chore: adjust player tank's size

This commit is contained in:
jakciehan
2026-05-02 13:50:52 +08:00
parent 0e321bcea6
commit 38294c040c
35 changed files with 5767 additions and 348 deletions
+1 -1
View File
@@ -197,7 +197,7 @@ const PVP_BASE_HP = 5; // base hit points for 1v1 PVP mode
// Server Configuration
// ============================================================
// const SERVER_URL = 'ws://192.168.1.103:3000'; // local testing server URL, replace with actual server URL in production
const SERVER_URL = 'wss://www.igeek.site/games/wx/tankwar';
const SERVER_URL = 'wss://game.igeek.site/tankwar/ws';
// ============================================================
+1
View File
@@ -45,6 +45,7 @@ class PlayerTank extends Tank {
// Skin colors (reserved for future use)
this._skinColors = null;
this._skinId = 'default';
// Fire level system
this.fireLevel = FIRE_LEVEL.LV1;
+24 -2
View File
@@ -13,6 +13,7 @@ const {
DIRECTION,
DIR_VECTORS,
} = require('../base/GameGlobal');
const { drawTankSkin, DESIGN_HALF_SIZE } = require('./TankSkinRenderer');
class Tank {
/**
@@ -288,9 +289,30 @@ class Tank {
};
ctx.rotate(angles[this.direction]);
const hs = this.halfSize;
// ★ Unified skin path — any tank with a skin id uses the SAME drawing
// code as the SkinScene preview. Scale to match the actual tank size.
// Clip laterally to the collision box so wide tracks / decorations
// don't make the tank look wider than non-skinned tanks. Leave the
// top/bottom un-clipped so the barrel can extend naturally (same as
// legacy rendering).
if (this._skinId) {
const t = (typeof performance !== 'undefined' ? performance.now() : Date.now()) / 1000;
const k = this.halfSize / DESIGN_HALF_SIZE;
// Clip: lateral bounds = collision box; vertical = generous to allow barrel
const barrelExtra = this.size * 0.55; // same as legacy barrelH
ctx.beginPath();
ctx.rect(-this.halfSize, -this.halfSize - barrelExtra, this.size, this.size + barrelExtra * 2);
ctx.clip();
ctx.save();
ctx.scale(k, k);
drawTankSkin(ctx, this._skinId, this._skinColors, t);
ctx.restore();
ctx.restore();
return;
}
// Determine colors: use skin colors if this is a player tank with a skin
// ── Legacy fallback for tanks without a skin id (enemy AI, etc.) ──
const hs = this.halfSize;
let bodyColor = this.color;
let turretColor = this._darkenColor(this.color, 0.3);
let trackColor = this._darkenColor(this.color, 0.4);
File diff suppressed because it is too large Load Diff
+6 -1
View File
@@ -20,6 +20,7 @@ module.exports = {
// Menu Scene
// ============================================================
'menu.title': 'Tank Adventure',
'profile.welcome': 'Welcome {name}!',
'menu.subtitle': 'TANK WAR',
'menu.classic': 'Classic',
'menu.endless': 'Endless',
@@ -205,6 +206,7 @@ module.exports = {
'settings.sound': 'Sound',
'settings.music': 'Music',
'settings.vibration': 'Vibration',
'settings.nickname': 'Display Name',
// ============================================================
// Shop Scene (Simplified)
@@ -281,8 +283,11 @@ module.exports = {
'skin.phantom': 'Phantom',
'skin.jungle': 'Jungle',
'skin.neon': 'Neon',
'skin.shadow': 'Shadow',
'skin.nebula': 'Nebula',
'skin.royal': 'Royal',
'skin.sakura': 'Sakura',
'skin.thunder': 'Thunder',
'skin.diamond': 'Diamond',
'skin.equipped': '✓ Equipped',
'skin.owned': 'Owned',
'skin.equipSuccess': '✓ Skin equipped!',
+6 -1
View File
@@ -20,6 +20,7 @@ module.exports = {
// Menu Scene
// ============================================================
'menu.title': '坦克探险',
'profile.welcome': '欢迎 {name}',
'menu.subtitle': '经典坦克对战',
'menu.classic': '经典模式',
'menu.endless': '无尽模式',
@@ -205,6 +206,7 @@ module.exports = {
'settings.sound': '音效',
'settings.music': '音乐',
'settings.vibration': '振动',
'settings.nickname': '显示名字',
// ============================================================
// Shop Scene (Simplified)
@@ -281,8 +283,11 @@ module.exports = {
'skin.phantom': '幻影',
'skin.jungle': '丛林',
'skin.neon': '霓虹',
'skin.shadow': '暗影',
'skin.nebula': '星云',
'skin.royal': '皇家',
'skin.sakura': '樱花',
'skin.thunder': '雷电',
'skin.diamond': '钻石',
'skin.equipped': '✓ 使用中',
'skin.owned': '已拥有',
'skin.equipSuccess': '✓ 已装备!',
+75 -11
View File
@@ -51,9 +51,10 @@ class NetworkManager {
/**
* Connect to the WebSocket server.
* @param {string} serverUrl - WebSocket server URL (e.g., 'wss://example.com/ws').
* @param {number} [timeoutMs=10000] - Connect timeout in milliseconds.
* @returns {Promise<boolean>} Whether connection succeeded.
