update spirit
@@ -3,7 +3,11 @@
|
||||
> 本清单对应 [task-item.md](../../../.codebuddy/plan/kage_legend_mvp/task-item.md) 中的 **10.1 集成像素美术与音频资源**。
|
||||
> 真正的 PNG / WAV / MP3 二进制文件需由美术、音效组按下表规格制作并放入对应目录。
|
||||
|
||||
> **当前状态**:所有条目均已用 1×1 纯色 PNG / 0.1s 静音 WAV / 空 MP3 帧**占位**,可通过 `node scripts/gen_placeholder_assets.js` 随时重新生成。占位资产仅保证工程可打开可联调,**不具有任何视觉/听觉效果**,必须由美术/音效替换为正式素材才能发布。
|
||||
> **当前状态**:
|
||||
> - **PNG 资源**:已用 Python 程序化绘制(`scripts/gen_pixel_art_assets.py`),按 `ASSETS.md` 规格生成像素美术占位,**可直接进游戏看到角色/敌人/场景/剧情插画**,但仅为过渡素材,正式版仍需美术替换。
|
||||
> - **WAV / MP3 资源**:仍用 `scripts/gen_placeholder_assets.js` 生成的静音占位,便于工程联调。
|
||||
>
|
||||
> 两个脚本都是幂等的,可随时重跑。程序化 PNG 脚本会**覆盖**占位脚本的 1×1 纯色 PNG。
|
||||
|
||||
---
|
||||
|
||||
@@ -93,51 +97,51 @@ MVP 仅启用青叶配色;红叶 / 雪原调色板预留接口但不纳入 MVP
|
||||
|
||||
## 8. 资源交付跟踪表(Delivery Tracker)
|
||||
|
||||
> 状态图例:⬜ 待制作 🟨 占位中(1×1 纯色 / 静音) 🟩 已交付正式版
|
||||
> 占位由 `scripts/gen_placeholder_assets.js` 生成,每次跑会刷新所有 🟨 条目。
|
||||
> 状态图例:⬜ 待制作 🟨 静音/空包占位(WAV/MP3) 🟦 程序化像素美术占位(PNG) 🟩 已交付正式版
|
||||
> 🟨 由 `scripts/gen_placeholder_assets.js` 生成;🟦 由 `scripts/gen_pixel_art_assets.py` 生成。两个脚本都幂等可重跑。
|
||||
|
||||
### 8.1 主角 · 3 形态
|
||||
|
||||
| 资源 | 状态 | 负责人 | 计划交付 | 备注 |
|
||||
|---|---|---|---|---|
|
||||
| `textures/characters/kage_red.png` | 🟨 | TBD-美术 | TBD | 16×32 · 11 帧 |
|
||||
| `textures/characters/kage_green.png` | 🟨 | TBD-美术 | TBD | 16×32 · 11 帧 |
|
||||
| `textures/characters/kage_yellow.png` | 🟨 | TBD-美术 | TBD | 16×32 · 11 帧 |
|
||||
| `textures/characters/kage_red.png` | 🟦 | TBD-美术 | TBD | 16×32 · 11 帧(程序化) |
|
||||
| `textures/characters/kage_green.png` | 🟦 | TBD-美术 | TBD | 16×32 · 11 帧(程序化) |
|
||||
| `textures/characters/kage_yellow.png` | 🟦 | TBD-美术 | TBD | 16×32 · 11 帧(程序化) |
|
||||
|
||||
### 8.2 敌人 + BOSS
|
||||
|
||||
| 资源 | 状态 | 负责人 | 计划交付 | 备注 |
|
||||
|---|---|---|---|---|
|
||||
| `textures/enemies/qing_ren.png` | 🟨 | TBD-美术 | TBD | 16×16 · 7 帧 |
|
||||
| `textures/enemies/chi_ren.png` | 🟨 | TBD-美术 | TBD | 16×16 · 7 帧 |
|
||||
| `textures/enemies/hei_ren.png` | 🟨 | TBD-美术 | TBD | 20×24 · 6 帧 |
|
||||
| `textures/enemies/yao_fang.png` | 🟨 | TBD-美术 | TBD | 18×20 · 4 帧 |
|
||||
| `textures/bosses/shuang_huan_fang.png` | 🟨 | TBD-美术 | TBD | 32×32 本体 + 96×32 双身 |
|
||||
| `textures/bosses/butterfly.png` | 🟨 | TBD-美术 | TBD | 16×16 · 4 帧 |
|
||||
| `textures/enemies/qing_ren.png` | 🟦 | TBD-美术 | TBD | 16×16 · 7 帧(程序化) |
|
||||
| `textures/enemies/chi_ren.png` | 🟦 | TBD-美术 | TBD | 16×16 · 7 帧(程序化) |
|
||||
| `textures/enemies/hei_ren.png` | 🟦 | TBD-美术 | TBD | 20×24 · 6 帧(程序化) |
|
||||
| `textures/enemies/yao_fang.png` | 🟦 | TBD-美术 | TBD | 18×20 · 4 帧(程序化) |
|
||||
| `textures/bosses/shuang_huan_fang.png` | 🟦 | TBD-美术 | TBD | 32×32 × 9 帧(程序化) |
|
||||
| `textures/bosses/butterfly.png` | 🟦 | TBD-美术 | TBD | 16×16 · 4 帧(程序化) |
|
||||
|
||||
### 8.3 场景视差(3 主题 × 4 层 = 12 张)
|
||||
|
||||
| 主题 | far | mid | near | fx | 负责人 | 计划交付 |
|
||||
|---|---|---|---|---|---|---|
|
||||
| 森林 `textures/scenes/forest/*` | 🟨 | 🟨 | 🟨 | 🟨 | TBD-美术 | TBD |
|
||||
| 城墙 `textures/scenes/castle_wall/*` | 🟨 | 🟨 | 🟨 | 🟨 | TBD-美术 | TBD |
|
||||
| 魔城 `textures/scenes/demon_castle/*` | 🟨 | 🟨 | 🟨 | 🟨 | TBD-美术 | TBD |
|
||||
| 森林 `textures/scenes/forest/*` | 🟦 | 🟦 | 🟦 | 🟦 | TBD-美术 | TBD |
|
||||
| 城墙 `textures/scenes/castle_wall/*` | 🟦 | 🟦 | 🟦 | 🟦 | TBD-美术 | TBD |
|
||||
| 魔城 `textures/scenes/demon_castle/*` | 🟦 | 🟦 | 🟦 | 🟦 | TBD-美术 | TBD |
|
||||
|
||||
### 8.4 剧情背景插画(req 19.2)
|
||||
|
||||
| 资源 | 状态 | 负责人 | 计划交付 | 备注 |
|
||||
|---|---|---|---|---|
|
||||
| `textures/story/ch1_page1_ninja.png` | 🟨 | TBD-美术 | TBD | 480×270 |
|
||||
| `textures/story/ch1_page2_princess.png` | 🟨 | TBD-美术 | TBD | 480×270 |
|
||||
| `textures/story/ch1_page3_depart.png` | 🟨 | TBD-美术 | TBD | 480×270 |
|
||||
| `textures/story/ch1_page1_ninja.png` | 🟦 | TBD-美术 | TBD | 480×270(程序化) |
|
||||
| `textures/story/ch1_page2_princess.png` | 🟦 | TBD-美术 | TBD | 480×270(程序化) |
|
||||
| `textures/story/ch1_page3_depart.png` | 🟦 | TBD-美术 | TBD | 480×270(程序化) |
|
||||
|
||||
### 8.5 粒子特效贴图
|
||||
|
||||
| 资源 | 状态 | 负责人 | 计划交付 | 备注 |
|
||||
|---|---|---|---|---|
|
||||
| `textures/fx/leaf_particle.png` | 🟨 | TBD-美术 | TBD | 透明底落叶 |
|
||||
| `textures/fx/jump_dust.png` | 🟨 | TBD-美术 | TBD | 透明底尘土 |
|
||||
| `textures/fx/parry_spark.png` | 🟨 | TBD-美术 | TBD | 透明底火花 |
|
||||
| `textures/fx/leaf_particle.png` | 🟦 | TBD-美术 | TBD | 透明底落叶(程序化) |
|
||||
| `textures/fx/jump_dust.png` | 🟦 | TBD-美术 | TBD | 透明底尘土(程序化) |
|
||||
| `textures/fx/parry_spark.png` | 🟦 | TBD-美术 | TBD | 透明底火花(程序化) |
|
||||
|
||||
### 8.6 音效 WAV(每段 ≤ 0.5 s,req 16.1)
|
||||
|
||||
|
||||
@@ -15,6 +15,10 @@
|
||||
{ "type": "yao_fang", "atPx": 2100 },
|
||||
{ "type": "chi_ren", "atPx": 2600, "count": 2 },
|
||||
{ "type": "yao_fang", "atPx": 3200 }
|
||||
],
|
||||
"reinforcements": [
|
||||
{ "type": "qing_ren", "intervalSec": 8, "count": 1, "maxTotal": 4, "edge": "right", "delaySec": 10 },
|
||||
{ "type": "chi_ren", "intervalSec": 12, "count": 1, "maxTotal": 2, "edge": "both", "delaySec": 20 }
|
||||
]
|
||||
},
|
||||
{
|
||||
@@ -32,6 +36,10 @@
|
||||
{ "type": "chi_ren", "atPx": 1600, "count": 3 },
|
||||
{ "type": "qing_ren", "atPx": 2400, "count": 2 },
|
||||
{ "type": "yao_fang", "atPx": 3600 }
|
||||
],
|
||||
"reinforcements": [
|
||||
{ "type": "qing_ren", "intervalSec": 7, "count": 2, "maxTotal": 6, "edge": "both", "delaySec": 8 },
|
||||
{ "type": "chi_ren", "intervalSec": 10, "count": 1, "maxTotal": 3, "edge": "right", "delaySec": 15 }
|
||||
]
|
||||
},
|
||||
{
|
||||
@@ -50,6 +58,10 @@
|
||||
{ "type": "chi_ren", "atPx": 2200, "count": 1 },
|
||||
{ "type": "qing_ren", "atPx": 3000, "count": 3 },
|
||||
{ "type": "qing_ren", "atPx": 4000, "count": 2 }
|
||||
],
|
||||
"reinforcements": [
|
||||
{ "type": "qing_ren", "intervalSec": 6, "count": 2, "maxTotal": 8, "edge": "both", "delaySec": 5 },
|
||||
{ "type": "chi_ren", "intervalSec": 10, "count": 1, "maxTotal": 3, "edge": "right", "delaySec": 20 }
|
||||
]
|
||||
},
|
||||
{
|
||||
@@ -67,6 +79,10 @@
|
||||
{ "type": "qing_ren", "atPx": 1400, "count": 2 },
|
||||
{ "type": "hei_ren", "atPx": 2000 },
|
||||
{ "type": "chi_ren", "atPx": 2600, "count": 2 }
|
||||
],
|
||||
"reinforcements": [
|
||||
{ "type": "hei_ren", "intervalSec": 15, "count": 1, "maxTotal": 2, "edge": "both", "delaySec": 25 },
|
||||
{ "type": "qing_ren", "intervalSec": 8, "count": 1, "maxTotal": 4, "edge": "both", "delaySec": 10 }
|
||||
]
|
||||
},
|
||||
{
|
||||
@@ -79,6 +95,9 @@
|
||||
"objective": { "kind": "defeat_boss", "bossId": "shuang_huan_fang" },
|
||||
"levelLengthPx": 1920,
|
||||
"bgm": "bgm_boss",
|
||||
"enemySpawns": []
|
||||
"enemySpawns": [],
|
||||
"reinforcements": [
|
||||
{ "type": "qing_ren", "intervalSec": 10, "count": 1, "maxTotal": 3, "edge": "both", "delaySec": 15 }
|
||||
]
|
||||
}
|
||||
]
|
||||
|
||||
@@ -6,17 +6,17 @@
|
||||
"pages": [
|
||||
{
|
||||
"index": 1,
|
||||
"illustration": "story/ch1_page1_ninja",
|
||||
"illustration": "textures/story/ch1_page1_ninja",
|
||||
"text": "在月影摇曳的古国,有一位代代相传的忍者——影。他身着赤红忍装,精通手里剑与忍者刀,守护着这片宁静的土地。"
|
||||
},
|
||||
{
|
||||
"index": 2,
|
||||
"illustration": "story/ch1_page2_princess",
|
||||
"illustration": "textures/story/ch1_page2_princess",
|
||||
"text": "然而在一个暴雨之夜,青忍的黑影撕开了宫殿的夜幕,公主被青忍的爪牙掳走,消失在魔城方向的天际。"
|
||||
},
|
||||
{
|
||||
"index": 3,
|
||||
"illustration": "story/ch1_page3_depart",
|
||||
"illustration": "textures/story/ch1_page3_depart",
|
||||
"text": "为了将公主从邪恶的双幻坊手中救出,影踏上了穿越森林、洞穴、城壁、直入魔城天守阁的征程。"
|
||||
}
|
||||
]
|
||||
|
||||
|
Before Width: | Height: | Size: 70 B After Width: | Height: | Size: 290 B |
@@ -31,10 +31,102 @@
|
||||
".json"
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],
|
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"subMetas": {}
|
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},
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"f9941": {
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"importer": "sprite-frame",
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"uuid": "b8c5db2b-1d4f-4ade-9f4d-2c0da1d21f9e@f9941",
|
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"displayName": "butterfly",
|
||||
"id": "f9941",
|
||||
"name": "spriteFrame",
|
||||
"userData": {
|
||||
"trimThreshold": 1,
|
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"rotated": false,
|
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"offsetX": 0,
|
||||
"offsetY": 0,
|
||||
"trimX": 0,
|
||||
"trimY": 3,
|
||||
"width": 64,
|
||||
"height": 10,
|
||||
"rawWidth": 64,
|
||||
"rawHeight": 16,
|
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"borderTop": 0,
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"borderBottom": 0,
|
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"borderLeft": 0,
|
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"borderRight": 0,
|
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"packable": true,
|
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"pixelsToUnit": 100,
|
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"pivotX": 0.5,
|
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"pivotY": 0.5,
|
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"meshType": 0,
|
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"vertices": {
|
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"rawPosition": [
|
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-32,
|
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-5,
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|
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|
||||
-5,
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0,
|
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-32,
|
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5,
|
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0,
|
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32,
|
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5,
|
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0
|
||||
],
|
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"indexes": [
|
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0,
|
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1,
|
||||
2,
|
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2,
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1,
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3
|
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],
|
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"uv": [
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|
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],
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"nuv": [
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1,
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|
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],
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"minPos": [
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-32,
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-5,
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],
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"maxPos": [
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32,
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]
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"isUuid": true,
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"imageUuidOrDatabaseUri": "b8c5db2b-1d4f-4ade-9f4d-2c0da1d21f9e@6c48a",
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"atlasUuid": "",
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"trimType": "auto"
|
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},
|
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"ver": "1.0.12",
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"imported": true,
|
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"files": [
|
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".json"
|
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],
|
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"subMetas": {}
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}
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},
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"userData": {
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"type": "texture",
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"type": "sprite-frame",
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"fixAlphaTransparencyArtifacts": false,
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"hasAlpha": true,
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"redirect": "b8c5db2b-1d4f-4ade-9f4d-2c0da1d21f9e@6c48a"
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|
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|
Before Width: | Height: | Size: 70 B After Width: | Height: | Size: 804 B |
@@ -31,10 +31,102 @@
|
||||
".json"
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],
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"subMetas": {}
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},
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"f9941": {
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"importer": "sprite-frame",
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"displayName": "shuang_huan_fang",
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"id": "f9941",
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"name": "spriteFrame",
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"offsetY": 0.5,
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"trimX": 0,
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"trimY": 1,
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"width": 288,
|
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"height": 29,
|
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"rawWidth": 288,
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"rawHeight": 32,
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"borderBottom": 0,
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"borderRight": 0,
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"packable": true,
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"pixelsToUnit": 100,
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"pivotX": 0.5,
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"pivotY": 0.5,
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"meshType": 0,
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"vertices": {
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"rawPosition": [
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"nuv": [
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],
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"minPos": [
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"maxPos": [
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]
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"isUuid": true,
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"imageUuidOrDatabaseUri": "30ebfe50-e7e5-4c59-9d41-a23906d2406c@6c48a",
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"atlasUuid": "",
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"trimType": "auto"
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},
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"ver": "1.0.12",
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"imported": true,
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"files": [
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".json"
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],
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"subMetas": {}
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}
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},
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"userData": {
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"type": "texture",
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"type": "sprite-frame",
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"fixAlphaTransparencyArtifacts": false,
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throw new Error(`ConfigMgr: level "${lv.id}" spawn references unknown enemy "${sp.type}"`);
|
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}
|
||||
}
|
||||
if (lv.reinforcements) {
|
||||
for (const rule of lv.reinforcements) {
|
||||
if (!enemyIds.has(rule.type)) {
|
||||
throw new Error(`ConfigMgr: level "${lv.id}" reinforcement references unknown enemy "${rule.type}"`);
|
||||
}
|
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if (rule.intervalSec <= 0) {
|
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throw new Error(`ConfigMgr: level "${lv.id}" reinforcement intervalSec must be positive`);
|
||||
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if (rule.count <= 0) {
|
||||
throw new Error(`ConfigMgr: level "${lv.id}" reinforcement count must be positive`);
|
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@@ -134,6 +134,22 @@ export interface ILevelObjective {
|
||||
bossId?: string;
|
||||
}
|
||||
|
||||
/** Reinforcement rule — enemies that jump in from screen edges during gameplay. */
|
||||
export interface IReinforcementRule {
|
||||
/** Which enemy type to spawn as reinforcement. */
|
||||
type: EnemyType;
|
||||
/** Minimum interval (seconds) between two reinforcement waves of this rule. */
|
||||
intervalSec: number;
|
||||
/** How many enemies to spawn per reinforcement wave. */
|
||||
count: number;
|
||||
/** Maximum total reinforcements of this rule per level (0 = unlimited). */
|
||||
maxTotal?: number;
|
||||
/** Which edge(s) the enemies appear from. */
|
||||
edge: 'left' | 'right' | 'both';
|
||||
/** Minimum elapsed seconds before this rule becomes active. */
|
||||
delaySec?: number;
|
||||
}
|
||||
|
||||
export interface ILevelConfig {
|
||||
id: string; // e.g. '1-1'
|
||||
chapter: 1 | 2 | 3;
|
||||
@@ -150,6 +166,8 @@ export interface ILevelConfig {
|
||||
bgm: string;
|
||||
/** Enemy spawn list evaluated by the LevelMgr. */
|
||||
enemySpawns: Array<{ type: EnemyType; atPx: number; count?: number }>;
|
||||
/** Dynamic reinforcement rules — enemies jump in from screen edges. */
|
||||
reinforcements?: IReinforcementRule[];
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
@@ -65,8 +65,12 @@ export class BossController {
|
||||
if (!this.butterflyRevealed) return [];
|
||||
if (this.killed) return [];
|
||||
const out: BossOutcomeEvent[] = [];
|
||||
|
||||
this.hp = Math.max(0, this.hp - 1);
|
||||
out.push(...this.checkPhaseTransition(), ...this.checkPrincessCutscene());
|
||||
// Check phase transition AFTER decrementing HP so the ratio
|
||||
// reflects the new HP (e.g. 3→2 = 2/3).
