feat: add gift zone city team and mashup mode

This commit is contained in:
manpengan
2026-03-29 00:49:03 +08:00
parent 5c2b4f40f9
commit 92bf1f5070
12 changed files with 862 additions and 60 deletions

View File

@@ -223,10 +223,15 @@ function drawSidebarCard({ x, y, width, height, titleLines, subtitle, onTap, acc
}
function drawHomeScene() {
const playerStateSnapshot = sceneStore.getPlayerState()
drawHeader('城市抓猫猫', '世界主页面 · 3×3 入口')
const homeTiles = contentSystem.getHomeTiles(sceneStore.getPlayerState())
const playerGiftAlbums = contentSystem.getGiftAlbums(sceneStore.getPlayerState())
const homeTiles = contentSystem.getHomeTiles(playerStateSnapshot)
const playerGiftAlbums = contentSystem.getGiftAlbums(playerStateSnapshot)
const teamCity = playerStateSnapshot.cityTeam?.teamCityId
? contentSystem.getCity(playerStateSnapshot.cityTeam.teamCityId)
: null
const totalGiftCount = playerGiftAlbums.reduce((sum, album) => sum + album.collectedCount, 0)
const sidebarWidth = Math.max(58, Math.min(70, Math.floor(windowWidth * 0.18)))
const sidebarGap = 8
const centerX = 24 + sidebarWidth + sidebarGap
@@ -270,7 +275,7 @@ function drawHomeScene() {
width: sidebarWidth,
height: cardHeight,
titleLines: ['礼物', '区'],
subtitle: `${playerGiftAlbums[0].collectedCount + playerGiftAlbums[1].collectedCount} 个收藏`,
subtitle: `${totalGiftCount} 个收藏`,
accentColor: '#26A69A',
onTap() {
sceneStore.openGiftZone()
@@ -284,10 +289,10 @@ function drawHomeScene() {
width: sidebarWidth,
height: cardHeight,
titleLines: ['排行', '榜'],
subtitle: '城市战队',
subtitle: teamCity ? `${teamCity.display.name} 战队` : '选择战队',
accentColor: '#42A5F5',
onTap() {
showTransientMessage('城市排行榜依赖服务端V1.1+ 接入')
sceneStore.openCityTeamSelect()
render()
},
})
@@ -483,8 +488,11 @@ function drawGiftZoneScene(scene) {
const playerStateSnapshot = sceneStore.getPlayerState()
const albums = contentSystem.getGiftAlbums(playerStateSnapshot)
const entries = contentSystem.getGiftAlbumEntries(scene.selectedTab, playerStateSnapshot)
const teamCity = playerStateSnapshot.cityTeam?.teamCityId
? contentSystem.getCity(playerStateSnapshot.cityTeam.teamCityId)
: null
drawHeader('城市主题礼物区', 'MVP 收集册 · 冰箱贴 / 邮票')
drawHeader('城市主题礼物区', 'MVP 收集册 · 冰箱贴 / 邮票 / 猫猫')
const summaryX = 24
const summaryY = 92
@@ -507,8 +515,50 @@ function drawGiftZoneScene(scene) {
summaryY + summaryHeight / 2,
)
const tabWidth = (windowWidth - 24 * 2 - 12) / 2
const tabsY = 158
const teamCardY = 156
const teamCardHeight = 58
ctx.fillStyle = '#ffffff'
ctx.strokeStyle = teamCity ? teamCity.display.bgColor : '#8aa3ff'
ctx.lineWidth = 2
drawRoundedRect(summaryX, teamCardY, summaryWidth, teamCardHeight, 16)
ctx.fill()
ctx.stroke()
ctx.fillStyle = '#231f2a'
ctx.font = 'bold 15px sans-serif'
ctx.textAlign = 'left'
ctx.fillText(
teamCity ? `${teamCity.display.name} 战队` : '还没加入城市战队',
summaryX + 16,
teamCardY + 22,
)
ctx.fillStyle = '#6b6474'
ctx.font = '12px sans-serif'
ctx.fillText(
teamCity ? '本地已锁定,排行榜继续占位' : '先选已解锁城市,本地状态先走通',
summaryX + 16,
teamCardY + 42,
)
drawButton({
x: summaryX + summaryWidth - 116,
y: teamCardY + 12,
width: 100,
height: 34,
label: teamCity ? '查看战队' : '选择战队',
onTap() {
sceneStore.openCityTeamSelect()