*/
connect(serverUrl) {
connect(serverUrl, timeoutMs = 10000) {
return new Promise((resolve) => {
if (this._connected || this._connecting) {
resolve(this._connected);
@@ -64,20 +65,53 @@ class NetworkManager {
this._connecting = true;
this._shouldReconnect = true;
// Guard: make sure resolve is called exactly once.
let settled = false;
const finish = (ok, reason) => {
if (settled) return;
settled = true;
if (connectTimer) {
clearTimeout(connectTimer);
connectTimer = null;
}
if (!ok) {
// Tear down broken socket so next connect() starts clean.
this._connecting = false;
this._shouldReconnect = false; // a first-time failure should NOT auto-reconnect
if (this._ws) {
try { this._ws.close({}); } catch (e) { /* ignore */ }
this._ws = null;
}
console.warn('[NetworkManager] connect() failed:', reason || 'unknown');
}
resolve(ok);
};
// Connection timeout guard (e.g. DNS/TLS hang on cellular).
let connectTimer = setTimeout(() => {
finish(false, `connect timeout after ${timeoutMs}ms, url=${serverUrl}`);
}, timeoutMs);
try {
this._ws = wx.connectSocket({
url: serverUrl,
header: { 'content-type': 'application/json' },
// Surface wx.connectSocket API-level failures (invalid url / domain not whitelisted / etc.)
success: (res) => { console.log('[NetworkManager] wx.connectSocket invoked:', res && res.errMsg); },
fail: (err) => {
console.error('[NetworkManager] wx.connectSocket API failed:', JSON.stringify(err));
finish(false, `wx.connectSocket fail: ${err && err.errMsg}`);
},
});
this._ws.onOpen(() => {
console.log('[NetworkManager] Connected to server');
console.log('[NetworkManager] Connected to server:', serverUrl);
this._connected = true;
this._connecting = false;
this._reconnectAttempts = 0;
this._startHeartbeat();
this._emit('connected');
resolve(true);
finish(true);
});
this._ws.onMessage((res) => {
@@ -85,28 +119,45 @@ class NetworkManager {
});
this._ws.onError((err) => {
console.error('[NetworkManager] WebSocket error:', err);
this._connecting = false;
// Log as much context as possible; wx error objects vary across platforms.
console.error('[NetworkManager] WebSocket error:',
(err && (err.errMsg || err.message)) || err,
'url=', serverUrl);
this._emit('error', err);
resolve(false);
// If the error arrives before we ever got onOpen, treat it as a connect failure.
if (!this._connected) {
finish(false, `onError before open: ${err && (err.errMsg || err.message)}`);
} else {
// Runtime error on an established connection — let onClose handle reconnection.
this._connecting = false;
}
});
this._ws.onClose((res) => {
console.log('[NetworkManager] Connection closed:', res.code, res.reason);
const code = res && res.code;
const reason = res && res.reason;
console.log('[NetworkManager] Connection closed:', code, reason, 'url=', serverUrl);
const wasConnected = this._connected;
this._connected = false;
this._connecting = false;
this._stopHeartbeat();
this._emit('disconnected', { code: res.code, reason: res.reason });
this._emit('disconnected', { code, reason });
// Auto-reconnect if needed
// If onClose arrives before onOpen, this is a connect failure.
if (!wasConnected) {
finish(false, `onClose before open: code=${code} reason=${reason}`);
return;
}
// Auto-reconnect only for drops on an already-established connection.
if (this._shouldReconnect && this._reconnectAttempts < this._maxReconnectAttempts) {
this._attemptReconnect();
}
});
} catch (e) {
console.error('[NetworkManager] Failed to create WebSocket:', e);
this._connecting = false;
resolve(false);
finish(false, `exception: ${e && e.message}`);
}
});
}
@@ -145,10 +196,17 @@ class NetworkManager {
return;
}
// Always include the player's current nickname (if any) so the server
// can propagate it to other clients. Falls back silently when the
// profile is not yet available.
const profile = (typeof GameGlobal !== 'undefined') ? GameGlobal.playerProfile : null;
const nickname = (profile && profile.nickname) ? profile.nickname : '';
const message = JSON.stringify({
type,
data,
playerId: this._playerId,
nickname,
roomId: this._roomId,
timestamp: Date.now(),
});
@@ -514,6 +572,12 @@ class NetworkManager {
return this._playerId;
}
/** Player display nickname (may be empty until profile is fetched). */
get nickname() {
const profile = (typeof GameGlobal !== 'undefined') ? GameGlobal.playerProfile : null;
return (profile && profile.nickname) ? profile.nickname : '';
}
/** Current latency in ms. */
get latency() {
return this._latency;
+293
View File
@@ -0,0 +1,293 @@
/**
* PlayerProfile.js
* Manages the player's public profile (nickname + avatar url) for the game.
*
* Acquisition strategy (WeChat mini-game, compliant, 2024+):
* 1. Try to read nickname from local storage cache (`playerProfile`).
* 2. If absent, try `wx.getUserInfo({ withCredentials: false })` — this does NOT
* require an authorization popup since 2022 and returns an anonymous
* "微信用户" placeholder + default avatar. That is acceptable as the
* silent fallback.
* 3. The caller (MenuScene) can additionally create a `UserInfoButton`
* and register a click handler via `bindUserInfoButton()` below to
* upgrade the placeholder into the real nickname when the user taps
* the overlay button.
*
* Display helpers:
* - `getDisplayName()` — returns a "safe" display string (nickname if set,
* otherwise "坦克手_XXXX" derived from playerId).
* - `truncate(name, n)` — truncate at n Chinese-equivalent characters.
*/
const STORAGE_KEY = 'playerProfile';
class PlayerProfile {
constructor() {
/** @type {string} Real WeChat nickname, '' if not yet granted. */
this._nickname = '';
/** @type {string} Avatar URL, '' if not yet granted. */
this._avatarUrl = '';
/** @type {boolean} Whether we have attempted a silent fetch at least once. */
this._silentFetched = false;
/** @type {boolean} Whether the real (non-anonymous) nickname has been granted. */
this._granted = false;
this._loadFromCache();
}
// ============================================================
// Public API
// ============================================================
/** @returns {string} the cached nickname, or '' if never set. */
get nickname() {
return this._nickname;
}
/** @returns {string} avatar URL or '' */
get avatarUrl() {
return this._avatarUrl;
}
/** @returns {boolean} whether the user has granted the real nickname. */
get granted() {
return this._granted;
}
/**
* Build a safe display name for UI rendering.
* Order of preference: real nickname > anonymous from last silent fetch
* > deterministic "Tanker_XXXX" fallback based on playerId.
* @param {string} [playerIdFallback] - optional player id for deterministic fallback.