|
||||
const hpRatio = this.hp / this.cfg.hp;
|
||||
out.push(...this.checkPhaseTransitionAtRatio(hpRatio), ...this.checkPrincessCutscene());
|
||||
if (this.hp === 0) {
|
||||
this.killed = true;
|
||||
out.push({ kind: 'boss_killed' });
|
||||
@@ -76,8 +80,7 @@ export class BossController {
|
||||
|
||||
// --------------------------------------------------------------------
|
||||
|
||||
private checkPhaseTransition(): BossOutcomeEvent[] {
|
||||
const hpRatio = this.hp / this.cfg.hp;
|
||||
private checkPhaseTransitionAtRatio(hpRatio: number): BossOutcomeEvent[] {
|
||||
for (let i = this.phaseIndex + 1; i < this.cfg.phases.length; i++) {
|
||||
if (hpRatio <= this.cfg.phases[i].hpThreshold) {
|
||||
this.phaseIndex = i;
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
import { AttackType, EnemyType, IEnemyConfig } from '../data/Interfaces';
|
||||
import { AttackType, EnemyType, IEnemyConfig, IReinforcementRule } from '../data/Interfaces';
|
||||
|
||||
/**
|
||||
* Enemy AI base class + four concrete subclasses (req 6.1-6.7).
|
||||
@@ -47,6 +47,7 @@ export abstract class EnemyAIBase {
|
||||
public readonly type: EnemyType;
|
||||
public pos: { x: number; y: number };
|
||||
public alive = true;
|
||||
public hp: number;
|
||||
protected cooldownSec = 0;
|
||||
protected readonly cfg: IEnemyConfig;
|
||||
|
||||
@@ -54,6 +55,7 @@ export abstract class EnemyAIBase {
|
||||
this.cfg = cfg;
|
||||
this.type = cfg.id;
|
||||
this.pos = { x: spawnX, y: spawnY };
|
||||
this.hp = cfg.hp;
|
||||
}
|
||||
|
||||
public abstract update(ctx: IEnemyUpdateCtx): IEnemyAction[];
|
||||
@@ -197,15 +199,18 @@ export class EnemyManager {
|
||||
}
|
||||
|
||||
/**
|
||||
* Update all live enemies that intersect `cull`. Returns the concatenated
|
||||
* list of actions emitted so the caller (LevelMgr) can instantiate
|
||||
* projectiles, drops, etc.
|
||||
* Update all live enemies that intersect `cull` (with optional margin).
|
||||
* Returns the concatenated list of actions emitted so the caller
|
||||
* (LevelMgr) can instantiate projectiles, drops, etc.
|
||||
*
|
||||
* @param cullingMargin Extra pixels beyond `cull` to still activate enemies.
|
||||
* Used for reinforcements that spawn just outside the screen.
|
||||
*/
|
||||
public update(dtSec: number, nowMs: number, player: IPlayerSense, cull: ICullingRect): IEnemyAction[] {
|
||||
public update(dtSec: number, nowMs: number, player: IPlayerSense, cull: ICullingRect, cullingMargin = 0): IEnemyAction[] {
|
||||
const actions: IEnemyAction[] = [];
|
||||
for (const e of this.enemies) {
|
||||
if (!e.alive) continue;
|
||||
if (!this.inside(e, cull)) continue;
|
||||
if (!this.inside(e, cull, cullingMargin)) continue;
|
||||
const ctx: IEnemyUpdateCtx = { dtSec, nowMs, player };
|
||||
actions.push(...e.update(ctx));
|
||||
}
|
||||
@@ -222,12 +227,145 @@ export class EnemyManager {
|
||||
this.enemies.length = 0;
|
||||
}
|
||||
|
||||
private inside(e: EnemyAIBase, cull: ICullingRect): boolean {
|
||||
private inside(e: EnemyAIBase, cull: ICullingRect, margin = 0): boolean {
|
||||
return (
|
||||
e.pos.x + e.aabb.w / 2 >= cull.leftX &&
|
||||
e.pos.x - e.aabb.w / 2 <= cull.rightX &&
|
||||
e.pos.y + e.aabb.h / 2 >= cull.bottomY &&
|
||||
e.pos.y - e.aabb.h / 2 <= cull.topY
|
||||
e.pos.x + e.aabb.w / 2 >= cull.leftX - margin &&
|
||||
e.pos.x - e.aabb.w / 2 <= cull.rightX + margin &&
|
||||
e.pos.y + e.aabb.h / 2 >= cull.bottomY - margin &&
|
||||
e.pos.y - e.aabb.h / 2 <= cull.topY + margin
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
// ---------- Reinforcement Scheduler (dynamic edge spawns) -----------------
|
||||
|
||||
/** An enemy spawned by the reinforcement scheduler, with a jump-in arc. */
|
||||
export interface IReinforcementSpawn {
|
||||
enemy: EnemyAIBase;
|
||||
/** The edge the enemy is jumping in from. */
|
||||
edge: 'left' | 'right';
|
||||
}
|
||||
|
||||
/**
|
||||
* Manages periodic reinforcement waves — enemies that jump in from screen
|
||||
* edges even when the player is standing still. Each rule specifies an
|
||||
* enemy type, interval, count, and which edge(s) they appear from.
|
||||
*
|
||||
* Usage: call `tick()` every frame. It returns newly-spawned enemies that
|
||||
* the caller must register with `EnemyManager.spawn()` and create visual
|
||||
* nodes for.
|
||||
*/
|
||||
export class ReinforcementScheduler {
|
||||
private readonly timers = new Map<number, number>();
|
||||
private readonly totals = new Map<number, number>();
|
||||
|
||||
constructor(private readonly rules: IReinforcementRule[]) {}
|
||||
|
||||
/**
|
||||
* Tick the scheduler. Returns enemies that should be spawned this frame.
|
||||
* The caller is responsible for:
|
||||
* 1. Passing the new enemies to `EnemyManager.spawn()`
|
||||
* 2. Creating visual nodes for them
|
||||
* 3. Calling `EnemyManager.update()` as usual
|
||||
*
|
||||
* @param dtSec Frame delta in seconds.
|
||||
* @param elapsedSec Total elapsed seconds since level start.
|
||||
* @param cull Current camera culling rect (used to determine edge positions).
|
||||
* @param groundY Ground Y in physics coords (feet surface).
|
||||
* @param enemyCfgFactory A function that returns the IEnemyConfig for a given EnemyType.
|
||||
*/
|
||||
public tick(
|
||||
dtSec: number,
|
||||
elapsedSec: number,
|
||||
cull: ICullingRect,
|
||||
groundY: number,
|
||||
enemyCfgFactory: (type: EnemyType) => { moveSpeed: number; attackIntervalSec: number; size: { w: number; h: number } },
|
||||
): IReinforcementSpawn[] {
|
||||
const spawns: IReinforcementSpawn[] = [];
|
||||
|
||||
for (let i = 0; i < this.rules.length; i++) {
|
||||
const rule = this.rules[i];
|
||||
|
||||
// Check delay
|
||||
if (rule.delaySec && elapsedSec < rule.delaySec) continue;
|
||||
|
||||
// Check max total
|
||||
const total = this.totals.get(i) ?? 0;
|
||||
if (rule.maxTotal && rule.maxTotal > 0 && total >= rule.maxTotal) continue;
|
||||
|
||||
// Accumulate timer
|
||||
const timer = this.timers.get(i) ?? 0;
|
||||
const newTimer = timer + dtSec;
|
||||
this.timers.set(i, newTimer);
|
||||
|
||||
if (newTimer < rule.intervalSec) continue;
|
||||
|
||||
// Reset timer (keep remainder for smoother intervals)
|
||||
this.timers.set(i, newTimer - rule.intervalSec);
|
||||
|
||||
// Determine edge(s)
|
||||
const edges: Array<'left' | 'right'> = rule.edge === 'both'
|
||||
? (Math.random() < 0.5 ? ['left'] : ['right'])
|
||||
: [rule.edge];
|
||||
|
||||
for (const edge of edges) {
|
||||
for (let j = 0; j < rule.count; j++) {
|
||||
const cfg = enemyCfgFactory(rule.type);
|
||||
// Spawn position: just outside the culling rect on the chosen edge.
|
||||
// Moving enemies (moveSpeed > 0) start farther out and walk in;
|
||||
// stationary enemies (YaoFang) start just inside the visible edge.
|
||||
const margin = cfg.moveSpeed > 0 ? 60 : -30; // negative = inside screen
|
||||
const spawnX = edge === 'left'
|
||||
? cull.leftX - margin - j * 50
|
||||
: cull.rightX + margin + j * 50;
|
||||
const spawnY = groundY + cfg.size.h / 2;
|
||||
|
||||
const enemy = createReinforcementEnemy(rule.type, cfg, spawnX, spawnY, edge);
|
||||
spawns.push({ enemy, edge });
|
||||
this.totals.set(i, (this.totals.get(i) ?? 0) + 1);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return spawns;
|
||||
}
|
||||
|
||||
/** Reset all timers and counters (e.g. on level restart). */
|
||||
public reset(): void {
|
||||
this.timers.clear();
|
||||
this.totals.clear();
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Create an enemy AI instance for a reinforcement spawn.
|
||||
* Reuses the same AI classes as static spawns. The enemy spawns at ground
|
||||
* level on the chosen edge; moving enemies (ChiRen) will walk into the
|
||||
* screen automatically, while stationary enemies (YaoFang) are placed
|
||||
* just inside the visible edge so they're immediately active.
|
||||
*/
|
||||
function createReinforcementEnemy(
|
||||
type: EnemyType,
|
||||
cfg: { moveSpeed: number; attackIntervalSec: number; size: { w: number; h: number } },
|
||||
spawnX: number,
|
||||
spawnY: number,
|
||||
_edge: 'left' | 'right',
|
||||
): EnemyAIBase {
|
||||
const fullCfg = {
|
||||
id: type,
|
||||
displayName: type,
|
||||
size: cfg.size,
|
||||
moveSpeed: cfg.moveSpeed,
|
||||
attackIntervalSec: cfg.attackIntervalSec,
|
||||
attacks: [] as never[],
|
||||
hp: type === EnemyType.HeiRen ? 2 : 1,
|
||||
};
|
||||
|
||||
switch (type) {
|
||||
case EnemyType.ChiRen: return new ChiRenAI(fullCfg, spawnX, spawnY);
|
||||
case EnemyType.HeiRen: return new HeiRenAI(fullCfg, spawnX, spawnY);
|
||||
case EnemyType.YaoFang: return new YaoFangAI(fullCfg, spawnX, spawnY);
|
||||
case EnemyType.QingRen:
|
||||
default: return new QingRenAI(fullCfg, spawnX, spawnY);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -80,13 +80,16 @@ export class JumpController {
|
||||
/** Called on `jumpPressed` UI event. */
|
||||
public pressJump(nowMs: number): IJumpDispatchResult {
|
||||
if (!this.motion.isGrounded) {
|
||||
console.log('[JumpController] pressJump REJECTED — airborne, phase=', this.phase);
|
||||
return { phase: this.phase, height: 0, horizontalImpulse: 0, reason: 'airborne' };
|
||||
}
|
||||
if (this.phase !== 'idle') {
|
||||
console.log('[JumpController] pressJump REJECTED — phase=', this.phase, ', not idle');
|
||||
return { phase: this.phase, height: 0, horizontalImpulse: 0, reason: 'already_in_jump' };
|
||||
}
|
||||
this.phase = 'charging';
|
||||
this.pressTs = nowMs;
|
||||
console.log('[JumpController] pressJump ACCEPTED — entering charging phase');
|
||||
return { phase: this.phase, height: 0, horizontalImpulse: 0 };
|
||||
}
|
||||
|
||||
|
||||
@@ -44,6 +44,8 @@ export interface IPlayerMotionOptions {
|
||||
platforms: IPlatform[];
|
||||
/** Starting color state. */
|
||||
initialColorState?: PlayerColorState;
|
||||
/** Level horizontal extent (px). Used to clamp player X so they cannot leave the level. */
|
||||
levelLengthPx: number;
|
||||
}
|
||||
|
||||
export const DEFAULT_GRAVITY = 2500; // px/s² — tuned so a 250px jump peaks in ~0.45s
|
||||
@@ -63,12 +65,14 @@ export class PlayerMotionModel {
|
||||
private _aabb: IAxisAlignedBox;
|
||||
private _platforms: IPlatform[];
|
||||
private readonly gravity: number;
|
||||
private readonly _levelLengthPx: number;
|
||||
|
||||
constructor(options: IPlayerMotionOptions) {
|
||||
this._aabb = { ...options.aabb };
|
||||
this._platforms = options.platforms.slice();
|
||||
this._colorState = options.initialColorState ?? PlayerColorState.Red;
|
||||
this.gravity = options.gravity ?? DEFAULT_GRAVITY;
|
||||
this._levelLengthPx = options.levelLengthPx;
|
||||
}
|
||||
|
||||
// -- accessors ----------------------------------------------------------
|
||||
@@ -130,6 +134,9 @@ export class PlayerMotionModel {
|
||||
* ground; mid-air `_vx` is preserved (起跳定型).
