@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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@@ -0,0 +1,64 @@
1
+ ---
2
+ name: slide_out_to_tray_animation.aicomponent
3
+ description: 两阶段路径消除动画。阶段1:整条路径(多格精灵容器)沿方向匀速滑出棋盘边界。阶段2:head 精灵贝塞尔曲线飞入篮子目标槽位并缩放。用于箭头推出+篮子收集类玩法。
4
+ triggers: 需要路径滑出动画、飞入篮子动画、两阶段消除动画时触发。
5
+ ---
6
+
7
+ # 滑出棋盘+飞入篮子动画(Slide-Out to Tray Animation)
8
+
9
+ ## 说明
10
+
11
+ 专为"路径推出 → 收集到篮子"设计的两阶段动画:
12
+
13
+ 1. **阶段1 - 滑出**:创建临时容器包含路径所有精灵,Tween 沿方向滑出
14
+ 2. **阶段2 - 飞入**:保留 head 精灵,贝塞尔抛物线飞入篮子槽位,同时缩放+旋转回正
15
+
16
+ ## Scaffold
17
+
18
+ | 目标路径 | 来源 | 说明 |
19
+ |---------|-----|------|
20
+ | `src/game/ui/AnimationManager.ts` | `ref/AnimationManager.ts` | 动画管理器 |
21
+
22
+ ## 关键接口
23
+
24
+ ```typescript
25
+ class AnimationManager {
26
+ slideOutAndFlyToTray(
27
+ path: LevelPath,
28
+ stepsToExit: number,
29
+ boardRenderer: BoardRenderer,
30
+ trayRenderer: TrayRenderer,
31
+ trayInsertIndex: number,
32
+ onSlideComplete: () => void,
33
+ onFlyComplete: () => void,
34
+ ): void;
35
+
36
+ bounceIn(sprite: Phaser.GameObjects.Image): void;
37
+ playWinAnimation(): void;
38
+ }
39
+ ```
40
+
41
+ ## Recipe
42
+
43
+ | 决策 | 原因 |
44
+ |------|------|
45
+ | **两阶段分离** | 滑出(路径整体移动)和飞入(单个头部精灵曲线运动)是不同物理行为,分阶段更易调参,且两段可分别中断 |
46
+ | **贝塞尔弧线** | 线性飞行感觉机械;抛物线弧度模拟真实抛体,视觉上更有"弹性"和"收集"感 |
47
+ | **回调驱动完成信号** | `onSlideComplete` / `onFlyComplete` 让 GameScene 精确控制游戏状态更新时机(不在动画开始时更新,而在动画完成后更新)|
48
+
49
+ ## Adapter
50
+
51
+ - **Role**: `slideOutToTrayAnimation` — 路径滑出棋盘+飞入篮子两阶段动画
52
+ - **Provides**: `AnimationManager` 类(`slideOutAndFlyToTray()`、`bounceIn()`、`playWinAnimation()`)
53
+ - **Requires**: `phaser.aicomponent`、`tray_container.aicomponent`(TrayRenderer 槽位坐标),与 `grid_board_layout.aicomponent` 间接依赖(通过 BoardRenderer)
54
+ - **Consumed by**: `game_scene.aicomponent`(路径成功消除后调用 `slideOutAndFlyToTray()`)
55
+ - **Integration point**: `src/game/ui/AnimationManager.ts` → `Game.ts` 在路径消除成功时触发
56
+
57
+ ## 可配参数
58
+
59
+ | 参数 | 默认 | 说明 |
60
+ |------|------|------|
61
+ | slideDuration | 350ms | 滑出阶段时长 |
62
+ | flyDuration | 400ms | 飞入阶段时长 |
63
+ | arcHeight | 60px | 贝塞尔曲线上拱高度 |
64
+ | ease | "Power2" | 缓动函数 |
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1
+ {
2
+ "schemaVersion": 1,
3
+ "atomId": "slide_out_to_tray_animation.aicomponent",
4
+ "bundleType": "aicomponent",
5
+ "category": "animation",
6
+ "mode": "fixed",
7
+ "label": {
8
+ "zh": "滑出棋盘+飞入篮子两阶段动画",
9
+ "en": "Slide-out + fly-to-tray two-phase animation"
10
+ },
11
+ "tags": ["animation", "slide-out", "fly", "tray", "bezier", "tween", "path", "arrow", "threejs", "3d"],
12
+ "bindingRoles": ["slideOutToTrayAnimation"],
13
+ "engineVariants": {
14
+ "phaser": {
15
