@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.
Files changed (479) hide show
  1. package/README.md +333 -0
  2. package/dist/src/index.d.ts +3 -0
  3. package/dist/src/index.d.ts.map +1 -0
  4. package/dist/src/index.js +2 -0
  5. package/dist/src/index.js.map +1 -0
  6. package/dist/src/skills.loader.d.ts +31 -0
  7. package/dist/src/skills.loader.d.ts.map +1 -0
  8. package/dist/src/skills.loader.js +200 -0
  9. package/dist/src/skills.loader.js.map +1 -0
  10. package/dist/src/skills.types.d.ts +44 -0
  11. package/dist/src/skills.types.d.ts.map +1 -0
  12. package/dist/src/skills.types.js +9 -0
  13. package/dist/src/skills.types.js.map +1 -0
  14. package/package.json +35 -0
  15. package/skills/2048_core.aigameplay/SKILL.md +123 -0
  16. package/skills/2048_core.aigameplay/manifest.json +159 -0
  17. package/skills/2048_core.aigameplay/ref/pgs-schema.json +194 -0
  18. package/skills/2048_core.aigameplay/ref/reducer.template.ts +189 -0
  19. package/skills/SKILL.md +46 -0
  20. package/skills/ad_compliance_rules.aiconfig/SKILL.md +85 -0
  21. package/skills/ad_compliance_rules.aiconfig/manifest.json +60 -0
  22. package/skills/agent_remix_orchestrator.aicomponent/SKILL.md +257 -0
  23. package/skills/agent_remix_orchestrator.aicomponent/manifest.json +12 -0
  24. package/skills/app_metadata.aiconfig/SKILL.md +53 -0
  25. package/skills/app_metadata.aiconfig/manifest.json +32 -0
  26. package/skills/appear_sfx.aiaudio/SKILL.md +59 -0
  27. package/skills/appear_sfx.aiaudio/manifest.json +45 -0
  28. package/skills/appear_sfx.aiaudio/ref/appear.mp3 +0 -0
  29. package/skills/arrow_move_error_sfx.aiaudio/SKILL.md +59 -0
  30. package/skills/arrow_move_error_sfx.aiaudio/manifest.json +45 -0
  31. package/skills/arrow_move_error_sfx.aiaudio/ref/arrow_move_error.mp3 +0 -0
  32. package/skills/arrow_path_data_format.aicomponent/SKILL.md +152 -0
  33. package/skills/arrow_path_data_format.aicomponent/manifest.json +57 -0
  34. package/skills/arrow_path_data_format.aicomponent/ref/LevelParser.ts +188 -0
  35. package/skills/arrow_path_data_format.aicomponent/ref/LevelTypes.ts +131 -0
  36. package/skills/arrow_pick_match_rules.aigameplay/SKILL.md +117 -0
  37. package/skills/arrow_pick_match_rules.aigameplay/manifest.json +105 -0
  38. package/skills/arrow_pick_match_rules.aigameplay/ref/pgs-schema.json +180 -0
  39. package/skills/asset_pipeline_scripts.aicomponent/SKILL.md +117 -0
  40. package/skills/asset_pipeline_scripts.aicomponent/manifest.json +17 -0
  41. package/skills/asset_pipeline_scripts.aicomponent/ref/gen-sprite.sh +105 -0
  42. package/skills/ball_sort.aigameplay/SKILL.md +109 -0
  43. package/skills/ball_sort.aigameplay/manifest.json +155 -0
  44. package/skills/ball_sort.aigameplay/ref/pgs-schema.json +192 -0
  45. package/skills/ball_sort.aigameplay/ref/reducer.template.ts +156 -0
  46. package/skills/basketball_shot.aigameplay/SKILL.md +94 -0
  47. package/skills/basketball_shot.aigameplay/manifest.json +150 -0
  48. package/skills/basketball_shot.aigameplay/ref/pgs-schema.json +229 -0
  49. package/skills/basketball_shot.aigameplay/ref/reducer.template.ts +189 -0
  50. package/skills/bg_music.aiaudio/SKILL.md +61 -0
  51. package/skills/bg_music.aiaudio/manifest.json +48 -0
  52. package/skills/bg_music.aiaudio/ref/bg.mp3 +0 -0
  53. package/skills/big_watermelon.aigameplay/SKILL.md +94 -0
  54. package/skills/big_watermelon.aigameplay/manifest.json +155 -0
  55. package/skills/big_watermelon.aigameplay/ref/pgs-schema.json +191 -0
  56. package/skills/big_watermelon.aigameplay/ref/reducer.template.ts +202 -0
  57. package/skills/block_puzzle.aigameplay/SKILL.md +121 -0
  58. package/skills/block_puzzle.aigameplay/manifest.json +154 -0
  59. package/skills/block_puzzle.aigameplay/ref/pgs-schema.json +170 -0
  60. package/skills/block_puzzle.aigameplay/ref/reducer.template.ts +182 -0
  61. package/skills/board_entity_sprite.aiimage/SKILL.md +255 -0
  62. package/skills/board_entity_sprite.aiimage/manifest.json +153 -0
  63. package/skills/board_entity_sprite.aiimage/ref/ProceduralCar.ts +357 -0
  64. package/skills/board_entity_sprite.aiimage/ref/car.png +0 -0
  65. package/skills/board_entity_sprite.aiimage/ref/car.webp +0 -0
  66. package/skills/bottom_ui_bar.aicomponent/SKILL.md +50 -0
  67. package/skills/bottom_ui_bar.aicomponent/manifest.json +31 -0
  68. package/skills/bottom_ui_bar.aicomponent/ref/GameBottomUI.ts +27 -0
  69. package/skills/bubble_shooter.aigameplay/SKILL.md +129 -0
  70. package/skills/bubble_shooter.aigameplay/manifest.json +181 -0
  71. package/skills/bubble_shooter.aigameplay/ref/pgs-schema.json +226 -0