|
||||
*/
|
||||
public update(dt: number): void {
|
||||
// Remember feet position before integration (for sweep test).
|
||||
const prevFeetY = this._aabb.y - this._aabb.h / 2;
|
||||
|
||||
if (this._grounded) {
|
||||
this._vx = this._horizontalInput * MOVE_SPEED[this._colorState];
|
||||
this._vy = 0;
|
||||
@@ -143,16 +150,34 @@ export class PlayerMotionModel {
|
||||
x: this._aabb.x + this._vx * dt,
|
||||
y: this._aabb.y + this._vy * dt,
|
||||
};
|
||||
// Resolve against platforms (basic AABB vs. top-surface only).
|
||||
|
||||
const curFeetY = this._aabb.y - this._aabb.h / 2;
|
||||
|
||||
// Resolve against platforms using sweep test.
|
||||
// If the feet crossed a platform surface this frame (prev above → cur below),
|
||||
// snap the player onto that platform — prevents tunneling at high fall speeds.
|
||||
this._grounded = false;
|
||||
for (const p of this._platforms) {
|
||||
if (this.isRestingOn(p)) {
|
||||
const withinHorizontal = this._aabb.x >= p.leftX && this._aabb.x <= p.rightX;
|
||||
if (!withinHorizontal) continue;
|
||||
if (this._vy > 0) continue; // moving upward — cannot land
|
||||
|
||||
// Sweep test: feet were above topY last frame, now at or below topY.
|
||||
const crossedSurface = prevFeetY >= p.topY - 0.5 && curFeetY <= p.topY + 0.5;
|
||||
// Also catch the small-window case (slow fall, feet near surface).
|
||||
const nearSurface = curFeetY <= p.topY + 0.5 && curFeetY >= p.topY - 6;
|
||||
|
||||
if (crossedSurface || nearSurface) {
|
||||
this._grounded = true;
|
||||
this._aabb = { ...this._aabb, y: p.topY + this._aabb.h / 2 };
|
||||
if (this._vy < 0) this._vy = 0;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Clamp AABB X within level boundaries so the player cannot leave the level.
|
||||
const halfW = this._aabb.w / 2;
|
||||
this._aabb.x = Math.max(halfW, Math.min(this._aabb.x, this._levelLengthPx - halfW));
|
||||
}
|
||||
|
||||
// -- helpers ------------------------------------------------------------
|
||||
|
||||
@@ -36,7 +36,7 @@ export interface IPlayerState {
|
||||
export class PlayerStateMachine {
|
||||
private state: IPlayerState;
|
||||
|
||||
constructor(initialLives = 3) {
|
||||
constructor(initialLives = 1) {
|
||||
this.state = {
|
||||
color: PlayerColorState.Red,
|
||||
lives: initialLives,
|
||||
@@ -135,8 +135,11 @@ export class PlayerStateMachine {
|
||||
this.startIFrames();
|
||||
if (this.state.lives === 0) {
|
||||
this.state.isDead = true;
|
||||
return { kind: 'died', cause };
|
||||
}
|
||||
return { kind: 'died', cause };
|
||||
// Lost a life but still alive — treat as a downgrade so callers
|
||||
// can distinguish real death from a mere life-loss.
|
||||
return { kind: 'downgraded', from: this.state.color, to: PlayerColorState.Red };
|
||||
}
|
||||
|
||||
private startIFrames(): void {
|
||||
|
||||
@@ -1,21 +1,102 @@
|
||||
import { _decorator, Component, director, Color, Label, Node } from 'cc';
|
||||
import { _decorator, Component, director, Color, Graphics, Label, Node, Sprite, UITransform, Vec3 } from 'cc';
|
||||
import { ConfigMgr } from '../data/ConfigMgr';
|
||||
import { CCJsonLoader } from './CCJsonLoader';
|
||||
import { LevelMgr } from '../logic/LevelMgr';
|
||||
import { ensureCanvasSize, createLabel } from './MainMenuEntry';
|
||||
import { DESIGN_HEIGHT } from '../common/Constants';
|
||||
import {
|
||||
ensureCanvasSize,
|
||||
createLabel,
|
||||
createSprite,
|
||||
createSpriteSheetFrame,
|
||||
} from './MainMenuEntry';
|
||||
import {
|
||||
DESIGN_WIDTH,
|
||||
DESIGN_HEIGHT,
|
||||
PlayerColorState,
|
||||
} from '../common/Constants';
|
||||
import { globalEventBus, globalTimeMgr } from '../common/index';
|
||||
import { PlayerMotionModel, HorizontalInput, IPlatform } from '../logic/PlayerMotionModel';
|
||||
import { JumpController } from '../logic/JumpController';
|
||||
import { PlayerStateMachine } from '../logic/PlayerStateMachine';
|
||||
import { AttackController, IJumpStateProvider, IAttackDispatchEvent } from '../logic/AttackController';
|
||||
import { EnemyAIBase, EnemyManager, QingRenAI, ChiRenAI, HeiRenAI, YaoFangAI, IEnemyAction, ICullingRect, ReinforcementScheduler, IReinforcementSpawn } from '../logic/EnemyAI';
|
||||
import { CameraScroller, cameraFromLevel, PARALLAX_LAYERS, ParallaxLayer } from '../logic/CameraScroller';
|
||||
import { DamageSystem } from '../logic/DamageSystem';
|
||||
import { InputEvents } from '../ui/InputEvents';
|
||||
import { JoystickAngleClass, DEFAULT_LAYOUT } from '../ui/InputModel';
|
||||
import { FloatingControlLayer } from '../ui/FloatingControlLayer';
|
||||
import { EnemyType, WeaponType, IReinforcementRule } from '../data/Interfaces';
|
||||
|
||||
const { ccclass, property } = _decorator;
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Coordinate conventions
|
||||
// ---------------------------------------------------------------------------
|
||||
// PlayerMotionModel uses +y-up (physics). Cocos Creator uses +y-down
|
||||
// (render). The design resolution origin is at the centre of the 960×540
|
||||
// canvas. We convert: cocosY = -physicsY (relative to canvas centre).
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
/** Ground platform Y in physics coords (+y up). */
|
||||
const GROUND_Y = 110;
|
||||
/** Hero spawn X in physics coords. */
|
||||
const HERO_SPAWN_X = 120;
|
||||
|
||||
/** Visual scale applied to the hero sprite (16×32 → 48×96). */
|
||||
const HERO_SCALE = 3;
|
||||
/** Visual scale applied to enemy sprites (16×16 → 48×48). */
|
||||
const ENEMY_SCALE = 3;
|
||||
|
||||
/**
|
||||
* Map an EnemyType to its sprite-sheet resource path and frame dimensions.
|
||||
*/
|
||||
function enemySpriteInfo(type: EnemyType): { res: string; fw: number; fh: number } {
|
||||
switch (type) {
|
||||
case EnemyType.QingRen: return { res: 'textures/enemies/qing_ren', fw: 16, fh: 16 };
|
||||
case EnemyType.ChiRen: return { res: 'textures/enemies/chi_ren', fw: 16, fh: 16 };
|
||||
case EnemyType.HeiRen: return { res: 'textures/enemies/hei_ren', fw: 20, fh: 24 };
|
||||
case EnemyType.YaoFang: return { res: 'textures/enemies/yao_fang', fw: 18, fh: 20 };
|
||||
default: return { res: 'textures/enemies/qing_ren', fw: 16, fh: 16 };
|
||||
}
|
||||
}
|
||||
|
||||
/** Map an EnemyType enum to the concrete AI class. */
|
||||
function createEnemyAI(type: EnemyType, cfg: { moveSpeed: number; attackIntervalSec: number; size: { w: number; h: number } }, spawnX: number, spawnY: number): EnemyAIBase {
|
||||
const fullCfg = { id: type, displayName: type, size: cfg.size, moveSpeed: cfg.moveSpeed, attackIntervalSec: cfg.attackIntervalSec, attacks: [] as never[], hp: 1 };
|
||||
switch (type) {
|
||||
case EnemyType.ChiRen: return new ChiRenAI(fullCfg, spawnX, spawnY);
|
||||
case EnemyType.HeiRen: return new HeiRenAI(fullCfg, spawnX, spawnY);
|
||||
case EnemyType.YaoFang: return new YaoFangAI(fullCfg, spawnX, spawnY);
|
||||
case EnemyType.QingRen:
|
||||
default: return new QingRenAI(fullCfg, spawnX, spawnY);
|
||||
}
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// JumpStateProvider — bridges JumpController ↔ PlayerMotionModel
|
||||
// ---------------------------------------------------------------------------
|
||||
class JumpStateProvider implements IJumpStateProvider {
|
||||
private _lastJumpPressTs: number | undefined;
|
||||
|
||||
public setLastJumpPressTs(ts: number | undefined): void {
|
||||
this._lastJumpPressTs = ts;
|
||||
}
|
||||
|
||||
public lastJumpPressTs(): number | undefined {
|
||||
return this._lastJumpPressTs;
|
||||
}
|
||||
|
||||
constructor(private readonly motion: PlayerMotionModel) {}
|
||||
|
||||
public isGrounded(): boolean {
|
||||
return this.motion.isGrounded;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Generic Level scene entry (task 7.1-7.2 hookup).
|
||||
*
|
||||
* Attach to the root node of `Level_1_1` … `Level_1_5`. Configure the
|
||||
* `levelId` property in the Inspector ("1-1", "1-2", ...).
|
||||
*
|
||||
* For MVP the scene has no real gameplay rendering yet; `autoBuildUI`
|
||||
* simply draws a top-centered label with the current level id so you can
|
||||
* verify scene transitions by eye.
|
||||
* Now fully wired: input events → logic models → scene node positions,
|
||||
* so both the player and enemies move in real-time.
|
||||
*/
|
||||
@ccclass('LevelEntry')
|
||||
export class LevelEntry extends Component {
|
||||
@@ -28,27 +109,821 @@ export class LevelEntry extends Component {
|
||||
@property({ tooltip: '是否自动创建关卡 HUD (顶部显示 Level / 倒计时)' })
|
||||
public autoBuildUI: boolean = true;
|
||||
|
||||
private mgr: LevelMgr | undefined;
|
||||
// -- logic models -------------------------------------------------------
|
||||
private mgr!: LevelMgr;
|
||||
private cfg!: ConfigMgr;
|
||||
private motion!: PlayerMotionModel;
|
||||
private jumpCtrl!: JumpController;
|
||||
private psm!: PlayerStateMachine;
|
||||
private attackCtrl!: AttackController;
|
||||
private jumpStateProvider!: JumpStateProvider;
|
||||
private enemyMgr!: EnemyManager;
|
||||
private camera!: CameraScroller;
|
||||
private dmgSystem!: DamageSystem;
|
||||
private reinforcementScheduler!: ReinforcementScheduler;
|
||||
private levelElapsedSec = 0;
|
||||
|
||||
// -- view nodes ---------------------------------------------------------
|
||||
private hudNode: Node | null = null;
|
||||
private heroNode: Node | null = null;
|
||||
/** Enemy AI → visual node mapping. */
|
||||
private enemyNodes = new Map<EnemyAIBase, Node>();
|
||||
/** Parallax background nodes keyed by layer name. */
|
||||
private bgNodes = new Map<string, Node>();
|
||||
/** Projectile visual nodes (shuriken, fireball, etc.). */
|
||||
private projectileNodes: Node[] = [];
|
||||
|
||||
// -- input state --------------------------------------------------------
|
||||
private currentJoystickKlass: JoystickAngleClass = 'none';
|
||||
private currentHorizontalInput: HorizontalInput = 0;
|
||||
|
||||
// -- event handler refs (for cleanup) -----------------------------------
|
||||
private boundHandlers: Array<[string, (payload: any) => void]> = [];
|
||||
private _deathHandled = false;
|
||||
/** Reference to the FloatingControlLayer container node — must remain the
|
||||
* top-most sibling so dynamically-added sprites (projectiles, slashes,
|
||||
* re-created hero) never occlude touch input. */
|
||||
private ctrlLayerNode: Node | null = null;
|
||||
|
||||
protected async onLoad(): Promise<void> {
|
||||
// 1. Load configs
|
||||
this.cfg = new ConfigMgr(new CCJsonLoader());
|
||||
await this.cfg.load();
|
||||
const levelCfg = this.cfg.level(this.levelId);
|
||||
|
||||
// 0. Reset global singletons that survive across scene loads.
|
||||
// Placed AFTER await so update()-driven accumulation during the
|
||||
// async gap does not negate the reset.
|
||||
globalTimeMgr.reset();
|
||||
|
||||
this.mgr = new LevelMgr(levelCfg);
|
||||
|
||||
// 2. Build platforms (simple ground + level-specific platforms)
|
||||
const platforms = this.buildPlatforms();
|
||||
|
||||
// 3. Create logic models
|
||||
// AABB.y is the **centre** of the box; feet must align with the
|
||||
// ground surface (topY = GROUND_Y), so centre = GROUND_Y + h/2.
|
||||
const HERO_H = 32;
|
||||
this.motion = new PlayerMotionModel({
|
||||
aabb: { x: HERO_SPAWN_X, y: GROUND_Y + HERO_H / 2, w: 16, h: HERO_H },
|
||||
platforms,
|
||||
initialColorState: PlayerColorState.Red,
|
||||
levelLengthPx: levelCfg.levelLengthPx,
|
||||
});
|
||||
this.psm = new PlayerStateMachine(1);
|
||||
this.jumpStateProvider = new JumpStateProvider(this.motion);
|
||||
this.jumpCtrl = new JumpController(this.motion);
|
||||
this.attackCtrl = new AttackController(this.jumpStateProvider);
|
||||
this.dmgSystem = new DamageSystem(this.psm);
|
||||
this.camera = cameraFromLevel(levelCfg);
|
||||
this.enemyMgr = new EnemyManager();
|
||||
|
||||
// 4. Spawn enemies from level config
|
||||
for (const spawn of levelCfg.enemySpawns) {
|
||||
const enemyCfg = this.cfg.enemy(spawn.type);
|
||||
// Enemy pos.y = centre; feet must sit on ground (topY = GROUND_Y).