render()
},
fillStyle: teamCity ? teamCity.display.bgColor : '#231f2a',
textColor: '#ffffff',
})
const tabGap = 12
const tabWidth = (windowWidth - 24 * 2 - tabGap * (albums.length - 1)) / albums.length
const tabsY = 228
albums.forEach((album, index) => {
drawButton({
@@ -529,7 +579,7 @@ function drawGiftZoneScene(scene) {
const columns = 2
const cardWidth = (windowWidth - 24 * 2 - 14) / columns
const cardHeight = 82
const startY = 216
const startY = 286
entries.forEach((entry, index) => {
const row = Math.floor(index / columns)
@@ -553,8 +603,10 @@ function drawGiftZoneScene(scene) {
ctx.font = '13px sans-serif'
if (scene.selectedTab === 'magnets') {
ctx.fillText(`冰箱贴 ${entry.collectedCount}/${entry.totalCount}`, x + 16, y + 52)
} else {
} else if (scene.selectedTab === 'stamps') {
ctx.fillText(entry.isCollected ? '邮票已收集' : '邮票未收集', x + 16, y + 52)
} else {
ctx.fillText(entry.isCollected ? `${entry.catName} 已收集` : '通关城市后收集', x + 16, y + 52)
}
})
@@ -564,8 +616,73 @@ function drawGiftZoneScene(scene) {
})
}
function drawCityTeamSelectScene(scene) {
const isLocked = Boolean(scene.selectedTeamCityId)
const selectedCity = isLocked ? contentSystem.getCity(scene.selectedTeamCityId) : null
drawHeader(
'选择城市战队',
selectedCity ? `当前所属 ${selectedCity.display.name} 战队 · 本地先锁定` : '从已解锁城市里选择一个战队',
)
const columns = 2
const cardWidth = (windowWidth - 24 * 2 - 14) / columns
const cardHeight = 94
const startY = 104
scene.options.forEach((entry, index) => {
const row = Math.floor(index / columns)
const column = index % columns
const x = 24 + column * (cardWidth + 14)
const y = startY + row * (cardHeight + 12)
const isSelected = scene.selectedTeamCityId === entry.cityId
ctx.fillStyle = '#ffffff'
ctx.strokeStyle = entry.themeColor
ctx.lineWidth = 2
drawRoundedRect(x, y, cardWidth, cardHeight, 16)
ctx.fill()
ctx.stroke()
ctx.fillStyle = entry.themeColor
ctx.font = 'bold 18px sans-serif'
ctx.textAlign = 'left'
ctx.fillText(entry.cityName, x + 16, y + 24)
ctx.fillStyle = '#6b6474'
ctx.font = '13px sans-serif'
ctx.fillText(`猫猫 ${entry.catName}`, x + 16, y + 48)
ctx.fillText(isSelected ? '已加入,当前不可更换' : '可加入本地战队', x + 16, y + 72)
registerHitTarget({
x,
y,
width: cardWidth,
height: cardHeight,
onTap() {
const selected = sceneStore.chooseCityTeam(entry.cityId)
if (selected) {
savePlayerState()
showTransientMessage(`已加入 ${entry.cityName} 战队`)
} else if (isLocked) {
showTransientMessage('当前版本先锁定首次选队')
} else {
showTransientMessage('只能选择已解锁城市')
}
render()
},
})
})
drawBackButton(() => {
sceneStore.goBack()
render()
})
}
function drawGameplayScene(scene) {
const city = contentSystem.getCity(scene.cityId)
const isMashup = scene.mode === 'mashup'
const city = isMashup ? null : contentSystem.getCity(scene.cityId)
const session = scene.session
const boardState = session.getBoardState()
const state = session.getState()
@@ -573,10 +690,15 @@ function drawGameplayScene(scene) {
const activePieces = boardState.pieces
.filter((piece) => !piece.removed)
.sort((left, right) => left.layer - right.layer)
const elementNameMap = isMashup
? new Map(scene.elementDefinitions.map((element) => [element.elementId, element.name]))