  72. package/skills/bubble_shooter.aigameplay/ref/reducer.template.ts +228 -0
  73. package/skills/button_click_sfx.aiaudio/SKILL.md +59 -0
  74. package/skills/button_click_sfx.aiaudio/manifest.json +45 -0
  75. package/skills/button_click_sfx.aiaudio/ref/button_click.mp3 +0 -0
  76. package/skills/calm_piano.aiaudio/SKILL.md +68 -0
  77. package/skills/calm_piano.aiaudio/manifest.json +50 -0
  78. package/skills/camera_controller_3d.aicomponent/SKILL.md +100 -0
  79. package/skills/camera_controller_3d.aicomponent/manifest.json +52 -0
  80. package/skills/camera_controller_3d.aicomponent/ref/CameraController.ts +199 -0
  81. package/skills/camera_controller_3d.aicomponent/ref/OrbitControlsAdapter.ts +152 -0
  82. package/skills/candy_tile.aiimage/SKILL.md +62 -0
  83. package/skills/candy_tile.aiimage/manifest.json +49 -0
  84. package/skills/car_parking.aigameplay/SKILL.md +105 -0
  85. package/skills/car_parking.aigameplay/manifest.json +164 -0
  86. package/skills/car_parking.aigameplay/ref/pgs-schema.json +163 -0
  87. package/skills/car_parking.aigameplay/ref/reducer.template.ts +166 -0
  88. package/skills/castle.aiimage/SKILL.md +64 -0
  89. package/skills/castle.aiimage/manifest.json +48 -0
  90. package/skills/cheerful_ukulele.aiaudio/SKILL.md +72 -0
  91. package/skills/cheerful_ukulele.aiaudio/manifest.json +50 -0
  92. package/skills/click_sfx.aiaudio/SKILL.md +59 -0
  93. package/skills/click_sfx.aiaudio/manifest.json +45 -0
  94. package/skills/click_sfx.aiaudio/ref/click.mp3 +0 -0
  95. package/skills/combo_display.aicomponent/SKILL.md +45 -0
  96. package/skills/combo_display.aicomponent/manifest.json +31 -0
  97. package/skills/combo_display.aicomponent/ref/ComboManager.ts +362 -0
  98. package/skills/combo_display.aicomponent/ref/ComboSmallUI.ts +232 -0
  99. package/skills/combo_praise_text.aicomponent/SKILL.md +56 -0
  100. package/skills/combo_praise_text.aicomponent/manifest.json +34 -0
  101. package/skills/combo_praise_text.aicomponent/ref/ComboManager.ts +362 -0
  102. package/skills/countdown_timer.aicomponent/SKILL.md +44 -0
  103. package/skills/countdown_timer.aicomponent/manifest.json +35 -0
  104. package/skills/countdown_timer.aicomponent/ref/CountdownDisplay.ts +213 -0
  105. package/skills/cta_platform_config.aiconfig/SKILL.md +72 -0
  106. package/skills/cta_platform_config.aiconfig/manifest.json +56 -0
  107. package/skills/debug_overlay.aicomponent/SKILL.md +75 -0
  108. package/skills/debug_overlay.aicomponent/manifest.json +17 -0
  109. package/skills/debug_overlay.aicomponent/ref/DebugOverlay.ts +144 -0
  110. package/skills/desert.aiimage/SKILL.md +63 -0
  111. package/skills/desert.aiimage/manifest.json +49 -0
  112. package/skills/difficulty_curve_designer.aiconfig/SKILL.md +68 -0
  113. package/skills/difficulty_curve_designer.aiconfig/manifest.json +36 -0
  114. package/skills/digit_renderer.aicomponent/SKILL.md +43 -0
  115. package/skills/digit_renderer.aicomponent/manifest.json +25 -0
  116. package/skills/digit_renderer.aicomponent/ref/DigitRenderer.ts +237 -0
  117. package/skills/download_button.aicomponent/SKILL.md +44 -0
  118. package/skills/download_button.aicomponent/manifest.json +25 -0
  119. package/skills/download_button.aicomponent/ref/DownloadButton.ts +137 -0
  120. package/skills/draw_line_puzzle.aigameplay/SKILL.md +84 -0
  121. package/skills/draw_line_puzzle.aigameplay/manifest.json +152 -0
  122. package/skills/draw_line_puzzle.aigameplay/ref/pgs-schema.json +189 -0
  123. package/skills/draw_line_puzzle.aigameplay/ref/reducer.template.ts +194 -0
  124. package/skills/easy_to_hard.aiconfig/SKILL.md +52 -0
  125. package/skills/easy_to_hard.aiconfig/manifest.json +33 -0
  126. package/skills/eight_ball_pool.aigameplay/SKILL.md +104 -0
  127. package/skills/eight_ball_pool.aigameplay/manifest.json +152 -0
  128. package/skills/eight_ball_pool.aigameplay/ref/pgs-schema.json +205 -0
  129. package/skills/eight_ball_pool.aigameplay/ref/reducer.template.ts +198 -0
  130. package/skills/energetic_electronic.aiaudio/SKILL.md +69 -0
  131. package/skills/energetic_electronic.aiaudio/manifest.json +51 -0
  132. package/skills/fail_sfx.aiaudio/SKILL.md +59 -0
  133. package/skills/fail_sfx.aiaudio/manifest.json +44 -0
  134. package/skills/fail_sfx.aiaudio/ref/fail.mp3 +0 -0
  135. package/skills/figer_icon.aiimage/SKILL.md +58 -0
  136. package/skills/figer_icon.aiimage/manifest.json +48 -0
  137. package/skills/figer_icon.aiimage/ref/figer.png +0 -0
  138. package/skills/figer_icon.aiimage/ref/figer.webp +0 -0
  139. package/skills/forest.aiimage/SKILL.md +74 -0