* @returns {string}
*/
getDisplayName(playerIdFallback) {
if (this._nickname) return this._nickname;
if (playerIdFallback && typeof playerIdFallback === 'string') {
// Use the last 4 chars of playerId for a stable anonymous tag.
const tail = playerIdFallback.slice(-4).toUpperCase();
return `Tanker_${tail}`;
}
return 'Tanker';
}
/**
* Truncate a display name to at most `maxChineseChars` Chinese-equivalent chars.
* A Chinese char counts as 1; a latin char counts as 0.5.
* @param {string} name
* @param {number} [maxChineseChars=4]
* @returns {string}
*/
truncate(name, maxChineseChars = 4) {
if (!name) return '';
let widthBudget = maxChineseChars * 2; // in half-width units
let out = '';
for (let i = 0; i < name.length; i++) {
const ch = name.charAt(i);
const code = name.charCodeAt(i);
// Treat CJK + Full-width chars as 2 half-width units, others as 1.
const w = code > 0x7f ? 2 : 1;
if (widthBudget - w < 0) {
return out + '..';
}
widthBudget -= w;
out += ch;
}
return out;
}
/**
* Try to fetch the anonymous nickname silently.
* In modern WeChat this resolves with a placeholder user ("微信用户") but
* without popping any authorization UI. Safe to call on MenuScene enter.
* @returns {Promise<boolean>} true if something was set.
*/
fetchSilent() {
return new Promise((resolve) => {
if (this._granted || this._silentFetched) {
resolve(!!this._nickname);
return;
}
this._silentFetched = true;
try {
if (typeof wx === 'undefined' || typeof wx.getUserInfo !== 'function') {
resolve(false);
return;
}
wx.getUserInfo({
withCredentials: false,
success: (res) => {
const u = res && res.userInfo;
if (u && u.nickName) {
// NOTE: Since WeChat base library 2.27+, wx.getUserInfo returns
// an anonymous placeholder ("微信用户") on real devices, but the
// devtools environment may still return the real nickname — we
// MUST NOT promote it to "granted" here, otherwise the cached
// granted=true would prevent the UserInfoButton from ever being
// created on real devices. The only source of truth for a real,
// granted nickname is `applyUserInfoResult` (button tap).
if (!this._nickname) {
this._nickname = u.nickName;
this._avatarUrl = u.avatarUrl || '';
this._saveToCache();
}
resolve(true);
return;
}
resolve(false);
},
fail: () => resolve(false),
});
} catch (e) {
console.warn('[PlayerProfile] fetchSilent error:', e && e.message);
resolve(false);
}
});
}
/**
* Detect the well-known WeChat anonymous placeholder. Since 2022-10,
* `wx.getUserInfo` / `UserInfoButton` return this string for any user who
* has not explicitly granted profile access — it must NOT be promoted to
* the "granted" state.
* @param {string} name
* @returns {boolean}
*/
isPlaceholderName(name) {
if (!name) return true;
return name === '微信用户' || name === 'WeChat User' || name === 'Weixin User';
}
/**
* Handle the result of a `UserInfoButton` tap. Should be wired in by
* whichever scene created the button (usually MenuScene).
* @param {object} res - the `res` payload passed into the button's onTap callback.
* @returns {boolean} true if a REAL (non-placeholder) nickname was stored.
*/
applyUserInfoResult(res) {
const u = res && res.userInfo;
if (!u || !u.nickName) return false;
// Reject WeChat's anonymous placeholder — it's what `getUserInfo` now
// returns for non-granted users and we must not mark that as "granted".
if (this.isPlaceholderName(u.nickName)) {
console.log('[PlayerProfile] Ignored placeholder nickname from UserInfoButton.');
return false;
}
this._nickname = u.nickName;
this._avatarUrl = u.avatarUrl || '';
this._granted = true;
this._saveToCache();
console.log('[PlayerProfile] Nickname granted:', this._nickname);
return true;
}
/**
* Active authorization flow for WeChat mini-GAMES.
*
* Since 2022-10 `wx.createUserInfoButton` silently returns the "微信用户"
* placeholder, so the ONLY API that still pops a real authorization UI and
* returns the user's actual WeChat nickname on small-game runtimes is
* `wx.getUserProfile`. This call MUST be triggered directly by a user tap
* (a touchend / click handler) — not by any async continuation — or WeChat
* will reject it with `fail api scope is not declared in the privacy agreement`.
*
* @returns {Promise<boolean>} true iff a real nickname was granted.
*/
requestUserProfile() {
return new Promise((resolve) => {
try {
if (typeof wx === 'undefined' || typeof wx.getUserProfile !== 'function') {
resolve(false);
return;
}
wx.getUserProfile({
desc: '用于在对战中展示你的昵称',
lang: 'zh_CN',
success: (res) => {
const u = res && res.userInfo;
if (!u || !u.nickName || this.isPlaceholderName(u.nickName)) {
console.log('[PlayerProfile] getUserProfile returned placeholder.');
resolve(false);
return;
}
this._nickname = u.nickName;
this._avatarUrl = u.avatarUrl || '';
this._granted = true;
this._saveToCache();
console.log('[PlayerProfile] Nickname granted via getUserProfile:', this._nickname);
resolve(true);
},
fail: (err) => {
console.log('[PlayerProfile] getUserProfile fail:', err && err.errMsg);
resolve(false);
},
});
} catch (e) {
console.warn('[PlayerProfile] requestUserProfile error:', e && e.message);
resolve(false);
}
});
}
/**
* Manual nickname fallback — used when `getUserProfile` is unavailable or
* denied (e.g. user refused, API deprecated). Stores the user-typed name
* and marks the profile as "granted" so the button stops prompting.
* @param {string} name
* @returns {boolean}
*/
setManualNickname(name) {
if (!name || typeof name !== 'string') return false;
const trimmed = name.trim();
if (!trimmed || this.isPlaceholderName(trimmed)) return false;
this._nickname = trimmed.slice(0, 16); // hard cap to 16 chars
this._granted = true;
this._saveToCache();
console.log('[PlayerProfile] Nickname set manually:', this._nickname);
return true;
}
/**
* Clear the cached profile (e.g. user wants to re-auth).
