Polish battle viewport and victory flow
This commit is contained in:
@@ -141,6 +141,50 @@ export const prologuePages: StoryPage[] = [
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}
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];
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export const firstBattleVictoryPages: StoryPage[] = [
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{
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id: 'first-victory-village',
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bgm: 'militia-theme',
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chapter: '첫 승리',
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background: 'story-militia',
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text: '황건적의 깃발이 쓰러지자, 숨어 있던 백성들이 하나둘 마을 어귀로 돌아왔다.'
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},
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{
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id: 'first-victory-liu-bei',
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bgm: 'militia-theme',
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chapter: '첫 승리',
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background: 'story-liu-bei',
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speaker: '유비',
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portrait: 'liuBei',
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text: '오늘의 승리는 작다. 그러나 백성 한 사람을 지키는 일에서 천하를 바로잡는 뜻이 시작된다.'
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},
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{
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id: 'first-victory-guan-yu',
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bgm: 'militia-theme',
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chapter: '의용군의 이름',
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background: 'story-three-heroes',
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speaker: '관우',
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portrait: 'guanYu',
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text: '형님의 뜻을 보고 사람들이 모일 것입니다. 다음 싸움은 오늘보다 더 큰 책임을 요구하겠지요.'
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},
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{
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id: 'first-victory-zhang-fei',
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bgm: 'militia-theme',
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chapter: '의용군의 이름',
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background: 'story-militia',
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speaker: '장비',
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portrait: 'zhangFei',
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text: '하하! 그럼 더 크게 외쳐야겠소. 창을 들 자는 모여라! 우리 의용군은 물러서지 않는다!'
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},
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{
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id: 'first-victory-next',
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bgm: 'battle-prep',
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chapter: '다음 길',
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background: 'story-sortie',
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text: '세 형제의 이름은 탁현 일대에 퍼지기 시작했다. 이제 더 넓은 전장과 더 많은 인연이 그들을 기다린다.'
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}
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];
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export const firstBattleMap: BattleMap = {
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width: 20,
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height: 18,
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@@ -4,6 +4,7 @@ import {
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firstBattleBonds,
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firstBattleMap,
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firstBattleUnits,
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firstBattleVictoryPages,
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type BattleBond,
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type UnitData,
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type UnitStats
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@@ -523,9 +524,10 @@ export class BattleScene extends Phaser.Scene {
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const panelWidth = Phaser.Math.Clamp(Math.floor(width * 0.27), 320, 360);
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const mapWidth = width - panelWidth - gap - margin * 2;
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const mapHeight = height - margin * 2;
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const visibleColumns = Math.min(12, firstBattleMap.width);
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const visibleRows = Math.min(12, firstBattleMap.height);
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const tileSize = Math.floor(Math.min((mapHeight - 36) / visibleRows, (mapWidth - 72) / visibleColumns));
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const rowBasedTileSize = Math.floor((mapHeight - 36) / visibleRows);
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const visibleColumns = Math.min(firstBattleMap.width, Math.max(12, Math.floor((mapWidth - 16) / rowBasedTileSize)));
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const tileSize = Math.floor(Math.min((mapHeight - 36) / visibleRows, (mapWidth - 16) / visibleColumns));
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const gridWidth = tileSize * visibleColumns;
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const gridHeight = tileSize * visibleRows;
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const gridSize = Math.min(gridWidth, gridHeight);
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@@ -1662,8 +1664,8 @@ export class BattleScene extends Phaser.Scene {
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this.hideBattleResult();
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const depth = 120;
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const panelWidth = 920;
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const panelHeight = 590;
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const panelWidth = 980;
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const panelHeight = 620;
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const left = Math.floor((this.scale.width - panelWidth) / 2);
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const top = Math.floor((this.scale.height - panelHeight) / 2);
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const allies = firstBattleUnits.filter((unit) => unit.faction === 'ally');