  140. package/skills/forest.aiimage/manifest.json +48 -0
  141. package/skills/fruit_tile.aiimage/SKILL.md +68 -0
  142. package/skills/fruit_tile.aiimage/manifest.json +48 -0
  143. package/skills/game_over_panel.aicomponent/SKILL.md +47 -0
  144. package/skills/game_over_panel.aicomponent/manifest.json +61 -0
  145. package/skills/game_over_panel.aicomponent/ref/GameOverPanel.ts +74 -0
  146. package/skills/game_scene.aicomponent/SKILL.md +57 -0
  147. package/skills/game_scene.aicomponent/manifest.json +36 -0
  148. package/skills/game_scene.aicomponent/ref/Game.ts +748 -0
  149. package/skills/gameplay_balance_check.aivalidator/SKILL.md +69 -0
  150. package/skills/gameplay_balance_check.aivalidator/manifest.json +21 -0
  151. package/skills/gameplay_unit_test.aivalidator/SKILL.md +89 -0
  152. package/skills/gameplay_unit_test.aivalidator/manifest.json +17 -0
  153. package/skills/gameplay_unit_test.aivalidator/ref/gameplay.test.ts +202 -0
  154. package/skills/gameplay_unit_test.aivalidator/ref/vitest.config.ts +13 -0
  155. package/skills/grid_board_layout.aicomponent/SKILL.md +85 -0
  156. package/skills/grid_board_layout.aicomponent/manifest.json +69 -0
  157. package/skills/grid_board_layout.aicomponent/ref/BoardLayout.ts +416 -0
  158. package/skills/grid_board_layout.aicomponent/ref/BoardLayout3D.ts +125 -0
  159. package/skills/grid_board_layout.aicomponent/ref/BoardLayoutMath.ts +85 -0
  160. package/skills/grid_board_layout.aicomponent/ref/BoardRenderer3D.ts +298 -0
  161. package/skills/heart_lives.aicomponent/SKILL.md +42 -0
  162. package/skills/heart_lives.aicomponent/manifest.json +25 -0
  163. package/skills/heart_lives.aicomponent/ref/HeartDisplay.ts +96 -0
  164. package/skills/idle-breathe.aicomponent/SKILL.md +27 -0
  165. package/skills/idle-breathe.aicomponent/manifest.json +20 -0
  166. package/skills/idle-breathe.aicomponent/ref/phaser.js +25 -0
  167. package/skills/idle-breathe.aicomponent/ref/playcanvas.js +29 -0
  168. package/skills/jewel_tile.aiimage/SKILL.md +63 -0
  169. package/skills/jewel_tile.aiimage/manifest.json +49 -0
  170. package/skills/knife_hit.aigameplay/SKILL.md +103 -0
  171. package/skills/knife_hit.aigameplay/manifest.json +151 -0
  172. package/skills/knife_hit.aigameplay/ref/pgs-schema.json +202 -0
  173. package/skills/knife_hit.aigameplay/ref/reducer.template.ts +196 -0
  174. package/skills/left_right_parkour.aigameplay/SKILL.md +120 -0
  175. package/skills/left_right_parkour.aigameplay/manifest.json +165 -0
  176. package/skills/left_right_parkour.aigameplay/ref/pgs-schema.json +200 -0
  177. package/skills/left_right_parkour.aigameplay/ref/reducer.template.ts +194 -0
  178. package/skills/level_data_pack.aiconfig/SKILL.md +64 -0
  179. package/skills/level_data_pack.aiconfig/manifest.json +37 -0
  180. package/skills/level_data_validator.aivalidator/SKILL.md +85 -0
  181. package/skills/level_data_validator.aivalidator/manifest.json +17 -0
  182. package/skills/level_data_validator.aivalidator/ref/LevelValidator.ts +113 -0
  183. package/skills/level_lifecycle.aicomponent/SKILL.md +81 -0
  184. package/skills/level_lifecycle.aicomponent/manifest.json +87 -0
  185. package/skills/level_lifecycle.aicomponent/ref/LevelLifecycle.ts +235 -0
  186. package/skills/level_solvability_validator.aivalidator/SKILL.md +74 -0
  187. package/skills/level_solvability_validator.aivalidator/manifest.json +23 -0
  188. package/skills/level_solvability_validator.aivalidator/ref/LevelValidator.ts +186 -0
  189. package/skills/level_state.aicomponent/SKILL.md +55 -0
  190. package/skills/level_state.aicomponent/manifest.json +34 -0
  191. package/skills/level_state.aicomponent/ref/LevelDataManager.ts +26 -0
  192. package/skills/level_state.aicomponent/ref/LevelManager.ts +26 -0
  193. package/skills/loading_screen.aicomponent/SKILL.md +57 -0
  194. package/skills/loading_screen.aicomponent/manifest.json +43 -0
  195. package/skills/loading_screen.aicomponent/ref/LoadingUI.ts +339 -0
  196. package/skills/lose_result_panel.aiimage/SKILL.md +58 -0
  197. package/skills/lose_result_panel.aiimage/manifest.json +47 -0
  198. package/skills/lose_result_panel.aiimage/ref/lose.png +0 -0
  199. package/skills/lose_result_panel.aiimage/ref/lose.webp +0 -0
  200. package/skills/lose_sfx.aiaudio/SKILL.md +59 -0
  201. package/skills/lose_sfx.aiaudio/manifest.json +45 -0
  202. package/skills/lose_sfx.aiaudio/ref/lose.mp3 +0 -0
  203. package/skills/match-pop.aicomponent/SKILL.md +29 -0
  204. package/skills/match-pop.aicomponent/manifest.json +19 -0
  205. package/skills/match-pop.aicomponent/ref/phaser.js +30 -0