*/
reset() {
this._nickname = '';
this._avatarUrl = '';
this._granted = false;
try { wx.removeStorageSync(STORAGE_KEY); } catch (e) { /* ignore */ }
}
// ============================================================
// Private
// ============================================================
_loadFromCache() {
try {
const raw = wx.getStorageSync(STORAGE_KEY);
if (raw && typeof raw === 'object') {
this._nickname = raw.nickname || '';
this._avatarUrl = raw.avatarUrl || '';
this._granted = !!raw.granted;
}
} catch (e) {
// Ignore storage errors.
}
}
_saveToCache() {
try {
wx.setStorageSync(STORAGE_KEY, {
nickname: this._nickname,
avatarUrl: this._avatarUrl,
granted: this._granted,
});
} catch (e) {
// Ignore storage errors.
}
}
}
module.exports = PlayerProfile;
+50 -9
View File
@@ -4,6 +4,12 @@
* Skins are cosmetic-only color schemes purchased with gold.
*/
/**
* DEV MODE: Set to true to unlock all skins for testing.
* ⚠️ MUST be set to false before publishing!
*/
const DEV_UNLOCK_ALL = false;
/** Skin definitions with id, name, cost, and color scheme. */
const SKINS = {
default: {
@@ -45,15 +51,15 @@ const SKINS = {
id: 'neon',
nameKey: 'skin.neon',
cost: 2000,
colors: { body: '#00FF7F', turret: '#00CED1', track: '#008B8B' },
preview: '#00FF7F',
colors: { body: '#FF1493', turret: '#FF6EC7', track: '#C71585' },
preview: '#FF1493',
},
shadow: {
id: 'shadow',
nameKey: 'skin.shadow',
nebula: {
id: 'nebula',
nameKey: 'skin.nebula',
cost: 3000,
colors: { body: '#2C2C2C', turret: '#1A1A1A', track: '#0D0D0D' },
preview: '#2C2C2C',
colors: { body: '#6A0DAD', turret: '#FF00FF', track: '#3D0066' },
preview: '#6A0DAD',
},
royal: {
id: 'royal',
@@ -62,10 +68,31 @@ const SKINS = {
colors: { body: '#FFD700', turret: '#DAA520', track: '#B8860B' },
preview: '#FFD700',
},
sakura: {
id: 'sakura',
nameKey: 'skin.sakura',
cost: 3500,
colors: { body: '#FFB7C5', turret: '#FF69B4', track: '#C44D78' },
preview: '#FFB7C5',
},
thunder: {
id: 'thunder',
nameKey: 'skin.thunder',
cost: 4000,
colors: { body: '#1E90FF', turret: '#00BFFF', track: '#0A5E9C' },
preview: '#1E90FF',
},
diamond: {
id: 'diamond',
nameKey: 'skin.diamond',
cost: 8000,
colors: { body: '#E0F7FF', turret: '#7DF9FF', track: '#5B8FA8' },
preview: '#7DF9FF',
},
};
/** Ordered list of skin IDs for display. */
const SKIN_ORDER = ['default', 'arctic', 'inferno', 'jungle', 'phantom', 'neon', 'shadow', 'royal'];
const SKIN_ORDER = ['default', 'arctic', 'inferno', 'jungle', 'phantom', 'neon', 'nebula', 'royal', 'sakura', 'thunder', 'diamond'];
class SkinManager {
constructor() {
@@ -131,6 +158,7 @@ class SkinManager {
* @returns {boolean}
*/
isUnlocked(skinId) {
if (DEV_UNLOCK_ALL) return true;
return this._unlocked.has(skinId);
}
@@ -180,6 +208,19 @@ class SkinManager {
return { success: false, error: 'Already unlocked' };
}
// Dev mode: unlock for free without spending gold
if (DEV_UNLOCK_ALL) {
this._unlocked.add(skinId);
this._save();
console.log(`[SkinManager][DEV] Free unlock skin: ${skinId}`);
try {
if (GameGlobal.eventBus) {
GameGlobal.eventBus.emit('skin:purchased', { id: skinId, cost: 0 });
}
} catch (e) {}
return { success: true };
}
const cm = GameGlobal.currencyManager;
if (!cm || !cm.hasGold(skin.cost)) {
return { success: false, error: 'Insufficient gold' };
@@ -215,7 +256,7 @@ class SkinManager {
return { success: false, error: 'Invalid skin' };
}
if (!this._unlocked.has(skinId)) {
if (!DEV_UNLOCK_ALL && !this._unlocked.has(skinId)) {
return { success: false, error: 'Not unlocked' };
}
+1
View File
@@ -143,6 +143,7 @@ const GameScene = {
// Apply equipped skin colors to player tank
if (GameGlobal.skinManager) {
this._playerTank._skinColors = GameGlobal.skinManager.getCurrentSkinColors();
this._playerTank._skinId = GameGlobal.skinManager.getEquippedSkinId();
}
// Safety: ensure player spawn area is clear of blocking terrain
+337 -110
View File
@@ -1,6 +1,6 @@
/**
* MenuScene.js
* Main menu scene - displays game title and mode selection buttons.
* Main menu scene military-tech themed UI with game title and mode selection.
* Rendered entirely with Canvas API (no DOM).
