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similarity index 63%
rename from assets/resources/game/gui/hui.prefab.meta
rename to assets/resources/gui/element/box.prefab.meta
index 6cd42610..decb7a8b 100644
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index af26114b..7d0af80d 100644
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@@ -25610,7 +25882,7 @@
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+ "__id__": 1129
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diff --git a/assets/resources/gui/ui3.plist b/assets/resources/gui/ui3.plist
index 075e78e0..27c0203d 100644
--- a/assets/resources/gui/ui3.plist
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@@ -17,7 +17,41 @@
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UI_Rewards_Trophy_01_Silver.png
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textureRotated
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+
+ aliases
+
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+ spriteSourceSize
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+
bg_title.png
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bg_top3.png
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spriteSourceSize
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spriteSourceSize
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spriteSourceSize
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spriteSourceSize
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textureRect
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spriteSourceSize
{64,64}
textureRect
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spriteSourceSize
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textureRect
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spriteSourceSize
{179,140}
textureRect
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size
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+ {2048,1886}
smartupdate
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+ $TexturePacker:SmartUpdate:2c9b4e951a522e3e34371f10d4cd9502:8f702584d1f0ef62c4bd163af5a1043c:e1bf24f6fd107d358e5ec626ea4dfc29$
textureFileName
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index 7a61b4d2..91375df0 100644
--- a/assets/resources/gui/ui3.plist.meta
+++ b/assets/resources/gui/ui3.plist.meta
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+ "rotated": true,
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+ "trimX": 524,
+ "trimY": 1567,
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"rawWidth": 171,
@@ -61,11 +61,11 @@
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- "rotated": true,
+ "rotated": false,
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- "trimX": 1157,
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@@ -337,11 +337,11 @@
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+ "rotated": true,
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@@ -559,6 +559,52 @@
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+ "trimX": 1947,
+ "trimY": 1657,
"width": 34,
"height": 42,
"rawWidth": 64,
@@ -7884,8 +8574,8 @@
"rotated": false,
"offsetX": 0,
"offsetY": 0,
- "trimX": 1751,
- "trimY": 1000,
+ "trimX": 2005,
+ "trimY": 807,
"width": 42,
"height": 42,
"rawWidth": 64,
@@ -7930,8 +8620,8 @@
"rotated": false,
"offsetX": 0,
"offsetY": 0,
- "trimX": 1801,
- "trimY": 1479,
+ "trimX": 1871,
+ "trimY": 1365,
"width": 38,
"height": 38,
"rawWidth": 64,
@@ -7976,8 +8666,8 @@
"rotated": false,
"offsetX": 0,
"offsetY": 0,
- "trimX": 1815,
- "trimY": 915,
