add skin manager

This commit is contained in:
jakciehan
2026-04-10 23:05:26 +08:00
parent cc2e7b9bb0
commit 0e321bcea6
9 changed files with 421 additions and 46 deletions
+31 -15
View File
@@ -79,6 +79,7 @@ const GameScene = {
// Revive ad state
_reviveAdUsed: false,
_reviveCount: 0, // Track revive count for escalating cost
_showingReviveDialog: false,
_reviveDialogButtons: null,
@@ -97,6 +98,7 @@ const GameScene = {
this._gameOverDelay = 0;
this._cachedBasePos = null;
this._reviveAdUsed = false;
this._reviveCount = 0;
this._showingReviveDialog = false;
this._reviveDialogButtons = null;
@@ -138,6 +140,11 @@ const GameScene = {
});
this._playerTank.activateShield(3000); // spawn protection
// Apply equipped skin colors to player tank
if (GameGlobal.skinManager) {
this._playerTank._skinColors = GameGlobal.skinManager.getCurrentSkinColors();
}
// Safety: ensure player spawn area is clear of blocking terrain
this._clearSpawnArea(levelData.playerSpawn.col, levelData.playerSpawn.row);
@@ -471,14 +478,15 @@ const GameScene = {
ctx.fillText(t('ad.watchAd') || '📺 Watch Ad (Free)', btns.watchAd.x + btns.watchAd.w / 2, btns.watchAd.y + btns.watchAd.h / 2);
}
// Gold Revive button (orange)
// Gold Revive button (orange) - show escalating cost
if (btns.goldRevive) {
const hasGold = GameGlobal.currencyManager && GameGlobal.currencyManager.hasGold(200);
const reviveCost = this._getReviveCost();
const hasGold = GameGlobal.currencyManager && GameGlobal.currencyManager.hasGold(reviveCost);
ctx.fillStyle = hasGold ? '#FF9800' : '#555555';
ctx.fillRect(btns.goldRevive.x, btns.goldRevive.y, btns.goldRevive.w, btns.goldRevive.h);
ctx.fillStyle = '#FFFFFF';
ctx.font = 'bold 13px Arial';
ctx.fillText(t('ad.goldRevive') || '🪙 Gold Revive (200)', btns.goldRevive.x + btns.goldRevive.w / 2, btns.goldRevive.y + btns.goldRevive.h / 2);
ctx.fillText(`🪙 ${t('ad.goldRevive') || 'Gold Revive'} (${reviveCost})`, btns.goldRevive.x + btns.goldRevive.w / 2, btns.goldRevive.y + btns.goldRevive.h / 2);
}
// Give Up button (gray)
@@ -680,13 +688,8 @@ const GameScene = {
const hasLives = this._playerTank.die();
if (!hasLives) {
// Check if revive ad is available and not yet used this level
if (!this._reviveAdUsed) {
// Always show revive dialog (with ad and/or gold options)
this._showReviveAdDialog();
} else {
this._triggerGameOver();
}
// Always show revive dialog (escalating cost each time)
this._showReviveAdDialog();
}
},
@@ -701,6 +704,18 @@ const GameScene = {
return GameGlobal.adManager.canShowScene(AdManager.AD_SCENE.REVIVE);
},
/**
* Get the current revive gold cost based on revive count (escalating).
* 1st revive: 200, 2nd: 400, 3rd+: 800
* @returns {number}
* @private
*/
_getReviveCost() {
if (this._reviveCount === 0) return 200;
if (this._reviveCount === 1) return 400;
return 800;
},
/**
* Show the revive dialog overlay with dual options.
* Pauses the game and presents watch-ad / gold-revive / give-up options.
@@ -736,17 +751,18 @@ const GameScene = {
},
/**
* Handle the player choosing to revive with gold (200 gold).
* Handle the player choosing to revive with gold (escalating cost).