  206. package/skills/match-pop.aicomponent/ref/playcanvas.js +22 -0
  207. package/skills/match3_core.aigameplay/SKILL.md +125 -0
  208. package/skills/match3_core.aigameplay/manifest.json +107 -0
  209. package/skills/match3_core.aigameplay/ref/pgs-schema.json +154 -0
  210. package/skills/match3_core.aigameplay/ref/reducer.template.ts +191 -0
  211. package/skills/match_engine.aicomponent/SKILL.md +84 -0
  212. package/skills/match_engine.aicomponent/manifest.json +23 -0
  213. package/skills/match_engine.aicomponent/ref/MatchEngine.ts +75 -0
  214. package/skills/memory_match.aigameplay/SKILL.md +111 -0
  215. package/skills/memory_match.aigameplay/manifest.json +164 -0
  216. package/skills/memory_match.aigameplay/ref/pgs-schema.json +190 -0
  217. package/skills/memory_match.aigameplay/ref/reducer.template.ts +162 -0
  218. package/skills/merge_core.aigameplay/SKILL.md +112 -0
  219. package/skills/merge_core.aigameplay/manifest.json +154 -0
  220. package/skills/merge_core.aigameplay/ref/pgs-schema.json +202 -0
  221. package/skills/merge_core.aigameplay/ref/reducer.template.ts +179 -0
  222. package/skills/mistake_sfx.aiaudio/SKILL.md +59 -0
  223. package/skills/mistake_sfx.aiaudio/manifest.json +45 -0
  224. package/skills/mistake_sfx.aiaudio/ref/mistake.mp3 +0 -0
  225. package/skills/nomove_hint_overlay.aiimage/SKILL.md +58 -0
  226. package/skills/nomove_hint_overlay.aiimage/manifest.json +48 -0
  227. package/skills/nomove_hint_overlay.aiimage/ref/nomove_hint.png +0 -0
  228. package/skills/nomove_hint_overlay.aiimage/ref/nomove_hint.webp +0 -0
  229. package/skills/normal_dot.aiimage/SKILL.md +58 -0
  230. package/skills/normal_dot.aiimage/manifest.json +46 -0
  231. package/skills/normal_dot.aiimage/ref/normal_dot.png +0 -0
  232. package/skills/normal_dot.aiimage/ref/normal_dot.webp +0 -0
  233. package/skills/ocean.aiimage/SKILL.md +71 -0
  234. package/skills/ocean.aiimage/manifest.json +49 -0
  235. package/skills/particle-confetti.aicomponent/SKILL.md +32 -0
  236. package/skills/particle-confetti.aicomponent/manifest.json +21 -0
  237. package/skills/particle-confetti.aicomponent/ref/html5-spritesheet.js +17 -0
  238. package/skills/particle-confetti.aicomponent/ref/phaser.js +38 -0
  239. package/skills/particle-explosion.aicomponent/SKILL.md +37 -0
  240. package/skills/particle-explosion.aicomponent/manifest.json +24 -0
  241. package/skills/particle-explosion.aicomponent/ref/html5-spritesheet.js +40 -0
  242. package/skills/particle-explosion.aicomponent/ref/phaser.js +46 -0
  243. package/skills/particle-explosion.aicomponent/ref/playcanvas.js +33 -0
  244. package/skills/particle-trail.aicomponent/SKILL.md +25 -0
  245. package/skills/particle-trail.aicomponent/manifest.json +22 -0
  246. package/skills/particle-trail.aicomponent/ref/phaser.js +31 -0
  247. package/skills/path_animation.aicomponent/SKILL.md +82 -0
  248. package/skills/path_animation.aicomponent/manifest.json +77 -0
  249. package/skills/path_animation.aicomponent/ref/AnimationManager.ts +694 -0
  250. package/skills/path_animation.aicomponent/ref/AnimationManager3D.ts +317 -0
  251. package/skills/path_elimination_rules.aigameplay/SKILL.md +88 -0
  252. package/skills/path_elimination_rules.aigameplay/manifest.json +119 -0
  253. package/skills/path_elimination_rules.aigameplay/ref/pgs-schema.json +227 -0
  254. package/skills/path_input_handler.aicomponent/SKILL.md +87 -0
  255. package/skills/path_input_handler.aicomponent/manifest.json +97 -0
  256. package/skills/path_input_handler.aicomponent/ref/InputHandler.ts +714 -0
  257. package/skills/path_input_handler.aicomponent/ref/InputHandler3D.ts +204 -0
  258. package/skills/path_renderer.aicomponent/SKILL.md +101 -0
  259. package/skills/path_renderer.aicomponent/manifest.json +69 -0
  260. package/skills/path_renderer.aicomponent/ref/PathRenderer.ts +509 -0
  261. package/skills/path_renderer.aicomponent/ref/PathRenderer3D.ts +176 -0
  262. package/skills/path_renderer.aicomponent/ref/PathRenderers.ts +640 -0
  263. package/skills/phaser.aicomponent/SKILL.md +315 -0
  264. package/skills/phaser.aicomponent/manifest.json +156 -0
  265. package/skills/phaser.aicomponent/ref/BootScene.ts +29 -0
  266. package/skills/phaser.aicomponent/ref/GameConfig.ts +29 -0
  267. package/skills/phaser.aicomponent/ref/GameScene.ts +88 -0
  268. package/skills/phaser.aicomponent/ref/PreloaderScene.ts +78 -0
  269. package/skills/phaser.aicomponent/ref/SceneKeys.ts +7 -0
  270. package/skills/phaser.aicomponent/ref/SoundUtils.ts +21 -0
  271. package/skills/phaser.aicomponent/ref/UiLayout.ts +74 -0