+ "imports": ["phaser.aicomponent", "tray_container.aicomponent", "grid_board_layout.aicomponent"],
16
+ "scaffoldFiles": {
17
+ "src/game/ui/AnimationManager.ts": { "source": "ref/AnimationManager.ts", "mode": "full", "weight": 10 }
18
+ }
19
+ },
20
+ "threejs": {
21
+ "imports": ["threejs.aicomponent", "tray_container.aicomponent", "grid_board_layout.aicomponent"],
22
+ "scaffoldFiles": {
23
+ "src/game/ui/AnimationManager3D.ts": { "source": "ref/AnimationManager3D.ts", "mode": "full", "weight": 10 },
24
+ "src/game/utils/BezierUtils.ts": { "source": "ref/BezierUtils.ts", "mode": "full", "weight": 10 }
25
+ }
26
+ }
27
+ },
28
+ "imports": [
29
+ { "slot": "engine", "pinAtomId": "phaser.aicomponent", "edgeKind": "requires", "bindAs": "engine" },
30
+ { "slot": "tray", "pinAtomId": "tray_container.aicomponent", "edgeKind": "requires", "bindAs": "tray" },
31
+ { "slot": "boardLayout", "pinAtomId": "grid_board_layout.aicomponent", "edgeKind": "requires", "bindAs": "boardLayout" }
32
+ ],
33
+ "binding": {
34
+ "role": "slideOutToTrayAnimation",
35
+ "target": "src/game/ui/AnimationManager.ts",
36
+ "type": "code-module-reference"
37
+ },
38
+ "exports": [
39
+ { "name": "AnimationManager", "kind": "class", "location": "src/game/ui/AnimationManager.ts" },
40
+ { "name": "AnimationManager3D", "kind": "class", "location": "src/game/ui/AnimationManager3D.ts" },
41
+ { "name": "BezierUtils", "kind": "module", "location": "src/game/utils/BezierUtils.ts" }
42
+ ],
43
+ "neutralDescriptor": {
44
+ "geometry": "two-phase animation: slide path along direction until off-board, then fly head entity along bezier curve to tray target position",
45
+ "layers": ["animation-sequencing", "bezier-interpolation", "easing"],
46
+ "replaceable": ["slide duration", "fly duration", "arc height", "easing function"]
47
+ },
48
+ "usageHints": [
49
+ "两阶段动画:阶段1 整条路径沿方向滑出棋盘,阶段2 head 实体沿贝塞尔曲线飞入篮子",
50
+ "AnimationManager3D 需要每帧调用 update(dt) 驱动动画",
51
+ "3D 模式飞入弧线天然有 Y 轴高度(抛物线),视觉效果比 2D 更自然",
52
+ "BezierUtils.ts 提供纯数学贝塞尔插值,两端引擎实现均可复用"
53
+ ],
54
+ "files": {
55
+ "skill": "SKILL.md",
56
+ "ref": ["ref/AnimationManager.ts", "ref/AnimationManager3D.ts", "ref/BezierUtils.ts"]
57
+ }
58
+ }
@@ -0,0 +1,164 @@
1
+ import * as Phaser from "phaser";
2
+ import type { LevelPath } from "../logic/types";
3
+ import { colorToTextureKey, directionToAngle, directionToDelta } from "../logic/types";
4
+ import { GameConfig } from "../GameConfig";
5
+ import { BoardRenderer } from "./BoardRenderer";
6
+ import { TrayRenderer } from "./TrayRenderer";
7
+
8
+ /**
9
+ * 动画管理器
10
+ * 整条路径滑出棋盘 → head 车飞入篮子 → 消除 → 抖动
11
+ */
12
+ export class AnimationManager {
13
+ private scene: Phaser.Scene;
14
+
15