|
||||
const spawnY = GROUND_Y + enemyCfg.size.h / 2;
|
||||
const count = spawn.count ?? 1;
|
||||
for (let i = 0; i < count; i++) {
|
||||
const ai = createEnemyAI(spawn.type, enemyCfg, spawn.atPx + i * 60, spawnY);
|
||||
this.enemyMgr.spawn(ai);
|
||||
}
|
||||
}
|
||||
|
||||
// 4b. Initialize reinforcement scheduler from level config
|
||||
this.reinforcementScheduler = new ReinforcementScheduler(levelCfg.reinforcements ?? []);
|
||||
|
||||
// 5. Build UI & sprites
|
||||
if (this.autoBuildUI) this.buildDefaultUI();
|
||||
const cfg = new ConfigMgr(new CCJsonLoader());
|
||||
await cfg.load();
|
||||
this.mgr = new LevelMgr(cfg.level(this.levelId));
|
||||
|
||||
// 6. Add FloatingControlLayer
|
||||
this.addControlLayer();
|
||||
|
||||
// 7. Subscribe to input events
|
||||
this.subscribeInputEvents();
|
||||
}
|
||||
|
||||
protected update(dt: number): void {
|
||||
if (!this.mgr) return;
|
||||
const status = this.mgr.tick(dt);
|
||||
// 1. Update time
|
||||
globalTimeMgr.update(dt);
|
||||
const scaledDt = globalTimeMgr.scaledDelta(dt);
|
||||
if (scaledDt <= 0) return; // paused
|
||||
|
||||
// Guard: onLoad is async — models may not be ready yet.
|
||||
if (!this.attackCtrl || !this.psm) return;
|
||||
|
||||
// 11. Early-out: if the player died in a previous frame, skip all
|
||||
// gameplay logic (motion, attacks, enemies) and go straight to
|
||||
// the death → scene-transition path.
|
||||
if (this.psm.isDead) {
|
||||
if (!this._deathHandled) {
|
||||
const deathStatus = this.mgr.tick(scaledDt);
|
||||
this.refreshHud();
|
||||
if (deathStatus === 'player_dead') {
|
||||
this._deathHandled = true;
|
||||
this.attackCtrl.reset();
|
||||
this.unsubscribeInputEvents();
|
||||
director.loadScene('Settlement');
|
||||
}
|
||||
// If deathStatus is still 'running', onPlayerDied() was just
|
||||
// called in the previous frame's step-11 but LevelMgr hasn't
|
||||
// propagated the state yet. _deathHandled stays false so we
|
||||
// retry next frame.
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
const nowMs = globalTimeMgr.realTime * 1000;
|
||||
|
||||
// 2. Tick player motion FIRST so that isGrounded is up-to-date
|
||||
// when jumpCtrl.tick reads it (fixes "cannot jump after landing"
|
||||
// bug — jumpCtrl was reading stale isGrounded from previous frame).
|
||||
this.motion.setHorizontalInput(this.currentHorizontalInput);
|
||||
this.motion.update(scaledDt);
|
||||
this.jumpCtrl.tick(nowMs);
|
||||
|
||||
// 3. Tick player state machine (i-frames)
|
||||
this.psm.tick(scaledDt);
|
||||
|
||||
// 4. Tick attack controller
|
||||
const attacks = this.attackCtrl.tick(nowMs, this.psm.color);
|
||||
|
||||
// 5. Tick enemies
|
||||
const playerSense = {
|
||||
x: this.motion.aabb.x,
|
||||
y: this.motion.aabb.y,
|
||||
isGrounded: this.motion.isGrounded,
|
||||
};
|
||||
const cull = this.camera.cullRect();
|
||||
const CULLING_MARGIN = 100; // allow enemies just outside screen to still update AI (reinforcements)
|
||||
const enemyActions = this.enemyMgr.update(scaledDt, nowMs, playerSense, cull as ICullingRect, CULLING_MARGIN);
|
||||
|
||||
// 6. Process enemy actions (spawn projectiles, etc.)
|
||||
this.processEnemyActions(enemyActions);
|
||||
|
||||
// 6b. Tick reinforcement scheduler — spawn enemies from screen edges
|
||||
this.levelElapsedSec += scaledDt;
|
||||
const newReinforcements = this.reinforcementScheduler.tick(
|
||||
scaledDt,
|
||||
this.levelElapsedSec,
|
||||
cull as ICullingRect,
|
||||
GROUND_Y,
|
||||
(type: EnemyType) => this.cfg.enemy(type),
|
||||
);
|
||||
for (const r of newReinforcements) {
|
||||
this.enemyMgr.spawn(r.enemy);
|
||||
// Create visual node for the reinforcement enemy
|
||||
const info = enemySpriteInfo(r.enemy.type);
|
||||
const ePos = this.physicsToCocos(r.enemy.pos.x, r.enemy.pos.y);
|
||||
const node = createSpriteSheetFrame(
|
||||
this.node,
|
||||
info.res,
|
||||
0,
|
||||
info.fw, info.fh,
|
||||
ePos.x, ePos.y,
|
||||
info.fw * ENEMY_SCALE, info.fh * ENEMY_SCALE,
|
||||
{ name: `Reinforce_${r.enemy.type}`, flipX: r.edge === 'right' },
|
||||
);
|
||||
this.enemyNodes.set(r.enemy, node);
|
||||
this.promoteCtrlLayerToTop();
|
||||
}
|
||||
|
||||
// 7. Process player attacks (spawn projectiles)
|
||||
this.processPlayerAttacks(attacks);
|
||||
|
||||
// 8. Camera follow
|
||||
this.camera.followPlayer(this.motion.aabb.x, this.motion.aabb.y);
|
||||
|
||||
// 9. Tick level manager
|
||||
const status = this.mgr.tick(scaledDt);
|
||||
|
||||
// 10. Sync all visual nodes
|
||||
this.syncHeroNode();
|
||||
this.syncEnemyNodes();
|
||||
this.syncParallax();
|
||||
this.syncProjectiles(scaledDt);
|
||||
this.refreshHud();
|
||||
|
||||
// Keep the FloatingControlLayer as the top-most sibling so touch
|
||||
// events on attack/jump buttons are never shadowed by dynamically
|
||||
// spawned sprites (projectiles / slash FX / re-created hero).
|
||||
this.promoteCtrlLayerToTop();
|
||||
|
||||
// 11. Check game-over conditions
|
||||
if (this.psm.isDead) {
|
||||
this.mgr.onPlayerDied();
|
||||
}
|
||||
if (status === 'victory') {
|
||||
this.unsubscribeInputEvents();
|
||||
director.loadScene(this.nextSceneName || this.deriveNextScene());
|
||||
} else if (status === 'timeout' || status === 'player_dead') {
|
||||
this.unsubscribeInputEvents();
|
||||
director.loadScene('Settlement');
|
||||
}
|
||||
}
|
||||
|
||||
protected onDestroy(): void {
|
||||
this.attackCtrl?.reset();
|
||||
this.unsubscribeInputEvents();
|
||||
}
|
||||
|
||||
// ======================================================================
|
||||
// Platform construction
|
||||
// ======================================================================
|
||||
|
||||
private buildPlatforms(): IPlatform[] {
|
||||
const platforms: IPlatform[] = [];
|
||||
// Ground platform — spans the entire level length
|
||||
const levelCfg = this.cfg.level(this.levelId);
|
||||
platforms.push({
|
||||
topY: GROUND_Y,
|
||||
leftX: 0,
|
||||
rightX: levelCfg.levelLengthPx,
|
||||
});
|
||||
// TODO: Add elevated platforms per level layout when available.
|
||||
return platforms;
|
||||
}
|
||||
|
||||
// ======================================================================
|
||||
// UI construction
|
||||
// ======================================================================
|
||||
|
||||
private buildDefaultUI(): void {
|
||||
ensureCanvasSize(this.node);
|
||||
|
||||
// Parallax background (4 layers).
|
||||
const theme = this.pickThemeFolder();
|
||||
for (const layer of PARALLAX_LAYERS) {
|
||||
const node = createSprite(
|
||||
this.node,
|
||||
`textures/scenes/${theme}/${layer}`,
|
||||
0, 0,
|
||||
DESIGN_WIDTH, DESIGN_HEIGHT,
|
||||
{ name: `BG_${layer}` },
|
||||
);
|
||||
this.bgNodes.set(layer, node);
|
||||
}
|
||||
|
||||
// Hero sprite (first idle frame of kage_red, 16×32 upscaled ×3).
|
||||
const heroPos = this.physicsToCocos(this.motion.aabb.x, this.motion.aabb.y);
|
||||
this.heroNode = createSpriteSheetFrame(
|
||||
this.node,
|
||||
'textures/characters/kage_red',
|
||||
0,
|
||||
16, 32,
|
||||
heroPos.x, heroPos.y,
|
||||
16 * HERO_SCALE, 32 * HERO_SCALE,
|
||||
{ name: 'Hero' },
|
||||
);
|
||||
|
||||
// Enemy sprites — one per spawned enemy.
|
||||
for (const enemy of this.enemyMgr.all) {
|
||||
const info = enemySpriteInfo(enemy.type);
|
||||
const ePos = this.physicsToCocos(enemy.pos.x, enemy.pos.y);
|
||||
const node = createSpriteSheetFrame(
|
||||
this.node,
|
||||
info.res,
|
||||
0,
|
||||
info.fw, info.fh,
|
||||
ePos.x, ePos.y,
|
||||
info.fw * ENEMY_SCALE, info.fh * ENEMY_SCALE,
|
||||
{ name: `Enemy_${enemy.type}`, flipX: true },
|
||||
);
|
||||
this.enemyNodes.set(enemy, node);
|
||||
}
|
||||
|
||||
// HUD text.
|
||||
createLabel(this.node, `Level ${this.levelId}`, 0, DESIGN_HEIGHT / 2 - 50, 28, Color.WHITE);
|
||||
this.hudNode = createLabel(
|
||||
this.node,
|
||||
'Time: --',
|
||||
0,
|
||||
DESIGN_HEIGHT / 2 - 90,
|
||||
22,
|
||||
new Color(255, 220, 120, 255),
|
||||
);
|
||||
}
|
||||
|
||||
/** Add the FloatingControlLayer component on a full-screen UI child node. */
|
||||
private addControlLayer(): void {
|
||||
console.log('[LevelEntry] addControlLayer start — this.node=', this.node?.name, 'isValid=', this.node?.isValid);
|
||||
const ctrlNode = new Node('FloatingControlLayer');
|
||||
ctrlNode.layer = this.node.layer;
|
||||
this.node.addChild(ctrlNode);
|
||||
this.ctrlLayerNode = ctrlNode;
|
||||
const ut = ctrlNode.addComponent(UITransform);
|
||||
ut.setContentSize(DESIGN_WIDTH, DESIGN_HEIGHT);
|
||||
ctrlNode.setPosition(new Vec3(0, 0, 0));
|
||||
|
||||
// Create visual sub-nodes for joystick and buttons.
|
||||
const fcl = ctrlNode.addComponent(FloatingControlLayer);
|
||||
console.log('[LevelEntry] addControlLayer — FloatingControlLayer component added. fcl=', !!fcl, 'ctrlNode.isValid=', ctrlNode.isValid);
|
||||
const layout = DEFAULT_LAYOUT;
|
||||
|
||||
// Joystick: background disc + handle.
|
||||
fcl.joystickRoot = this.createJoystickVisual(ctrlNode, layout.joystick);
|
||||
// Jump button.
|
||||
fcl.jumpRoot = this.createButtonVisual(ctrlNode, layout.jump, 'J', new Color(80, 200, 80, 180));
|
||||
// Shuriken button.
|
||||
fcl.shurikenRoot = this.createButtonVisual(ctrlNode, layout.shuriken, 'S', new Color(80, 120, 220, 180));
|
||||
// Ninja-sword button.
|
||||
fcl.ninjaSwordRoot = this.createButtonVisual(ctrlNode, layout.ninjaSword, 'K', new Color(220, 80, 80, 180));
|
||||
console.log('[LevelEntry] addControlLayer done — visuals built');
|
||||
}
|
||||
|
||||
/**
|
||||
* Ensure the FloatingControlLayer is always the top-most sibling of
|
||||
* `this.node`. Dynamically-spawned sprites (projectiles / slash FX /
|
||||
* re-created hero sprite) are appended to the end of the sibling list
|
||||
* by default, pushing the ctrl layer down the Z-order. When that
|
||||
* happens, touch events on attack/jump buttons can be intercepted by
|
||||
* those sprites' UITransform bounding boxes — producing the
|
||||
* "buttons occasionally unresponsive" symptom.
|
||||
*
|
||||
* Called in `update()` every frame as a cheap safety net.
|
||||
*/
|
||||
private promoteCtrlLayerToTop(): void {
|
||||
const ctrl = this.ctrlLayerNode as any;
|
||||
if (!ctrl || !ctrl.isValid) return;
|
||||
const parent = ctrl.parent;
|
||||
if (!parent) return;
|
||||
const lastIndex = parent.children.length - 1;
|
||||
if (ctrl.getSiblingIndex() !== lastIndex) {
|
||||
ctrl.setSiblingIndex(lastIndex);
|
||||
}
|
||||
}
|
||||
|
||||
/** Create a joystick visual (semi-transparent disc + smaller handle). */
|
||||
private createJoystickVisual(parent: Node, rect: { cx: number; cy: number; w: number; h: number }): Node {
|
||||
const root = new Node('JoystickRoot');
|
||||
root.layer = parent.layer;
|
||||
parent.addChild(root);
|
||||
const rootUt = root.addComponent(UITransform);
|
||||
rootUt.setContentSize(rect.w, rect.h);
|
||||
root.setPosition(new Vec3(rect.cx - DESIGN_WIDTH / 2, rect.cy - DESIGN_HEIGHT / 2, 0));
|
||||
|
||||
// Background disc.
|
||||
const bg = new Node('JoystickBg');
|
||||
bg.layer = parent.layer;
|
||||
root.addChild(bg);
|
||||
const bgUt = bg.addComponent(UITransform);
|
||||
const bgRadius = rect.w / 2;
|
||||
bgUt.setContentSize(rect.w, rect.h);
|
||||
const bgGfx = bg.addComponent(Graphics);
|
||||
bgGfx.fillColor = new Color(255, 255, 255, 50);
|
||||
bgGfx.strokeColor = new Color(255, 255, 255, 100);
|
||||
bgGfx.circle(0, 0, bgRadius);
|
||||
bgGfx.fill();
|
||||
bgGfx.stroke();
|
||||
|
||||
// Handle (smaller circle, offset to show direction).