* @private
*/
_onGoldRevive() {
const cost = this._getReviveCost();
const cm = GameGlobal.currencyManager;
if (cm && cm.spendGold(200)) {
if (cm && cm.spendGold(cost)) {
this._showingReviveDialog = false;
this._reviveDialogButtons = null;
this._reviveAdUsed = true;
this._reviveCount++;
this._revivePlayer();
console.log('[GameScene] Player revived via gold (200)');
console.log(`[GameScene] Player revived via gold (${cost}), revive #${this._reviveCount}`);
}
},
@@ -762,7 +778,7 @@ const GameScene = {
this._showingReviveDialog = false;
this._reviveDialogButtons = null;
if (completed) {
this._reviveAdUsed = true;
this._reviveCount++;
this._revivePlayer();
} else {
this._triggerGameOver();
+32 -12
View File
@@ -22,8 +22,10 @@ const BTN_GAP = Math.min(8, SCREEN_HEIGHT * 0.015);
const BTN_START_Y = SCREEN_HEIGHT * 0.38;
const BTN_X = (SCREEN_WIDTH - BTN_WIDTH) / 2;
// Half-width buttons for the utility row (shop, battle pass, ranking, settings)
// Half-width buttons for the utility row
const HALF_BTN_WIDTH = (BTN_WIDTH - BTN_GAP) / 2;
// Third-width buttons for 3-column row
const THIRD_BTN_WIDTH = (BTN_WIDTH - BTN_GAP * 2) / 3;
// Main game mode buttons (full width, vertical)
const MAIN_BUTTONS = [
@@ -33,10 +35,11 @@ const MAIN_BUTTONS = [
{ labelKey: 'menu.team3v3', mode: GAME_MODE.TEAM_3V3, scene: SCENE.TEAM_ROOM },
];
// Utility buttons: shop, daily gold, ranking, settings (2x2 grid)
// Utility buttons: shop, daily gold, skin, ranking, settings (grid)
const UTIL_BUTTONS = [
{ labelKey: 'menu.shop', mode: null, scene: SCENE.SHOP },
{ labelKey: 'dailyGold.btn', mode: null, scene: 'DAILY_GOLD' },
{ labelKey: 'menu.skin', mode: null, scene: SCENE.SKIN },
{ labelKey: 'menu.ranking', mode: null, scene: SCENE.RANKING },
{ labelKey: 'menu.settings', mode: null, scene: SCENE.SETTINGS },
];
@@ -50,18 +53,29 @@ const mainBtnRects = MAIN_BUTTONS.map((btn, i) => ({
...btn,
}));
// Pre-calculate button rects for utility buttons (2x2 grid)
// Pre-calculate button rects for utility buttons (row1: 3 cols, row2: 2 cols centered)
const utilStartY = BTN_START_Y + MAIN_BUTTONS.length * (BTN_HEIGHT + BTN_GAP) + BTN_GAP;
const utilBtnRects = UTIL_BUTTONS.map((btn, i) => {
const col = i % 2;
const row = Math.floor(i / 2);
return {
x: BTN_X + col * (HALF_BTN_WIDTH + BTN_GAP),
y: utilStartY + row * (BTN_HEIGHT + BTN_GAP),
w: HALF_BTN_WIDTH,
h: BTN_HEIGHT,
...btn,
};
if (i < 3) {
// First row: 3 buttons
return {
x: BTN_X + i * (THIRD_BTN_WIDTH + BTN_GAP),
y: utilStartY,
w: THIRD_BTN_WIDTH,
h: BTN_HEIGHT,
...btn,
};
} else {
// Second row: 2 buttons centered
const col = i - 3;
return {
x: BTN_X + col * (HALF_BTN_WIDTH + BTN_GAP),
y: utilStartY + (BTN_HEIGHT + BTN_GAP),
w: HALF_BTN_WIDTH,
h: BTN_HEIGHT,
...btn,
};
}
});
// Combined list for unified iteration
@@ -289,6 +303,12 @@ const MenuScene = {
sm.register(SCENE.SHOP, ShopScene);
}
sm.switchTo(SCENE.SHOP);
} else if (btn.scene === SCENE.SKIN) {
if (!sm._scenes.has(SCENE.SKIN)) {
const SkinScene = require('./SkinScene');