+ constructor(scene: Phaser.Scene) {
16
+ this.scene = scene;
17
+ }
18
+
19
+ /**
20
+ * 整条路径沿方向滑出棋盘,然后 head 飞入篮子
21
+ */
22
+ slideOutAndFlyToTray(
23
+ path: LevelPath,
24
+ stepsToExit: number,
25
+ boardRenderer: BoardRenderer,
26
+ trayRenderer: TrayRenderer,
27
+ trayInsertIndex: number,
28
+ onSlideComplete: () => void,
29
+ onFlyComplete: () => void,
30
+ ): void {
31
+ const { dx, dy } = directionToDelta(path.direction);
32
+ const cellSize = boardRenderer.cellSize;
33
+ const slideDistance = (stepsToExit + path.points.length) * cellSize;
34
+
35
+ // 创建一个容器来装整条路径的所有汽车
36
+ const slideContainer = this.scene.add.container(0, 0);
37
+ slideContainer.setDepth(1000);
38
+
39
+ const textureKey = colorToTextureKey(path.color);
40
+ const carSize = cellSize * GameConfig.CAR_CELL_RATIO;
41
+
42
+ // 为路径的每个点创建一辆车
43
+ const carSprites: Phaser.GameObjects.Image[] = [];
44
+ for (let ptIdx = 0; ptIdx < path.points.length; ptIdx++) {
45
+ const pt = path.points[ptIdx];
46
+ const worldPos = boardRenderer.getCellWorldPos(pt.y, pt.x);
47
+
48
+ const car = this.scene.add.image(worldPos.x, worldPos.y, textureKey);
49
+ car.setOrigin(0.5);
50
+
51
+ // 所有车统一朝向路径推出方向
52
+ car.setRotation(directionToAngle(path.direction));
53
+
54
+ const scale = Math.min(carSize / car.width, carSize / car.height);
55
+ car.setScale(scale);
56
+ slideContainer.add(car);
57
+ carSprites.push(car);
58
+ }
59
+
60
+ // 阶段 1:整条路径沿方向滑出
61
+ this.scene.tweens.add({
62
+ targets: slideContainer,
63
+ x: dx * slideDistance,
64
+ y: dy * slideDistance,
65
+ duration: 350,
66
+ ease: "Power2",
67
+ onComplete: () => {
68
+ // 销毁 body 车,保留 head 车做飞入动画
69
+ const headCar = carSprites[carSprites.length - 1];
70
+ for (let i = 0; i < carSprites.length - 1; i++) {
71
+ carSprites[i].destroy();
72
+ }
73
+ slideContainer.remove(headCar);
74
+ slideContainer.destroy();
75
+
76
+ // head 车的当前世界位置
77
+ const currentX = headCar.x + dx * slideDistance;
78
+ const currentY = headCar.y + dy * slideDistance;
79
+ headCar.setPosition(currentX, currentY);
80
+
81
+ onSlideComplete();
82
+
83
+ // 阶段 2:head 车飞入篮子
84
+ const toPos = trayRenderer.getSlotWorldPos(trayInsertIndex);
85
+ const midX = (currentX + toPos.x) / 2;
86
+ const midY = Math.min(currentY, toPos.y) - 60;
87
+
88
+ const traySize = Math.min(cellSize * 0.5, GameConfig.CAR_TRAY_SIZE);
89
+ const endScale = Math.min(traySize / headCar.width, traySize / headCar.height);
90
+ const startX = currentX;
91
+ const startY = currentY;
92
+ const startScale = headCar.scaleX;
93
+
94
+ this.scene.tweens.add({
95
+ targets: { t: 0 },
96
+ t: 1,
97
+ duration: GameConfig.FLY_DURATION,
98
+ ease: "Power2",
99
+ onUpdate: (_tween: Phaser.Tweens.Tween, target: { t: number }) => {