|
||||
const handle = new Node('JoystickHandle');
|
||||
handle.layer = parent.layer;
|
||||
root.addChild(handle);
|
||||
const handleRadius = bgRadius * 0.4;
|
||||
const handleUt = handle.addComponent(UITransform);
|
||||
handleUt.setContentSize(handleRadius * 2, handleRadius * 2);
|
||||
const handleGfx = handle.addComponent(Graphics);
|
||||
handleGfx.fillColor = new Color(255, 255, 255, 140);
|
||||
handleGfx.strokeColor = new Color(255, 255, 255, 200);
|
||||
handleGfx.circle(0, 0, handleRadius);
|
||||
handleGfx.fill();
|
||||
handleGfx.stroke();
|
||||
|
||||
return root;
|
||||
}
|
||||
|
||||
/** Create a simple circular button with a text label. */
|
||||
private createButtonVisual(
|
||||
parent: Node,
|
||||
rect: { cx: number; cy: number; w: number; h: number },
|
||||
label: string,
|
||||
tint: Color,
|
||||
): Node {
|
||||
const root = new Node(`Btn_${label}`);
|
||||
root.layer = parent.layer;
|
||||
parent.addChild(root);
|
||||
const radius = Math.min(rect.w, rect.h) / 2;
|
||||
const rootUt = root.addComponent(UITransform);
|
||||
rootUt.setContentSize(rect.w, rect.h);
|
||||
root.setPosition(new Vec3(rect.cx - DESIGN_WIDTH / 2, rect.cy - DESIGN_HEIGHT / 2, 0));
|
||||
|
||||
// Circle background.
|
||||
const bg = new Node('Bg');
|
||||
bg.layer = parent.layer;
|
||||
root.addChild(bg);
|
||||
const bgUt = bg.addComponent(UITransform);
|
||||
bgUt.setContentSize(rect.w, rect.h);
|
||||
const bgGfx = bg.addComponent(Graphics);
|
||||
bgGfx.fillColor = tint;
|
||||
bgGfx.strokeColor = new Color(255, 255, 255, 120);
|
||||
bgGfx.circle(0, 0, radius);
|
||||
bgGfx.fill();
|
||||
bgGfx.stroke();
|
||||
|
||||
// Text label.
|
||||
const lblNode = new Node('Label');
|
||||
lblNode.layer = parent.layer;
|
||||
root.addChild(lblNode);
|
||||
const lblUt = lblNode.addComponent(UITransform);
|
||||
lblUt.setContentSize(rect.w, rect.h);
|
||||
const lbl = lblNode.addComponent(Label);
|
||||
lbl.string = label;
|
||||
lbl.fontSize = 28;
|
||||
lbl.lineHeight = 28;
|
||||
lbl.color = new Color(255, 255, 255, 220);
|
||||
|
||||
return root;
|
||||
}
|
||||
|
||||
// ======================================================================
|
||||
// Input event subscription
|
||||
// ======================================================================
|
||||
|
||||
private subscribeInputEvents(): void {
|
||||
// Defensive: clear any stale handlers left by a previous LevelEntry
|
||||
// instance that was destroyed before unsubscribeInputEvents() ran.
|
||||
// Only clear the events that LevelEntry registers — not ButtonVisualChanged
|
||||
// or other events that might be registered by other components.
|
||||
const eventsToClear = [
|
||||
InputEvents.JoystickMove,
|
||||
InputEvents.JumpPressed,
|
||||
InputEvents.JumpReleased,
|
||||
InputEvents.ShurikenPressed,
|
||||
InputEvents.ShurikenReleased,
|
||||
InputEvents.NinjaSwordPressed,
|
||||
InputEvents.NinjaSwordReleased,
|
||||
];
|
||||
for (const event of eventsToClear) {
|
||||
globalEventBus.off(event);
|
||||
}
|
||||
|
||||
const onJoystickMove = (payload: { dx: number; dy: number; klass: JoystickAngleClass }) => {
|
||||
console.log('[LevelEntry] JoystickMove:', payload.klass);
|
||||
this.currentJoystickKlass = payload.klass;
|
||||
if (payload.klass === 'none') {
|
||||
this.currentHorizontalInput = 0;
|
||||
} else if (payload.dx >= 0) {
|
||||
this.currentHorizontalInput = 1;
|
||||
} else {
|
||||
this.currentHorizontalInput = -1;
|
||||
}
|
||||
};
|
||||
|
||||
const onJumpPressed = () => {
|
||||
const nowMs = globalTimeMgr.realTime * 1000;
|
||||
console.log('[LevelEntry] JumpPressed at nowMs=', nowMs, 'realTime=', globalTimeMgr.realTime);
|
||||
this.jumpStateProvider.setLastJumpPressTs(nowMs);
|
||||
this.jumpCtrl.pressJump(nowMs);
|
||||
};
|
||||
|
||||
const onJumpReleased = (payload: { holdMs: number }) => {
|
||||
const nowMs = globalTimeMgr.realTime * 1000;
|
||||
console.log('[LevelEntry] JumpReleased holdMs=', payload.holdMs);
|
||||
this.jumpCtrl.releaseJump(nowMs, this.currentJoystickKlass, this.psm.color);
|
||||
};
|
||||
|
||||
const onShurikenPressed = () => {
|
||||
const nowMs = globalTimeMgr.realTime * 1000;
|
||||
console.log('[LevelEntry] ShurikenPressed at nowMs=', nowMs, 'active=', this.attackCtrl.getActive(), 'pressed=', this.attackCtrl.isPressed(WeaponType.Shuriken));
|
||||
this.attackCtrl.press(WeaponType.Shuriken, nowMs);
|
||||
};
|
||||
|
||||
const onShurikenReleased = () => {
|
||||
console.log('[LevelEntry] ShurikenReleased');
|
||||
this.attackCtrl.release(WeaponType.Shuriken);
|
||||
};
|
||||
|
||||
const onNinjaSwordPressed = () => {
|
||||
const nowMs = globalTimeMgr.realTime * 1000;
|
||||
console.log('[LevelEntry] NinjaSwordPressed at nowMs=', nowMs);
|
||||
this.attackCtrl.press(WeaponType.NinjaSword, nowMs);
|
||||
};
|
||||
|
||||
const onNinjaSwordReleased = () => {
|
||||
console.log('[LevelEntry] NinjaSwordReleased');
|
||||
this.attackCtrl.release(WeaponType.NinjaSword);
|
||||
};
|
||||
|
||||
const handlers: Array<[string, (payload: any) => void]> = [
|
||||
[InputEvents.JoystickMove, onJoystickMove],
|
||||
[InputEvents.JumpPressed, onJumpPressed],
|
||||
[InputEvents.JumpReleased, onJumpReleased],
|
||||
[InputEvents.ShurikenPressed, onShurikenPressed],
|
||||
[InputEvents.ShurikenReleased, onShurikenReleased],
|
||||
[InputEvents.NinjaSwordPressed, onNinjaSwordPressed],
|
||||
[InputEvents.NinjaSwordReleased, onNinjaSwordReleased],
|
||||
];
|
||||
|
||||
for (const [event, handler] of handlers) {
|
||||
globalEventBus.on(event, handler);
|
||||
this.boundHandlers.push([event, handler]);
|
||||
}
|
||||
console.log('[LevelEntry] subscribeInputEvents done — registered', handlers.length, 'handlers. Listener counts:',
|
||||
Object.values(InputEvents).map(e => `${e}=${globalEventBus.listenerCount(e)}`).join(', '));
|
||||
}
|
||||
|
||||
private unsubscribeInputEvents(): void {
|
||||
for (const [event, handler] of this.boundHandlers) {
|
||||
globalEventBus.off(event, handler);
|
||||
}
|
||||
this.boundHandlers.length = 0;
|
||||
}
|
||||
|
||||
// ======================================================================
|
||||
// Visual sync — physics coords → Cocos node positions
|
||||
// ======================================================================
|
||||
|
||||
/** Convert physics world coords (+y up) to Cocos node position (centred at 0,0). */
|
||||
private physicsToCocos(physX: number, physY: number): Vec3 {
|
||||
return new Vec3(
|
||||
physX - DESIGN_WIDTH / 2 - this.camera.offsetX,
|
||||
physY - DESIGN_HEIGHT / 2 - this.camera.offsetY,
|
||||
0,
|
||||
);
|
||||
}
|
||||
|
||||
private syncHeroNode(): void {
|
||||
if (!this.heroNode || !this.heroNode.isValid) return;
|
||||
const pos = this.physicsToCocos(this.motion.aabb.x, this.motion.aabb.y);
|
||||
this.heroNode.setPosition(pos);
|
||||
|
||||
// Flip sprite based on horizontal velocity.
|
||||
if (this.motion.vx > 0) {
|
||||
this.heroNode.setScale(Math.abs(this.heroNode.scale.x), this.heroNode.scale.y, this.heroNode.scale.z);
|
||||
} else if (this.motion.vx < 0) {
|
||||
this.heroNode.setScale(-Math.abs(this.heroNode.scale.x), this.heroNode.scale.y, this.heroNode.scale.z);
|
||||
}
|
||||
|
||||
// Update color-state texture.
|
||||
this.updateHeroTexture();
|
||||
}
|
||||
|
||||
private _lastColorState: PlayerColorState = PlayerColorState.Red;
|
||||
private updateHeroTexture(): void {
|
||||
if (this.psm.color === this._lastColorState) return;
|
||||
this._lastColorState = this.psm.color;
|
||||
if (!this.heroNode || !this.heroNode.isValid) return;
|
||||
|
||||
const texMap: Record<PlayerColorState, string> = {
|
||||
[PlayerColorState.Red]: 'textures/characters/kage_red',
|
||||
[PlayerColorState.Green]: 'textures/characters/kage_green',
|
||||
[PlayerColorState.Yellow]: 'textures/characters/kage_yellow',
|
||||
};
|
||||
// Recreate the hero node with the new texture.
|
||||
// Use the physics model position directly (avoids CC 3.x Node.position getter issues).
|
||||
const cocosPos = this.physicsToCocos(this.motion.aabb.x, this.motion.aabb.y);
|
||||
const facingRight = this.motion.vx >= 0;
|
||||
this.heroNode.destroy();
|
||||
this.heroNode = createSpriteSheetFrame(
|
||||
this.node,
|
||||
texMap[this.psm.color],
|
||||
0,
|
||||
16, 32,
|
||||
cocosPos.x, cocosPos.y,
|
||||
16 * HERO_SCALE, 32 * HERO_SCALE,
|
||||
{ name: 'Hero' },
|
||||
);
|
||||
if (!facingRight) {
|
||||
this.heroNode.setScale(-HERO_SCALE, HERO_SCALE, HERO_SCALE);
|
||||
}
|
||||
// Newly-added hero sprite would otherwise sit on top of the ctrl
|
||||
// layer and shadow touch input — promote ctrl layer back to top.
|
||||
this.promoteCtrlLayerToTop();
|
||||
}
|
||||
|
||||
private syncEnemyNodes(): void {
|
||||
for (const [enemy, node] of this.enemyNodes) {
|
||||
if (!node.isValid || !enemy.alive) {
|
||||
if (node.isValid) {
|
||||
node.active = false;
|
||||
}
|
||||
continue;
|
||||
}
|
||||
const pos = this.physicsToCocos(enemy.pos.x, enemy.pos.y);
|
||||
node.setPosition(pos);
|
||||
}
|
||||
}
|
||||
|
||||
private syncParallax(): void {
|
||||
for (const layer of PARALLAX_LAYERS) {
|
||||
const node = this.bgNodes.get(layer);
|
||||
if (!node || !node.isValid) continue;
|
||||
const offset = this.camera.offsetForLayer(layer);
|
||||
// Parallax scroll: camera moves right → bg shifts left; camera moves up → bg shifts down.
|
||||
node.setPosition(new Vec3(-offset.x, -offset.y, 0));
|
||||
}
|
||||
}
|
||||
|
||||
// ======================================================================
|
||||
// Projectile handling (visual only — spawn & move)
|
||||
// ======================================================================
|
||||
|
||||
private processEnemyActions(actions: IEnemyAction[]): void {
|
||||
for (const action of actions) {
|
||||
if (action.kind === 'fire_bullet' && action.originX !== undefined && action.originY !== undefined) {
|
||||
this.spawnProjectile(
|
||||
action.attackType ?? 'shuriken',
|
||||
action.originX,
|
||||
action.originY,
|
||||
action.velX ?? 0,
|
||||
action.velY ?? 0,
|
||||
true, // enemy projectile → red tint
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private processPlayerAttacks(attacks: IAttackDispatchEvent[]): void {
|
||||
for (const atk of attacks) {
|
||||
const heroX = this.motion.aabb.x;
|
||||
const heroY = this.motion.aabb.y;
|
||||
const direction = this.motion.vx >= 0 ? 1 : -1;
|
||||
|
||||
if (atk.weapon === WeaponType.Shuriken) {
|
||||
this.spawnProjectile(
|
||||
'shuriken',
|
||||
heroX + direction * 20,
|
||||
heroY + 10,
|
||||
direction * 350,
|
||||
0,
|
||||
false, // player projectile → white tint
|
||||
);
|
||||
} else if (atk.weapon === WeaponType.NinjaSword) {
|
||||
// Sword is melee — check hit against enemies directly.
|
||||
this.processSwordHit(heroX, heroY, direction);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private processSwordHit(heroX: number, heroY: number, direction: number): void {
|
||||
const swordRange = 50;
|
||||
const weaponCfg = this.cfg.weapon(WeaponType.NinjaSword);
|
||||
for (const enemy of this.enemyMgr.all) {
|
||||
if (!enemy.alive) continue;
|
||||
const dx = enemy.pos.x - heroX;
|
||||
const dy = enemy.pos.y - heroY;
|
||||
if (Math.abs(dx) <= swordRange && Math.abs(dy) <= 40 && (direction >= 0 ? dx >= 0 : dx <= 0)) {
|
||||
const remainingHp = this.dmgSystem.applyToEnemy(enemy.hp, weaponCfg.damage);
|
||||
enemy.hp = remainingHp;
|
||||
if (remainingHp <= 0) {
|
||||
this.enemyMgr.kill(enemy);
|
||||
this.mgr.onEnemyKilled(enemy.type);
|
||||
// Hide the visual node.
|
||||
const node = this.enemyNodes.get(enemy);
|
||||
if (node && node.isValid) node.active = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
// Sword active parry window (req 3.7-3.8).
|
||||
this.psm.setSwordActive(true);
|
||||
// Deactivate after a short delay (handled by next frame reset).
|
||||
setTimeout(() => this.psm.setSwordActive(false), 200);
|
||||
|
||||
// Visual feedback: brief slash arc in front of the hero.
|
||||
this.showSwordSlash(heroX, heroY, direction);
|
||||
}
|
||||
|
||||
/** Show a brief slash flash in front of the hero for visual feedback. */
|
||||
private showSwordSlash(physX: number, physY: number, direction: number): void {
|
||||
const pos = this.physicsToCocos(physX + direction * 35, physY);
|
||||
const slashNode = new Node('SwordSlash');
|
||||
slashNode.layer = this.node.layer;
|
||||
this.node.addChild(slashNode);
|
||||
const ut = slashNode.addComponent(UITransform);
|
||||
ut.setContentSize(40, 50);
|
||||
slashNode.setPosition(new Vec3(pos.x, pos.y, 0));
|
||||
const sp = slashNode.addComponent(Sprite);
|
||||
sp.sizeMode = Sprite.SizeMode.CUSTOM;
|
||||
sp.color = new Color(255, 255, 220, 200);
|
||||
// Restore ctrl-layer Z-order after appending the slash sprite.