sm.register(SCENE.SKIN, SkinScene);
}
sm.switchTo(SCENE.SKIN);
} else if (btn.scene === SCENE.SETTINGS) {
if (!sm._scenes.has(SCENE.SETTINGS)) {
const SettingsScene = require('./SettingsScene');
+12 -12
View File
@@ -82,27 +82,27 @@ const ResultScene = {
*/
_calculateGoldReward() {
const stats = this._stats;
let gold = 50; // Base reward per requirements
let gold = 30; // Base reward (reduced from 50)
// Bonus per kill type
gold += (stats.kills.normal || 0) * 5;
gold += (stats.kills.fast || 0) * 10;
gold += (stats.kills.armor || 0) * 15;
gold += (stats.kills.boss || 0) * 25;
// Bonus per kill type (reduced)
gold += (stats.kills.normal || 0) * 3;
gold += (stats.kills.fast || 0) * 5;
gold += (stats.kills.armor || 0) * 8;
gold += (stats.kills.boss || 0) * 15;
// Victory bonus
// Victory bonus (reduced from 50)
if (this._victory) {
gold += 50;
gold += 30;
}
// Time bonus (faster = more gold, max 30 gold for under 60s)
// Time bonus (faster = more gold, max 20 gold for under 60s, reduced from 30)
if (this._victory && stats.timeElapsed < 300) {
gold += Math.max(0, Math.floor((300 - stats.timeElapsed) / 10));
gold += Math.max(0, Math.floor((300 - stats.timeElapsed) / 15));
}
// Base alive bonus
// Base alive bonus (reduced from 20)
if (stats.baseAlive) {
gold += 20;
gold += 10;
}
return gold;
+299
View File
@@ -0,0 +1,299 @@
/**
* SkinScene.js
* Tank skin gallery scene where players can preview, purchase, and equip skins.
*/
const {
SCREEN_WIDTH,
SCREEN_HEIGHT,
COLORS,
SCENE,
} = require('../base/GameGlobal');
const { t } = require('../i18n/I18n');
// Layout constants
const COLS = 2;
const CARD_GAP = 10;
const CARD_W = Math.min((SCREEN_WIDTH * 0.85 - CARD_GAP) / COLS, 150);
const CARD_H = 100;
const GRID_W = COLS * CARD_W + (COLS - 1) * CARD_GAP;
const GRID_LEFT = (SCREEN_WIDTH - GRID_W) / 2;
const CARDS_START_Y = SCREEN_HEIGHT * 0.18;
const SkinScene = {
_buttons: {},
_skinCards: [],
_message: '',
_messageTimer: 0,
_scrollY: 0,
enter() {
this._message = '';
this._messageTimer = 0;
this._scrollY = 0;
this._calculateLayout();
},
exit() {},
_calculateLayout() {
const sm = GameGlobal.skinManager;
if (!sm) return;
const skins = sm.getAllSkins();
this._skinCards = [];
for (let i = 0; i < skins.length; i++) {
const col = i % COLS;
const row = Math.floor(i / COLS);
const x = GRID_LEFT + col * (CARD_W + CARD_GAP);
const y = CARDS_START_Y + row * (CARD_H + CARD_GAP);
this._skinCards.push({
...skins[i],
rect: { x, y, w: CARD_W, h: CARD_H },
});
}
// Back button
const backW = 100;
const backH = 36;
const lastRow = Math.ceil(skins.length / COLS);
const backY = CARDS_START_Y + lastRow * (CARD_H + CARD_GAP) + 10;
this._buttons = {
back: { x: (SCREEN_WIDTH - backW) / 2, y: backY, w: backW, h: backH },
};
},
update(dt) {
if (this._messageTimer > 0) {
this._messageTimer -= dt;
if (this._messageTimer <= 0) {
this._message = '';
}
}
},
render(ctx) {
// Background
ctx.fillStyle = COLORS.MENU_BG;
ctx.fillRect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
// Title
ctx.fillStyle = COLORS.MENU_TITLE;
