Files
Genarrative/src/BigFishPlaygroundApp.tsx

225 lines
6.8 KiB
TypeScript

import { useCallback, useMemo, useState } from 'react';
import type {
BigFishAssetSlotResponse,
BigFishRuntimeEntityResponse,
BigFishRuntimeSnapshotResponse,
SubmitBigFishInputRequest,
} from '../packages/shared/src/contracts/bigFish';
import { BigFishRuntimeShell } from './components/big-fish-runtime/BigFishRuntimeShell';
const BIG_FISH_BACKGROUND_IMAGE =
'data:image/svg+xml;utf8,' +
encodeURIComponent(`
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 720 1280">
<defs>
<linearGradient id="water" x1="0" y1="0" x2="0" y2="1">
<stop offset="0" stop-color="#38bdf8" />
<stop offset="0.52" stop-color="#0f766e" />
<stop offset="1" stop-color="#020617" />
</linearGradient>
<radialGradient id="light" cx="50%" cy="12%" r="52%">
<stop offset="0" stop-color="#ecfeff" stop-opacity="0.72" />
<stop offset="1" stop-color="#ecfeff" stop-opacity="0" />
</radialGradient>
</defs>
<rect width="720" height="1280" fill="url(#water)" />
<rect width="720" height="1280" fill="url(#light)" />
<path d="M70 324 C164 268 256 384 362 320 C492 242 582 330 656 282" fill="none" stroke="#a7f3d0" stroke-width="16" stroke-linecap="round" opacity="0.28" />
<path d="M34 760 C156 700 238 806 372 724 C520 634 606 746 704 682" fill="none" stroke="#bae6fd" stroke-width="18" stroke-linecap="round" opacity="0.18" />
<circle cx="120" cy="210" r="18" fill="#ecfeff" opacity="0.36" />
<circle cx="548" cy="410" r="12" fill="#ecfeff" opacity="0.28" />
<circle cx="304" cy="590" r="10" fill="#ecfeff" opacity="0.24" />
<path d="M0 1060 C128 1010 244 1096 366 1030 C492 962 612 1026 720 976 V1280 H0 Z" fill="#022c22" opacity="0.62" />
</svg>`);
const WORLD_MIN_X = 60;
const WORLD_MAX_X = 780;
const WORLD_MIN_Y = 80;
const WORLD_MAX_Y = 1240;
const PLAYER_SPEED = 20;
function clamp(value: number, min: number, max: number) {
return Math.max(min, Math.min(max, value));
}
function buildEntity(
entityId: string,
level: number,
x: number,
y: number,
): BigFishRuntimeEntityResponse {
return {
entityId,
level,
position: { x, y },
radius: 12 + level * 5,
offscreenSeconds: 0,
};
}
function buildInitialRun(): BigFishRuntimeSnapshotResponse {
const leader = buildEntity('player-leader', 1, 360, 640);
return {
runId: `local-big-fish-run-${Date.now()}`,
sessionId: 'local-big-fish-session',
status: 'running',
tick: 0,
playerLevel: 1,
winLevel: 5,
leaderEntityId: leader.entityId,
ownedEntities: [leader],
wildEntities: [
buildEntity('wild-small-1', 1, 250, 560),
buildEntity('wild-small-2', 1, 470, 760),
buildEntity('wild-mid-1', 2, 560, 520),
buildEntity('wild-mid-2', 3, 210, 820),
buildEntity('wild-boss-1', 5, 610, 930),
],
cameraCenter: { ...leader.position },
lastInput: { x: 0, y: 0 },
eventLog: ['按住屏幕任意位置,再拖动控制方向。'],
updatedAt: new Date().toISOString(),
};
}
function distanceBetween(
first: BigFishRuntimeEntityResponse,
second: BigFishRuntimeEntityResponse,
) {
return Math.hypot(
first.position.x - second.position.x,
first.position.y - second.position.y,
);
}
function respawnWildEntity(entity: BigFishRuntimeEntityResponse, tick: number) {
const offset = tick * 37 + entity.level * 53;