|
||||
this.promoteCtrlLayerToTop();
|
||||
// Auto-remove after 120ms.
|
||||
setTimeout(() => {
|
||||
if (slashNode.isValid) {
|
||||
slashNode.removeFromParent();
|
||||
slashNode.destroy();
|
||||
}
|
||||
}, 120);
|
||||
}
|
||||
|
||||
private spawnProjectile(
|
||||
attackType: string,
|
||||
x: number, y: number,
|
||||
velX: number, velY: number,
|
||||
isEnemy: boolean,
|
||||
): void {
|
||||
const resPath = attackType === 'fireball'
|
||||
? 'textures/fx/parry_spark' // reuse spark as fireball placeholder
|
||||
: attackType === 'smoke_bomb'
|
||||
? 'textures/fx/jump_dust' // reuse dust as smoke placeholder
|
||||
: isEnemy
|
||||
? 'textures/enemies/qing_ren' // enemy shuriken uses enemy sheet
|
||||
: 'textures/characters/kage_red'; // player shuriken uses hero sheet
|
||||
const projSize = attackType === 'smoke_bomb' ? 24 : 20;
|
||||
const frameSize = 16;
|
||||
const node = createSpriteSheetFrame(
|
||||
this.node,
|
||||
resPath,
|
||||
0,
|
||||
frameSize, frameSize,
|
||||
0, 0, // position set in syncProjectiles
|
||||
projSize, projSize,
|
||||
{ name: `Projectile_${attackType}`, flipX: isEnemy },
|
||||
);
|
||||
// Store physics state on the node's userData for movement tracking.
|
||||
(node as any)._projState = { x, y, velX, velY, isEnemy, attackType, alive: true };
|
||||
this.projectileNodes.push(node);
|
||||
// Restore ctrl-layer Z-order after appending the projectile sprite.
|
||||
this.promoteCtrlLayerToTop();
|
||||
}
|
||||
|
||||
private syncProjectiles(dt: number): void {
|
||||
const toRemove: number[] = [];
|
||||
for (let i = 0; i < this.projectileNodes.length; i++) {
|
||||
const node = this.projectileNodes[i];
|
||||
const state = (node as any)._projState;
|
||||
if (!state || !state.alive || !node.isValid) {
|
||||
toRemove.push(i);
|
||||
continue;
|
||||
}
|
||||
// Move the projectile.
|
||||
state.x += state.velX * dt;
|
||||
state.y += state.velY * dt;
|
||||
const pos = this.physicsToCocos(state.x, state.y);
|
||||
node.setPosition(pos);
|
||||
|
||||
// Check bounds — remove if far outside the camera's culling rect.
|
||||
const cull = this.camera.cullRect();
|
||||
const margin = 200;
|
||||
if (state.x < cull.leftX - margin || state.x > cull.rightX + margin ||
|
||||
state.y < cull.bottomY - margin || state.y > cull.topY + margin) {
|
||||
state.alive = false;
|
||||
toRemove.push(i);
|
||||
continue;
|
||||
}
|
||||
|
||||
// Check collision.
|
||||
if (state.isEnemy) {
|
||||
// Enemy projectile → check against player.
|
||||
const dx = state.x - this.motion.aabb.x;
|
||||
const dy = state.y - this.motion.aabb.y;
|
||||
if (Math.abs(dx) < 20 && Math.abs(dy) < 30) {
|
||||
const outcome = this.dmgSystem.applyToPlayer({
|
||||
attackType: state.attackType as any,
|
||||
attackerX: state.x,
|
||||
attackerY: state.y,
|
||||
victimX: this.motion.aabb.x,
|
||||
victimY: this.motion.aabb.y,
|
||||
});
|
||||
// Only destroy the projectile if it actually dealt damage
|
||||
// (downgraded or died). On 'no_effect' (i-frames / parry),
|
||||
// let the projectile fly through the player unharmed.
|
||||
if (outcome && outcome.kind !== 'no_effect') {
|
||||
state.alive = false;
|
||||
toRemove.push(i);
|
||||
}
|
||||
}
|
||||
} else {
|
||||
// Player projectile → check against enemies.
|
||||
for (const enemy of this.enemyMgr.all) {
|
||||
if (!enemy.alive) continue;
|
||||
const dx = state.x - enemy.pos.x;
|
||||
const dy = state.y - enemy.pos.y;
|
||||
if (Math.abs(dx) < 20 && Math.abs(dy) < 20) {
|
||||
const weaponCfg = this.cfg.weapon(WeaponType.Shuriken);
|
||||
const remainingHp = this.dmgSystem.applyToEnemy(enemy.hp, weaponCfg.damage);
|
||||
enemy.hp = remainingHp;
|
||||
if (remainingHp <= 0) {
|
||||
this.enemyMgr.kill(enemy);
|
||||
this.mgr.onEnemyKilled(enemy.type);
|
||||
const eNode = this.enemyNodes.get(enemy);
|
||||
if (eNode && eNode.isValid) eNode.active = false;
|
||||
}
|
||||
state.alive = false;
|
||||
toRemove.push(i);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
// Remove dead projectiles (iterate in reverse).
|
||||
for (let i = toRemove.length - 1; i >= 0; i--) {
|
||||
const idx = toRemove[i];
|
||||
const node = this.projectileNodes[idx];
|
||||
if (node && node.isValid) {
|
||||
node.removeFromParent();
|
||||
node.destroy();
|
||||
}
|
||||
this.projectileNodes.splice(idx, 1);
|
||||
}
|
||||
}
|
||||
|
||||
// ======================================================================
|
||||
// Scene flow
|
||||
// ======================================================================
|
||||
|
||||
private deriveNextScene(): string {
|
||||
const map: Record<string, string> = {
|
||||
'1-1': 'Level_1_2',
|
||||
@@ -60,17 +935,18 @@ export class LevelEntry extends Component {
|
||||
return map[this.levelId] ?? 'Settlement';
|
||||
}
|
||||
|
||||
private buildDefaultUI(): void {
|
||||
ensureCanvasSize(this.node);
|
||||
createLabel(this.node, `Level ${this.levelId}`, 0, DESIGN_HEIGHT / 2 - 50, 28, Color.WHITE);
|
||||
this.hudNode = createLabel(
|
||||
this.node,
|
||||
'Time: --',
|
||||
0,
|
||||
DESIGN_HEIGHT / 2 - 90,
|
||||
22,
|
||||
new Color(255, 220, 120, 255),
|
||||
);
|
||||
private pickThemeFolder(): 'forest' | 'castle_wall' | 'demon_castle' {
|
||||
switch (this.levelId) {
|
||||
case '1-1':
|
||||
case '1-2':
|
||||
return 'forest';
|
||||
case '1-3':
|
||||
case '1-4':
|
||||
return 'castle_wall';
|
||||
case '1-5':
|
||||
default:
|
||||
return 'demon_castle';
|
||||
}
|
||||
}
|
||||
|
||||
private refreshHud(): void {
|
||||
@@ -78,7 +954,8 @@ export class LevelEntry extends Component {
|
||||
const lb = this.hudNode.getComponent(Label);
|
||||
if (lb) {
|
||||
const r = this.mgr.result();
|
||||
lb.string = `Time: ${Math.max(0, Math.ceil(r.remainingSec))}s Kills: ${Object.values(r.kills).reduce((a, b) => a + b, 0)}`;
|
||||
const colorStr = this.psm.color.charAt(0).toUpperCase() + this.psm.color.slice(1);
|
||||
lb.string = `Time: ${Math.max(0, Math.ceil(r.remainingSec))}s Kills: ${Object.values(r.kills).reduce((a, b) => a + b, 0)} Lives: ${this.psm.lives} [${colorStr}]`;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
import { _decorator, Component, director, Node, Label, Button, UITransform, Color, Vec3, Graphics } from 'cc';
|
||||
import { _decorator, Component, director, Node, Label, Button, UITransform, Color, Vec3, Graphics, Sprite, SpriteFrame, Texture2D, resources, Rect, Size, ImageAsset } from 'cc';
|
||||
import { UIFlowMgr, ISceneEnter } from '../ui/UIFlowMgr';
|
||||
import { DESIGN_WIDTH, DESIGN_HEIGHT } from '../common/Constants';
|
||||
|
||||
@@ -28,6 +28,16 @@ const LEVEL_SCENE_MAP: Record<string, string> = {
|
||||
'1-5-boss': 'Boss_ShuangHuanFang',
|
||||
};
|
||||
|
||||
/** Level definitions for the level-select screen (chapter 1 MVP). */
|
||||
const LEVEL_DEFS: ReadonlyArray<{ id: string; label: string }> = [
|
||||
{ id: '1-1', label: '1-1 森林入口' },
|
||||
{ id: '1-2', label: '1-2 竹林深处' },
|
||||
{ id: '1-3', label: '1-3 城墙之下' },
|
||||
{ id: '1-4', label: '1-4 密道暗行' },
|
||||
{ id: '1-5', label: '1-5 魔城前庭' },
|
||||
{ id: '1-5-boss', label: 'Boss 双幻坊' },
|
||||
];
|
||||
|
||||
/**
|
||||
* MainMenu scene entry (task 9.2 hookup).
|
||||
*
|
||||
@@ -35,9 +45,13 @@ const LEVEL_SCENE_MAP: Record<string, string> = {
|
||||
* callback into a concrete `director.loadScene` call. Attach this component
|
||||
* to the root node of `MainMenu.scene`.
|
||||
*
|
||||
* When `autoBuildUI` is enabled (default), two centered buttons (Start /
|
||||
* Settings) and a title label are created programmatically so the scene is
|
||||
* usable out of the box even before any art pass.
|
||||
* Supports two display modes reusing the same scene:
|
||||
* - **main_menu**: title + Start / Settings buttons
|
||||
* - **level_select**: chapter heading + level buttons + Back button
|
||||
*
|
||||
* When `autoBuildUI` is enabled (default), all UI is created
|
||||
* programmatically so the scene is usable out of the box even before
|
||||
* any art pass.
|
||||
*/
|
||||
@ccclass('MainMenuEntry')
|
||||
export class MainMenuEntry extends Component {
|
||||
@@ -45,12 +59,16 @@ export class MainMenuEntry extends Component {
|
||||
public autoBuildUI: boolean = true;
|
||||
|
||||
private flow: UIFlowMgr | undefined;
|
||||
/** Nodes created in main-menu mode, so we can remove them when switching. */
|
||||
private menuNodes: Node[] = [];
|
||||
/** Nodes created in level-select mode, so we can remove them when switching. */
|
||||
private levelSelectNodes: Node[] = [];
|
||||
|
||||
protected onLoad(): void {
|
||||
this.flow = new UIFlowMgr(undefined, {
|
||||
onSceneEnter: (ev) => this.handleSceneEnter(ev),
|
||||
});
|
||||
if (this.autoBuildUI) this.buildDefaultUI();
|
||||
if (this.autoBuildUI) this.buildMainMenuUI();
|
||||
}
|
||||
|
||||
/** Bind this to the "Start" button's click event in the Inspector. */
|
||||
@@ -63,8 +81,20 @@ export class MainMenuEntry extends Component {
|
||||
this.flow?.onOpenSettings();
|
||||
}
|
||||
|
||||
/** Pick a level from the level-select screen. */
|
||||
public onPressLevel(levelId: string): void {
|
||||
this.flow?.onPickLevel(levelId);
|
||||
}
|
||||
|
||||
/** Go back from level-select to main-menu. */
|
||||
public onPressBackToMenu(): void {
|
||||
this.showMainMenu();
|
||||
}
|
||||
|
||||
private handleSceneEnter(ev: ISceneEnter): void {
|
||||
const payload = ev.payload ?? {};
|
||||
|
||||
// gameplay: always load a different scene.
|
||||
if (ev.scene === 'gameplay' && typeof payload.levelId === 'string') {
|
||||
const physical = LEVEL_SCENE_MAP[payload.levelId];
|
||||
if (physical) {
|
||||
@@ -72,28 +102,100 @@ export class MainMenuEntry extends Component {
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// level_select: we reuse this scene — just swap UI panels.
|
||||
if (ev.scene === 'level_select') {
|
||||
this.showLevelSelect();
|
||||
return;
|
||||
}
|
||||
|
||||
// settings: for MVP, overlayed on MainMenu — just swap to menu mode.
|
||||
if (ev.scene === 'settings') {
|
||||
this.showMainMenu();
|
||||
return;
|
||||
}
|
||||
|
||||
// For any other scene (boot / story_intro / settlement / main_menu),
|
||||
// load the physical scene normally.
|
||||
const physical = SCENE_MAP[ev.scene];
|
||||
if (physical) director.loadScene(physical);
|
||||
if (physical && ev.scene !== 'main_menu') {
|
||||
director.loadScene(physical);
|
||||
} else if (ev.scene === 'main_menu') {
|
||||
this.showMainMenu();
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------
|
||||
// UI mode switching
|
||||
// ------------------------------------------------------------------
|
||||
|
||||
private showMainMenu(): void {
|
||||
this.clearNodes(this.levelSelectNodes);
|
||||
if (this.menuNodes.length === 0 && this.autoBuildUI) {
|
||||
this.buildMainMenuUI();
|
||||
}
|
||||
}
|
||||
|
||||
private showLevelSelect(): void {
|
||||
this.clearNodes(this.menuNodes);
|
||||
if (this.levelSelectNodes.length === 0 && this.autoBuildUI) {
|
||||
this.buildLevelSelectUI();
|
||||
}
|
||||
}
|
||||
|
||||
private clearNodes(arr: Node[]): void {
|
||||
for (const n of arr) {
|
||||
if (n.isValid) {
|
||||
n.removeFromParent();
|
||||
n.destroy();
|
||||
}
|
||||
}
|
||||
arr.length = 0;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------
|
||||
// Auto-built UI (development affordance; art pass will replace it)
|
||||
// ------------------------------------------------------------------
|
||||
private buildDefaultUI(): void {
|
||||
private buildMainMenuUI(): void {
|
||||
// Ensure the host node has a UITransform matching the design resolution.
|
||||
ensureCanvasSize(this.node);
|
||||
|
||||
// Title.
|
||||
createLabel(this.node, '影 之 传 说', 0, 140, 44, Color.WHITE);
|
||||
this.menuNodes.push(createLabel(this.node, '影 之 传 说', 0, 140, 44, Color.WHITE));
|
||||
|
||||
// Start button (centered, 40 above origin).
|
||||
createButton(this.node, 'Start', 0, 40, 220, 60, () => this.onPressStart());
|
||||
this.menuNodes.push(createButton(this.node, 'Start', 0, 40, 220, 60, () => this.onPressStart()));
|
||||
|
||||
// Settings button (centered, 40 below origin).
|
||||
createButton(this.node, 'Settings', 0, -40, 220, 60, () => this.onPressSettings());
|
||||
this.menuNodes.push(createButton(this.node, 'Settings', 0, -40, 220, 60, () => this.onPressSettings()));
|
||||
|
||||
// Hint line at the bottom.
|
||||
createLabel(this.node, 'Chapter 1 · MVP', 0, -200, 20, new Color(180, 180, 180, 255));
|
||||
this.menuNodes.push(createLabel(this.node, 'Chapter 1 · MVP', 0, -200, 20, new Color(180, 180, 180, 255)));
|
||||
}
|
||||
|
||||
private buildLevelSelectUI(): void {
|
||||
ensureCanvasSize(this.node);
|
||||
|
||||
// Chapter heading.