*/
@@ -13,6 +13,26 @@ const {
} = require('../base/GameGlobal');
const { t } = require('../i18n/I18n');
// ============================================================
// Style
// ============================================================
const MC = {
BG_TOP: '#0b0e17',
BG_BOT: '#141b2d',
ACCENT: '#e94560',
GOLD: '#FFD700',
GOLD_DIM: '#B8860B',
BTN_BG: '#16213e',
BTN_BORDER: '#1e3054',
BTN_HOVER: '#0f3460',
BTN_TEXT: '#E8E8E8',
TITLE: '#FFD700',
SUBTITLE: '#8899AA',
FOOTER: '#445566',
TANK_BODY: '#FFD700',
TANK_TRACK: '#B8860B',
};
// ============================================================
// Button Layout
// ============================================================
@@ -22,9 +42,7 @@ const BTN_GAP = Math.min(8, SCREEN_HEIGHT * 0.015);
const BTN_START_Y = SCREEN_HEIGHT * 0.38;
const BTN_X = (SCREEN_WIDTH - BTN_WIDTH) / 2;
// Half-width buttons for the utility row
const HALF_BTN_WIDTH = (BTN_WIDTH - BTN_GAP) / 2;
// Third-width buttons for 3-column row
const THIRD_BTN_WIDTH = (BTN_WIDTH - BTN_GAP * 2) / 3;
// Main game mode buttons (full width, vertical)
@@ -35,9 +53,9 @@ const MAIN_BUTTONS = [
{ labelKey: 'menu.team3v3', mode: GAME_MODE.TEAM_3V3, scene: SCENE.TEAM_ROOM },
];
// Utility buttons: shop, daily gold, skin, ranking, settings (grid)
// Utility buttons: daily gold, skin, ranking, settings (grid)
// NOTE: Shop button is temporarily disabled
const UTIL_BUTTONS = [
{ labelKey: 'menu.shop', mode: null, scene: SCENE.SHOP },
{ labelKey: 'dailyGold.btn', mode: null, scene: 'DAILY_GOLD' },
{ labelKey: 'menu.skin', mode: null, scene: SCENE.SKIN },
{ labelKey: 'menu.ranking', mode: null, scene: SCENE.RANKING },
@@ -53,32 +71,20 @@ const mainBtnRects = MAIN_BUTTONS.map((btn, i) => ({
...btn,
}));
// Pre-calculate button rects for utility buttons (row1: 3 cols, row2: 2 cols centered)
// Pre-calculate button rects for utility buttons (2 rows x 2 cols)
const utilStartY = BTN_START_Y + MAIN_BUTTONS.length * (BTN_HEIGHT + BTN_GAP) + BTN_GAP;
const utilBtnRects = UTIL_BUTTONS.map((btn, i) => {
if (i < 3) {
// First row: 3 buttons
return {
x: BTN_X + i * (THIRD_BTN_WIDTH + BTN_GAP),
y: utilStartY,
w: THIRD_BTN_WIDTH,
h: BTN_HEIGHT,
...btn,
};
} else {
// Second row: 2 buttons centered
const col = i - 3;
return {
x: BTN_X + col * (HALF_BTN_WIDTH + BTN_GAP),
y: utilStartY + (BTN_HEIGHT + BTN_GAP),
w: HALF_BTN_WIDTH,
h: BTN_HEIGHT,
...btn,
};
}
const row = Math.floor(i / 2);
const col = i % 2;
return {
x: BTN_X + col * (HALF_BTN_WIDTH + BTN_GAP),
y: utilStartY + row * (BTN_HEIGHT + BTN_GAP),
w: HALF_BTN_WIDTH,
h: BTN_HEIGHT,
...btn,
};
});
// Combined list for unified iteration
const buttonRects = [...mainBtnRects, ...utilBtnRects];
// ============================================================
@@ -86,18 +92,20 @@ const buttonRects = [...mainBtnRects, ...utilBtnRects];
// ============================================================
const MenuScene = {
_pressedIndex: -1,
_tankAnim: 0, // simple animation timer
_tankAnim: 0,
enter() {
this._pressedIndex = -1;
this._tankAnim = 0;
// Auto-navigate to team room if there's a pending invite teamId
// Kick off nickname acquisition as early as possible so that later
// network messages (CREATE_TEAM, SOLO_MATCH, ...) can carry it.
this._initPlayerProfile();
if (GameGlobal._pendingTeamId) {
const teamId = GameGlobal._pendingTeamId;
GameGlobal._pendingTeamId = null;
console.log(`[MenuScene] Found pendingTeamId: ${teamId}, will auto-navigate to TeamRoomScene`);
// Use setTimeout to allow the scene to fully initialize first
setTimeout(() => {
console.log(`[MenuScene] Auto-navigating to TeamRoomScene with teamId: ${teamId}`);
const sm = GameGlobal.sceneManager;
@@ -110,140 +118,338 @@ const MenuScene = {
}
},
exit() {},
exit() {
this._pressedIndex = -1;
},
update(dt) {
this._tankAnim += dt;
},
render(ctx) {
// Background
ctx.fillStyle = COLORS.MENU_BG;
// ---- Background ----
const bgGrad = ctx.createLinearGradient(0, 0, 0, SCREEN_HEIGHT);
bgGrad.addColorStop(0, MC.BG_TOP);
bgGrad.addColorStop(1, MC.BG_BOT);
ctx.fillStyle = bgGrad;
ctx.fillRect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
// Decorative top bar
const gradient = ctx.createLinearGradient(0, 0, SCREEN_WIDTH, 0);
gradient.addColorStop(0, '#0f3460');
gradient.addColorStop(0.5, '#e94560');
gradient.addColorStop(1, '#0f3460');
ctx.fillStyle = gradient;
ctx.fillRect(0, 0, SCREEN_WIDTH, 4);