+ "trimX": 2004,
+ "trimY": 969,
"width": 40,
"height": 40,
"rawWidth": 64,
@@ -8022,8 +8712,8 @@
"rotated": false,
"offsetX": 0,
"offsetY": 0,
- "trimX": 1815,
- "trimY": 957,
+ "trimX": 2004,
+ "trimY": 1011,
"width": 40,
"height": 40,
"rawWidth": 64,
@@ -8068,8 +8758,8 @@
"rotated": true,
"offsetX": 0,
"offsetY": 0,
- "trimX": 979,
- "trimY": 1955,
+ "trimX": 1078,
+ "trimY": 1520,
"width": 30,
"height": 38,
"rawWidth": 64,
@@ -8114,8 +8804,8 @@
"rotated": false,
"offsetX": 0,
"offsetY": 0,
- "trimX": 1709,
- "trimY": 361,
+ "trimX": 1019,
+ "trimY": 329,
"width": 28,
"height": 38,
"rawWidth": 64,
@@ -8160,8 +8850,8 @@
"rotated": false,
"offsetX": 0,
"offsetY": 0,
- "trimX": 1801,
- "trimY": 1519,
+ "trimX": 1473,
+ "trimY": 1276,
"width": 38,
"height": 38,
"rawWidth": 64,
@@ -8206,8 +8896,8 @@
"rotated": false,
"offsetX": 0,
"offsetY": 0,
- "trimX": 1801,
- "trimY": 1559,
+ "trimX": 1983,
+ "trimY": 1731,
"width": 38,
"height": 38,
"rawWidth": 64,
@@ -8252,8 +8942,8 @@
"rotated": true,
"offsetX": -1,
"offsetY": 0,
- "trimX": 1219,
- "trimY": 1919,
+ "trimX": 1433,
+ "trimY": 1282,
"width": 30,
"height": 38,
"rawWidth": 64,
@@ -8295,11 +8985,11 @@
"name": "function_icon_wizard",
"userData": {
"trimThreshold": 1,
- "rotated": false,
+ "rotated": true,
"offsetX": 0,
"offsetY": 1,
- "trimX": 1751,
- "trimY": 1044,
+ "trimX": 772,
+ "trimY": 1847,
"width": 38,
"height": 44,
"rawWidth": 64,
@@ -8390,8 +9080,8 @@
"rotated": false,
"offsetX": 0,
"offsetY": 0,
- "trimX": 764,
- "trimY": 1112,
+ "trimX": 1638,
+ "trimY": 848,
"width": 179,
"height": 140,
"rawWidth": 179,
diff --git a/assets/resources/gui/ui3.png b/assets/resources/gui/ui3.png
index 9c4d4641..6e87df92 100644
Binary files a/assets/resources/gui/ui3.png and b/assets/resources/gui/ui3.png differ
diff --git a/属性变更事件驱动优化方案.md b/属性变更事件驱动优化方案.md
deleted file mode 100644
index 20b4f28a..00000000
--- a/属性变更事件驱动优化方案.md
+++ /dev/null
@@ -1,71 +0,0 @@
-# 属性变更脏标签优化方案
-
-## 一、现有实现存在的具体问题
-
-### 1.1 性能问题
-- **HeroViewComp.ts** 的 `update(dt: number)` 方法中,每帧都调用 `hp_show()` 和 `mp_show()`
-- 即使血量和魔法值没有变化,也会每帧更新UI进度条,造成不必要的性能开销
-- 缺少属性变更标记机制,采用轮询方式检查
-
-### 1.2 架构问题
-- 属性变更与UI更新耦合在 `update` 循环中,违反按需更新原则
-- UI更新逻辑分散,缺少统一的变更标记管理
-- 属性变更通知机制不完善
-
-## 二、需要进行的修改方案
-
-### 2.1 核心设计
-- 采用脏标签(Dirty Flag)模式,属性变更时标记对应的脏标签
-- UI层在 `update` 中检查脏标签,只在属性变化时更新显示
-- 解耦数据层和视图层,提升性能和可维护性
-
-### 2.2 实现步骤
-1. **添加脏标签标记**:在 `HeroAttrsComp` 中添加血量、魔法值、护盾的脏标签
-2. **修改属性变更方法**:在 `HeroAttrsComp` 的属性变更方法中设置脏标签
-3. **实现脏标签检查逻辑**:在 `HeroViewComp` 的 `update` 中检查脏标签并按需更新UI
-4. **清理脏标签**:UI更新完成后清理对应的脏标签
-
-## 三、需要修改的具体文件及对应模块
-
-### 3.1 HeroAttrsComp.ts
-**修改模块**:
-- 类属性:添加脏标签字段 `dirty_hp`、`dirty_mp`、`dirty_shield`
-- `add_hp()` 方法:设置 `dirty_hp = true`
-- `add_mp()` 方法:设置 `dirty_mp = true`
-- `add_shield()` 方法:设置 `dirty_shield = true`
-- `reset()` 方法:重置所有脏标签
-
-**修改内容**:
-- 添加脏标签字段:`dirty_hp: boolean = false`、`dirty_mp: boolean = false`、`dirty_shield: boolean = false`
-- 在属性变更方法中设置对应的脏标签为 `true`
-- 在 `reset` 方法中重置所有脏标签为 `false`
-
-### 3.2 HeroViewComp.ts
-**修改模块**:
-- `update(dt: number)` 方法:添加脏标签检查逻辑,按需调用UI更新方法
-
-**修改内容**:
-- 在 `update` 中检查 `this.model.dirty_hp`、`this.model.dirty_mp`、`this.model.dirty_shield`
-- 只在脏标签为 `true` 时调用对应的 `hp_show()`、`mp_show()`、`show_shield()`
-- UI更新完成后清理脏标签为 `false`
-
-### 3.3 HeroAttrEventSystem.ts
-**修改模块**:
-- 无需修改
-
-**修改内容**:
-- 脏标签方案不需要事件系统,保持现有实现即可
-
-### 3.4 HeroAttrEvent.ts
-**修改模块**:
-- 无需修改
-
-**修改内容**:
-- 脏标签方案不需要事件组件,保持现有实现即可
-
-## 四、预期效果
-
-- **性能提升**:消除每帧不必要的UI更新,只在属性变化时更新,减少CPU开销
-- **架构优化**:实现按需更新模式,解耦数据层和视图层
