436 lines
16 KiB
Vue
436 lines
16 KiB
Vue
<template>
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<div class="w-full min-h-screen bg-[#1b1026] flex items-center justify-center p-2 md:p-4 lg:p-8 font-sans">
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<!-- Main Container -->
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<div class="w-full max-w-7xl bg-[#0f0816] border-4 md:border-6 border-[#2b193f] relative shadow-2xl flex flex-col md:flex-row overflow-hidden rounded-lg"
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:class="{'aspect-video': isDesktop, 'min-h-screen': !isDesktop}">
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<!-- Left Column: Player Panel -->
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<div class="w-full md:w-1/3 lg:w-1/4 h-auto md:h-full border-b-4 md:border-b-0 md:border-r-4 border-[#2b193f] bg-[#1b1026] z-20">
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<PlayerPanel
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v-if="initialized"
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:stats="playerStats"
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@openAchievements="showAchievements = true"
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/>
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<div v-else class="flex items-center justify-center h-32 md:h-full text-[#8f80a0] text-xs">
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Initializing...
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</div>
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</div>
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<!-- Middle Column: Room + Actions -->
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<div class="w-full md:w-1/3 lg:w-1/2 h-auto md:h-full flex flex-col relative z-10">
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<!-- Top: Battle/Room Area -->
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<div class="h-64 md:h-[55%] border-b-4 border-[#2b193f] relative bg-[#0f0816]">
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<BattleArea
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v-if="initialized"
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:currentDeityId="currentDeity"
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:isFighting="isFighting"
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:battleLogs="battleLogs"
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/>
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</div>
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<!-- Bottom: Action Area -->
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<div class="h-auto md:h-[45%] bg-[#1b1026]">
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<ActionArea
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v-if="initialized"
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:playerStats="playerStats"
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@openInventory="showInventory = true"
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@openGodSystem="showGodSystem = true"
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@openShop="showShop = true"
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@openAdventure="showAdventureSelect = true"
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/>
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</div>
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</div>
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<!-- Right Column: Deity Panel (Info Panel) -->
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<div class="w-full md:w-1/3 lg:w-1/4 h-auto md:h-full border-t-4 md:border-t-0 md:border-l-4 border-[#2b193f] bg-[#1b1026] z-20">
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<InfoPanel v-if="deities[currentDeity]" :deity="deities[currentDeity]" />
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<div v-else class="flex items-center justify-center h-32 md:h-full text-[#8f80a0] text-xs">
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Loading...
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</div>
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</div>
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</div>
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<!-- --- MODALS --- -->
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<!-- Achievements Overlay -->
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<PixelModal
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:isOpen="showAchievements"
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@close="showAchievements = false"
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title="ACHIEVEMENTS"
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>
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<AchievementsOverlay :achievements="ACHIEVEMENTS_DATA" />
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</PixelModal>
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<!-- Inventory Overlay -->
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<PixelModal
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:isOpen="showInventory"
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@close="showInventory = false"
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title="INVENTORY"
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>
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<InventoryOverlay
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:items="inventory"
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@equip="handleEquip"
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@unequip="handleUnequip"
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@use="handleUseItem"
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@delete="handleDeleteItem"
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/>
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</PixelModal>
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<!-- God System Overlay -->
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<PixelModal
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:isOpen="showGodSystem"
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@close="showGodSystem = false"
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title="GOD SYSTEM"
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>
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<GodSystemOverlay
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:currentDeity="currentDeity"
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:deities="deities"
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@switchDeity="handleSwitchDeity"
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@addFavor="handleAddFavor"
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/>
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</PixelModal>
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<!-- Shop Overlay -->
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<PixelModal
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:isOpen="showShop"
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@close="showShop = false"
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title="SHOP"
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>
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<ShopOverlay
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:playerGold="playerStats.gold || 0"
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:inventory="inventory"
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:shopItems="SHOP_ITEMS"
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@buy="handleBuyItem"
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@sell="handleSellItem"
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/>
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</PixelModal>
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<!-- Adventure Selection Overlay -->
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<PixelModal
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:isOpen="showAdventureSelect"
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@close="showAdventureSelect = false"
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title="ADVENTURE"
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>
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<AdventureOverlay