100
+ const t = target.t;
101
+ const px = (1 - t) * (1 - t) * startX + 2 * (1 - t) * t * midX + t * t * toPos.x;
102
+ const py = (1 - t) * (1 - t) * startY + 2 * (1 - t) * t * midY + t * t * toPos.y;
103
+ headCar.setPosition(px, py);
104
+ headCar.setScale(startScale + (endScale - startScale) * t);
105
+ headCar.setRotation(headCar.rotation * (1 - t * 0.5));
106
+ },
107
+ onComplete: () => {
108
+ headCar.destroy();
109
+ onFlyComplete();
110
+ },
111
+ });
112
+ },
113
+ });
114
+ }
115
+
116
+ /**
117
+ * 物品入场弹跳动画
118
+ */
119
+ bounceIn(sprite: Phaser.GameObjects.Image): void {
120
+ const targetScale = sprite.scaleX;
121
+ sprite.setScale(0);
122
+ this.scene.tweens.add({
123
+ targets: sprite,
124
+ scaleX: targetScale,
125
+ scaleY: targetScale,
126
+ duration: 200,
127
+ ease: "Back.easeOut",
128
+ });
129
+ }
130
+
131
+ /**
132
+ * 胜利粒子动画
133
+ */
134
+ playWinAnimation(): void {
135
+ const { width, height } = this.scene.scale;
136
+ const particles = 25;
137
+
138
+ for (let i = 0; i < particles; i++) {
139
+ const x = Phaser.Math.Between(Math.round(width * 0.1), Math.round(width * 0.9));
140
+ const y = Phaser.Math.Between(Math.round(height * 0.2), Math.round(height * 0.7));
141
+ const size = Phaser.Math.Between(8, 20);
142
+ const color = Phaser.Math.Between(0x000000, 0xffffff);
143
+
144
+ const particle = this.scene.add.graphics();
145
+ particle.fillStyle(color, 1);
146
+ particle.fillCircle(0, 0, size);
147
+ particle.setPosition(x, y);
148
+ particle.setAlpha(0);
149
+ particle.setDepth(2000);
150
+
151
+ this.scene.tweens.add({
152
+ targets: particle,
153
+ alpha: 1,
154
+ y: y - Phaser.Math.Between(50, 150),
155
+ scaleX: 0,
156
+ scaleY: 0,
157
+ duration: Phaser.Math.Between(600, 1200),
158
+ delay: i * 50,
159
+ ease: "Power2",
160
+ onComplete: () => particle.destroy(),
161
+ });
162
+ }
163
+ }
164
+ }
@@ -0,0 +1,198 @@
1
+ import * as THREE from "three";
2
+ import { quadraticBezier3D, easeOutQuad, lerp, type Vec3 } from "./BezierUtils";
3
+
4
+ export interface SlideOutConfig {
5
+ slideDuration?: number; // 滑出时长 ms,默认 350
6
+ flyDuration?: number; // 飞入时长 ms,默认 400
7
+ arcHeight?: number; // 飞入弧线高度(世界单位),默认 2.0
8
+ }
9
+
10
+ interface ActiveAnimation {
11
+ type: "slide" | "fly";
12
+ elapsed: number;
13
+ duration: number;
14
+ // slide 专用
15
+ container?: THREE.Group;
16
+ slideDirection?: THREE.Vector3;
17
+ slideDistance?: number;
18
+ // fly 专用
19
+ mesh?: THREE.Mesh;
20
+ startPos?: Vec3;
21
+ controlPos?: Vec3;
22
+ endPos?: Vec3;
23
+ startScale?: number;
24
+ endScale?: number;
25
+ // 回调
26
+ onComplete: () => void;
27
+ }
28
+
29
+ /**
30
+ * Three.js 3D 滑出+飞入两阶段动画管理器
31
+ *
32
+ * 阶段1:整条路径(Group)沿方向滑出棋盘