-- **可维护性提升**:脏标签逻辑简单清晰,易于理解和维护
-- **代码简洁**:无需引入复杂的事件系统,实现成本低
diff --git a/肉鸽怪物刷新机制设计方案.md b/肉鸽怪物刷新机制设计方案.md
deleted file mode 100644
index d56dd49d..00000000
--- a/肉鸽怪物刷新机制设计方案.md
+++ /dev/null
@@ -1,1403 +0,0 @@
-# 肉鸽怪物刷新机制设计方案(吸血鬼幸存者模式)
-
-## 一、设计目标
-
-### 1.1 核心目标
-- **高重玩性**:让玩家产生"再来一局"的强烈冲动
-- **心流体验**:保持玩家在挑战与技能之间的最佳平衡
-- **成长满足**:通过ERG需求模型满足玩家的生存、关系、成长需求
-- **IAA友好**:支持广告变现,提升用户留存
-
-### 1.2 核心机制
-- **局内Roguelike成长**:每局独立,通过升级选择技能/天赋
-- **局外英雄解锁**:唯一的长线成长,通过游戏内货币解锁新英雄
-- **完全公平**:所有玩家局内起点相同,只看操作和运气
-
-### 1.3 约束条件
-- 玩家位置固定在左方
-- 怪物从右方进入
-- 横版战斗场景
-
----
-
-## 二、ERG需求模型应用
-
-### 2.1 生存需求(Existence)
-**设计要点**:
-- **基础生存压力**:怪物强度随时间递增,迫使玩家不断提升实力
-- **资源稀缺性**:血量、技能冷却、护盾等资源有限,需要策略使用
-- **死亡即结束**:每局独立,死亡后重新开始,无保留
-
-**具体实现**:
-```
-怪物强度曲线:
-第1-3波:新手引导期(怪物弱,让玩家建立信心)
-第4-10波:成长期(怪物逐渐增强,玩家获得新能力)
-第11-20波:挑战期(怪物强度大幅提升,考验玩家策略)
-第21+波:极限期(怪物强度接近极限,追求最高记录)
-```
-
-### 2.2 关系需求(Relatedness)
-**设计要点**:
-- **社交竞争**:排行榜、好友挑战、成就分享
-- **社区归属**:玩家攻略分享、英雄搭配、技能组合讨论
-- **情感连接**:通过随机事件、特殊怪物增加故事性
-
-**具体实现**:
-- 每日挑战:所有玩家面对相同怪物配置,比拼最高波次
-- 好友排行:好友间最高波次对比
-- 成就系统:解锁特殊成就、达成特定条件获得称号
-
-### 2.3 成长需求(Growth)
-**设计要点**:
-- **即时反馈**:每次击杀获得经验,升级获得选择机会
-- **局内成长**:通过升级选择技能、天赋、被动效果
-- **局外解锁**:唯一的长线成长,解锁新英雄
-
-**具体实现**:
-- 每局内成长:击杀→升级→选择技能/天赋→更强
-- 局外成长:局内货币→解锁新英雄→更多玩法
-- 成就系统:达成目标→解锁新内容→更多目标
-
----
-
-## 三、局内Roguelike成长系统
-
-### 3.1 升级机制
-```typescript
-// 升级系统
-LevelUpSystem {
- // 经验值获取
- expGain: {
- normalMonster: 10, // 普通怪经验
- eliteMonster: 50, // 精英怪经验
- bossMonster: 200, // Boss经验
- rareMonster: 100 // 稀有怪经验
- },
-
- // 升级所需经验
- expRequired: {
- level1: 0,
- level2: 100,
- level3: 250,
- level4: 500,
- level5: 1000,
- // 公式:exp = base * (1.5 ^ (level-1))
- },
-
- // 升级奖励
- levelUpReward: {
- type: "三选一",
- options: [
- "新技能",
- "技能升级",
- "天赋选择",
- "被动效果"
- ]
- }
-}
-```
-
-### 3.2 技能选择系统
-```typescript
-// 技能池设计
-SkillPool {
- // 主动技能
- activeSkills: [
- {
- id: "fireball",
- name: "火球术",
- description: "发射火球,造成范围伤害",
- baseDamage: 50,
- cooldown: 2.0,
- maxLevel: 5,
- upgradeEffect: "伤害+20%,冷却-0.2秒"
- },
- {
- id: "lightning",
- name: "闪电链",
- description: "释放闪电,弹射多个目标",
- baseDamage: 30,
- bounceCount: 3,
- maxLevel: 5,
- upgradeEffect: "弹射次数+1,伤害+15%"
- },
- {
- id: "frostNova",
- name: "冰霜新星",
- description: "释放冰霜,冻结周围敌人",
- baseDamage: 40,
- freezeDuration: 2.0,
- maxLevel: 5,
- upgradeEffect: "范围+20%,冻结时间+0.5秒"
- }
- ],
-
- // 被动技能
- passiveSkills: [
- {
- id: "attackSpeed",
- name: "攻速提升",
- description: "攻击速度提升",
- effect: "攻击速度+10%",
- maxLevel: 5,
- upgradeEffect: "攻速+5%"
- },
- {
- id: "moveSpeed",
- name: "移速提升",
- description: "移动速度提升",
- effect: "移动速度+10%",
- maxLevel: 5,
- upgradeEffect: "移速+5%"
- },
- {
- id: "critChance",
- name: "暴击率",
- description: "暴击率提升",
- effect: "暴击率+5%",
- maxLevel: 5,
- upgradeEffect: "暴击率+3%"
- }
- ],
-
- // 选择逻辑
- selectionLogic: {
- // 已有技能优先升级
- prioritizeExisting: true,
-
- // 随机新技能
- randomNewSkill: true,
-
- // 避免重复
- avoidDuplicate: true,
-
- // 权重系统
- weights: {
- existingSkill: 0.4, // 40%概率已有技能
- newActiveSkill: 0.3, // 30%概率新主动技能
- newPassiveSkill: 0.3 // 30%概率新被动技能
- }
- }
-}
-```
-
-### 3.3 天赋系统
-```typescript
-// 天赋池设计
-TalentPool {
- // 攻击类天赋
- attackTalents: [
- {
- id: "comboMaster",
- name: "连击大师",
- description: "连续击杀3个敌人后,下一次攻击必定暴击",
- trigger: "连续击杀3个",
- effect: "下一次攻击必定暴击",
- cooldown: 10
- },
- {
- id: "execute",
- name: "处决",
- description: "对血量低于20%的敌人造成双倍伤害",
- condition: "目标血量<20%",
- effect: "伤害x2"
- }
- ],
-
- // 防御类天赋
- defenseTalents: [
- {
- id: "shieldOnHit",
- name: "受击护盾",
- description: "受到伤害时获得相当于伤害值50%的护盾",
