// LakeScene.ts: 湖畔. 龟爷爷 (grandpa - C9 progression), picnic (T7), lake reflection show. import Phaser from 'phaser'; import { MapScene } from '../MapScene'; import { director } from '../../systems/CorruptionDirector'; import { story } from '../../systems/StoryDirector'; import { NPCS } from '../../data/gamedata'; import { DialogueLine } from '../UIScene'; import { audio } from '../../systems/AudioEngine'; export class LakeScene extends MapScene { gpSprite!: Phaser.GameObjects.Sprite; reflectionDelay = 0; constructor() { super('LakeScene', 'map:lake', 'lake'); } onBuild(map: Phaser.Tilemaps.Tilemap, ts: Phaser.Tilemaps.Tileset) { this.gpSprite = this.add.sprite(13*16+8, 10*16+8, 'npc', NPCS.grandpa.fieldSprite).setOrigin(0.5,0.9); (this.gpSprite as any).npcKey = 'grandpa'; this.npcSprites.push(this.gpSprite); this.addInteract(13, 10, () => { if (director.noteNpcTalk('grandpa')) director.sadness('对同一 NPC 一天内对话 ≥5 次(纠缠)', 'grandpa'); story.recordGreet('grandpa'); // bread deliver (T1/T8) if ((director.day === 1 || director.day === 4) && story.breadTaken[director.day]) { story.deliverBread('grandpa', (l) => this.say(l)); return; } this.say(story.npcTalk('grandpa')); }, { promptText: '按 E 和龟爷爷说话' }); // picnic (T7 day3) this.addInteract(16, 11, () => this.picnic(), { promptText: '按 E 野餐', enabled: () => director.day === 3 && !director.tasksDone.has('T7') }); // lake reflection (S2+: reflection delays 1 frame) this.addInteract(7, 7, () => { this.say([{ speaker:'', text:'湖面平静如镜。你看见自己的倒影……好像慢了半拍。' }]); }, { promptText: '按 E 看湖面' }); } picnic() { story.completeTask('T7', 15); audio.sfxDone(); this.say([ { speaker:'', text:'铺开野餐布,阳光洒在湖面上。' }, { speaker:'', text:'(湖面的倒影……比动作慢了一帧。)' }, ]); } }