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@@ -1706,14 +1708,14 @@ export class BattleScene extends Phaser.Scene {
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subtitle.setDepth(depth + 2);
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const metricTop = top + 112;
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const metricWidth = 196;
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const metricWidth = 210;
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const metricGap = 18;
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this.renderResultMetric('소요 턴', `${this.turnNumber}턴`, left + 44, metricTop, metricWidth, depth + 2);
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this.renderResultMetric('생존 아군', `${aliveAllies} / ${allies.length}`, left + 44 + (metricWidth + metricGap), metricTop, metricWidth, depth + 2);
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this.renderResultMetric('격파 적군', `${defeatedEnemies} / ${totalEnemies}`, left + 44 + (metricWidth + metricGap) * 2, metricTop, metricWidth, depth + 2);
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this.renderResultMetric('전투 보상', outcome === 'victory' ? '획득' : '없음', left + 44 + (metricWidth + metricGap) * 3, metricTop, metricWidth, depth + 2);
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this.renderResultMetric('전투 보상', outcome === 'victory' ? '군자금 300' : '없음', left + 44 + (metricWidth + metricGap) * 3, metricTop, metricWidth, depth + 2);
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const unitTitle = this.trackResultObject(this.add.text(left + 44, top + 178, '장수 성장', {
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const unitTitle = this.trackResultObject(this.add.text(left + 44, top + 184, '장수 성장', {
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fontFamily: '"Malgun Gothic", "Noto Sans KR", sans-serif',
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fontSize: '21px',
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color: '#f2e3bf',
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@@ -1722,10 +1724,10 @@ export class BattleScene extends Phaser.Scene {
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unitTitle.setDepth(depth + 2);
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allies.forEach((unit, index) => {
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this.renderResultUnitRow(unit, left + 44, top + 214 + index * 66, panelWidth - 88, depth + 2);
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this.renderResultUnitRow(unit, left + 44, top + 220 + index * 72, panelWidth - 88, depth + 2);
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});
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const bondTitleTop = top + 424;
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const bondTitleTop = top + 452;
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const bondTitle = this.trackResultObject(this.add.text(left + 44, bondTitleTop, '공명 변화', {
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fontFamily: '"Malgun Gothic", "Noto Sans KR", sans-serif',
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fontSize: '21px',
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@@ -1738,24 +1740,17 @@ export class BattleScene extends Phaser.Scene {
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this.renderResultBondRow(bond, left + 44 + index * 278, bondTitleTop + 38, 258, depth + 2);
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});
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const rewardLines =
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outcome === 'victory'
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? ['군자금 300', '마을 민심 +1', '의용군 명망 +1']
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: ['보상 없음', '유비를 보호하며 다시 진군하세요.'];
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const reward = this.trackResultObject(this.add.text(left + panelWidth - 44, top + 520, rewardLines.join(' '), {
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fontFamily: '"Malgun Gothic", "Noto Sans KR", sans-serif',
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fontSize: '15px',
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color: outcome === 'victory' ? '#d8b15f' : '#aeb7c2',
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fontStyle: '700'
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}));
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reward.setOrigin(1, 0);
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reward.setDepth(depth + 2);
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this.addResultButton('다시 하기', left + panelWidth - 286, top + 552, 124, () => {
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if (outcome === 'victory') {
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this.addResultButton('이야기 계속', left + panelWidth - 422, top + 572, 132, () => {
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soundDirector.playSelect();
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this.scene.start('StoryScene', { pages: firstBattleVictoryPages, nextScene: 'TitleScene' });
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}, depth + 3);
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}
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this.addResultButton('다시 하기', left + panelWidth - 276, top + 572, 124, () => {
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soundDirector.playSelect();
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this.scene.restart();
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}, depth + 3);
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this.addResultButton('타이틀로', left + panelWidth - 150, top + 552, 124, () => {
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this.addResultButton('타이틀로', left + panelWidth - 140, top + 572, 124, () => {
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soundDirector.playSelect();
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this.scene.start('TitleScene');
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}, depth + 3);
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@@ -1791,7 +1786,7 @@ export class BattleScene extends Phaser.Scene {
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private renderResultUnitRow(unit: UnitData, x: number, y: number, width: number, depth: number) {
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const alive = unit.hp > 0;
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const bg = this.trackResultObject(this.add.rectangle(x, y, width, 56, 0x101820, alive ? 0.94 : 0.66));
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const bg = this.trackResultObject(this.add.rectangle(x, y, width, 64, 0x101820, alive ? 0.94 : 0.66));