- trigger: "受到伤害",
- effect: "获得伤害值50%的护盾",
- cooldown: 5
- },
- {
- id: "dodgeRecovery",
- name: "闪避回复",
- description: "闪避成功后回复5%生命值",
- trigger: "闪避成功",
- effect: "回复5%生命值"
- }
- ],
-
- // 特殊类天赋
- specialTalents: [
- {
- id: "goldMagnet",
- name: "金币磁铁",
- description: "金币掉落范围增加100%",
- effect: "金币拾取范围x2"
- },
- {
- id: "expBoost",
- name: "经验加成",
- description: "经验获取增加20%",
- effect: "经验获取+20%"
- }
- ]
-}
-```
-
-### 3.4 升级选择界面
-```typescript
-// 升级选择UI设计
-LevelUpUI {
- // 暂停游戏
- pauseGame: true,
-
- // 显示三个选项
- optionCount: 3,
-
- // 选项展示
- optionDisplay: {
- icon: "技能图标",
- name: "技能名称",
- description: "技能描述",
- currentLevel: "当前等级",
- maxLevel: "最大等级",
- upgradeEffect: "升级效果"
- },
-
- // 选择逻辑
- selection: {
- type: "三选一",
- canSkip: false, // 必须选择一个
- timeLimit: 0 // 无时间限制
- }
-}
-```
-
----
-
-## 四、局外英雄解锁系统
-
-### 4.1 英雄设计
-```typescript
-// 英雄池
-HeroPool {
- // 初始英雄
- initialHero: {
- id: "warrior",
- name: "战士",
- description: "近战英雄,高血量,高防御",
- baseStats: {
- hp: 200,
- attack: 30,
- defense: 20,
- speed: 100
- },
- startingSkills: ["slash", "shield"],
- unlock: "默认解锁"
- },
-
- // 可解锁英雄
- unlockableHeroes: [
- {
- id: "mage",
- name: "法师",
- description: "远程英雄,高攻击,低防御",
- baseStats: {
- hp: 120,
- attack: 50,
- defense: 10,
- speed: 100
- },
- startingSkills: ["fireball", "frostNova"],
- unlock: {
- cost: 1000,
- currency: "金币"
- }
- },
- {
- id: "archer",
- name: "弓箭手",
- description: "远程英雄,高攻速,高暴击",
- baseStats: {
- hp: 150,
- attack: 35,
- defense: 15,
- speed: 120
- },
- startingSkills: ["arrowRain", "criticalShot"],
- unlock: {
- cost: 2000,
- currency: "金币"
- }
- },
- {
- id: "paladin",
- name: "圣骑士",
- description: "平衡型英雄,有治疗能力",
- baseStats: {
- hp: 180,
- attack: 25,
- defense: 18,
- speed: 90
- },
- startingSkills: ["holyLight", "divineShield"],
- unlock: {
- cost: 3000,
- currency: "金币"
- }
- },
- {
- id: "necromancer",
- name: "死灵法师",
- description: "召唤型英雄,召唤亡灵协助战斗",
- baseStats: {
- hp: 130,
- attack: 40,
- defense: 12,
- speed: 100
- },
- startingSkills: ["summonSkeleton", "lifeDrain"],
- unlock: {
- cost: 5000,
- currency: "金币"
- }
- }
- ]
-}
-```
-
-### 4.2 英雄解锁界面
-```typescript
-// 英雄选择界面
-HeroSelectionUI {
- // 显示所有英雄
- displayAllHeroes: true,
-
- // 英雄状态
- heroStatus: {
- unlocked: "已解锁,可选择",
- locked: "未解锁,显示解锁条件",
- selected: "当前选择"
- },
-
- // 英雄信息展示
- heroInfo: {
- portrait: "英雄头像",
- name: "英雄名称",
- description: "英雄描述",
- baseStats: "基础属性",
- startingSkills: "初始技能",
- unlockCondition: "解锁条件"
- },
-
- // 解锁方式
- unlockMethods: [
- {
- type: "金币解锁",
- currency: "局内获得金币",
- persistent: true
- },
- {
- type: "成就解锁",
- condition: "达成特定成就",
- persistent: true
- },
- {
- type: "广告解锁",
- type: "观看激励视频",
- persistent: false // 临时解锁
- }
- ]
-}
-```
-
-### 4.3 货币系统
-```typescript
-// 货币系统
-CurrencySystem {
- // 局内货币(每局重置)
- sessionCurrency: {
- gold: {
- name: "金币",
- source: "击杀怪物、完成波次",
- usage: "局内刷新技能、购买临时增益、金币复活",
- reset: "每局重置"
- }
- },
-
- // 局外货币(永久保留)
- persistentCurrency: {
- gems: {
- name: "宝石",
- source: "IAA广告、成就奖励",
- usage: "解锁特殊英雄、购买外观",
- reset: "永久保留"
- }
- },
-
- // 货币获取
- currencyGain: {
- // 金币获取
- gold: {
- normalMonster: 10,
- eliteMonster: 50,
- bossMonster: 200,
- waveComplete: 100
- },
-
- // 宝石获取
- gems: {
- adReward: 10,
- achievement: 50,
- dailyLogin: 20
- }
- }
-}
-```
-
-### 4.4 局内金币消费场景(借鉴吸血鬼幸存者)
-
-#### 场景1:刷新三选一技能
-```typescript
-// 刷新技能系统
-RefreshSkillSystem {
- baseCost: 50, // 基础刷新成本
- freeRefresh: 3, // 每次升级免费刷新3次
- costGrowth: 1.2, // 每次刷新成本×1.2
- maxCost: 200, // 最大成本上限
- refundRatio: 0.2, // 刷新返还20%金币
