pet_data/app/pages/index.vue

436 lines
16 KiB
Vue

<template>
<div class="w-full min-h-screen bg-[#1b1026] flex items-center justify-center p-2 md:p-4 lg:p-8 font-sans">
<!-- Main Container -->
<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"
:class="{'aspect-video': isDesktop, 'min-h-screen': !isDesktop}">
<!-- Left Column: Player Panel -->
<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">
<PlayerPanel
v-if="initialized"
:stats="playerStats"
@openAchievements="showAchievements = true"
/>
<div v-else class="flex items-center justify-center h-32 md:h-full text-[#8f80a0] text-xs">
Initializing...
</div>
</div>
<!-- Middle Column: Room + Actions -->
<div class="w-full md:w-1/3 lg:w-1/2 h-auto md:h-full flex flex-col relative z-10">
<!-- Top: Battle/Room Area -->
<div class="h-64 md:h-[55%] border-b-4 border-[#2b193f] relative bg-[#0f0816]">
<BattleArea
v-if="initialized"
:currentDeityId="currentDeity"
:isFighting="isFighting"
:battleLogs="battleLogs"
/>
</div>
<!-- Bottom: Action Area -->
<div class="h-auto md:h-[45%] bg-[#1b1026]">
<ActionArea
v-if="initialized"
:playerStats="playerStats"
@openInventory="showInventory = true"
@openGodSystem="showGodSystem = true"
@openShop="showShop = true"
@openAdventure="showAdventureSelect = true"
/>
</div>
</div>
<!-- Right Column: Deity Panel (Info Panel) -->
<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">
<InfoPanel v-if="deities[currentDeity]" :deity="deities[currentDeity]" />
<div v-else class="flex items-center justify-center h-32 md:h-full text-[#8f80a0] text-xs">
Loading...
</div>
</div>
</div>
<!-- --- MODALS --- -->
<!-- Achievements Overlay -->
<PixelModal
:isOpen="showAchievements"
@close="showAchievements = false"
title="ACHIEVEMENTS"
>
<AchievementsOverlay :achievements="ACHIEVEMENTS_DATA" />
</PixelModal>
<!-- Inventory Overlay -->
<PixelModal
:isOpen="showInventory"
@close="showInventory = false"
title="INVENTORY"
>
<InventoryOverlay
:items="inventory"
@equip="handleEquip"
@unequip="handleUnequip"
@use="handleUseItem"
@delete="handleDeleteItem"
/>
</PixelModal>
<!-- God System Overlay -->
<PixelModal
:isOpen="showGodSystem"
@close="showGodSystem = false"
title="GOD SYSTEM"
>
<GodSystemOverlay
:currentDeity="currentDeity"
:deities="deities"
@switchDeity="handleSwitchDeity"
@addFavor="handleAddFavor"
/>
</PixelModal>
<!-- Shop Overlay -->
<PixelModal
:isOpen="showShop"
@close="showShop = false"
title="SHOP"
>
<ShopOverlay
:playerGold="playerStats.gold || 0"
:inventory="inventory"
:shopItems="SHOP_ITEMS"
@buy="handleBuyItem"
@sell="handleSellItem"
/>
</PixelModal>
<!-- Adventure Selection Overlay -->
<PixelModal
:isOpen="showAdventureSelect"
@close="showAdventureSelect = false"
title="ADVENTURE"
>
<AdventureOverlay
:locations="ADVENTURE_LOCATIONS"
:playerStats="playerStats"
@selectLocation="handleStartAdventure"
@close="showAdventureSelect = false"
/>
</PixelModal>
<!-- Battle Result Modal (Custom Styling Modal) -->
<div v-if="showBattleResult" class="fixed inset-0 z-[110] flex items-center justify-center bg-black/80">
<div class="w-[500px] border-4 border-[#2ce8f4] bg-black p-1 shadow-[0_0_50px_#2ce8f4]">
<div class="border-2 border-[#2ce8f4] p-8 flex flex-col items-center gap-4">
<PartyPopper :size="48" class="text-[#99e550] animate-bounce" />
<h2 class="text-2xl text-[#99e550] font-bold tracking-widest">冒險完成 !</h2>
<div class="w-full border-t border-gray-700 my-2"></div>
<p class="text-gray-400 text-sm">這次沒有獲得任何獎勵...</p>
<button
@click="handleCloseBattleResult"
class="mt-6 border border-[#99e550] text-[#99e550] px-8 py-2 hover:bg-[#99e550] hover:text-black uppercase tracking-widest"
>
確定
</button>
</div>
</div>
</div>
</div>
</template>
<script setup lang="ts">
import { ref, computed, onMounted, onUnmounted } from 'vue';
import { PartyPopper } from 'lucide-vue-next';
import PlayerPanel from '~/components/pixel/PlayerPanel.vue';
import BattleArea from '~/components/pixel/BattleArea.vue';
import ActionArea from '~/components/pixel/ActionArea.vue';
import InfoPanel from '~/components/pixel/InfoPanel.vue';