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bg.setOrigin(0);
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bg.setDepth(depth);
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bg.setStrokeStyle(1, alive ? palette.blue : 0x646464, alive ? 0.62 : 0.5);
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@@ -1819,7 +1814,7 @@ export class BattleScene extends Phaser.Scene {
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}));
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hpText.setDepth(depth + 1);
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const expText = this.trackResultObject(this.add.text(x + 392, y + 9, `경험 ${unit.exp}/100`, {
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const expText = this.trackResultObject(this.add.text(x + 392, y + 9, this.characterResultText(unit), {
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fontFamily: '"Malgun Gothic", "Noto Sans KR", sans-serif',
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fontSize: '14px',
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color: '#d8b15f',
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@@ -1827,14 +1822,7 @@ export class BattleScene extends Phaser.Scene {
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}));
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expText.setDepth(depth + 1);
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const equipmentText = equipmentSlots
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.map((slot) => {
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const state = unit.equipment[slot];
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const item = getItem(state.itemId);
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return `${equipmentSlotLabels[slot]} ${item.name} Lv${state.level} ${state.exp}/${equipmentExpToNext(state.level)}`;
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})
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.join(' ');
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const equipment = this.trackResultObject(this.add.text(x + 14, y + 32, equipmentText, {
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const equipment = this.trackResultObject(this.add.text(x + 14, y + 32, this.equipmentResultText(unit), {
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fontFamily: '"Malgun Gothic", "Noto Sans KR", sans-serif',
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fontSize: '12px',
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color: alive ? '#c8d2dd' : '#7e858d',
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@@ -1843,6 +1831,41 @@ export class BattleScene extends Phaser.Scene {
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equipment.setDepth(depth + 1);
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}
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private characterResultText(unit: UnitData) {
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const initial = initialFirstBattleUnits.find((candidate) => candidate.id === unit.id);
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const gained = initial ? Math.max(0, this.characterProgressScore(unit.level, unit.exp) - this.characterProgressScore(initial.level, initial.exp)) : 0;
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const levelDelta = initial ? unit.level - initial.level : 0;
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const levelText = levelDelta > 0 ? ` / Lv +${levelDelta}` : '';
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return `경험 +${gained} (${unit.exp}/100)${levelText}`;
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}
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private equipmentResultText(unit: UnitData) {
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const initial = initialFirstBattleUnits.find((candidate) => candidate.id === unit.id);
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return equipmentSlots
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.map((slot) => {
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const state = unit.equipment[slot];
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const item = getItem(state.itemId);
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const initialState = initial?.equipment[slot];
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const gained = initialState ? Math.max(0, this.equipmentProgressScore(state.level, state.exp) - this.equipmentProgressScore(initialState.level, initialState.exp)) : 0;
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const levelDelta = initialState ? state.level - initialState.level : 0;
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const levelText = levelDelta > 0 ? `(+${levelDelta})` : '';
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return `${equipmentSlotLabels[slot]} ${item.name} Lv${state.level}${levelText} +${gained}`;
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})
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.join(' ');
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}
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private characterProgressScore(level: number, exp: number) {
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return (level - 1) * 100 + exp;
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}
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private equipmentProgressScore(level: number, exp: number) {
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let score = exp;
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for (let currentLevel = 1; currentLevel < level; currentLevel += 1) {
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score += equipmentExpToNext(currentLevel);
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}
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return score;
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}
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private renderResultBondRow(bond: BondState, x: number, y: number, width: number, depth: number) {
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const bg = this.trackResultObject(this.add.rectangle(x, y, width, 58, 0x101820, 0.88));
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bg.setOrigin(0);
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@@ -1858,7 +1881,7 @@ export class BattleScene extends Phaser.Scene {
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}));
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title.setDepth(depth + 1);
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const value = this.trackResultObject(this.add.text(x + 12, y + 31, `공명 ${bond.level} 경험 ${bond.exp}/100 전투 +${bond.battleExp}`, {