-
- // 刷新逻辑
- refresh: function() {
- if (this.freeRefreshCount > 0) {
- this.freeRefreshCount--;
- return true;
- }
-
- let cost = Math.min(this.maxCost, this.currentCost);
- if (player.gold >= cost) {
- player.gold -= cost;
- this.currentCost = Math.floor(this.currentCost * this.costGrowth);
- player.gold += Math.floor(cost * this.refundRatio);
- return true;
- }
- return false;
- }
-}
-```
-
-#### 场景2:临时增益商店
-```typescript
-// 临时增益系统(借鉴吸血鬼幸存者)
-BuffShopSystem {
- // 出现时机
- spawnTrigger: {
- eliteKill: 0.3, // 击杀精英怪30%概率出现
- bossKill: 1.0, // 击杀Boss必出现
- timeInterval: 120 // 每2分钟随机出现一次
- },
-
- // 增益类型
- buffTypes: [
- {
- id: "attackUp",
- name: "攻击力提升",
- description: "攻击力+10%",
- icon: "attack_icon",
- cost: 100,
- duration: 30,
- effect: { attack: 0.1 }
- },
- {
- id: "speedUp",
- name: "移动速度提升",
- description: "移动速度+10%",
- icon: "speed_icon",
- cost: 100,
- duration: 30,
- effect: { speed: 0.1 }
- },
- {
- id: "pickupRangeUp",
- name: "拾取范围提升",
- description: "金币/经验拾取范围+20%",
- icon: "pickup_icon",
- cost: 80,
- duration: 30,
- effect: { pickupRange: 0.2 }
- },
- {
- id: "cooldownDown",
- name: "冷却时间减少",
- description: "技能冷却时间-10%",
- icon: "cooldown_icon",
- cost: 120,
- duration: 30,
- effect: { cooldown: -0.1 }
- },
- {
- id: "shield",
- name: "护盾",
- description: "获得可抵挡3次伤害的护盾",
- icon: "shield_icon",
- cost: 150,
- duration: 0,
- effect: { shield: 3 }
- },
- {
- id: "expBoost",
- name: "经验加成",
- description: "经验获取+50%",
- icon: "exp_icon",
- cost: 150,
- duration: 30,
- effect: { exp: 0.5 }
- },
- {
- id: "goldBoost",
- name: "金币加成",
- description: "金币获取+50%",
- icon: "gold_icon",
- cost: 150,
- duration: 30,
- effect: { gold: 0.5 }
- },
- {
- id: "critBoost",
- name: "暴击率提升",
- description: "暴击率+15%",
- icon: "crit_icon",
- cost: 120,
- duration: 30,
- effect: { critChance: 0.15 }
- }
- ],
-
- // 商店显示逻辑
- shopDisplay: {
- buffCount: 3, // 每次显示3个增益
- refreshCost: 50, // 刷新商店金币
- canSkip: true, // 可以跳过购买
- pauseGame: true // 打开商店时暂停游戏
- },
-
- // 购买逻辑
- purchase: function(buffId) {
- let buff = this.buffTypes.find(b => b.id === buffId);
- if (player.gold >= buff.cost) {
- player.gold -= buff.cost;
- applyBuff(buff);
- return true;
- }
- return false;
- }
-}
-```
-
-#### 场景3:金币复活
-```typescript
-// 复活系统
-ReviveSystem {
- // 复活方式
- reviveMethods: [
- {
- type: "广告复活",
- cost: 0,
- maxCount: 3, // 最多3次广告复活
- effect: "恢复50%血量,清除周围怪物"
- },
- {
- type: "金币复活",
- cost: 500, // 金币复活成本
- maxCount: 999, // 无限次
- effect: "恢复满血,清除周围怪物,获得10秒无敌"
- }
- ],
-
- // 复活界面
- reviveUI: {
- showCountdown: true, // 显示倒计时
- countdownTime: 10, // 10秒倒计时
- showReviveOptions: true, // 显示复活选项
- canWatchAd: true, // 可以观看广告
- canUseGold: true // 可以使用金币
- },
-
- // 复活逻辑
- revive: function(method) {
- if (method === "ad") {
- if (this.adReviveCount >= 3) {
- return false;
- }
- showAd();
- this.adReviveCount++;
- player.hp = player.maxHp * 0.5;
- clearMonstersAround();
- return true;
- }
-
- if (method === "gold") {
- if (player.gold < 500) {
- return false;
- }
- player.gold -= 500;
- player.hp = player.maxHp;
- clearMonstersAround();
- applyInvincible(10);
- return true;
- }
-
- return false;
- }
-}
-```
-
-### 4.5 金币价值设计
-
-#### 金币获取与消费平衡
-```typescript
-// 金币经济平衡
-GoldEconomyBalance {
- // 预期金币获取(每局)
- expectedGoldGain: {
- normalKill: 10 * 100, // 100只普通怪 = 1000金币
- eliteKill: 50 * 20, // 20只精英怪 = 1000金币
- bossKill: 200 * 5, // 5只Boss = 1000金币
- waveComplete: 100 * 10, // 10波完成 = 1000金币
- total: 4000 // 总计4000金币
- },
-
- // 预期金币消费(每局)
- expectedGoldSpend: {
- refreshSkill: 50 * 10, // 刷新10次技能 = 500金币