return {
...entity,
position: {
x: WORLD_MIN_X + (offset % Math.floor(WORLD_MAX_X - WORLD_MIN_X)),
y: WORLD_MIN_Y + ((offset * 7) % Math.floor(WORLD_MAX_Y - WORLD_MIN_Y)),
},
};
}
function moveWildEntity(entity: BigFishRuntimeEntityResponse, tick: number) {
const phase = tick * 0.32 + entity.level * 1.7;
const speed = 6 + entity.level * 0.8;
const nextX = entity.position.x + Math.cos(phase) * speed;
const nextY = entity.position.y + Math.sin(phase * 0.73) * speed;
return {
...entity,
position: {
x: clamp(nextX, WORLD_MIN_X, WORLD_MAX_X),
y: clamp(nextY, WORLD_MIN_Y, WORLD_MAX_Y),
},
};
}
function applyLocalInput(
run: BigFishRuntimeSnapshotResponse,
input: SubmitBigFishInputRequest,
): BigFishRuntimeSnapshotResponse {
if (run.status !== 'running') {
return run;
}
const leader = run.ownedEntities.find(
(entity) => entity.entityId === run.leaderEntityId,
);
if (!leader) {
return run;
}
const nextLeader = {
...leader,
position: {
x: clamp(leader.position.x + input.x * PLAYER_SPEED, WORLD_MIN_X, WORLD_MAX_X),
y: clamp(leader.position.y + input.y * PLAYER_SPEED, WORLD_MIN_Y, WORLD_MAX_Y),
},
};
let nextPlayerLevel = run.playerLevel;
const nextEvents = [...run.eventLog];
const nextWildEntities = run.wildEntities.map((entity) => {
const movedEntity = moveWildEntity(entity, run.tick + 1);
const touched = distanceBetween(nextLeader, movedEntity) <= nextLeader.radius + movedEntity.radius;
if (!touched) {
return movedEntity;
}
if (movedEntity.level <= nextPlayerLevel) {
nextPlayerLevel = Math.min(run.winLevel, nextPlayerLevel + 1);
nextEvents.push(`吞噬 Lv.${movedEntity.level},成长到 Lv.${nextPlayerLevel}`);
return respawnWildEntity(movedEntity, run.tick + nextPlayerLevel);
}
nextEvents.push(`撞上 Lv.${movedEntity.level},暂时避开更大的鱼。`);
return movedEntity;
});
const scaledLeader = {
...nextLeader,
level: nextPlayerLevel,
radius: 12 + nextPlayerLevel * 5,
};
const status = nextPlayerLevel >= run.winLevel ? 'won' : 'running';
if (status === 'won' && run.status !== 'won') {
nextEvents.push('已经成长为海域霸主。');
}
return {
...run,
status,
tick: run.tick + 1,
playerLevel: nextPlayerLevel,
ownedEntities: [scaledLeader],
wildEntities: nextWildEntities,
cameraCenter: { ...scaledLeader.position },
lastInput: input,
eventLog: nextEvents.slice(-5),
updatedAt: new Date().toISOString(),
};
}
export default function BigFishPlaygroundApp() {
const [run, setRun] = useState(buildInitialRun);
const assetSlots = useMemo<BigFishAssetSlotResponse[]>(
() => [
{
slotId: 'local-big-fish-background',
assetKind: 'stage_background',
status: 'ready',
assetUrl: BIG_FISH_BACKGROUND_IMAGE,
promptSnapshot: '本地直达入口占位海域背景',
updatedAt: new Date(0).toISOString(),
},
],
[],
);
const handleSubmitInput = useCallback((payload: SubmitBigFishInputRequest) => {
setRun((currentRun) => applyLocalInput(currentRun, payload));
}, []);
const handleRestart = useCallback(() => {
setRun(buildInitialRun());
}, []);
const handleExit = useCallback(() => {
window.location.assign('/');
}, []);
return (
<BigFishRuntimeShell
run={run}
assetSlots={assetSlots}
onBack={handleExit}
onRestart={handleRestart}
onSubmitInput={handleSubmitInput}
/>
);
}