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:locations="ADVENTURE_LOCATIONS"
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:playerStats="playerStats"
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@selectLocation="handleStartAdventure"
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@close="showAdventureSelect = false"
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/>
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</PixelModal>
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<!-- Battle Result Modal (Custom Styling Modal) -->
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<div v-if="showBattleResult" class="fixed inset-0 z-[110] flex items-center justify-center bg-black/80">
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<div class="w-[500px] border-4 border-[#2ce8f4] bg-black p-1 shadow-[0_0_50px_#2ce8f4]">
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<div class="border-2 border-[#2ce8f4] p-8 flex flex-col items-center gap-4">
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<PartyPopper :size="48" class="text-[#99e550] animate-bounce" />
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<h2 class="text-2xl text-[#99e550] font-bold tracking-widest">冒險完成 !</h2>
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<div class="w-full border-t border-gray-700 my-2"></div>
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<p class="text-gray-400 text-sm">這次沒有獲得任何獎勵...</p>
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<button
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@click="handleCloseBattleResult"
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class="mt-6 border border-[#99e550] text-[#99e550] px-8 py-2 hover:bg-[#99e550] hover:text-black uppercase tracking-widest"
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>
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確定
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</button>
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</div>
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</div>
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</div>
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</div>
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</template>
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<script setup lang="ts">
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import { ref, computed, onMounted, onUnmounted } from 'vue';
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import { PartyPopper } from 'lucide-vue-next';
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import PlayerPanel from '~/components/pixel/PlayerPanel.vue';
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import BattleArea from '~/components/pixel/BattleArea.vue';
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import ActionArea from '~/components/pixel/ActionArea.vue';
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import InfoPanel from '~/components/pixel/InfoPanel.vue';
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import PixelModal from '~/components/pixel/PixelModal.vue';
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import AchievementsOverlay from '~/components/pixel/AchievementsOverlay.vue';
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import InventoryOverlay from '~/components/pixel/InventoryOverlay.vue';
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import GodSystemOverlay from '~/components/pixel/GodSystemOverlay.vue';
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import ShopOverlay from '~/components/pixel/ShopOverlay.vue';
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import AdventureOverlay from '~/components/pixel/AdventureOverlay.vue';
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import { PetSystem } from '../../core/pet-system.js';
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import { TempleSystem } from '../../core/temple-system.js';
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import { ApiService } from '../../core/api-service.js';
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import {
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ItemType,
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Rarity,
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EquipSlot,
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DeityId,
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ItemCategory
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} from '~/types/pixel';
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import type {
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EntityStats,
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Achievement,
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Item,
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Deity,
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AdventureLocation
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} from '~/types/pixel';
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// --- SYSTEMS INITIALIZATION ---
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const apiService = new ApiService({ useMock: true }); // Use mock for now
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const petSystem = ref<PetSystem | null>(null);
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const templeSystem = ref<TempleSystem | null>(null);
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const initialized = ref(false);
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// --- RESPONSIVE ---
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const isDesktop = ref(true);
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// Detect screen size
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if (typeof window !== 'undefined') {
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const updateScreenSize = () => {
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isDesktop.value = window.innerWidth >= 768;
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};
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updateScreenSize();
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window.addEventListener('resize', updateScreenSize);
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onUnmounted(() => {
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window.removeEventListener('resize', updateScreenSize);
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});
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}
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// --- STATE ---
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// Reactive state mapped from PetSystem
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const systemState = ref<any>(null);
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const allDeities = ref<Deity[]>([]);
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const playerStats = computed<EntityStats>(() => {
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if (!systemState.value) return {
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name: "Loading...", class: "Egg", hp: 100, maxHp: 100, sp: 0, maxSp: 0, lvl: 1,
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hunger: 100, maxHunger: 100, happiness: 100, maxHappiness: 100,
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age: "0d 0h", generation: 1, height: "0 cm", weight: "0 g", gold: 0, fate: "Unknown",
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godFavor: { name: "None", current: 0, max: 100 },
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str: 0, int: 0, dex: 0, luck: 0, atk: 0, def: 0, spd: 0
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};
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const s = systemState.value;
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const currentDeity = allDeities.value.find(d => d.id === s.currentDeityId);
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return {
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name: "Pet",
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class: s.stage,
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hp: Math.floor(s.health),
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maxHp: 100,
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sp: 0,
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maxSp: 100,
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lvl: 1,
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hunger: Math.floor(s.hunger),