- buyBuff: 100 * 5, // 购买5次增益 = 500金币
- revive: 500 * 1, // 复活1次 = 500金币
- total: 1500 // 总计1500金币
- },
-
- // 金币剩余率
- goldRemainingRatio: 0.625, // 剩余62.5%金币
-
- // 设计目标
- designGoals: {
- ensureAffordable: true, // 确保玩家买得起
- encourageSaving: true, // 鼓励存钱
- createChoice: true, // 创造选择困境
- avoidInflation: true // 避免通胀
- }
-}
-```
-
-#### 金币消费优先级设计
-```typescript
-// 消费优先级
-GoldSpendingPriority {
- // 高优先级(必须消费)
- highPriority: [
- {
- type: "刷新技能",
- reason: "直接影响战斗力",
- urgency: "高",
- playerBehavior: "优先消费"
- },
- {
- type: "购买关键增益",
- reason: "关键时刻救命",
- urgency: "极高",
- playerBehavior: "毫不犹豫"
- }
- ],
-
- // 中优先级(策略消费)
- mediumPriority: [
- {
- type: "购买一般增益",
- reason: "提升效率",
- urgency: "中",
- playerBehavior: "权衡利弊"
- },
- {
- type: "金币复活",
- reason: "延长游戏时间",
- urgency: "中高",
- playerBehavior: "关键时刻使用"
- }
- ],
-
- // 低优先级(可选消费)
- lowPriority: [
- {
- type: "刷新商店",
- reason: "寻找更好增益",
- urgency: "低",
- playerBehavior: "金币充足时考虑"
- }
- ]
-}
-```
-
----
-
-## 五、心流模式设计
-
-### 5.1 挑战与技能平衡
-**核心公式**:
-```
-心流区 = 玩家当前能力 ± 10-20%
-
-低于90%:无聊区(怪物太弱,玩家失去兴趣)
-高于120%:焦虑区(怪物太强,玩家产生挫败感)
-```
-
-**动态调整机制**:
-```typescript
-// 怪物强度动态调整
-function adjustMonsterDifficulty(playerPower, currentWave) {
- let baseDifficulty = getBaseDifficulty(currentWave);
- let playerPerformance = getPlayerPerformance();
-
- if (playerPerformance > 0.8) {
- return baseDifficulty * 1.15;
- } else if (playerPerformance < 0.4) {
- return baseDifficulty * 0.85;
- }
- return baseDifficulty;
-}
-```
-
-### 5.2 心流触发点
-**关键设计**:
-
-| 时间点 | 设计内容 | 目的 |
-|--------|----------|------|
-| **开局30秒** | 简单怪物,快速击杀 | 建立信心,进入心流 |
-| **首次升级** | 三选一技能选择 | 成长感,策略选择 |
-| **2分钟** | 首次精英怪 | 提升挑战,保持专注 |
-| **5分钟** | Boss战 | 高潮体验,成就感 |
-| **每次升级** | 新技能/天赋选择 | 能力提升,匹配挑战 |
-| **濒死状态** | 最后一击反杀 | 刺激体验,增强记忆 |
-
-### 5.3 心流维持机制
-**核心策略**:
-1. **渐进式难度**:怪物强度缓慢上升,避免突然难度激增
-2. **节奏控制**:战斗-升级-战斗的循环,保持新鲜感
-3. **随机惊喜**:稀有怪物、掉落惊喜,打破单调感
-4. **即时反馈**:伤害数字、击杀特效、升级动画
-
----
-
-## 六、怪物刷新机制设计
-
-### 6.1 基础刷新模式
-
-#### 模式A:波次刷新(推荐)
-```typescript
-// 波次结构
-Wave {
- waveId: number,
- monsterCount: number,
- spawnInterval: number,
- monsterTypes: [
- { type: "普通", ratio: 0.6 },
- { type: "精英", ratio: 0.3 },
- { type: "稀有", ratio: 0.1 }
- ],
- difficulty: number,
- rewards: Reward
-}
-
-// 刷新逻辑
-function spawnWave(waveConfig) {
- let spawnedCount = 0;
- let timer = setInterval(() => {
- let monsterType = randomSelect(waveConfig.monsterTypes);
- spawnMonster(monsterType, waveConfig.difficulty);
- spawnedCount++;
-
- if (spawnedCount >= waveConfig.monsterCount) {
- clearInterval(timer);
- startNextWave();
- }
- }, waveConfig.spawnInterval * 1000);
-}
-```
-
-#### 模式B:持续刷新
-```typescript
-// 持续刷新配置
-ContinuousSpawn {
- baseInterval: 2.0,
- minInterval: 0.5,
- difficultyGrowth: 0.05,
- maxMonsters: 10,
-}
-
-// 刷新逻辑
-function continuousSpawn(config) {
- let currentInterval = config.baseInterval;
- let gameTime = 0;
-
- setInterval(() => {
- gameTime += 0.1;
-
- currentInterval = Math.max(
- config.minInterval,
- config.baseInterval * (1 - config.difficultyGrowth * gameTime / 60)
- );
-
- if (getMonsterCount() < config.maxMonsters) {
- spawnMonster(calculateDifficulty(gameTime));
- }
- }, 100);
-}
-```
-
----
-
-### 6.2 怪物类型设计
-
-#### 基础怪物类型
-| 类型 | 特点 | 出现时机 | 玩家策略 |
-|------|------|----------|----------|
-| **普通怪** | 血量低,攻击低 | 全程 | 快速击杀,积累经验 |
-| **精英怪** | 血量中等,有特殊技能 | 第3波起 | 优先击杀或风筝 |
-| **稀有怪** | 掉落稀有奖励 | 随机 | 必击杀,高价值目标 |
-| **Boss怪** | 高血量,多技能 | 每5波 | 爆发输出,合理走位 |
-| **精英Boss** | 超高难度 | 每10波 | 需要完美操作 |
-
-#### 特殊怪物类型
-```typescript