import PixelModal from '~/components/pixel/PixelModal.vue';
import AchievementsOverlay from '~/components/pixel/AchievementsOverlay.vue';
import InventoryOverlay from '~/components/pixel/InventoryOverlay.vue';
import GodSystemOverlay from '~/components/pixel/GodSystemOverlay.vue';
import ShopOverlay from '~/components/pixel/ShopOverlay.vue';
import AdventureOverlay from '~/components/pixel/AdventureOverlay.vue';
import { PetSystem } from '../../core/pet-system.js';
import { TempleSystem } from '../../core/temple-system.js';
import { ApiService } from '../../core/api-service.js';
import {
ItemType,
Rarity,
EquipSlot,
DeityId,
ItemCategory
} from '~/types/pixel';
import type {
EntityStats,
Achievement,
Item,
Deity,
AdventureLocation
} from '~/types/pixel';
// --- SYSTEMS INITIALIZATION ---
const apiService = new ApiService({ useMock: true }); // Use mock for now
const petSystem = ref<PetSystem | null>(null);
const templeSystem = ref<TempleSystem | null>(null);
const initialized = ref(false);
// --- RESPONSIVE ---
const isDesktop = ref(true);
// Detect screen size
if (typeof window !== 'undefined') {
const updateScreenSize = () => {
isDesktop.value = window.innerWidth >= 768;
};
updateScreenSize();
window.addEventListener('resize', updateScreenSize);
onUnmounted(() => {
window.removeEventListener('resize', updateScreenSize);
});
}
// --- STATE ---
// Reactive state mapped from PetSystem
const systemState = ref<any>(null);
const allDeities = ref<Deity[]>([]);
const playerStats = computed<EntityStats>(() => {
if (!systemState.value) return {
name: "Loading...", class: "Egg", hp: 100, maxHp: 100, sp: 0, maxSp: 0, lvl: 1,
hunger: 100, maxHunger: 100, happiness: 100, maxHappiness: 100,
age: "0d 0h", generation: 1, height: "0 cm", weight: "0 g", gold: 0, fate: "Unknown",
godFavor: { name: "None", current: 0, max: 100 },
str: 0, int: 0, dex: 0, luck: 0, atk: 0, def: 0, spd: 0
};
const s = systemState.value;
const currentDeity = allDeities.value.find(d => d.id === s.currentDeityId);
return {
name: "Pet",
class: s.stage,
hp: Math.floor(s.health),
maxHp: 100,
sp: 0,
maxSp: 100,
lvl: 1,
hunger: Math.floor(s.hunger),
maxHunger: 100,
happiness: Math.floor(s.happiness),
maxHappiness: 100,
age: formatAge(s.ageSeconds),
generation: s.generation || 1,
height: `${s.height || 0} cm`,
weight: `${Math.floor(s.weight || 0)} g`,
gold: s.coins || 0,
fate: s.destiny?.name || "None",
godFavor: {
name: currentDeity?.name || "None",
current: s.deityFavors?.[s.currentDeityId] || 0,
max: 100
},
str: Math.floor(s.effectiveStr || s.str),
int: Math.floor(s.effectiveInt || s.int),
dex: Math.floor(s.effectiveDex || s.dex),
luck: Math.floor(s.effectiveLuck || s.luck),
atk: Math.floor(s.attack || 0),
def: Math.floor(s.defense || 0),
spd: Math.floor(s.speed || 0)
};
});
const inventory = computed<Item[]>(() => {
if (!systemState.value || !systemState.value.inventory) return [];
return systemState.value.inventory.map((i: any) => ({
...i,
icon: i.icon || 'circle',
statsDescription: i.description
}));
});
const deities = computed<Record<DeityId, Deity>>(() => {
const map: Record<string, Deity> = {};
allDeities.value.forEach(d => {
const favor = systemState.value?.deityFavors?.[d.id] || 0;
map[d.id] = { ...d, favor, maxFavor: 100 };
});
return map;
});
const currentDeity = computed(() => systemState.value?.currentDeityId || DeityId.Mazu);
// Modal States
const showAchievements = ref(false);
const showInventory = ref(false);
const showGodSystem = ref(false);
const showShop = ref(false);
const showAdventureSelect = ref(false);
const showBattleResult = ref(false);
// Battle State
const isFighting = ref(false);
const battleLogs = ref<string[]>([]);
// --- LIFECYCLE ---
onMounted(async () => {
petSystem.value = new PetSystem(apiService);
templeSystem.value = new TempleSystem(petSystem.value, apiService);
await petSystem.value.initialize();
await templeSystem.value.initialize();
systemState.value = petSystem.value.getState();
allDeities.value = templeSystem.value.getDeities();
petSystem.value.startTickLoop((newState) => {