  272. package/skills/phaser.aicomponent/ref/globals.d.ts +52 -0
  273. package/skills/phaser.aicomponent/ref/index.css +40 -0
  274. package/skills/phaser.aicomponent/ref/index.html +14 -0
  275. package/skills/phaser.aicomponent/ref/index.ts +48 -0
  276. package/skills/phaser.aicomponent/ref/main.ts +16 -0
  277. package/skills/phaser.aicomponent/ref/package.json +22 -0
  278. package/skills/phaser.aicomponent/ref/tsconfig.json +25 -0
  279. package/skills/phaser.aicomponent/ref/webpack.config.js +57 -0
  280. package/skills/phaser_scene_lifecycle.aicomponent/SKILL.md +63 -0
  281. package/skills/phaser_scene_lifecycle.aicomponent/manifest.json +33 -0
  282. package/skills/pick_and_match_rules.aigameplay/SKILL.md +113 -0
  283. package/skills/pick_and_match_rules.aigameplay/manifest.json +121 -0
  284. package/skills/pick_and_match_rules.aigameplay/ref/pgs-schema.json +354 -0
  285. package/skills/pin_pull.aigameplay/SKILL.md +110 -0
  286. package/skills/pin_pull.aigameplay/manifest.json +164 -0
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  479. package/src/skills.types.ts +42 -0
@@ -0,0 +1,416 @@
1
+ import * as Phaser from "phaser";
2
+ import { GAME_TOP_UI_BAR_HEIGHT } from "./GameTopUI";
3
+ import { ThemeManager } from "./ThemeManager";
4
+ import type { ParsedLevel } from "../../levels/LevelTypes";
5
+ import {
6
+ BOARD_MARGIN_RATIO,
7
+ BOARD_PAN_MARGIN_RATIO,
8
+ BOARD_SCALE_FACTOR,
9
+ CELL_SPACING_MULTIPLIER,
10
+ GameConfig,
11
+ } from "../../GameConfig";
12
+ import { GAME_CANVAS_BACKGROUND_COLOR } from "../../DebugConfig";
13
+
14
+ /**
15
+ * 描述 BoardLayout 从 Game 场景中所需内容的最小接口。
16
+ */
17
+ export interface BoardLayoutGameRef extends Phaser.Scene {
18
+ level: ParsedLevel | null;
19
+ cellSize: number;
20
+ cellWidth: number;
21
+ cellHeight: number;
22
+ visualSize: number;
23
+ boardWidth: number;
24
+ boardHeight: number;
25
+ boardContainer: Phaser.GameObjects.Container;
26
+ boardGraphics: Phaser.GameObjects.Graphics;
27
+ hintOverlayGraphics: Phaser.GameObjects.Graphics | undefined;
28
+ levelBackgroundImage: Phaser.GameObjects.Image | null;
29
+ zoom: number;
30
+ minZoom: number;
31
+ boardOffsetX: number;
32
+ boardOffsetY: number;
33
+ removedPaths: Set<number>;
34
+ topUI: any; // GameTopUI | null
35
+ backgroundRect: Phaser.GameObjects.Rectangle | undefined;
36
+
37
+ // BoardLayout 需要的 Game 方法
38
+ renderGridPaths(level: ParsedLevel, clampedProgress: number): void;
39
+ renderHintOverlay(): void;
40
+ }
41
+
42
+ export class BoardLayout {
43
+ private scene: BoardLayoutGameRef;
44
+
45
+ constructor(scene: BoardLayoutGameRef) {
46
+ this.scene = scene;
47
+ }
48
+
49
+ // ── 构建棋盘 ──
50
+
51
+ /**
52
+ * 根据关卡数据和屏幕尺寸构建棋盘布局。
53
+ * 计算格子大小、棋盘尺寸,并渲染路径。
54
+ * @param level 关卡数据
55
+ * @param drawProgress 绘制进度(0~1)
56
+ */
57
+ buildBoard(level: ParsedLevel, drawProgress: number = 1): void {
58
+ const s = this.scene;
59
+ const { width, height } = s.scale;
60
+ const isLandscape = width > height;
61
+
62
+ const marginRatio = BOARD_MARGIN_RATIO;
63
+ const usableWidth = width * (1 - 2 * marginRatio);
64
+
65
+ // 计算可用高度:减去顶部和底部UI高度
66
+ const BASE_HEIGHT = 1334;
67
+ const scaleY = height / BASE_HEIGHT;
68
+
69
+ let topUiHeight: number;
70
+ let bottomUiHeight: number;
71
+ if (isLandscape) {
72
+ // 横屏模式:使用较小的固定像素高度
73
+ topUiHeight = 55;
74
+ bottomUiHeight = 45;
75
+ } else {
76
+ // 竖屏模式:使用缩放逻辑
77
+ topUiHeight = GAME_TOP_UI_BAR_HEIGHT * scaleY;
78
+ bottomUiHeight = GameConfig.GAME_BOTTOM_UI_BAR_HEIGHT * scaleY;
79
+ }
80
+
81
+ const availableHeight = height - topUiHeight - bottomUiHeight;
82
+ const usableHeight = availableHeight * (1 - 2 * marginRatio);
83
+
84
+ // 应用棋盘缩放系数
85
+ const scaleFactor = BOARD_SCALE_FACTOR;
86
+ const scaledUsableWidth = usableWidth * scaleFactor;
87
+ const scaledUsableHeight = usableHeight * scaleFactor;
88
+
89
+ // 计算原始格子大小(用于箭头和线条渲染)
90
+ let baseSize: number;
91
+ if (isLandscape) {
92
+ const maxBaseSizeFromHeight = Math.floor(
93
+ scaledUsableHeight / (CELL_SPACING_MULTIPLIER * level.rows),
94
+ );
95
+ const maxBaseSizeFromWidth = Math.floor(
96
+ scaledUsableWidth / (CELL_SPACING_MULTIPLIER * level.cols),
97
+ );
98
+ baseSize = Math.max(
99
+ 4,
100
+ Math.min(maxBaseSizeFromHeight, maxBaseSizeFromWidth),
101
+ );
102
+
103
+ const maxCellFromHeight = Math.floor(scaledUsableHeight / level.rows);
104
+ const maxCellFromWidth = Math.floor(scaledUsableWidth / level.cols);
105
+ const squareCellSize = Math.min(maxCellFromHeight, maxCellFromWidth);
106
+ s.cellWidth = squareCellSize;
107
+ s.cellHeight = squareCellSize;
108
+
109