33
+ * 阶段2:Head 模型沿 3D 贝塞尔曲线飞入篮子位置(带 Y 轴弧线)
34
+ */
35
+ export class AnimationManager3D {
36
+ private scene: THREE.Scene;
37
+ private config: Required<SlideOutConfig>;
38
+ private activeAnimations: ActiveAnimation[] = [];
39
+
40
+ constructor(scene: THREE.Scene, config?: SlideOutConfig) {
41
+ this.scene = scene;
42
+ this.config = {
43
+ slideDuration: config?.slideDuration ?? 350,
44
+ flyDuration: config?.flyDuration ?? 400,
45
+ arcHeight: config?.arcHeight ?? 2.0,
46
+ };
47
+ }
48
+
49
+ /**
50
+ * 执行完整的滑出+飞入动画
51
+ * @param pathMeshes 路径上所有 cell 的 Mesh 数组
52
+ * @param direction 滑出方向 { dx, dz }
53
+ * @param stepsToExit 到边界的格子数
54
+ * @param cellSize 格子大小
55
+ * @param targetPos 篮子目标位置(世界坐标)
56
+ * @param onSlideComplete 滑出完成回调
57
+ * @param onFlyComplete 飞入完成回调
58
+ */
59
+ slideOutAndFlyToTray(
60
+ pathMeshes: THREE.Mesh[],
61
+ direction: { dx: number; dz: number },
62
+ stepsToExit: number,
63
+ cellSize: number,
64
+ targetPos: THREE.Vector3,
65
+ onSlideComplete: () => void,
66
+ onFlyComplete: () => void,
67
+ ): void {
68
+ if (pathMeshes.length === 0) {
69
+ onSlideComplete();
70
+ onFlyComplete();
71
+ return;
72
+ }
73
+
74
+ // 阶段1:创建容器,所有 mesh 放入其中统一移动
75
+ const container = new THREE.Group();
76
+ const meshPositions: THREE.Vector3[] = [];
77
+
78
+ for (const mesh of pathMeshes) {
79
+ meshPositions.push(mesh.position.clone());
80
+ container.add(mesh);
81
+ // mesh 在 container 内保持世界位置
82
+ mesh.position.copy(mesh.position);
83
+ }
84
+ this.scene.add(container);
85
+
86
+ const slideDistance = (stepsToExit + pathMeshes.length) * cellSize;
87
+ const slideDir = new THREE.Vector3(direction.dx, 0, direction.dz).normalize();
88
+
89
+ // 启动滑出动画
90
+ this.activeAnimations.push({
91
+ type: "slide",
92
+ elapsed: 0,
93
+ duration: this.config.slideDuration / 1000,
94
+ container,
95
+ slideDirection: slideDir,
96
+ slideDistance,
97
+ onComplete: () => {
98
+ // 滑出完成:取出 head mesh 做飞入,销毁其余
99
+ const headMesh = pathMeshes[pathMeshes.length - 1];
100
+ const headWorldPos = new THREE.Vector3();
101
+ headMesh.getWorldPosition(headWorldPos);
102
+
103
+ // 销毁 body meshes
104
+ for (let i = 0; i < pathMeshes.length - 1; i++) {
105
+ const m = pathMeshes[i];
106
+ m.geometry.dispose();
107
+ (m.material as THREE.Material).dispose();
108
+ }
109
+ container.remove(headMesh);
110
+ this.scene.remove(container);
111
+
112
+ // head 放回场景
113
+ headMesh.position.copy(headWorldPos);
114
+ this.scene.add(headMesh);
115
+
116
+ onSlideComplete();
117
+
118
+ // 阶段2:head 飞入篮子
119
+ const startPos: Vec3 = { x: headWorldPos.x, y: headWorldPos.y, z: headWorldPos.z };
120
+ const endPos: Vec3 = { x: targetPos.x, y: targetPos.y, z: targetPos.z };