systemState.value = newState;
});
initialized.value = true;
});
onUnmounted(() => {
if (petSystem.value) {
petSystem.value.stopTickLoop();
}
});
// --- HELPERS ---
const formatAge = (seconds: number) => {
if (!seconds) return '0h';
const days = Math.floor(seconds / 86400);
const hours = Math.floor((seconds % 86400) / 3600);
if (days > 0) return `${days}d ${hours}h`;
return `${hours}h`;
};
// --- HANDLERS ---
const handleStartAdventure = (location: AdventureLocation) => {
showAdventureSelect.value = false;
if (petSystem.value) {
petSystem.value.updateState({
hunger: Math.max(0, systemState.value.hunger - location.costHunger),
coins: Math.max(0, systemState.value.coins - location.costGold)
});
}
isFighting.value = true;
battleLogs.value = [`Entered ${location.name}...`, `Encountered ${location.enemyName}!`];
let turn = 1;
const interval = setInterval(() => {
if (turn > 5) {
clearInterval(interval);
battleLogs.value.push("Victory!", "Obtained 10 EXP!");
setTimeout(() => {
isFighting.value = false;
showBattleResult.value = true;
}, 1500);
return;
}
const isPlayerTurn = turn % 2 !== 0;
if (isPlayerTurn) {
battleLogs.value.push(`You used Attack! Dealt ${Math.floor(Math.random() * 20) + 10} damage.`);
} else {
battleLogs.value.push(`${location.enemyName} attacked! You took ${Math.floor(Math.random() * 10)} damage.`);
}
turn++;
}, 1000);
};
const handleCloseBattleResult = () => {
showBattleResult.value = false;
battleLogs.value = [];
};
const handleEquip = async (itemId: string, asAppearance: boolean) => {
console.log("Equip not fully implemented in core yet", itemId);
};
const handleUnequip = async (slot: EquipSlot, asAppearance: boolean) => {
console.log("Unequip not fully implemented in core yet", slot);
};
const handleUseItem = async (itemId: string) => {
console.log("Use item not fully implemented in core yet", itemId);
};
const handleDeleteItem = async (itemId: string) => {
console.log("Delete item not fully implemented in core yet", itemId);
};
const handleSwitchDeity = async (id: DeityId) => {
if (templeSystem.value) {
await templeSystem.value.switchDeity(id);
systemState.value = petSystem.value?.getState();
}
};
const handleAddFavor = async (amount: number) => {
if (templeSystem.value) {
await templeSystem.value.pray();
systemState.value = petSystem.value?.getState();
}
};
const handleBuyItem = async (item: Item) => {
if (petSystem.value && systemState.value.coins >= item.price) {
const newCoins = systemState.value.coins - item.price;
const newInventory = [...(systemState.value.inventory || []), { ...item, id: `buy-${Date.now()}` }];
await petSystem.value.updateState({ coins: newCoins, inventory: newInventory });
systemState.value = petSystem.value.getState();
} else {
alert("Not enough gold!");
}
};
const handleSellItem = async (item: Item) => {
if (petSystem.value) {
const sellPrice = Math.floor(item.price / 2);
const newCoins = systemState.value.coins + sellPrice;
const newInventory = systemState.value.inventory.filter((i: any) => i.id !== item.id);
await petSystem.value.updateState({ coins: newCoins, inventory: newInventory });
systemState.value = petSystem.value.getState();
}
};
// --- MOCK DATA FOR STATIC CONTENT ---
const ADVENTURE_LOCATIONS: AdventureLocation[] = [
{ 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' },
{ 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' },
{ 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' }
];
const ACHIEVEMENTS_DATA: Achievement[] = [
{ 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' },
{ 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' },
];
const SHOP_ITEMS: Item[] = [
{ 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' },
{ 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' },
{ 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' },
{ 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' },
{ 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' },
{ 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' },
{ 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' },
];
</script>