-// 随机事件怪物
-RandomEvent {
- type: "特殊怪物",
- variants: [
- {
- name: "暴走怪物",
- effect: "攻击力+100%,移动速度+50%,但防御-50%",
- reward: "3倍经验"
- },
- {
- name: "群体怪物",
- effect: "一次刷新5只,但每只血量-80%",
- reward: "大量金币"
- },
- {
- name: "护盾怪物",
- effect: "开局带50%血量护盾,击破后秒杀",
- reward: "随机技能碎片"
- },
- {
- name: "自爆怪物",
- effect: "死亡时造成大范围伤害",
- reward: "高风险高回报"
- }
- ],
- triggerChance: 0.1
-}
-```
-
----
-
-### 6.3 刷新位置设计
-
-#### 基础位置策略
-```typescript
-// 怪物刷新位置配置
-SpawnPosition {
- xRange: [200, 400],
- yRange: [-150, 150],
-
- patterns: [
- "单点刷新",
- "随机刷新",
- "扇形刷新",
- "冲锋刷新"
- ]
-}
-
-// 具体实现
-function getSpawnPosition(pattern) {
- switch(pattern) {
- case "单点刷新":
- return { x: 350, y: 0 };
-
- case "随机刷新":
- return {
- x: random(200, 400),
- y: random(-150, 150)
- };
-
- case "扇形刷新":
- let angle = random(-30, 30);
- let distance = random(250, 400);
- return {
- x: distance * cos(angle),
- y: distance * sin(angle)
- };
-
- case "冲锋刷新":
- return { x: 500, y: random(-150, 150) };
- }
-}
-```
-
----
-
-### 6.4 刷新节奏设计
-
-#### 节奏曲线
-```typescript
-// 游戏节奏曲线
-RhythmCurve {
- phases: [
- {
- time: "0-2分钟",
- name: "热身期",
- spawnRate: "慢",
- monsterStrength: "弱",
- purpose: "让玩家熟悉操作,建立信心"
- },
- {
- time: "2-5分钟",
- name: "成长期",
- spawnRate: "中",
- monsterStrength: "中",
- purpose: "玩家获得新能力,匹配挑战"
- },
- {
- time: "5-8分钟",
- name: "高潮期",
- spawnRate: "快",
- monsterStrength: "强",
- purpose: "高强度战斗,考验玩家操作"
- },
- {
- time: "8-10分钟",
- name: "极限期",
- spawnRate: "极快",
- monsterStrength: "极强",
- purpose: "挑战极限,追求最高记录"
- }
- ]
-}
-```
-
----
-
-## 七、让玩家"再来一局"的核心机制
-
-### 7.1 即时满足机制
-
-#### 机制1:随机惊喜
-```typescript
-// 随机惊喜系统
-RandomSurprise {
- types: [
- {
- name: "稀有掉落",
- trigger: "击杀任意怪物有1%概率",
- effect: "直接获得稀有技能/天赋",
- psychology: "赌徒心理,期待下一次"
- },
- {
- name: "暴击连击",
- trigger: "连续暴击3次",
- effect: "获得10秒双倍伤害",
- psychology: "爽快感,刺激继续"
- },
- {
- name: "幸运时刻",
- trigger: "每局随机触发一次",
- effect: "接下来30秒经验+50%",
- psychology: "稀缺性,珍惜机会"
- }
- ]
-}
-```
-
-#### 机制2:连续击杀奖励
-```typescript
-// 连击系统
-ComboSystem {
- comboLevels: [
- { count: 5, reward: "金币+10%", effect: "连击特效" },
- { count: 10, reward: "金币+25%", effect: "连击音效升级" },
- { count: 20, reward: "金币+50%", effect: "屏幕震动" },
- { count: 50, reward: "稀有掉落+1", effect: "全屏特效" }
- ],
-
- penalty: {
- message: "连击中断!",
- motivation: "下次要更小心,争取更高连击"
- }
-}
-```
-
----
-
-### 7.2 成长可见机制
-
-#### 机制1:局内成长曲线
-```typescript
-// 局内成长可视化
-GrowthVisualization {
- milestones: [
- {
- level: 1,
- unlock: "基础技能",
- visual: "技能图标点亮"
- },
- {
- level: 5,
- unlock: "第一个天赋",
- visual: "天赋槽位开启"
- },
- {
- level: 10,
- unlock: "终极技能",
- visual: "大招图标闪烁"
- }
- ],
-
- feedback: {
- type: "进度条+数字",
- position: "屏幕上方",
- effect: "升级时播放特效"
- }
-}
-```
-
-#### 机制2:英雄多样性
-```typescript
-// 英雄多样性设计
-HeroVariety {
- // 不同英雄,不同玩法
- playstyles: [
- {
- hero: "战士",
- style: "近战肉盾",
- appeal: "喜欢正面硬刚的玩家"
- },
- {
- hero: "法师",
- style: "远程输出",
- appeal: "喜欢风筝输出的玩家"
- },
- {
- hero: "弓箭手",
- style: "高攻速暴击",
- appeal: "喜欢快速击杀的玩家"
- },
- {
- hero: "圣骑士",
- style: "平衡治疗",
- appeal: "喜欢稳健发育的玩家"
- },
- {
- hero: "死灵法师",
- style: "召唤流",
- appeal: "喜欢策略布局的玩家"
- }
- ],
-
- // 激励解锁
- unlockMotivation: {
- message: "解锁新英雄,体验全新玩法!",
- preview: "英雄预览视频",
- demo: "英雄试玩模式"
- }
-}
-```
-
----
-
-### 7.3 挫败缓解机制
-
-#### 机制1:死亡无惩罚
-```typescript
-// 死亡机制
-DeathMechanism {
- // 死亡即结束
- immediateEnd: true,
-
- // 保留货币
- keepCurrency: {
- gold: 0, // 金币不保留(每局独立)
- gems: "全部" // 宝石保留(局外货币)
- },
-
- // 复活机制
- revive: {
- adRevive: 3, // 3次广告复活
- costRevive: "100宝石" // 宝石复活
- },
-
- // 死亡奖励