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maxHunger: 100,
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happiness: Math.floor(s.happiness),
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maxHappiness: 100,
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age: formatAge(s.ageSeconds),
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generation: s.generation || 1,
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height: `${s.height || 0} cm`,
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weight: `${Math.floor(s.weight || 0)} g`,
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gold: s.coins || 0,
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fate: s.destiny?.name || "None",
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godFavor: {
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name: currentDeity?.name || "None",
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current: s.deityFavors?.[s.currentDeityId] || 0,
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max: 100
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},
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str: Math.floor(s.effectiveStr || s.str),
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int: Math.floor(s.effectiveInt || s.int),
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dex: Math.floor(s.effectiveDex || s.dex),
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luck: Math.floor(s.effectiveLuck || s.luck),
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atk: Math.floor(s.attack || 0),
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def: Math.floor(s.defense || 0),
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spd: Math.floor(s.speed || 0)
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};
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});
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const inventory = computed<Item[]>(() => {
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if (!systemState.value || !systemState.value.inventory) return [];
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return systemState.value.inventory.map((i: any) => ({
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...i,
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icon: i.icon || 'circle',
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statsDescription: i.description
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}));
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});
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const deities = computed<Record<DeityId, Deity>>(() => {
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const map: Record<string, Deity> = {};
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allDeities.value.forEach(d => {
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const favor = systemState.value?.deityFavors?.[d.id] || 0;
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map[d.id] = { ...d, favor, maxFavor: 100 };
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});
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return map;
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});
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const currentDeity = computed(() => systemState.value?.currentDeityId || DeityId.Mazu);
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// Modal States
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const showAchievements = ref(false);
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const showInventory = ref(false);
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const showGodSystem = ref(false);
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const showShop = ref(false);
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const showAdventureSelect = ref(false);
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const showBattleResult = ref(false);
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// Battle State
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const isFighting = ref(false);
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const battleLogs = ref<string[]>([]);
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// --- LIFECYCLE ---
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onMounted(async () => {
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petSystem.value = new PetSystem(apiService);
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templeSystem.value = new TempleSystem(petSystem.value, apiService);
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await petSystem.value.initialize();
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await templeSystem.value.initialize();
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systemState.value = petSystem.value.getState();
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allDeities.value = templeSystem.value.getDeities();
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petSystem.value.startTickLoop((newState) => {
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systemState.value = newState;
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});
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initialized.value = true;
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});
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onUnmounted(() => {
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if (petSystem.value) {
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petSystem.value.stopTickLoop();
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}
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});
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// --- HELPERS ---
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const formatAge = (seconds: number) => {
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if (!seconds) return '0h';
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const days = Math.floor(seconds / 86400);
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const hours = Math.floor((seconds % 86400) / 3600);
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if (days > 0) return `${days}d ${hours}h`;
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return `${hours}h`;
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};
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// --- HANDLERS ---
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const handleStartAdventure = (location: AdventureLocation) => {
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showAdventureSelect.value = false;
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if (petSystem.value) {
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petSystem.value.updateState({
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hunger: Math.max(0, systemState.value.hunger - location.costHunger),
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coins: Math.max(0, systemState.value.coins - location.costGold)
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});
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}
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isFighting.value = true;
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battleLogs.value = [`Entered ${location.name}...`, `Encountered ${location.enemyName}!`];
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let turn = 1;
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const interval = setInterval(() => {
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if (turn > 5) {
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clearInterval(interval);
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battleLogs.value.push("Victory!", "Obtained 10 EXP!");
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setTimeout(() => {
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isFighting.value = false;
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showBattleResult.value = true;
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}, 1500);
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return;
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}
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const isPlayerTurn = turn % 2 !== 0;
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if (isPlayerTurn) {
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battleLogs.value.push(`You used Attack! Dealt ${Math.floor(Math.random() * 20) + 10} damage.`);