ctx.font = 'bold 22px Arial';
ctx.textAlign = 'center';
ctx.textBaseline = 'middle';
ctx.fillText(t('skin.title') || 'Tank Skins', SCREEN_WIDTH / 2, SCREEN_HEIGHT * 0.06);
// Gold balance
const gold = GameGlobal.currencyManager ? GameGlobal.currencyManager.getGold() : 0;
ctx.fillStyle = '#FFD700';
ctx.font = 'bold 14px Arial';
ctx.fillText(`🪙 ${gold}`, SCREEN_WIDTH / 2, SCREEN_HEIGHT * 0.12);
const sm = GameGlobal.skinManager;
if (!sm) return;
const equippedId = sm.getEquippedSkinId();
// Render skin cards
for (const card of this._skinCards) {
this._renderSkinCard(ctx, card, sm.isUnlocked(card.id), equippedId === card.id);
}
// Back button
this._renderButton(ctx, this._buttons.back, t('common.back') || '← Back', '#666666');
// Message toast
if (this._message) {
ctx.fillStyle = 'rgba(0,0,0,0.7)';
const msgW = 200;
const msgH = 30;
const msgX = (SCREEN_WIDTH - msgW) / 2;
const msgY = SCREEN_HEIGHT * 0.92;
ctx.fillRect(msgX, msgY, msgW, msgH);
ctx.fillStyle = '#FFFFFF';
ctx.font = '13px Arial';
ctx.textAlign = 'center';
ctx.textBaseline = 'middle';
ctx.fillText(this._message, SCREEN_WIDTH / 2, msgY + msgH / 2);
}
},
_renderSkinCard(ctx, card, isUnlocked, isEquipped) {
const { rect } = card;
// Card background
if (isEquipped) {
ctx.fillStyle = 'rgba(76, 175, 80, 0.3)';
ctx.strokeStyle = '#4CAF50';
} else if (isUnlocked) {
ctx.fillStyle = 'rgba(255,255,255,0.08)';
ctx.strokeStyle = '#666666';
} else {
ctx.fillStyle = 'rgba(255,255,255,0.03)';
ctx.strokeStyle = '#444444';
}
ctx.lineWidth = isEquipped ? 2.5 : 1.5;
// Rounded rect
const r = 8;
ctx.beginPath();
ctx.moveTo(rect.x + r, rect.y);
ctx.lineTo(rect.x + rect.w - r, rect.y);
ctx.arcTo(rect.x + rect.w, rect.y, rect.x + rect.w, rect.y + r, r);
ctx.lineTo(rect.x + rect.w, rect.y + rect.h - r);
ctx.arcTo(rect.x + rect.w, rect.y + rect.h, rect.x + rect.w - r, rect.y + rect.h, r);
ctx.lineTo(rect.x + r, rect.y + rect.h);
ctx.arcTo(rect.x, rect.y + rect.h, rect.x, rect.y + rect.h - r, r);
ctx.lineTo(rect.x, rect.y + r);
ctx.arcTo(rect.x, rect.y, rect.x + r, rect.y, r);
ctx.closePath();
ctx.fill();
ctx.stroke();
const cx = rect.x + rect.w / 2;
// Tank preview (mini tank icon)
this._drawMiniTank(ctx, cx, rect.y + 28, card);
// Skin name
ctx.fillStyle = '#FFFFFF';
ctx.font = 'bold 12px Arial';
ctx.textAlign = 'center';
ctx.textBaseline = 'middle';
ctx.fillText(t(card.nameKey) || card.id, cx, rect.y + 58);
// Status / price
if (isEquipped) {
ctx.fillStyle = '#4CAF50';
ctx.font = 'bold 11px Arial';
ctx.fillText(t('skin.equipped') || '✓ Equipped', cx, rect.y + rect.h - 16);
} else if (isUnlocked) {
ctx.fillStyle = '#AAAAAA';
ctx.font = '11px Arial';
ctx.fillText(t('skin.owned') || 'Owned', cx, rect.y + rect.h - 16);
} else {
const canAfford = GameGlobal.currencyManager && GameGlobal.currencyManager.hasGold(card.cost);
ctx.fillStyle = canAfford ? '#FFD700' : '#FF4444';
ctx.font = 'bold 11px Arial';
ctx.fillText(`🪙 ${card.cost}`, cx, rect.y + rect.h - 16);
}
},
/**
* Draw a mini tank preview with skin colors.