- deathReward: {
- base: "局内金币*0.5", // 50%金币
- bonus: "根据波次加成" // 波次越高,加成越多
- }
-}
-```
-
-#### 机制2:渐进式解锁
-```typescript
-// 内容渐进式解锁
-ProgressiveUnlock {
- // 新手引导
- tutorial: {
- waves: [1, 2, 3],
- purpose: "教会基本操作",
- reward: "新手礼包"
- },
-
- // 难度解锁
- difficulties: [
- { name: "简单", unlock: "默认" },
- { name: "普通", unlock: "通关简单模式" },
- { name: "困难", unlock: "通关普通模式" },
- { name: "地狱", unlock: "通关困难模式" }
- ],
-
- // 内容解锁
- content: [
- { type: "怪物", unlock: "达到指定波次" },
- { type: "技能", unlock: "达到指定等级" },
- { type: "天赋", unlock: "达到指定击杀数" }
- ]
-}
-```
-
----
-
-### 7.4 社交竞争机制
-
-#### 机制1:排行榜
-```typescript
-// 排行榜系统
-Leaderboard {
- types: [
- {
- name: "最高波次",
- reset: "每周",
- reward: "稀有称号+大量宝石"
- },
- {
- name: "最快通关",
- reset: "每日",
- reward: "特殊头像框"
- },
- {
- name: "累计击杀",
- reset: "永久",
- reward: "永久属性加成(局内)"
- }
- ],
-
- display: {
- top10: "全服前10",
- friends: "好友排行",
- self: "自己的排名"
- }
-}
-```
-
-#### 机制2:挑战分享
-```typescript
-// 分享系统
-ShareSystem {
- triggers: [
- {
- event: "达到新纪录",
- content: "我用[英雄名]达到了XX波,快来挑战我!",
- reward: "分享奖励:50宝石"
- },
- {
- event: "获得稀有技能",
- content: "我获得了[技能名],运气爆棚!",
- reward: "分享奖励:1次抽奖机会"
- },
- {
- event: "解锁新英雄",
- content: "我解锁了[英雄名],全新玩法!",
- reward: "分享奖励:稀有称号"
- }
- ]
-}
-```
-
----
-
-## 八、IAA广告植入点
-
-### 8.1 自然广告点
-```typescript
-// 广告植入时机
-AdPlacement {
- // 波次间休息
- waveRest: {
- timing: "每5波结束后",
- type: "激励视频",
- reward: "下一波怪物伤害-20%",
- acceptance: "高(玩家需要休息)"
- },
-
- // 复活
- revive: {
- timing: "死亡后",
- type: "激励视频",
- reward: "免费复活一次",
- acceptance: "极高(不想放弃)"
- },
-
- // 双倍奖励
- doubleReward: {
- timing: "波次结算",
- type: "激励视频",
- reward: "金币/经验双倍",
- acceptance: "高(贪心心理)"
- },
-
- // 宝箱开启
- chest: {
- timing: "获得宝箱",
- type: "激励视频",
- reward: "直接开启(否则需等待)",
- acceptance: "中(即时满足)"
- },
-
- // 英雄解锁
- heroUnlock: {
- timing: "英雄解锁界面",
- type: "激励视频",
- reward: "临时解锁英雄1局",
- acceptance: "高(体验新英雄)"
- }
-}
-```
-
-### 8.2 广告频率控制
-```typescript
-// 广告频率策略
-AdFrequency {
- // 最小间隔
- minInterval: 60,
-
- // 每日上限
- dailyLimit: 20,
-
- // 强制广告
- forced: {
- interval: 300,
- skip: "可跳过"
- },
-
- // 用户体验保护
- protection: {
- consecutiveAds: 2,
- cooldownAfterSkip: 30
- }
-}
-```
-
----
-
-## 九、数据监控与优化
-
-### 9.1 关键指标
-```typescript
-// 核心数据指标
-KeyMetrics {
- // 留存指标
- retention: {
- day1: ">40%",
- day7: ">15%",
- day30: ">5%"
- },
-
- // 参与度指标
- engagement: {
- avgSessionTime: ">10分钟",
- avgWavesPerSession: ">20波",
- replayRate: ">60%"
- },
-
- // 变现指标
- monetization: {
- adWatchRate: ">50%",
- adWatchPerSession: ">3次",
- heroUnlockRate: ">30%"
- }
-}
-```
-
-### 9.2 A/B测试方案
-```typescript
-// A/B测试维度
-ABTest {
- // 难度曲线
- difficulty: {
- A: "线性增长",
- B: "指数增长",
- C: "阶梯式增长"
- },
-
- // 刷新模式
- spawnMode: {
- A: "波次刷新",
- B: "持续刷新",
- C: "混合模式"
- },
-
- // 升级速度
- levelUpSpeed: {
- A: "快速升级(每30秒)",
- B: "中速升级(每1分钟)",
- C: "慢速升级(每2分钟)"
- }
-}
-```
-
----
-
-## 十、总结与建议
-
-### 10.1 核心设计原则
-1. **心流优先**:始终保持玩家在挑战与技能的平衡点
-2. **即时反馈**:每个操作都有明确的视觉/数值反馈
-3. **局内成长**:通过升级选择技能/天赋,每局都有新鲜感
-4. **英雄多样**:不同英雄不同玩法,增加重玩性
-5. **挫败缓解**:死亡无惩罚,鼓励重试
-
-### 10.2 实施优先级
-**第一阶段(核心玩法)**:
-- ✅ 基础波次刷新机制
-- ✅ 怪物类型设计
-- ✅ 基础难度曲线
-- ✅ 局内升级系统
-
-**第二阶段(优化体验)**:
-- ✅ 心流调整机制
-- ✅ 随机惊喜系统
-- ✅ 连击奖励系统
-- ✅ 技能/天赋池设计
-
-**第三阶段(长期留存)**:
-- ✅ 英雄解锁系统
-- ✅ 排行榜系统
-- ✅ 成就系统
-- ✅ 英雄多样性设计
-
-**第四阶段(商业化)**:
-- ✅ IAA广告植入
-- ✅ 复活机制
-- ✅ 双倍奖励
-- ✅ 英雄解锁广告
-
-### 10.3 持续优化方向
-1. **数据驱动**:根据玩家行为数据持续调整难度
-2. **内容更新**:定期添加新英雄、新技能、新天赋
-3. **活动运营**:限时活动、特殊挑战、节日活动
-4. **社区建设**:玩家攻略、英雄搭配、竞技比赛
-
----
-
-通过以上设计,可以建立一个既有挑战性又有成长性的肉鸽怪物刷新机制,完全符合吸血鬼幸存者模式的核心玩法,让玩家在每局独立的体验中不断追求更高的记录,产生强烈的"再来一局"冲动。