// Scan-lines
ctx.globalAlpha = 0.025;
ctx.fillStyle = '#FFFFFF';
for (let sy = 0; sy < SCREEN_HEIGHT; sy += 4) {
ctx.fillRect(0, sy, SCREEN_WIDTH, 1);
}
ctx.globalAlpha = 1;
// Gold balance display at top
// Top accent bar
const accentGrad = ctx.createLinearGradient(0, 0, SCREEN_WIDTH, 0);
accentGrad.addColorStop(0, 'transparent');
accentGrad.addColorStop(0.3, MC.ACCENT);
accentGrad.addColorStop(0.7, MC.ACCENT);
accentGrad.addColorStop(1, 'transparent');
ctx.fillStyle = accentGrad;
ctx.fillRect(0, 0, SCREEN_WIDTH, 3);
// ---- Gold Balance (top-right pill) ----
const gold = GameGlobal.currencyManager ? GameGlobal.currencyManager.getGold() : 0;
ctx.fillStyle = '#FFD700';
ctx.font = 'bold 14px Arial';
ctx.textAlign = 'right';
ctx.textBaseline = 'top';
ctx.fillText(`🪙 ${gold}`, SCREEN_WIDTH - 15, 12);
const goldText = `🪙 ${gold}`;
ctx.font = 'bold 12px Arial';
const gtw = ctx.measureText(goldText).width;
const pillW = gtw + 16;
const pillH = 22;
const pillX = SCREEN_WIDTH - pillW - 12;
const pillY = 10;
// Title
ctx.fillStyle = COLORS.MENU_TITLE;
ctx.font = 'bold 36px Arial';
ctx.fillStyle = 'rgba(255, 215, 0, 0.08)';
ctx.strokeStyle = 'rgba(255, 215, 0, 0.3)';
ctx.lineWidth = 1;
this._roundRect(ctx, pillX, pillY, pillW, pillH, pillH / 2);
ctx.fill();
ctx.stroke();
ctx.fillStyle = MC.GOLD;
ctx.textAlign = 'center';
ctx.textBaseline = 'middle';
ctx.fillText(goldText, pillX + pillW / 2, pillY + pillH / 2);
// ---- Title with glow ----
ctx.save();
ctx.shadowColor = MC.GOLD;
ctx.shadowBlur = 16;
ctx.fillStyle = MC.TITLE;
ctx.font = 'bold 34px Arial';
ctx.textAlign = 'center';
ctx.textBaseline = 'middle';
ctx.fillText(t('menu.title'), SCREEN_WIDTH / 2, SCREEN_HEIGHT * 0.15);
ctx.restore();
// Subtitle
ctx.fillStyle = '#AAAAAA';
ctx.font = '14px Arial';
// ---- Subtitle ----
ctx.fillStyle = MC.SUBTITLE;
ctx.font = '13px Arial';
ctx.textAlign = 'center';
ctx.fillText(t('menu.subtitle'), SCREEN_WIDTH / 2, SCREEN_HEIGHT * 0.22);
// Animated tank icon (simple oscillating triangle)
// ---- Animated Tank Icon ----
this._drawTankIcon(ctx, SCREEN_WIDTH / 2, SCREEN_HEIGHT * 0.30);
// Main game mode buttons (full width)
// ---- Main Buttons ----
for (let i = 0; i < mainBtnRects.length; i++) {
const btn = mainBtnRects[i];
const isPressed = this._pressedIndex === i;
ctx.fillStyle = isPressed ? '#0f3460' : COLORS.MENU_BTN;
ctx.strokeStyle = COLORS.MENU_BTN_BORDER;
ctx.lineWidth = 2;
this._roundRect(ctx, btn.x, btn.y, btn.w, btn.h, 8);
ctx.fill();
ctx.stroke();
ctx.fillStyle = isPressed ? COLORS.MENU_TITLE : COLORS.MENU_BTN_TEXT;
ctx.font = 'bold 18px Arial';
ctx.textAlign = 'center';
ctx.textBaseline = 'middle';
ctx.fillText(t(btn.labelKey), btn.x + btn.w / 2, btn.y + btn.h / 2);
this._drawMenuButton(ctx, btn, t(btn.labelKey), isPressed, 'bold 16px Arial', 8);
}
// Utility buttons (2x2 grid, smaller font)
// ---- Utility Buttons ----
for (let i = 0; i < utilBtnRects.length; i++) {
const btn = utilBtnRects[i];
const globalIdx = mainBtnRects.length + i;
const isPressed = this._pressedIndex === globalIdx;
// Special rendering for daily gold button
const isDailyGold = btn.scene === 'DAILY_GOLD';
let label = t(btn.labelKey);
let btnColor = COLORS.MENU_BTN;
let customBg = null;
if (isDailyGold) {
const remaining = GameGlobal.adManager ? GameGlobal.adManager.getDailyGoldRemaining() : 0;
if (remaining > 0) {
label = `${t('dailyGold.btn')} ${remaining}/3`;
btnColor = '#2E7D32'; // green tint
customBg = '#1a3a2a';
} else {
label = t('dailyGold.exhausted') || 'Come back tomorrow';
btnColor = '#555555';
customBg = '#2a2a2a';
}
}
ctx.fillStyle = isPressed ? '#0f3460' : btnColor;
ctx.strokeStyle = COLORS.MENU_BTN_BORDER;
ctx.lineWidth = 1.5;
this._roundRect(ctx, btn.x, btn.y, btn.w, btn.h, 6);
ctx.fill();
ctx.stroke();
ctx.fillStyle = isPressed ? COLORS.MENU_TITLE : COLORS.MENU_BTN_TEXT;
ctx.font = 'bold 14px Arial';
ctx.textAlign = 'center';
ctx.textBaseline = 'middle';
ctx.fillText(label, btn.x + btn.w / 2, btn.y + btn.h / 2);
this._drawMenuButton(ctx, btn, label, isPressed, 'bold 13px Arial', 6, customBg);
}
// Footer
ctx.fillStyle = '#555555';
ctx.font = '11px Arial';
// ---- Footer ----
ctx.fillStyle = MC.FOOTER;
ctx.font = '10px Arial';
ctx.textAlign = 'center';
ctx.fillText('v1.0.0', SCREEN_WIDTH / 2, SCREEN_HEIGHT - 20);
ctx.fillText('v1.0.0', SCREEN_WIDTH / 2, SCREEN_HEIGHT - 18);
},
/**
* Draw a simple animated tank icon.