121
+
122
+ // 控制点:中间位置 + Y 轴抬升
123
+ const controlPos: Vec3 = {
124
+ x: (startPos.x + endPos.x) / 2,
125
+ y: Math.max(startPos.y, endPos.y) + this.config.arcHeight,
126
+ z: (startPos.z + endPos.z) / 2,
127
+ };
128
+
129
+ this.activeAnimations.push({
130
+ type: "fly",
131
+ elapsed: 0,
132
+ duration: this.config.flyDuration / 1000,
133
+ mesh: headMesh,
134
+ startPos,
135
+ controlPos,
136
+ endPos,
137
+ startScale: headMesh.scale.x,
138
+ endScale: headMesh.scale.x * 0.5,
139
+ onComplete: () => {
140
+ this.scene.remove(headMesh);
141
+ headMesh.geometry.dispose();
142
+ (headMesh.material as THREE.Material).dispose();
143
+ onFlyComplete();
144
+ },
145
+ });
146
+ },
147
+ });
148
+ }
149
+
150
+ /**
151
+ * 每帧更新(驱动动画)
152
+ * @param dt 帧间隔(秒)
153
+ */
154
+ update(dt: number): void {
155
+ for (let i = this.activeAnimations.length - 1; i >= 0; i--) {
156
+ const anim = this.activeAnimations[i];
157
+ anim.elapsed += dt;
158
+ const t = Math.min(anim.elapsed / anim.duration, 1);
159
+ const eased = easeOutQuad(t);
160
+
161
+ if (anim.type === "slide" && anim.container && anim.slideDirection) {
162
+ // 滑出:容器沿方向平移
163
+ const dist = eased * anim.slideDistance!;
164
+ anim.container.position.copy(anim.slideDirection.clone().multiplyScalar(dist));
165
+ } else if (anim.type === "fly" && anim.mesh && anim.startPos && anim.controlPos && anim.endPos) {
166
+ // 飞入:贝塞尔曲线
167
+ const pos = quadraticBezier3D(anim.startPos, anim.controlPos, anim.endPos, eased);
168
+ anim.mesh.position.set(pos.x, pos.y, pos.z);
169
+
170
+ // 缩放插值
171
+ const scale = lerp(anim.startScale!, anim.endScale!, eased);
172
+ anim.mesh.scale.setScalar(scale);
173
+
174
+ // 旋转衰减
175
+ anim.mesh.rotation.y *= (1 - eased * 0.5);
176
+ }
177
+
178
+ if (t >= 1) {
179
+ anim.onComplete();
180
+ this.activeAnimations.splice(i, 1);
181
+ }
182
+ }
183
+ }
184
+
185
+ /**
186
+ * 是否有动画正在播放
187
+ */
188
+ isAnimating(): boolean {
189
+ return this.activeAnimations.length > 0;
190
+ }
191
+
192
+ /**
193
+ * 销毁
194
+ */
195
+ destroy(): void {
196
+ this.activeAnimations = [];
197
+ }
198
+ }
@@ -0,0 +1,59 @@
1
+ /**
2
+ * 纯数学贝塞尔插值工具(引擎无关)
3
+ * 支持 2D 和 3D 贝塞尔曲线计算
4
+ */
5
+
6
+ export interface Vec2 { x: number; y: number; }
7
+ export interface Vec3 { x: number; y: number; z: number; }
8
+
9
+ /**
10
+ * 二次贝塞尔曲线插值(2D)
11
+ * @param p0 起点
12
+ * @param p1 控制点
13
+ * @param p2 终点
14
+ * @param t 插值参数 [0, 1]
15
+ */
16
+ export function quadraticBezier2D(p0: Vec2, p1: Vec2, p2: Vec2, t: number): Vec2 {
17
+ const mt = 1 - t;
18
+ return {
19
+ x: mt * mt * p0.x + 2 * mt * t * p1.x + t * t * p2.x,
20
+ y: mt * mt * p0.y + 2 * mt * t * p1.y + t * t * p2.y,
21
+ };
22
+ }
23
+
24
+ /**