: new Map(city.elements.map((element) => [element.id, element.name]))
const title = isMashup ? scene.title : `${city.display.name} · 关卡 ${scene.levelId}`
const subtitle = isMashup
? `${scene.subtitle ?? '随机混搭'} · ${state.slot.length}/7 槽位`
: `${state.slot.length}/7 槽位`
const elementNameMap = new Map(city.elements.map((element) => [element.id, element.name]))
drawHeader(`${city.display.name} · 关卡 ${scene.levelId}`, `${state.slot.length}/7 槽位`)
drawHeader(title, subtitle)
drawButton({
x: windowWidth - 112,
@@ -624,11 +746,7 @@ function drawGameplayScene(scene) {
const result = session.pickPiece(piece.id)
if (result.status === 'won') {
sceneStore.completeLevel({
cityId: scene.cityId,
levelId: scene.levelId,
stars: 3,
})
sceneStore.completeGameplayVictory(3)
savePlayerState()
}
@@ -668,11 +786,29 @@ function drawGameplayScene(scene) {
})
if (state.status === 'won' || state.status === 'failed') {
drawResultOverlay(state.status, city.display.bgColor)
drawResultOverlay(scene, state.status, isMashup ? scene.accentColor : city.display.bgColor)
}
}
function drawResultOverlay(status, accentColor) {
function drawResultOverlay(scene, status, accentColor) {
const isMashup = scene.mode === 'mashup'
const rewardSummary = scene.rewardSummary
const title = status === 'won' ? '通关成功' : '挑战失败'
let detail = '可以重开当前关卡,继续测试核心循环'
if (status === 'won' && isMashup) {
if (rewardSummary?.type === 'magnet') {
const rewardCity = contentSystem.getCity(rewardSummary.cityId)
detail = `奖励:${rewardCity?.display.name ?? rewardSummary.cityId} 冰箱贴 ${rewardSummary.levelId}`
} else if (rewardSummary?.type === 'inventory') {
detail = '奖励Shuffle +1'
} else {
detail = '已结算本地混战奖励'
}
} else if (status === 'won') {
detail = '已记录进度,返回关卡页继续'
}
ctx.fillStyle = 'rgba(35, 31, 42, 0.45)'
ctx.fillRect(0, 0, windowWidth, windowHeight)
@@ -691,22 +827,18 @@ function drawResultOverlay(status, accentColor) {
ctx.fillStyle = '#231f2a'
ctx.font = 'bold 28px sans-serif'
ctx.textAlign = 'center'
ctx.fillText(status === 'won' ? '通关成功' : '挑战失败', x + boxWidth / 2, y + 48)
ctx.fillText(title, x + boxWidth / 2, y + 48)
ctx.fillStyle = '#6b6474'
ctx.font = '15px sans-serif'
ctx.fillText(
status === 'won' ? '已记录进度,返回关卡页继续' : '可以重开当前关卡,继续测试核心循环',
x + boxWidth / 2,
y + 86,
)
ctx.fillText(detail, x + boxWidth / 2, y + 86)
drawButton({
x: x + 20,
y: y + 120,
width: (boxWidth - 50) / 2,
height: 42,
label: status === 'won' ? '返回关卡' : '返回',
label: status === 'won' ? (isMashup ? '返回主页' : '返回关卡') : '返回',
onTap() {
sceneStore.goBack()
render()
@@ -720,10 +852,14 @@ function drawResultOverlay(status, accentColor) {
y: y + 120,
width: (boxWidth - 50) / 2,
height: 42,
label: status === 'won' ? '下一步再做' : '重新挑战',
label: status === 'won' ? (isMashup ? '再来一局' : '下一步再做') : '重新挑战',
onTap() {
if (status === 'won') {
sceneStore.goBack()
if (isMashup) {
sceneStore.restartCurrentLevel()
} else {
sceneStore.goBack()
}
} else {
sceneStore.restartCurrentLevel()
}
@@ -786,6 +922,12 @@ function render() {
return
}
if (scene.type === 'city-team-select') {
drawCityTeamSelectScene(scene)
drawTransientMessage()
return
}
if (scene.type === 'gameplay') {
drawGameplayScene(scene)
drawTransientMessage()