*/
// ---- Menu Button ----
_drawMenuButton(ctx, btn, label, isPressed, font, radius, customBg) {
const r = radius || 8;
// Shadow
ctx.fillStyle = 'rgba(0,0,0,0.2)';
this._roundRect(ctx, btn.x + 1, btn.y + 2, btn.w, btn.h, r);
ctx.fill();
// Body
ctx.fillStyle = isPressed ? MC.BTN_HOVER : (customBg || MC.BTN_BG);
ctx.strokeStyle = MC.BTN_BORDER;
ctx.lineWidth = 1.5;
this._roundRect(ctx, btn.x, btn.y, btn.w, btn.h, r);
ctx.fill();
ctx.stroke();
// Label
ctx.fillStyle = isPressed ? MC.TITLE : MC.BTN_TEXT;
ctx.font = font || 'bold 16px Arial';
ctx.textAlign = 'center';
ctx.textBaseline = 'middle';
ctx.fillText(label, btn.x + btn.w / 2, btn.y + btn.h / 2);
},
// ---- Tank Icon ----
_drawTankIcon(ctx, cx, cy) {
const bounce = Math.sin(this._tankAnim * 3) * 3;
const size = 20;
const bounce = Math.sin(this._tankAnim * 3) * 2;
const pulse = 0.5 + 0.5 * Math.sin(this._tankAnim * 2);
const s = 15; // body half-size (square tank: 2s × 2s)
ctx.save();
ctx.translate(cx, cy + bounce);
// Tank body
ctx.fillStyle = COLORS.MENU_TITLE;
ctx.fillRect(-size, -size / 2, size * 2, size);
// ── 1. OUTER GLOW HALO (breathing golden aura) ──
ctx.save();
ctx.globalAlpha = 0.15 + pulse * 0.12;
ctx.fillStyle = MC.GOLD;
ctx.beginPath();
ctx.arc(0, 0, s * 1.55, 0, Math.PI * 2);
ctx.fill();
ctx.restore();
// Tank turret
ctx.fillRect(-3, -size / 2 - 14, 6, 14);
// ── 2. GROUND SHADOW (soft ellipse underneath) ──
ctx.save();
ctx.globalAlpha = 0.35;
ctx.fillStyle = '#000';
ctx.beginPath();
ctx.ellipse(0, s + 6, s * 1.1, 3, 0, 0, Math.PI * 2);
ctx.fill();
ctx.restore();
// Tank tracks
ctx.fillStyle = '#B8860B';
ctx.fillRect(-size - 4, -size / 2, 4, size);
ctx.fillRect(size, -size / 2, 4, size);
// ── 3. TRACKS (left & right, with segment pattern) ──
const trackW = 5;
const trackX = s;
// Left track
ctx.fillStyle = '#4A3508';
this._roundRect(ctx, -trackX - trackW, -s, trackW, s * 2, 1.5);
ctx.fill();
// Right track
this._roundRect(ctx, trackX, -s, trackW, s * 2, 1.5);
ctx.fill();
// Track top highlight
ctx.fillStyle = 'rgba(255, 220, 120, 0.35)';
ctx.fillRect(-trackX - trackW + 0.8, -s + 0.8, trackW - 1.6, 1);
ctx.fillRect(trackX + 0.8, -s + 0.8, trackW - 1.6, 1);
// Track segment lines (metallic plate pattern)
ctx.strokeStyle = 'rgba(0, 0, 0, 0.55)';
ctx.lineWidth = 0.8;
for (let ty = -s + 4; ty < s - 1; ty += 4) {
ctx.beginPath();
ctx.moveTo(-trackX - trackW, ty);
ctx.lineTo(-trackX, ty);
ctx.stroke();
ctx.beginPath();
ctx.moveTo(trackX, ty);
ctx.lineTo(trackX + trackW, ty);
ctx.stroke();
}
// ── 4. BODY (square, with vertical metallic gradient) ──
ctx.save();
ctx.shadowColor = MC.GOLD;
ctx.shadowBlur = 12;
const bodyGrad = ctx.createLinearGradient(0, -s, 0, s);
bodyGrad.addColorStop(0, '#FFF3A8'); // top highlight
bodyGrad.addColorStop(0.3, MC.GOLD); // main gold
bodyGrad.addColorStop(0.75, '#C89A1C');
bodyGrad.addColorStop(1, '#7A5A0A'); // bottom shadow
ctx.fillStyle = bodyGrad;
this._roundRect(ctx, -s, -s, s * 2, s * 2, 3);
ctx.fill();
ctx.restore();
// ── 5. BODY EDGE OUTLINE ──
ctx.strokeStyle = 'rgba(255, 235, 150, 0.7)';
ctx.lineWidth = 1;
this._roundRect(ctx, -s, -s, s * 2, s * 2, 3);
ctx.stroke();
// ── 6. TOP HIGHLIGHT STRIP (bright metallic sheen) ──
ctx.fillStyle = 'rgba(255, 255, 255, 0.35)';
this._roundRect(ctx, -s + 2, -s + 2, s * 2 - 4, 3, 1.5);
ctx.fill();
// ── 7. ARMOR PLATE DETAIL (X-cross rivets in 4 corners + center crosshair) ──
const rivetOffset = s * 0.6;
ctx.fillStyle = '#6B4A08';
for (const [rx, ry] of [[-rivetOffset, -rivetOffset], [rivetOffset, -rivetOffset],
[-rivetOffset, rivetOffset], [rivetOffset, rivetOffset]]) {
ctx.beginPath();
ctx.arc(rx, ry, 1.4, 0, Math.PI * 2);
ctx.fill();
// Tiny rivet highlight
ctx.fillStyle = 'rgba(255, 240, 180, 0.8)';
ctx.beginPath();
ctx.arc(rx - 0.3, ry - 0.3, 0.5, 0, Math.PI * 2);
ctx.fill();
ctx.fillStyle = '#6B4A08';
}
// ── 8. TURRET (diamond-shaped center cap with gradient) ──
const turretR = s * 0.42;
ctx.save();
ctx.shadowColor = MC.GOLD;
ctx.shadowBlur = 6;
const turretGrad = ctx.createRadialGradient(-turretR * 0.3, -turretR * 0.3, 0, 0, 0, turretR);
turretGrad.addColorStop(0, '#FFF3A8');
turretGrad.addColorStop(0.5, '#E0B020');
turretGrad.addColorStop(1, '#8B6914');
ctx.fillStyle = turretGrad;
// Diamond (rotated square) for "military hatch" feel
ctx.beginPath();
ctx.moveTo(0, -turretR);
ctx.lineTo(turretR, 0);
ctx.lineTo(0, turretR);
ctx.lineTo(-turretR, 0);
ctx.closePath();
ctx.fill();
ctx.restore();
// Turret edge
ctx.strokeStyle = 'rgba(255, 235, 150, 0.8)';