25
+ * 二次贝塞尔曲线插值(3D)
26
+ * @param p0 起点
27
+ * @param p1 控制点
28
+ * @param p2 终点
29
+ * @param t 插值参数 [0, 1]
30
+ */
31
+ export function quadraticBezier3D(p0: Vec3, p1: Vec3, p2: Vec3, t: number): Vec3 {
32
+ const mt = 1 - t;
33
+ return {
34
+ x: mt * mt * p0.x + 2 * mt * t * p1.x + t * t * p2.x,
35
+ y: mt * mt * p0.y + 2 * mt * t * p1.y + t * t * p2.y,
36
+ z: mt * mt * p0.z + 2 * mt * t * p1.z + t * t * p2.z,
37
+ };
38
+ }
39
+
40
+ /**
41
+ * 缓动函数:easeOutQuad
42
+ */
43
+ export function easeOutQuad(t: number): number {
44
+ return 1 - (1 - t) * (1 - t);
45
+ }
46
+
47
+ /**
48
+ * 缓动函数:easeInOutQuad
49
+ */
50
+ export function easeInOutQuad(t: number): number {
51
+ return t < 0.5 ? 2 * t * t : 1 - Math.pow(-2 * t + 2, 2) / 2;
52
+ }
53
+
54
+ /**
55
+ * 线性插值
56
+ */
57
+ export function lerp(a: number, b: number, t: number): number {
58
+ return a + (b - a) * t;
59
+ }
@@ -0,0 +1,119 @@
1
+ ---
2
+ name: slot_machine.aigameplay
3
+ description: 老虎机转轮玩法封包 - 经典3轴转轮老虎机,支持连线中奖、Wild通配符和Scatter散布奖励
4
+ triggers: 老虎机,slot,转轮,reel,spin,旋转,赌博,casino,中奖,win,连线,payline,wild,scatter,符号,symbol
5
+ ---
6
+
7
+ # slot_machine.aigameplay
8
+
9
+ 老虎机转轮玩法封包。实现经典3轴(可扩展至5轴)转轮老虎机规则的 PGS JSON 和 reducer,玩家下注并旋转转轮,按连线规则判定中奖,支持 Wild 通配符和 Scatter 散布奖励。
10
+
11
+ ## Recipe
12
+
13
+ - **玩法类型**:slot_machine(老虎机转轮)
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
+ - `reelCount`: 3(默认3转轮,可配置为5)
19
+ - `symbolsPerReel`: 3(每轮显示3个符号,形成3行×3列展示区)
20
+ - `paylines`: 5条连线(水平3条 + 对角线2条)
21
+ - `wildSymbol`: WILD(通配符,可替代任意普通符号)
22
+ - `scatterSymbol`: SCATTER(散布,≥3个出现在任意位置触发奖励,不受连线限制)
23
+ - `scatterMinCount`: 3(触发散布奖励所需最少数量)
24
+ - `rngType`: uniform(均匀随机,可扩展为权重随机)
25
+ - **PGS Agent 操作流程**:
26
+ 1. 读取 `ref/pgs-schema.json` 作为规则骨架起点
27
+ 2. 读取 `ref/reducer.template.ts` 了解接口约束
28
+ 3. 实现 `reducer.ts`,导出 `init(config)`、`dispatch(state, action)`、`getState(state)` 以及**全部分步函数**
29
+ 4. 运行 `ref/pgs-schema.json` 中的所有 `testCases`,全部通过后才算完成
30
+ 5. 更新 manifest 的 `generation.pgsVersion` 和 `result.outputFile`
31
+ - **可 fork 变体**:
32
+ - 5轴老虎机:修改 `reelCount` 为5,增加更多连线
33
+ - 权重随机:将 `rngType` 改为 `weighted`,配置各符号出现概率
34
+ - 免费旋转:Scatter 触发 `freeSpins` 次数而非直接奖励
35
+
36
+ ## Result
37
+
38
+ - **产物文件**:`reducer.ts`
39
+ - **格式**:TypeScript,导出 `init(config)`、`dispatch(action)`、`getState()` + 分步函数接口
40
+ - **验证**:所有 testCases 必须通过
41
+
42
+ ## 渲染集成(⚠️ 场景层必读)
43
+
44
+ ### 设计原则:逻辑与动画分离
45
+
46
+ reducer 提供两套接口:
47
+
48
+ | 接口 | 适用场景 | 特点 |
49
+ |------|---------|------|
50
+ | `dispatch()` | 无头测试、AI 模拟、跳过动画 | 一步到位,只返回最终状态 |
51
+ | 分步函数 | **渲染层/GameScene** | 逐步执行,返回中间过程数据 |
52
+
53
+ ### ⚠️ 转轮动画必须使用分步函数驱动
54
+
55
+ 正确做法是**分步驱动动画链**:
56
+
57
+ ```ts
58
+ // ✅ 正确做法:逐步调用分步函数,每步之间插入动画
59