+ s.visualSize = Math.floor(squareCellSize / CELL_SPACING_MULTIPLIER);
110
+ s.cellSize = Math.floor(baseSize * CELL_SPACING_MULTIPLIER);
111
+
112
+ s.boardWidth = s.cellWidth * level.cols;
113
+ s.boardHeight = s.cellHeight * level.rows;
114
+ } else {
115
+ // 竖屏:正方形格子
116
+ baseSize = Math.max(
117
+ 4,
118
+ Math.floor(
119
+ Math.min(
120
+ scaledUsableWidth / level.cols,
121
+ scaledUsableHeight / level.rows,
122
+ ),
123
+ ),
124
+ );
125
+
126
+ s.visualSize = baseSize;
127
+ s.cellSize = Math.floor(baseSize * CELL_SPACING_MULTIPLIER);
128
+ s.cellWidth = s.cellSize;
129
+ s.cellHeight = s.cellSize;
130
+
131
+ s.boardWidth = s.cellSize * level.cols;
132
+ s.boardHeight = s.cellSize * level.rows;
133
+ }
134
+
135
+ this.positionBoardContainer();
136
+
137
+ s.boardGraphics.clear();
138
+ s.hintOverlayGraphics?.clear();
139
+
140
+ // 处理背景图片
141
+ this.handleLevelBackground(level);
142
+
143
+ const clampedProgress = Phaser.Math.Clamp(drawProgress, 0, 1);
144
+
145
+ s.renderGridPaths(level, clampedProgress);
146
+ }
147
+
148
+ // ── 处理关卡背景 ──
149
+
150
+ /**
151
+ * 处理关卡背景图片的加载和显示。
152
+ * 如果关卡有背景图配置,则加载并显示;否则清除已有背景。
153
+ * @param level 关卡数据
154
+ */
155
+ handleLevelBackground(level: ParsedLevel): void {
156
+ const s = this.scene;
157
+ // 清除之前的背景图片
158
+ if (s.levelBackgroundImage) {
159
+ s.levelBackgroundImage.destroy();
160
+ s.levelBackgroundImage = null;
161
+ }
162
+
163
+ // 如果关卡有背景图配置,加载并显示
164
+ if (level.background && level.background.imageKey) {
165
+ const { imageKey, dataUrl, opacity = 0.5 } = level.background;
166
+
167
+ console.log(`[Game] 处理背景图片: ${imageKey}`);
168
+
169
+ if (!s.textures.exists(imageKey)) {
170
+ if (dataUrl) {
171
+ console.log(`[Game] 从 data URL 创建背景纹理: ${imageKey}`);
172
+ this.createTextureFromDataUrl(imageKey, dataUrl);
173
+ return; // 异步纹理创建,完成后会创建图片
174
+ } else {
175
+ console.warn(`[Game] 未找到背景纹理且无 data URL: ${imageKey}`);
176
+ return;
177
+ }
178
+ }
179
+
180
+ s.levelBackgroundImage = s.add.image(
181
+ s.boardWidth / 2,
182
+ s.boardHeight / 2,
183
+ imageKey,
184
+ );
185
+ s.levelBackgroundImage.setOrigin(0.5, 0.5);
186
+ s.levelBackgroundImage.setAlpha(opacity);
187
+ s.levelBackgroundImage.setDepth(3000);
188
+
189
+ s.boardContainer.addAt(s.levelBackgroundImage, 0);
190
+
191
+ this.resizeLevelBackgroundImage();
192
+ }
193
+ }
194
+
195
+ // ── 从 DataUrl 创建纹理 ──
196
+
197
+ /**
198
+ * 从 data URL 异步创建纹理。
199
+ * @param textureKey 纹理键名
200
+ * @param dataUrl 图片的 data URL
201
+ */
202
+ private createTextureFromDataUrl(textureKey: string, dataUrl: string): void {
203
+ const s = this.scene;
204
+ const img = new Image();
205
+ img.onload = () => {
206
+ if (!s.scene || !s.textures) {
207
+ console.warn(`[Game] 纹理创建前场景已被销毁: ${textureKey}`);
208
+ return;
209
+ }
210
+
211
+ if (s.textures.exists(textureKey)) {
212
+ s.textures.remove(textureKey);
213
+ }
214
+
215
+ const texture = s.textures.createCanvas(
216
+ textureKey,
217
+ img.width,
218
+ img.height,
219
+ );
220
+ if (!texture) {
221
+ console.error(`[Game] 创建 canvas 纹理失败: ${textureKey}`);
222
+ return;
223
+ }
224
+ const context = texture.getContext();
225
+ if (!context) {
226
+ console.error(`[Game] 获取纹理 canvas 上下文失败: ${textureKey}`);
227
+ return;
228
+ }
229
+ context.drawImage(img, 0, 0);
230
+ texture.refresh();
231
+ console.log(`[Game] 从 data URL 创建纹理成功: ${textureKey}`);
232
+
233
+ this.loadBackgroundImageAfterTextureCreation(textureKey);
234
+ };
235
+ img.onerror = () => {
236
+ console.error(`[Game] 从 data URL 加载图片失败: ${textureKey}`);
237
+ };
238
+ img.src = dataUrl;
239
+ }
240
+
241
+ // ── 纹理创建后加载背景图片 ──
242
+
243
+ /**
244
+ * 纹理异步创建完成后,加载并显示背景图片。
245
+ * @param textureKey 纹理键名
246
+ */
247
+ private loadBackgroundImageAfterTextureCreation(textureKey: string): void {
248
+ const s = this.scene;
249
+ if (
250
+ s.level &&
251
+ s.level.background &&
252
+ s.level.background.imageKey === textureKey
253
+ ) {
254
+ const { opacity = 0.5 } = s.level.background;
255
+
256
+ if (s.levelBackgroundImage) {
257
+ s.levelBackgroundImage.destroy();
258
+ }
259
+
260
+ s.levelBackgroundImage = s.add.image(
261
+ s.boardWidth / 2,
262
+ s.boardHeight / 2,
263
+ textureKey,
264
+ );
265
+ s.levelBackgroundImage.setOrigin(0.5, 0.5);
266
+ s.levelBackgroundImage.setAlpha(opacity);
267
+ s.levelBackgroundImage.setDepth(3000);
268
+
269
+ s.boardContainer.addAt(s.levelBackgroundImage, 0);
270
+
271
+ this.resizeLevelBackgroundImage();
272
+
273
+ console.log(`[Game] 纹理创建后背景图片加载成功: ${textureKey}`);
274
+ }
275
+ }
276
+
277
+ // ── 调整关卡背景图片尺寸 ──
278
+
279
+ /** 根据棋盘尺寸调整背景图片的缩放和位置。 */
280
+ resizeLevelBackgroundImage(): void {
281