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const value = this.trackResultObject(this.add.text(x + 12, y + 31, this.bondResultText(bond), {
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fontFamily: '"Malgun Gothic", "Noto Sans KR", sans-serif',
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fontSize: '13px',
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color: bond.battleExp > 0 ? '#d8b15f' : '#9fb0bf'
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@@ -1866,6 +1889,14 @@ export class BattleScene extends Phaser.Scene {
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value.setDepth(depth + 1);
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}
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private bondResultText(bond: BondState) {
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const initial = initialFirstBattleBonds.find((candidate) => candidate.id === bond.id);
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const gained = initial ? Math.max(0, this.characterProgressScore(bond.level, bond.exp) - this.characterProgressScore(initial.level, initial.exp)) : bond.battleExp;
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const levelDelta = initial ? bond.level - initial.level : 0;
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const levelText = levelDelta > 0 ? ` / Lv +${levelDelta}` : '';
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return `공명 ${bond.level} 경험 +${gained}${levelText} 전투 +${bond.battleExp}`;
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}
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private addResultButton(label: string, x: number, y: number, width: number, action: () => void, depth: number) {
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const bg = this.trackResultObject(this.add.rectangle(x, y, width, 34, 0x1a2630, 0.96));
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bg.setDepth(depth);
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@@ -11,8 +11,15 @@ const portraitKeys: Record<PortraitKey, string> = {
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type AlphaObject = Phaser.GameObjects.Image | Phaser.GameObjects.Rectangle | Phaser.GameObjects.Text;
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type StorySceneData = {
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pages?: StoryPage[];
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nextScene?: string;
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};
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export class StoryScene extends Phaser.Scene {
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private pageIndex = 0;
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private pages: StoryPage[] = prologuePages;
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private nextScene = 'BattleScene';
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private transitioning = false;
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private background?: Phaser.GameObjects.Image;
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private chapterText?: Phaser.GameObjects.Text;
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@@ -27,10 +34,17 @@ export class StoryScene extends Phaser.Scene {
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super('StoryScene');
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}
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init(data?: StorySceneData) {
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this.pages = data?.pages?.length ? data.pages : prologuePages;
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this.nextScene = data?.nextScene ?? 'BattleScene';
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this.pageIndex = 0;
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this.transitioning = false;
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}
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create() {
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const { width, height } = this.scale;
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this.add.rectangle(0, 0, width, height, 0x0b0d12).setOrigin(0);
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this.background = this.add.image(width / 2, height / 2, prologuePages[0].background);
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this.background = this.add.image(width / 2, height / 2, this.pages[0].background);
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this.drawSceneShade(width, height);
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this.drawDialogPanel(width, height);
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this.showPage(0, true);
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@@ -103,7 +117,7 @@ export class StoryScene extends Phaser.Scene {
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}
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private showPage(index: number, immediate = false) {
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const page = prologuePages[index];
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const page = this.pages[index];
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if (immediate) {
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this.applyPage(page);
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@@ -171,7 +185,7 @@ export class StoryScene extends Phaser.Scene {
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this.nameText?.setText(page.speaker ?? '나레이션');
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this.bodyText?.setText(page.text);
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this.progressText?.setText(`${this.pageIndex + 1} / ${prologuePages.length} SPACE / ENTER`);
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this.progressText?.setText(`${this.pageIndex + 1} / ${this.pages.length} SPACE / ENTER`);
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}
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private applyBackground(textureKey: string) {
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@@ -208,8 +222,8 @@ export class StoryScene extends Phaser.Scene {
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return;
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}
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if (this.pageIndex >= prologuePages.length - 1) {
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this.scene.start('BattleScene');
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if (this.pageIndex >= this.pages.length - 1) {
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this.scene.start(this.nextScene);
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return;
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}
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Reference in New Issue
Block a user