+ // Step 1: 执行旋转(获取结果,但先不显示)
60
+ const spinResult = spin(state);
61
+ // spinResult.reels = [['A','A','A'], ['7','W','7'], ['S','S','K']]
62
+
63
+ // Step 2: 依次停止各转轮动画(每个转轮延迟约500ms)
64
+ for (let i = 0; i < reelCount; i++) {
65
+ await stopReelAnimation(i, spinResult.reels[i]); // 转轮停止动画
66
+ await delay(500);
67
+ }
68
+
69
+ // Step 3: 计算连线和奖励
70
+ const matches = evaluatePaylines(spinResult.reels, paylines, symbolDefs);
71
+ const payout = calculatePayout(matches, state.currentBet);
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+
73
+ // Step 4: 高亮中奖连线
74
+ if (matches.length > 0) {
75
+ await playWinAnimation(matches, payout); // 高亮连线 + 金币动画
76
+ }
77
+
78
+ // Step 5: 检查 Scatter
79
+ const scatterResult = checkScatter(spinResult.reels);
80
+ if (scatterResult.triggered) {
81
+ await playScatterAnimation(scatterResult.count); // Scatter 爆炸动画
82
+ }
83
+ ```
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+
85
+ ### 分步函数返回值与动画映射
86
+
87
+ | 分步函数 | 返回值 | 场景层动画 |
88
+ |---------|--------|-----------|
89
+ | `spin()` | `SpinResult` | 各转轮滚动然后依次停止 |
90
+ | `evaluatePaylines()` | `PaylineMatch[]` | 高亮中奖连线,显示连线路径 |
91
+ | `calculatePayout()` | `number` | 金币飞入动画,余额增加特效 |
92
+ | `checkScatter()` | `{ triggered, count, bonus }` | Scatter 标记高亮 + 散布奖励动画 |
93
+
94
+ ## Binding
95
+
96
+ - **Binding Role**:`gameplayRule`
97
+ - **挂载目标**:`game/gameplay/slot_machine/reducer.ts`
98
+ - **引用类型**:`gameplay-module-reference`
99
+ - **接口契约**:`init(config)` / `dispatch(state, action)` / `getState(state)` / `spin()` / `evaluatePaylines(result, paylines, symbols)` / `calculatePayout(matches, bet)` / `checkScatter(result)`
100
+
101
+ ## Skill Definition
102
+
103
+ tools:
104
+ - bash
105
+ - write
106
+ - read
107
+ prompt_extension: |
108
+ You are implementing a slot machine gameplay module following the PGS specification.
109
+ Write the PGS JSON with entities (reels, paylines, symbols with isWild/isScatter, bet, balance, spin_result),
110
+ rules (spin with RNG, evaluate_paylines, wild_substitution, scatter_bonus, payout_calculation),
111
+ algorithm, and testCases (at least 3: 3-match win, no match, scatter bonus trigger).
112
+ Implement reducer.ts with:
113
+ - init/dispatch/getState (一体化接口,用于测试)
114
+ - spin/evaluatePaylines/calculatePayout/checkScatter (分步函数,用于渲染层动画驱动)
115
+ Wild symbols substitute for any non-scatter symbol in payline evaluation.
116
+ Scatter bonus triggers when ≥3 scatter symbols appear anywhere (not payline-constrained).
117
+ Payout = bet × multiplier, where multiplier comes from symbol match table.
118
+ Run all testCases to verify logic before finalizing.
119
+ Apply the Binding to wire the reducer into the game's gameplay module path.