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} else {
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battleLogs.value.push(`${location.enemyName} attacked! You took ${Math.floor(Math.random() * 10)} damage.`);
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}
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turn++;
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}, 1000);
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};
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const handleCloseBattleResult = () => {
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showBattleResult.value = false;
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battleLogs.value = [];
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};
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const handleEquip = async (itemId: string, asAppearance: boolean) => {
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console.log("Equip not fully implemented in core yet", itemId);
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};
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const handleUnequip = async (slot: EquipSlot, asAppearance: boolean) => {
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console.log("Unequip not fully implemented in core yet", slot);
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};
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const handleUseItem = async (itemId: string) => {
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console.log("Use item not fully implemented in core yet", itemId);
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};
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const handleDeleteItem = async (itemId: string) => {
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console.log("Delete item not fully implemented in core yet", itemId);
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};
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const handleSwitchDeity = async (id: DeityId) => {
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if (templeSystem.value) {
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await templeSystem.value.switchDeity(id);
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systemState.value = petSystem.value?.getState();
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}
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};
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const handleAddFavor = async (amount: number) => {
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if (templeSystem.value) {
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await templeSystem.value.pray();
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systemState.value = petSystem.value?.getState();
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}
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};
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const handleBuyItem = async (item: Item) => {
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if (petSystem.value && systemState.value.coins >= item.price) {
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const newCoins = systemState.value.coins - item.price;
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const newInventory = [...(systemState.value.inventory || []), { ...item, id: `buy-${Date.now()}` }];
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await petSystem.value.updateState({ coins: newCoins, inventory: newInventory });
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systemState.value = petSystem.value.getState();
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} else {
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alert("Not enough gold!");
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}
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};
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const handleSellItem = async (item: Item) => {
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if (petSystem.value) {
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const sellPrice = Math.floor(item.price / 2);
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const newCoins = systemState.value.coins + sellPrice;
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const newInventory = systemState.value.inventory.filter((i: any) => i.id !== item.id);
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await petSystem.value.updateState({ coins: newCoins, inventory: newInventory });
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systemState.value = petSystem.value.getState();
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}
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};
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// --- MOCK DATA FOR STATIC CONTENT ---
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const ADVENTURE_LOCATIONS: AdventureLocation[] = [
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{ id: '1', name: '自家後院', description: '安全的新手探險地,偶爾會有小蟲子。', costHunger: 5, costGold: 5, difficulty: 'Easy', enemyName: '野蟲' },
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{ id: '2', name: '附近的公園', description: '熱鬧的公園,但也潛藏著流浪動物的威脅。', costHunger: 15, costGold: 10, reqStats: { str: 20 }, difficulty: 'Medium', enemyName: '流浪貓' },
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{ id: '3', name: '神秘森林', description: '危險的未知區域,只有強者才能生存。', costHunger: 30, costGold: 20, reqStats: { str: 50, int: 30 }, difficulty: 'Hard', enemyName: '樹妖' }
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];
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const ACHIEVEMENTS_DATA: Achievement[] = [
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{ id: '1', title: 'First Step', description: 'Pet age reaches 1 hour', reward: 'STR Growth +5% INT Growth +5%', progress: 100, unlocked: true, icon: 'baby', color: '#ffe762' },
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{ id: '2', title: 'One Day Plan', description: 'Pet age reaches 1 day', reward: 'STR/INT/DEX Growth +10% LUCK +2', progress: 100, unlocked: true, icon: 'calendar', color: '#ffe762' },
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];
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const SHOP_ITEMS: Item[] = [
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{ id: 's1', name: 'Fortune Cookie', type: ItemType.Consumable, category: ItemCategory.Food, price: 10, rarity: Rarity.Common, description: 'A crisp cookie with a fortune inside.', statsDescription: 'Happiness +5', icon: 'cookie' },
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{ id: 's2', name: 'Tuna Can', type: ItemType.Consumable, category: ItemCategory.Food, price: 30, rarity: Rarity.Common, description: 'High quality tuna. Cats love it.', statsDescription: 'Hunger -50', icon: 'fish' },
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{ id: 's3', name: 'Premium Food', type: ItemType.Consumable, category: ItemCategory.Food, price: 50, rarity: Rarity.Excellent, description: 'Gourmet pet food.', statsDescription: 'Hunger -100 Happiness +10', icon: 'star' },
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{ id: 's4', name: 'Magic Wand', type: ItemType.Equipment, category: ItemCategory.Toy, price: 150, rarity: Rarity.Rare, description: 'A toy wand that sparkles.', statsDescription: 'Happiness Regen', slot: EquipSlot.Weapon, icon: 'wand' },
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{ id: 's5', name: 'Ball', type: ItemType.Equipment, category: ItemCategory.Toy, price: 20, rarity: Rarity.Common, description: 'A bouncy ball.', statsDescription: 'Play +10', slot: EquipSlot.Weapon, icon: 'ball' },
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{ id: 's6', name: 'Lucky Coin', type: ItemType.Equipment, category: ItemCategory.Accessory, price: 500, rarity: Rarity.Epic, description: 'Increases luck significantly.', statsDescription: 'LCK +10', slot: EquipSlot.Accessory, icon: 'coin' },
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{ id: 's7', name: 'Health Elixir', type: ItemType.Consumable, category: ItemCategory.Medicine, price: 100, rarity: Rarity.Rare, description: 'Fully restores health.', statsDescription: 'HP Full', icon: 'potion' },
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];
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</script>
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