|
||||
this.levelSelectNodes.push(
|
||||
createLabel(this.node, '第一章 青叶之刃', 0, 220, 36, Color.WHITE),
|
||||
);
|
||||
|
||||
// Level buttons — laid out vertically with even spacing.
|
||||
const startY = 140;
|
||||
const gapY = 55;
|
||||
for (let i = 0; i < LEVEL_DEFS.length; i++) {
|
||||
const def = LEVEL_DEFS[i];
|
||||
const y = startY - i * gapY;
|
||||
this.levelSelectNodes.push(
|
||||
createButton(this.node, def.label, 0, y, 280, 44, () => this.onPressLevel(def.id)),
|
||||
);
|
||||
}
|
||||
|
||||
// Back button at the bottom.
|
||||
this.levelSelectNodes.push(
|
||||
createButton(this.node, 'Back', 0, -200, 160, 44, () => this.onPressBackToMenu()),
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -179,4 +281,150 @@ function createButton(
|
||||
}
|
||||
|
||||
// Re-export helpers so sibling Scene Entries can reuse them.
|
||||
export { ensureCanvasSize, createLabel, createButton };
|
||||
export { ensureCanvasSize, createLabel, createButton, createSprite, createSpriteSheetFrame, createSolidRect };
|
||||
|
||||
// ======================================================================
|
||||
// Sprite helpers (task 10.1 hookup) — load a PNG from `resources/` and
|
||||
// attach it to a fresh child Node. Returned synchronously; the Sprite's
|
||||
// `spriteFrame` is assigned once `resources.load` resolves.
|
||||
//
|
||||
// Paths passed in are **relative to `assets/resources`** and **without
|
||||
// extension**. Example: `textures/characters/kage_red` — the helper will
|
||||
// append `/spriteFrame` automatically.
|
||||
// ======================================================================
|
||||
|
||||
// ======================================================================
|
||||
// Internal: Load a PNG from `resources/` as a SpriteFrame.
|
||||
//
|
||||
// Strategy — try two paths so it works regardless of .meta type:
|
||||
// 1. `resources.load(path, SpriteFrame)` — works when the .meta has
|
||||
// `type: "sprite-frame"` (Creator auto-generates the sub-asset).
|
||||
// 2. Fallback: `resources.load(path, ImageAsset)` → Texture2D →
|
||||
// SpriteFrame — works when .meta has `type: "texture"`.
|
||||
// ======================================================================
|
||||
|
||||
function _loadSpriteFrameFromImage(
|
||||
resPath: string,
|
||||
onReady: (sf: SpriteFrame) => void,
|
||||
): void {
|
||||
// Try the direct SpriteFrame path first (works with sprite-frame meta).
|
||||
resources.load(resPath, SpriteFrame, (err, sf) => {
|
||||
if (!err && sf) {
|
||||
onReady(sf as SpriteFrame);
|
||||
return;
|
||||
}
|
||||
// Fallback: load raw image and build SpriteFrame manually.
|
||||
resources.load(resPath, ImageAsset, (err2, imgAsset) => {
|
||||
if (err2 || !imgAsset) {
|
||||
console.warn(`[_loadSpriteFrameFromImage] Failed to load '${resPath}' (both paths):`, err, err2);
|
||||
return;
|
||||
}
|
||||
const tex = new Texture2D();
|
||||
tex.image = imgAsset as ImageAsset;
|
||||
const frame = new SpriteFrame();
|
||||
frame.texture = tex;
|
||||
frame.rect = new Rect(0, 0, tex.width, tex.height);
|
||||
frame.originalSize = new Size(tex.width, tex.height);
|
||||
onReady(frame);
|
||||
});
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* Create a child Node with a Sprite that displays the entire PNG at
|
||||
* `resPath`. If `w` / `h` are omitted the node will be resized to the
|
||||
* native image size once the texture finishes loading.
|
||||
*
|
||||
* NOTE: Loads via `ImageAsset` → `Texture2D` → `SpriteFrame` pipeline
|
||||
* instead of relying on a `/spriteFrame` sub-asset, because PNG .meta
|
||||
* files may not have `type: "sprite-frame"`.
|
||||
*/
|
||||
function createSprite(
|
||||
parent: Node,
|
||||
resPath: string,
|
||||
x: number,
|
||||
y: number,
|
||||
w?: number,
|
||||
h?: number,
|
||||
opts?: { name?: string; color?: Color; flipX?: boolean }
|
||||
): Node {
|
||||
const n = new Node(opts?.name ?? `Sprite_${resPath.split('/').pop()}`);
|
||||
n.layer = parent.layer;
|
||||
parent.addChild(n);
|
||||
const ut = n.addComponent(UITransform);
|
||||
if (w != null && h != null) ut.setContentSize(w, h);
|
||||
const sp = n.addComponent(Sprite);
|
||||
sp.sizeMode = Sprite.SizeMode.CUSTOM;
|
||||
if (opts?.color) sp.color = opts.color;
|
||||
n.setPosition(new Vec3(x, y, 0));
|
||||
if (opts?.flipX) n.setScale(-Math.abs(n.scale.x), n.scale.y, n.scale.z);
|
||||
|
||||
_loadSpriteFrameFromImage(resPath, (sf) => {
|
||||
if (!n.isValid) return;
|
||||
sp.spriteFrame = sf;
|
||||
if (w == null || h == null) {
|
||||
ut.setContentSize(sf.rect.width, sf.rect.height);
|
||||
}
|
||||
});
|
||||
return n;
|
||||
}
|
||||
|
||||
/**
|
||||
* Create a child Node that renders a single frame out of a horizontal
|
||||
* sprite-sheet PNG. `frameIndex` is 0-based; `frameW`/`frameH` describe
|
||||
* each frame's pixel size; the sheet is expected to lay frames left-to-
|
||||
* right in one row (matches `gen_pixel_art_assets.py`).
|
||||
*
|
||||
* The returned Node is shown at `displayW`×`displayH` (defaults to the
|
||||
* native frame size — i.e. 1 CSS px per source px).
|
||||
*/
|
||||
function createSpriteSheetFrame(
|
||||
parent: Node,
|
||||
resPath: string,
|
||||
frameIndex: number,
|
||||
frameW: number,
|
||||
frameH: number,
|
||||
x: number,
|
||||
y: number,
|
||||
displayW?: number,
|
||||
displayH?: number,
|
||||
opts?: { name?: string; flipX?: boolean }
|
||||
): Node {
|
||||
const n = new Node(opts?.name ?? `Frame_${resPath.split('/').pop()}_${frameIndex}`);
|
||||
n.layer = parent.layer;
|
||||
parent.addChild(n);
|
||||
const ut = n.addComponent(UITransform);
|
||||
ut.setContentSize(displayW ?? frameW, displayH ?? frameH);
|
||||
const sp = n.addComponent(Sprite);
|
||||
sp.sizeMode = Sprite.SizeMode.CUSTOM;
|
||||
n.setPosition(new Vec3(x, y, 0));
|
||||
if (opts?.flipX) n.setScale(-Math.abs(n.scale.x), n.scale.y, n.scale.z);
|
||||
|
||||
_loadSpriteFrameFromImage(resPath, (sf) => {
|
||||
if (!n.isValid) return;
|
||||
// Slice a single frame out of the full sheet.
|
||||
const sliced = new SpriteFrame();
|
||||
sliced.texture = sf.texture;
|
||||
sliced.rect = new Rect(frameIndex * frameW, 0, frameW, frameH);
|
||||
sliced.originalSize = new Size(frameW, frameH);
|
||||
sp.spriteFrame = sliced;
|
||||
});
|
||||
return n;
|
||||
}
|
||||
|
||||
/**
|
||||
* Utility for semi-transparent overlays (e.g. story-page text backdrop).
|
||||
*/
|
||||
function createSolidRect(parent: Node, x: number, y: number, w: number, h: number, color: Color): Node {
|
||||
const n = new Node('SolidRect');
|
||||
n.layer = parent.layer;
|
||||
parent.addChild(n);
|
||||
const ut = n.addComponent(UITransform);
|
||||
ut.setContentSize(w, h);
|
||||
const g = n.addComponent(Graphics);
|
||||
g.fillColor = color;
|
||||
g.rect(-w / 2, -h / 2, w, h);
|
||||
g.fill();
|
||||
n.setPosition(new Vec3(x, y, 0));
|
||||
return n;
|
||||
}
|
||||
|
||||
@@ -1,9 +1,16 @@
|
||||
import { _decorator, Component, director, Label, Node, Color, EventTouch, UITransform } from 'cc';
|
||||
import { _decorator, Component, director, Label, Node, Color, EventTouch, UITransform, Sprite, SpriteFrame, Texture2D, ImageAsset, Rect, Size, resources } from 'cc';
|
||||
import { ConfigMgr } from '../data/ConfigMgr';
|
||||
import { CCJsonLoader } from './CCJsonLoader';
|
||||
import { StorySceneCtrl } from '../ui/StorySceneCtrl';
|
||||
import { ensureCanvasSize, createLabel, createButton } from './MainMenuEntry';
|
||||
import {
|
||||
ensureCanvasSize,
|
||||
createLabel,
|
||||
createButton,
|
||||
createSprite,
|
||||
createSolidRect,
|
||||
} from './MainMenuEntry';
|
||||
import { DESIGN_WIDTH, DESIGN_HEIGHT } from '../common/Constants';
|
||||
import { IStoryPageConfig } from '../data/Interfaces';
|
||||
|
||||
const { ccclass, property } = _decorator;
|
||||
|
||||
@@ -30,8 +37,15 @@ export class StorySceneEntry extends Component {
|
||||
public autoBuildUI: boolean = true;
|
||||
|
||||
private ctrl: StorySceneCtrl | undefined;
|
||||
private bgNode: Node | null = null;
|
||||
|
||||
protected async onLoad(): Promise<void> {
|
||||
// Always ensure the illustration bgNode exists (even if the scene
|
||||
// was hand-built in the editor and labelNode is already bound).
|
||||
if (!this.bgNode) {
|
||||
this.ensureBgNode();
|
||||
}
|
||||
|
||||
if (this.autoBuildUI && !this.labelNode) {
|
||||
this.buildDefaultUI();
|
||||
}
|
||||
@@ -41,6 +55,7 @@ export class StorySceneEntry extends Component {
|
||||
const cfg = await this.loadStoryConfig();
|
||||
this.ctrl = new StorySceneCtrl(cfg, undefined, {
|
||||
onTextChanged: (text) => this.updateLabel(text),
|
||||
onPageEntered: (page) => this.swapIllustration(page),
|
||||
onFinished: () => director.loadScene('Level_1_1'),
|
||||
});
|
||||
const outcome = this.ctrl.start();
|
||||
@@ -75,16 +90,75 @@ export class StorySceneEntry extends Component {
|
||||
return mgr.story(this.storyId);
|
||||
}
|
||||
|
||||
private buildDefaultUI(): void {
|
||||
/** Ensure the full-screen illustration layer exists. Called even when
|
||||
* the scene was hand-built in the editor (labelNode already bound). */
|
||||
private ensureBgNode(): void {
|
||||
ensureCanvasSize(this.node);
|
||||
// Ensure the root node can receive touch (size = design resolution).
|
||||
// Central typewriter label.
|
||||
this.labelNode = createLabel(this.node, '', 0, 0, 28, Color.WHITE);
|
||||
this.bgNode = new Node('StoryIllustration');
|
||||
this.bgNode.layer = this.node.layer;
|
||||
// Added before any scrim/label nodes so it renders behind them.
|
||||
this.node.addChild(this.bgNode);
|
||||
const bgUt = this.bgNode.addComponent(UITransform);
|
||||
bgUt.setContentSize(DESIGN_WIDTH, DESIGN_HEIGHT);
|
||||
const bgSp = this.bgNode.addComponent(Sprite);
|
||||
bgSp.sizeMode = Sprite.SizeMode.CUSTOM;
|
||||
this.bgNode.setPosition(0, 0, 0);
|
||||
}
|
||||
|
||||
private buildDefaultUI(): void {
|
||||
// bgNode is already created by ensureBgNode() — just build the
|
||||
// text overlay, scrim and skip button.
|
||||
|
||||
// Dark scrim below the text area for readability.
|
||||
createSolidRect(
|
||||
this.node,
|
||||
0,
|
||||
-DESIGN_HEIGHT / 2 + 110,
|
||||
DESIGN_WIDTH,
|
||||
180,
|
||||
new Color(0, 0, 0, 170),
|
||||
);
|
||||
|
||||
// Central typewriter label (sits on top of the scrim).
|
||||
this.labelNode = createLabel(this.node, '', 0, -DESIGN_HEIGHT / 2 + 110, 26, Color.WHITE);
|
||||
const ut = this.labelNode.getComponent(UITransform);
|
||||
if (ut) ut.setContentSize(DESIGN_WIDTH - 80, DESIGN_HEIGHT - 120);
|
||||
if (ut) ut.setContentSize(DESIGN_WIDTH - 80, 160);
|
||||
const lb = this.labelNode.getComponent(Label);
|
||||
if (lb) lb.enableWrapText = true;
|
||||
|
||||
// Skip button at bottom-right.
|
||||
const skipX = DESIGN_WIDTH / 2 - 90;
|
||||
const skipY = -DESIGN_HEIGHT / 2 + 50;
|
||||
const skipY = -DESIGN_HEIGHT / 2 + 40;
|
||||
createButton(this.node, 'Skip >>', skipX, skipY, 140, 50, () => this.onSkip());
|
||||
}
|
||||
|
||||
/** Swap the full-screen illustration when the controller enters a new page. */
|
||||
private swapIllustration(page: IStoryPageConfig): void {
|
||||
if (!this.bgNode) return;
|
||||
const sp = this.bgNode.getComponent(Sprite);
|
||||
if (!sp) return;
|
||||
const path = page.illustration;
|
||||
// Strategy 1: direct SpriteFrame load (works with sprite-frame meta).
|
||||
resources.load(path, SpriteFrame, (err, sf) => {
|
||||
if (!err && sf) {
|
||||
if (this.bgNode && this.bgNode.isValid) sp.spriteFrame = sf as SpriteFrame;
|
||||
return;
|
||||
}
|
||||
// Strategy 2: ImageAsset → Texture2D → SpriteFrame fallback.
|
||||
resources.load(path, ImageAsset, (err2, imgAsset) => {
|
||||
if (err2 || !imgAsset) {
|
||||
console.warn(`[StorySceneEntry] failed to load illustration '${path}':`, err, err2);
|
||||
return;
|
||||
}
|
||||
if (!this.bgNode || !this.bgNode.isValid) return;
|
||||
const tex = new Texture2D();
|
||||
tex.image = imgAsset as ImageAsset;
|
||||
const frame = new SpriteFrame();
|
||||
frame.texture = tex;
|
||||
frame.rect = new Rect(0, 0, tex.width, tex.height);
|
||||
frame.originalSize = new Size(tex.width, tex.height);
|
||||
sp.spriteFrame = frame;
|
||||
});
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
import { _decorator, Component, EventTouch, Node, Touch, UITransform, Vec2, Vec3, view } from 'cc';
|
||||
import { _decorator, Component, EventTouch, Node, Touch, UITransform, Vec2, Vec3, view, input, Input } from 'cc';
|
||||
import { globalEventBus, globalLogger } from '../common/index';
|
||||
import { PERF_TOUCH_RESPONSE_MAX_MS } from '../common/Constants';
|
||||
import { DESIGN_WIDTH, DESIGN_HEIGHT, PERF_TOUCH_RESPONSE_MAX_MS } from '../common/Constants';
|
||||
import {
|
||||
ControlId,
|
||||
DEFAULT_LAYOUT,
|
||||
@@ -47,13 +47,43 @@ export class FloatingControlLayer extends Component {
|
||||
private layout: IFloatingLayout = DEFAULT_LAYOUT;
|
||||
private router: MultiTouchRouter = new MultiTouchRouter(DEFAULT_LAYOUT);
|
||||
|
||||
/**
|
||||
* Convert a touch point from the engine's UI coordinate space back into
|
||||
* the 960×540 design-coordinate space used by `InputModel`.
