|
|
119
|
+
Implement the reducer.ts with:
|
|
120
|
+
- init/dispatch/getState (一体化接口,用于测试)
|
|
121
|
+
- calculateTrajectory/snapToGrid/findCluster/popCluster/findOrphans/dropOrphans/calculateScore (分步函数,用于渲染层动画驱动)
|
|
122
|
+
Key constraints:
|
|
123
|
+
- Bubble trajectory uses angle-based line with wall reflections
|
|
124
|
+
- Cluster pop requires >= minClusterSize connected same-color bubbles
|
|
125
|
+
- Orphan detection uses flood-fill from top row; any bubble not reachable = orphan
|
|
126
|
+
- Win: all bubbles cleared; Lose: any bubble reaches cannon line
|
|
127
|
+
The step-by-step functions are CRITICAL — the rendering layer (GameScene) must use them to drive animations.
|
|
128
|
+
Run the testCases to verify the logic before finalizing.
|
|
129
|
+
Apply the Binding to wire the reducer into the game's gameplay module path.
|