*/
_drawMiniTank(ctx, cx, cy, card) {
const size = 14;
const bodyColor = card.colors ? card.colors.body : '#FFD700';
const turretColor = card.colors ? card.colors.turret : '#B8860B';
const trackColor = card.colors ? card.colors.track : '#8B6914';
ctx.save();
ctx.translate(cx, cy);
// Body
ctx.fillStyle = bodyColor;
ctx.fillRect(-size, -size / 2, size * 2, size);
// Turret (barrel)
ctx.fillStyle = turretColor;
ctx.fillRect(-2, -size / 2 - 10, 4, 10);
// Center detail
ctx.fillStyle = turretColor;
ctx.fillRect(-size * 0.3, -size * 0.3, size * 0.6, size * 0.6);
// Tracks
ctx.fillStyle = trackColor;
ctx.fillRect(-size - 3, -size / 2, 3, size);
ctx.fillRect(size, -size / 2, 3, size);
ctx.restore();
},
_renderButton(ctx, rect, label, color) {
if (!rect) return;
ctx.fillStyle = color;
ctx.strokeStyle = '#333333';
ctx.lineWidth = 1;
const r = 6;
ctx.beginPath();
ctx.moveTo(rect.x + r, rect.y);
ctx.lineTo(rect.x + rect.w - r, rect.y);
ctx.arcTo(rect.x + rect.w, rect.y, rect.x + rect.w, rect.y + r, r);
ctx.lineTo(rect.x + rect.w, rect.y + rect.h - r);
ctx.arcTo(rect.x + rect.w, rect.y + rect.h, rect.x + rect.w - r, rect.y + rect.h, r);
ctx.lineTo(rect.x + r, rect.y + rect.h);
ctx.arcTo(rect.x, rect.y + rect.h, rect.x, rect.y + rect.h - r, r);
ctx.lineTo(rect.x, rect.y + r);
ctx.arcTo(rect.x, rect.y, rect.x + r, rect.y, r);
ctx.closePath();
ctx.fill();
ctx.stroke();
ctx.fillStyle = '#FFFFFF';
ctx.font = 'bold 14px Arial';
ctx.textAlign = 'center';
ctx.textBaseline = 'middle';
ctx.fillText(label, rect.x + rect.w / 2, rect.y + rect.h / 2);
},
_hitTest(tx, ty, rect) {
if (!rect) return false;
return tx >= rect.x && tx <= rect.x + rect.w && ty >= rect.y && ty <= rect.y + rect.h;
},
_showMessage(msg) {
this._message = msg;
this._messageTimer = 2;
},
handleTouch(eventType, e) {
if (eventType !== 'touchstart') return;
const touch = e.touches[0];
const tx = touch.clientX;
const ty = touch.clientY;
const sm = GameGlobal.skinManager;
if (!sm) return;
// Check skin cards
for (const card of this._skinCards) {
if (this._hitTest(tx, ty, card.rect)) {
if (sm.isUnlocked(card.id)) {
// Equip
if (sm.getEquippedSkinId() !== card.id) {
const result = sm.equipSkin(card.id);
if (result.success) {
this._showMessage(t('skin.equipSuccess') || '✓ Skin equipped!');
}
}
} else {
// Purchase
const result = sm.purchaseSkin(card.id);
if (result.success) {
this._showMessage(t('skin.purchaseSuccess') || '✓ Skin unlocked!');
// Auto-equip after purchase
sm.equipSkin(card.id);
} else if (result.error === 'Insufficient gold') {
this._showMessage(t('currency.insufficient') || 'Insufficient Gold');
}
}
return;
}
}
// Back button
if (this._hitTest(tx, ty, this._buttons.back)) {
GameGlobal.sceneManager.switchTo(SCENE.MENU);
return;
}
},
};
module.exports = SkinScene;
+5 -5
View File
@@ -151,19 +151,19 @@ const TeamResultScene = {
* @private
*/
_calculateAndAwardGold() {
let gold = 50; // Base reward per requirements
let gold = 30; // Base reward (reduced from 50)
// Find local player stats
const localPlayer = this._players.find(p => p.isLocal);
if (localPlayer) {
const stats = this._stats[localPlayer.playerId] || {};
gold += (stats.kills || 0) * 10;
gold += (stats.assists || 0) * 5;
gold += (stats.kills || 0) * 5;
gold += (stats.assists || 0) * 3;
}
// Victory bonus
// Victory bonus (reduced from 50)
if (this._didWin) {
gold += 50;
gold += 30;
}
this._goldReward = gold;