+ const s = this.scene;
282
+ if (!s.levelBackgroundImage) return;
283
+
284
+ const scaleX = s.boardWidth / s.levelBackgroundImage.width;
285
+ const scaleY = s.boardHeight / s.levelBackgroundImage.height;
286
+
287
+ s.levelBackgroundImage.setScale(scaleX, scaleY);
288
+ s.levelBackgroundImage.setPosition(s.boardWidth / 2, s.boardHeight / 2);
289
+ s.levelBackgroundImage.setOrigin(0.5, 0.5);
290
+
291
+ if (
292
+ s.boardContainer &&
293
+ s.levelBackgroundImage.parentContainer !== s.boardContainer
294
+ ) {
295
+ s.boardContainer.addAt(s.levelBackgroundImage, 0);
296
+ }
297
+ }
298
+
299
+ // ── 重新布局棋盘 ──
300
+
301
+ /** 重新布局整个棋盘,包括背景颜色、棋盘构建和提示覆盖层。 */
302
+ relayoutBoard(): void {
303
+ const s = this.scene;
304
+ if (!s.level) return;
305
+
306
+ // 重置背景颜色和相机大小
307
+ const themeManager = ThemeManager.instance;
308
+ const bgColor = themeManager.getBackgroundColorNumber();
309
+ const finalBgColor =
310
+ GAME_CANVAS_BACKGROUND_COLOR >= 0
311
+ ? GAME_CANVAS_BACKGROUND_COLOR
312
+ : bgColor;
313
+ s.cameras.main.setBackgroundColor(finalBgColor);
314
+
315
+ // 更新背景矩形
316
+ const { width, height } = s.scale;
317
+ if (s.backgroundRect) {
318
+ s.backgroundRect.setPosition(width / 2, height / 2);
319
+ s.backgroundRect.setSize(width, height);
320
+ s.backgroundRect.setFillStyle(finalBgColor);
321
+ }
322
+
323
+ this.buildBoard(s.level);
324
+ s.renderHintOverlay();
325
+
326
+ // 更新进度百分比
327
+ if (s.topUI) {
328
+ const totalPaths = s.level.paths.length;
329
+ s.topUI.updateProgress(s.removedPaths.size, totalPaths);
330
+ }
331
+ }
332
+
333
+ // ── 定位棋盘容器 ──
334
+
335
+ /** 根据缩放和偏移量定位棋盘容器,并约束拖拽范围。 */
336
+ positionBoardContainer(): void {
337
+ const s = this.scene;
338
+ if (!s.boardContainer) return;
339
+ const width = s.scale.width;
340
+ const height = s.scale.height;
341
+ const isLandscape = width > height;
342
+ const scaledWidth = s.boardWidth * s.zoom;
343
+ const scaledHeight = s.boardHeight * s.zoom;
344
+
345
+ s.boardContainer.setScale(s.zoom);
346
+
347
+ // 计算顶部和底部UI高度(必须与 buildBoard 一致)
348
+ const BASE_HEIGHT = 1334;
349
+ const scaleY = height / BASE_HEIGHT;
350
+
351
+ let topOffset: number;
352
+ let bottomOffset: number;
353
+
354
+ if (isLandscape) {
355
+ topOffset = 55;
356
+ bottomOffset = 45;
357
+ } else {
358
+ topOffset = GAME_TOP_UI_BAR_HEIGHT * scaleY;
359
+ bottomOffset = GameConfig.GAME_BOTTOM_UI_BAR_HEIGHT * scaleY;
360
+ }
361
+
362
+ const availableHeight = height - topOffset - bottomOffset;
363
+
364
+ const baseX = (width - scaledWidth) / 2;
365
+ // Ensure the board never overlaps the top UI bar
366
+ const rawBaseY = topOffset + (availableHeight - scaledHeight) / 2;
367
+ const baseY = Math.max(topOffset, rawBaseY);
368
+ let x = baseX + s.boardOffsetX;
369
+ let y = baseY + s.boardOffsetY;
370
+
371
+ // 约束拖拽范围
372
+ const marginX = width * BOARD_PAN_MARGIN_RATIO;
373
+ const marginY = availableHeight * BOARD_PAN_MARGIN_RATIO;
374
+
375
+ // 水平方向
376
+ if (scaledWidth + 2 * marginX <= width) {
377
+ x = baseX;
378
+ s.boardOffsetX = 0;
379
+ } else {
380
+ const minX = width - marginX - scaledWidth;
381
+ const maxX = marginX;
382
+ if (minX > maxX) {
383
+ x = baseX;
384
+ s.boardOffsetX = 0;
385
+ } else if (x < minX) {
386
+ x = minX;
387
+ s.boardOffsetX = x - baseX;
388
+ } else if (x > maxX) {
389
+ x = maxX;
390
+ s.boardOffsetX = x - baseX;
391
+ }
392
+ }
393
+
394
+ // 垂直方向
395
+ if (scaledHeight + 2 * marginY <= availableHeight) {
396
+ y = baseY;
397
+ s.boardOffsetY = 0;
398
+ } else {
399
+ const minY = height - marginY - scaledHeight;
400
+ const maxY = topOffset + marginY;
401
+ if (minY > maxY) {
402
+ y = baseY;
403
+ s.boardOffsetY = 0;
404
+ } else if (y < minY) {
405
+ y = minY;
406
+ s.boardOffsetY = y - baseY;
407
+ } else if (y > maxY) {
408
+ y = maxY;
409
+ s.boardOffsetY = y - baseY;
410
+ }
411
+ }
412
+
413
+ s.boardContainer.x = x;
414
+ s.boardContainer.y = y;
415
+ }
416
+ }
@@ -0,0 +1,125 @@
1
+ import * as THREE from "three";
2
+ import { computeBoardLayout, type BoardLayoutParams, type BoardLayoutResult } from "./BoardLayoutMath";
3
+
4
+ /**
5
+ * Three.js 3D 棋盘布局器
6
+ * 在 XZ 平面上布局棋盘,Y=0 为地面。
7
+ *
8
+ * 坐标约定:
9
+ * - X 向右(col 增大方向)
10
+ * - Z 向下(row 增大方向)— 俯视时等价于屏幕"向下"
11
+ * - Y 向上(物品高度)
12
+ */
13
+ export interface BoardLayout3DResult {
14
+ cellSize: number; // 格子世界单位大小
15
+ boardWidth: number; // 棋盘总宽度(世界单位)
16
+ boardHeight: number; // 棋盘总高度/深度(世界单位)
17
+ originX: number; // 棋盘左上角 X 世界坐标
18
+ originZ: number; // 棋盘左上角 Z 世界坐标
19
+ rows: number;
20
+ cols: number;
21
+ }
22
+
23
+ export class BoardLayout3D {
24
+ private layout!: BoardLayout3DResult;
25