|
||||
*
|
||||
* Under `FIT_HEIGHT`, the engine may widen the visible area beyond 960px
|
||||
* on ultra-wide screens (19.5:9 etc.). `getUILocation()` returns values
|
||||
* in that wider space, but our layout & hit-test are anchored to 960×540.
|
||||
*
|
||||
* The mapping is:
|
||||
* designX = (uiX - extraLeft) * 960 / visibleWidth
|
||||
* designY = uiY * 540 / visibleHeight (always 1:1 under FIT_HEIGHT)
|
||||
*/
|
||||
private uiToDesign(uiX: number, uiY: number): { x: number; y: number } {
|
||||
const vs = view.getVisibleSize();
|
||||
const scaleX = DESIGN_WIDTH / vs.width;
|
||||
const scaleY = DESIGN_HEIGHT / vs.height;
|
||||
// Under FIT_HEIGHT the design height always equals the visible height
|
||||
// so scaleY ≈ 1, but we apply it anyway for robustness.
|
||||
return {
|
||||
x: uiX * scaleX,
|
||||
y: uiY * scaleY,
|
||||
};
|
||||
}
|
||||
|
||||
protected onLoad(): void {
|
||||
console.log('[FloatingControlLayer] onLoad — node name=', this.node?.name, 'isValid=', this.node?.isValid);
|
||||
this.applyInitialLayout();
|
||||
this.bindTouchEvents();
|
||||
console.log('[FloatingControlLayer] onLoad done — touch listeners bound');
|
||||
}
|
||||
|
||||
protected onDestroy(): void {
|
||||
console.log('[FloatingControlLayer] onDestroy — unbinding touch listeners');
|
||||
this.unbindTouchEvents();
|
||||
this.router.clear();
|
||||
this.processedPhases.clear();
|
||||
this.lastStartTs.clear();
|
||||
}
|
||||
|
||||
/** Public API — called by `UIFlowMgr` when safe-area changes. */
|
||||
@@ -98,6 +128,33 @@ export class FloatingControlLayer extends Component {
|
||||
}
|
||||
|
||||
private bindTouchEvents(): void {
|
||||
// CRITICAL: Cocos Creator 3.x has a known issue where
|
||||
// `input.off(type, cb, target)` may fail to remove listeners whose
|
||||
// target was a destroyed Component. This leaves "ghost" handlers on
|
||||
// the global input dispatcher that silently break the touch event
|
||||
// chain after scene transitions. We defensively clear ALL listeners
|
||||
// for our touch events first, then re-register — guaranteeing a
|
||||
// clean state.
|
||||
try {
|
||||
(input as any).off(Input.EventType.TOUCH_START);
|
||||
(input as any).off(Input.EventType.TOUCH_MOVE);
|
||||
(input as any).off(Input.EventType.TOUCH_END);
|
||||
(input as any).off(Input.EventType.TOUCH_CANCEL);
|
||||
} catch (e) {
|
||||
console.warn('[FloatingControlLayer] defensive input.off (no target) failed:', e);
|
||||
}
|
||||
|
||||
// PRIMARY channel: global input API — receives raw touch events
|
||||
// directly from the engine, bypassing node-tree dispatch entirely.
|
||||
input.on(Input.EventType.TOUCH_START, this.onTouchStart, this);
|
||||
input.on(Input.EventType.TOUCH_MOVE, this.onTouchMove, this);
|
||||
input.on(Input.EventType.TOUCH_END, this.onTouchEnd, this);
|
||||
input.on(Input.EventType.TOUCH_CANCEL, this.onTouchEnd, this);
|
||||
console.log('[FloatingControlLayer] bindTouchEvents — global input listeners registered');
|
||||
|
||||
// SECONDARY (back-compat): node-level listeners so that
|
||||
// `ev.propagationStopped` keeps any underlying gameplay sprite from
|
||||
// also reacting to the same touch.
|
||||
this.node.on(Node.EventType.TOUCH_START, this.onTouchStart, this);
|
||||
this.node.on(Node.EventType.TOUCH_MOVE, this.onTouchMove, this);
|
||||
this.node.on(Node.EventType.TOUCH_END, this.onTouchEnd, this);
|
||||
@@ -105,17 +162,58 @@ export class FloatingControlLayer extends Component {
|
||||
}
|
||||
|
||||
private unbindTouchEvents(): void {
|
||||
input.off(Input.EventType.TOUCH_START, this.onTouchStart, this);
|
||||
input.off(Input.EventType.TOUCH_MOVE, this.onTouchMove, this);
|
||||
input.off(Input.EventType.TOUCH_END, this.onTouchEnd, this);
|
||||
input.off(Input.EventType.TOUCH_CANCEL, this.onTouchEnd, this);
|
||||
|
||||
this.node.off(Node.EventType.TOUCH_START, this.onTouchStart, this);
|
||||
this.node.off(Node.EventType.TOUCH_MOVE, this.onTouchMove, this);
|
||||
this.node.off(Node.EventType.TOUCH_END, this.onTouchEnd, this);
|
||||
this.node.off(Node.EventType.TOUCH_CANCEL, this.onTouchEnd, this);
|
||||
}
|
||||
|
||||
/**
|
||||
* Event de-dup. Because we listen on BOTH the global `input` API and the
|
||||
* node-level `this.node.on` channel, the same touch may fire the same
|
||||
* handler twice. This set records the `"${eventKind}:${touchId}"` string
|
||||
* for touches already processed in this "phase"; the entry is cleared
|
||||
* when the corresponding END/CANCEL arrives (or START starts a new
|
||||
* phase for that id).
|
||||
*/
|
||||
private readonly processedPhases = new Set<string>();
|
||||
|
||||
private onTouchStart(ev: EventTouch): void {
|
||||
const t = ev.getUILocation();
|
||||
const start = FloatingControlLayer.now();
|
||||
const touchId = this.touchId(ev);
|
||||
const hit = this.router.begin(touchId, t.x, t.y, start);
|
||||
console.log('[FloatingControlLayer] onTouchStart — touchId=', touchId);
|
||||
const key = `start:${touchId}`;
|
||||
|
||||
// Defensive: if a stale `start` marker exists for this touchId AND
|
||||
// the router no longer has an active slot for it, the marker leaked
|
||||
// from a previous touch cycle (e.g. onTouchEnd was not called on
|
||||
// both channels, or a TOUCH_CANCEL race left the set dirty).
|
||||
// Clear it so this new touch is not silently swallowed.
|
||||
if (this.processedPhases.has(key) && !this.router.isPressedById(touchId)) {
|
||||
console.log('[FloatingControlLayer] onTouchStart — clearing stale start marker for touchId=', touchId);
|
||||
this.processedPhases.delete(key);
|
||||
}
|
||||
|
||||
if (this.processedPhases.has(key)) {
|
||||
console.log('[FloatingControlLayer] onTouchStart DEDUP-skip touchId=', touchId,
|
||||
'processedPhases=', JSON.stringify([...this.processedPhases]));
|
||||
return;
|
||||
}
|
||||
this.processedPhases.add(key);
|
||||
// A new TOUCH_START invalidates any stale END marker for the same id.
|
||||
this.processedPhases.delete(`end:${touchId}`);
|
||||
|
||||
const t = ev.getUILocation();
|
||||
const d = this.uiToDesign(t.x, t.y);
|
||||
console.log('[FloatingControlLayer] onTouchStart uiLoc=(', t.x, ',', t.y, ') design=(', d.x.toFixed(1), ',', d.y.toFixed(1), ')');
|
||||
const start = FloatingControlLayer.now();
|
||||
const hit = this.router.begin(touchId, d.x, d.y, start);
|
||||
console.log('[FloatingControlLayer] onTouchStart hit=', hit,
|
||||
'router.activeTouchCount=', this.router.activeTouchCount);
|
||||
this.recordLatency('input/touchStart', start);
|
||||
if (!hit) {
|
||||
// Let the touch fall through to the gameplay layer (req 1.3).
|
||||
@@ -133,7 +231,7 @@ export class FloatingControlLayer extends Component {
|
||||
globalEventBus.emit(InputEvents.NinjaSwordPressed, {});
|
||||
break;
|
||||
case ControlId.Joystick:
|
||||
this.broadcastJoystick(t.x, t.y);
|
||||
this.broadcastJoystick(d.x, d.y);
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
@@ -142,18 +240,36 @@ export class FloatingControlLayer extends Component {
|
||||
|
||||
private onTouchMove(ev: EventTouch): void {
|
||||
const t = ev.getUILocation();
|
||||
const d = this.uiToDesign(t.x, t.y);
|
||||
const touchId = this.touchId(ev);
|
||||
const bound = this.router.move(touchId, t.x, t.y);
|
||||
const bound = this.router.move(touchId, d.x, d.y);
|
||||
if (bound === ControlId.Joystick) {
|
||||
this.broadcastJoystick(t.x, t.y);
|
||||
this.broadcastJoystick(d.x, d.y);
|
||||
}
|
||||
}
|
||||
|
||||
private onTouchEnd(ev: EventTouch): void {
|
||||
const touchId = this.touchId(ev);
|
||||
const key = `end:${touchId}`;
|
||||
if (this.processedPhases.has(key)) {
|
||||
console.log('[FloatingControlLayer] onTouchEnd DEDUP-skip touchId=', touchId);
|
||||
return;
|
||||
}
|
||||
this.processedPhases.add(key);
|
||||
// End of this phase — allow a future TOUCH_START with the same id.
|
||||
this.processedPhases.delete(`start:${touchId}`);
|
||||
|
||||
const end = FloatingControlLayer.now();
|
||||
const bound = this.router.end(touchId);
|
||||
if (!bound) return;
|
||||
console.log('[FloatingControlLayer] onTouchEnd touchId=', touchId, 'bound=', bound,
|
||||
'slots remaining=', this.router.activeTouchCount);
|
||||
if (!bound) {
|
||||
// Touch that missed every control — still clean up its timestamp
|
||||
// record so the Map does not leak over long play sessions.
|
||||
this.lastStartTs.delete(touchId);
|
||||
this.processedPhases.delete(key);
|
||||
return;
|
||||
}
|
||||
switch (bound) {
|
||||
case ControlId.Jump: {
|
||||
const slotStart = this.lastStartTs.get(touchId);
|
||||
@@ -174,6 +290,9 @@ export class FloatingControlLayer extends Component {
|
||||
break;
|
||||
}
|
||||
this.lastStartTs.delete(touchId);
|
||||
// Allow the same phase key to be re-used on a future touch id
|
||||
// reassignment (some platforms recycle ids aggressively).
|
||||
this.processedPhases.delete(key);
|
||||
}
|
||||
|
||||
private broadcastJoystick(x: number, y: number): void {
|
||||
|
||||
@@ -109,21 +109,45 @@ export function clamp(v: number, min: number, max: number): number {
|
||||
return v < min ? min : v > max ? max : v;
|
||||
}
|
||||
|
||||
/** Hit-test tolerance (design px). Touches this far outside the visual
|
||||
* bounding box still register as a hit. This compensates for finger
|
||||
* imprecision on small touch targets (req 1.3, 20.3).
|
||||
* Increased from 10→15 to better accommodate finger-pad size on mobile. */
|
||||
export const HIT_TOLERANCE = 15;
|
||||
|
||||
/**
|
||||
* Returns true if `(x, y)` lies inside `rect`. Origin is bottom-left.
|
||||
* Used by both `isInside` and the touch router.
|
||||
* Used for the joystick which is rendered as a full rectangle.
|
||||
*/
|
||||
export function isInsideRect(rect: IHitRect, x: number, y: number): boolean {
|
||||
const halfW = rect.w / 2;
|
||||
const halfH = rect.h / 2;
|
||||
return Math.abs(x - rect.cx) <= halfW && Math.abs(y - rect.cy) <= halfH;
|
||||
return Math.abs(x - rect.cx) <= halfW + HIT_TOLERANCE && Math.abs(y - rect.cy) <= halfH + HIT_TOLERANCE;
|
||||
}
|
||||
|
||||
/** Which control (if any) is hit at `(x, y)`. Priority: attack > jump > joystick. */
|
||||
/**
|
||||
* Returns true if `(x, y)` lies inside the **circle** inscribed by `rect`.
|
||||
* Buttons are rendered as circles via `Graphics.circle`; using a circular
|
||||
* hit-test ensures the visual shape and the touch area match — no "dead
|
||||
* zones" in the corners of a rectangular hit rect that visually lie outside
|
||||
* the circle, and no missing the upper/lower arc of the circle.
|
||||
*
|
||||
* The effective radius is `min(w, h) / 2 + HIT_TOLERANCE`.
|
||||
*/
|
||||
export function isInsideCircle(rect: IHitRect, x: number, y: number): boolean {
|
||||
const radius = Math.min(rect.w, rect.h) / 2;
|
||||
const dx = x - rect.cx;
|
||||
const dy = y - rect.cy;
|
||||
return (dx * dx + dy * dy) <= (radius + HIT_TOLERANCE) * (radius + HIT_TOLERANCE);
|
||||
}
|
||||
|
||||
/** Which control (if any) is hit at `(x, y)`. Priority: attack > jump > joystick.
|
||||
* Buttons (jump, shuriken, ninjaSword) use circular hit-test to match their
|
||||
* visual shape. The joystick retains rectangular hit-test for full-area coverage. */
|
||||
export function hitTest(layout: IFloatingLayout, x: number, y: number): ControlId | null {
|
||||
if (isInsideRect(layout.ninjaSword, x, y)) return ControlId.NinjaSword;
|
||||
if (isInsideRect(layout.shuriken, x, y)) return ControlId.Shuriken;
|
||||
if (isInsideRect(layout.jump, x, y)) return ControlId.Jump;
|
||||
if (isInsideCircle(layout.ninjaSword, x, y)) return ControlId.NinjaSword;
|
||||
if (isInsideCircle(layout.shuriken, x, y)) return ControlId.Shuriken;
|
||||
if (isInsideCircle(layout.jump, x, y)) return ControlId.Jump;
|
||||
if (isInsideRect(layout.joystick, x, y)) return ControlId.Joystick;
|
||||
return null;
|
||||
}
|
||||
@@ -268,6 +292,11 @@ export class MultiTouchRouter {
|
||||
return false;
|
||||
}
|
||||
|
||||
/** Check whether a specific touchId still has an active slot in the router. */
|
||||
public isPressedById(id: number): boolean {
|
||||
return this.slots.has(id);
|
||||
}
|
||||
|
||||
/** Returns how many simultaneous fingers are currently tracked. */
|
||||
public get activeTouchCount(): number {
|
||||
return this.slots.size;
|
||||
|
||||