+
26
+ /**
27
+ * 计算棋盘布局
28
+ * @param rows 行数
29
+ * @param cols 列数
30
+ * @param cellSize 格子大小(世界单位),默认 1.0
31
+ */
32
+ computeLayout(rows: number, cols: number, cellSize: number = 1.0): BoardLayout3DResult {
33
+ const boardWidth = cols * cellSize;
34
+ const boardHeight = rows * cellSize;
35
+
36
+ // 以原点为棋盘中心
37
+ const originX = -boardWidth / 2;
38
+ const originZ = -boardHeight / 2;
39
+
40
+ this.layout = {
41
+ cellSize,
42
+ boardWidth,
43
+ boardHeight,
44
+ originX,
45
+ originZ,
46
+ rows,
47
+ cols,
48
+ };
49
+
50
+ return this.layout;
51
+ }
52
+
53
+ /**
54
+ * 获取格子中心的世界坐标
55
+ * @param col 列号(0-indexed)
56
+ * @param row 行号(0-indexed)
57
+ * @returns 世界坐标 { x, y, z }
58
+ */
59
+ getCellWorldPos(col: number, row: number): THREE.Vector3 {
60
+ const { cellSize, originX, originZ } = this.layout;
61
+ return new THREE.Vector3(
62
+ originX + col * cellSize + cellSize / 2,
63
+ 0,
64
+ originZ + row * cellSize + cellSize / 2
65
+ );
66
+ }
67
+
68
+ /**
69
+ * 获取棋盘中心世界坐标
70
+ */
71
+ getBoardCenter(): THREE.Vector3 {
72
+ return new THREE.Vector3(0, 0, 0);
73
+ }
74
+
75
+ /**
76
+ * 世界坐标 → 格子坐标
77
+ * @returns { col, row } 或 null(如果超出棋盘范围)
78
+ */
79
+ worldToCell(worldX: number, worldZ: number): { col: number; row: number } | null {
80
+ const { cellSize, originX, originZ, rows, cols } = this.layout;
81
+ const col = Math.floor((worldX - originX) / cellSize);
82
+ const row = Math.floor((worldZ - originZ) / cellSize);
83
+
84
+ if (col < 0 || col >= cols || row < 0 || row >= rows) {
85
+ return null;
86
+ }
87
+ return { col, row };
88
+ }
89
+
90
+ /**
91
+ * 计算格子索引(row-major)
92
+ */
93
+ cellToIndex(col: number, row: number): number {
94
+ return row * this.layout.cols + col;
95
+ }
96
+
97
+ /**
98
+ * 获取棋盘边界(用于确定哪些格子在边缘)
99
+ */
100
+ isOnEdge(col: number, row: number): boolean {
101
+ const { rows, cols } = this.layout;
102
+ return col === 0 || col === cols - 1 || row === 0 || row === rows - 1;
103
+ }
104
+
105
+ /**
106
+ * 计算从某格子到棋盘边缘的步数(沿指定方向)
107
+ */
108
+ stepsToEdge(col: number, row: number, dx: number, dz: number): number {
109
+ const { rows, cols } = this.layout;
110
+ let steps = 0;
111
+ let c = col + dx;
112
+ let r = row + dz;
113
+ while (c >= 0 && c < cols && r >= 0 && r < rows) {
114
+ steps++;
115
+ c += dx;
116
+ r += dz;
117
+ }
118
+ return steps + 1; // +1 for exiting the board
119
+ }
120
+
121
+ /** 获取当前布局结果 */
122
+ getLayout(): BoardLayout3DResult {
123
+ return this.layout;
124
+ }
125
+ }
@@ -0,0 +1,85 @@
1
+ /**
2
+ * 棋盘布局纯数学核心(引擎无关)
3
+ * 给定棋盘行列数和可用空间,计算格子大小和偏移。
4
+ * Phaser 版和 Three.js 版都可以引用此模块。
5
+ */
6
+
7
+ export interface BoardLayoutParams {
8
+ rows: number;
9
+ cols: number;
10
+ availableWidth: number;
11
+ availableHeight: number;
12
+ marginRatio?: number; // 边距比例,默认 0.07
13
+ spacingMultiplier?: number; // 格子间距放大系数,默认 1.15
14
+ }
15
+
16
+ export interface BoardLayoutResult {
17
+ cellSize: number; // 基础格子大小
18
+ cellWidth: number; // 实际格子宽度(含间距)
19
+ cellHeight: number; // 实际格子高度(含间距)
20
+ boardWidth: number; // 棋盘总宽度
21
+ boardHeight: number; // 棋盘总高度
22
+ offsetX: number; // 棋盘左上角 X 偏移(居中)
23
+ offsetY: number; // 棋盘左上角 Y 偏移(居中)
24
+ }
25
+
26
+ /**
27
+ * 计算棋盘布局(纯数学,零引擎依赖)
28
+ */
29
+ export function computeBoardLayout(params: BoardLayoutParams): BoardLayoutResult {
30
+ const {
31
+ rows,
32
+ cols,
33
+ availableWidth,
34
+ availableHeight,
35
+ marginRatio = 0.07,
36
+ spacingMultiplier = 1.15,
37
+ } = params;
38
+
39
+ const usableWidth = availableWidth * (1 - 2 * marginRatio);
40
+ const usableHeight = availableHeight * (1 - 2 * marginRatio);
41
+
42
+ // 计算基础格子大小(取宽高中更受限的方向)
43
+ const baseSize = Math.max(
44
+ 4,
45
+ Math.floor(Math.min(usableWidth / cols, usableHeight / rows))
46
+ );
47
+
48
+ // 应用间距系数
49
+ const cellWidth = Math.floor(baseSize * spacingMultiplier);
50
+ const cellHeight = cellWidth; // 正方形格子
51
+
52
+ const boardWidth = cellWidth * cols;
53
+ const boardHeight = cellHeight * rows;
54
+
55
+ // 居中偏移
56
+ const offsetX = (availableWidth - boardWidth) / 2;
57
+ const offsetY = (availableHeight - boardHeight) / 2;
58
+
59
+ return {
60
+ cellSize: baseSize,
61
+ cellWidth,
62
+ cellHeight,
63
+ boardWidth,
64
+ boardHeight,
65
+ offsetX,
66
+ offsetY,
67
+ };
68
+ }
69
+
70
+ /**
71
+ * 计算格子中心坐标(基于偏移和格子大小)
72
+ */
73
+ export function getCellCenter(
74
+ col: number,
75
+ row: number,
76
+ cellWidth: number,
77
+ cellHeight: number,
78
+ offsetX: number,
79
+ offsetY: number
80
+ ): { x: number; y: number } {
81
+ return {
82
+ x: offsetX + col * cellWidth + cellWidth / 2,
83
+ y: offsetY + row * cellHeight + cellHeight / 2,
84
+ };
85
+ }