ctx.lineWidth = 0.8;
ctx.beginPath();
ctx.moveTo(0, -turretR);
ctx.lineTo(turretR, 0);
ctx.lineTo(0, turretR);
ctx.lineTo(-turretR, 0);
ctx.closePath();
ctx.stroke();
// Turret internal cross
ctx.strokeStyle = 'rgba(0, 0, 0, 0.35)';
ctx.lineWidth = 0.6;
ctx.beginPath();
ctx.moveTo(0, -turretR); ctx.lineTo(0, turretR);
ctx.stroke();
ctx.beginPath();
ctx.moveTo(-turretR, 0); ctx.lineTo(turretR, 0);
ctx.stroke();
// Turret center hatch
ctx.fillStyle = '#FFF3A8';
ctx.beginPath();
ctx.arc(0, 0, 2.5, 0, Math.PI * 2);
ctx.fill();
// ── 9. BARREL (thick, with metallic gradient) ──
const barrelW = 6;
const barrelH = 16;
const barrelY = -s - barrelH;
ctx.save();
const barrelGrad = ctx.createLinearGradient(-barrelW / 2, 0, barrelW / 2, 0);
barrelGrad.addColorStop(0, '#6B4A08');
barrelGrad.addColorStop(0.3, '#B8860B');
barrelGrad.addColorStop(0.5, '#FFF3A8');
barrelGrad.addColorStop(0.7, '#B8860B');
barrelGrad.addColorStop(1, '#6B4A08');
ctx.fillStyle = barrelGrad;
this._roundRect(ctx, -barrelW / 2, barrelY, barrelW, barrelH, 1.5);
ctx.fill();
ctx.restore();
// Barrel outline
ctx.strokeStyle = 'rgba(255, 235, 150, 0.55)';
ctx.lineWidth = 0.6;
this._roundRect(ctx, -barrelW / 2, barrelY, barrelW, barrelH, 1.5);
ctx.stroke();
// ── 10. MUZZLE TIP (flared end with glow) ──
ctx.save();
ctx.shadowColor = '#FFF3A8';
ctx.shadowBlur = 5 + pulse * 3;
ctx.fillStyle = '#2A1D05';
this._roundRect(ctx, -barrelW / 2 - 1, barrelY - 2, barrelW + 2, 3, 1);
ctx.fill();
ctx.restore();
// Muzzle inner bright dot
ctx.fillStyle = `rgba(255, 240, 150, ${0.6 + pulse * 0.4})`;
ctx.beginPath();
ctx.arc(0, barrelY - 0.5, 1, 0, Math.PI * 2);
ctx.fill();
// ── 11. HEADLIGHTS (front of tank — 2 small glowing dots) ──
ctx.fillStyle = `rgba(255, 255, 200, ${0.7 + pulse * 0.3})`;
ctx.shadowColor = '#FFF3A8';
ctx.shadowBlur = 4;
ctx.beginPath();
ctx.arc(-s * 0.55, -s + 2.5, 1.3, 0, Math.PI * 2);
ctx.fill();
ctx.beginPath();
ctx.arc(s * 0.55, -s + 2.5, 1.3, 0, Math.PI * 2);
ctx.fill();
ctx.shadowBlur = 0;
ctx.restore();
},
/**
* Draw a rounded rectangle path.
*/
// ---- Utility ----
_roundRect(ctx, x, y, w, h, r) {
ctx.beginPath();
ctx.moveTo(x + r, y);
@@ -258,6 +464,30 @@ const MenuScene = {
ctx.closePath();
},
// ============================================================
// Player Profile (nickname acquisition)
// ============================================================
/**
* Kick off profile acquisition on menu enter. Since WeChat 2022-10 there
* is NO silent way to get the real nickname we draw a canvas button and
* call `wx.getUserProfile` directly from its touchend handler.
* @private
*/
_initPlayerProfile() {
const profile = GameGlobal.playerProfile;
if (!profile) return;
// Best-effort placeholder fetch (used only to pre-fill _nickname with
// "微信用户" on older devices; does not mark granted).
if (typeof profile.fetchSilent === 'function') {
profile.fetchSilent().catch(() => { /* ignore */ });
}
},
// ============================================================
// Touch
// ============================================================
handleTouch(eventType, e) {
if (eventType === 'touchstart') {
const touch = e.touches[0];
@@ -276,17 +506,14 @@ const MenuScene = {
const btn = buttonRects[this._pressedIndex];
this._pressedIndex = -1;
// Navigate to the target scene
const sm = GameGlobal.sceneManager;
if (btn.scene === SCENE.GAME) {
// Route through BuffSelectScene for PvE modes
if (!sm._scenes.has(SCENE.BUFF_SELECT)) {
const BuffSelectScene = require('./BuffSelectScene');
sm.register(SCENE.BUFF_SELECT, BuffSelectScene);
}
sm.switchTo(SCENE.BUFF_SELECT, { mode: btn.mode });
} else if (btn.scene === 'DAILY_GOLD') {
// Handle daily gold ad
const adm = GameGlobal.adManager;
if (adm && adm.getDailyGoldRemaining() > 0) {
adm.showDailyGoldAd((completed) => {
+138 -13
View File
@@ -49,32 +49,90 @@ const SettingsScene = {
ctx.fillRect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
const cx = SCREEN_WIDTH / 2;
let y = 60;
// Reset button map each frame so layout changes don't keep stale rects.
this._buttons = {};
// Title
const titleY = Math.max(48, SCREEN_HEIGHT * 0.08);
ctx.fillStyle = COLORS.MENU_TITLE;
ctx.font = 'bold 28px Arial';
ctx.textAlign = 'center';
ctx.textBaseline = 'middle';
ctx.fillText(t('settings.title'), cx, y);
ctx.fillText(t('settings.title'), cx, titleY);
y += 70;
// Back button (reserved at bottom so we can layout rows above it).
const backH = 42;
const backMarginBottom = 28;
const backCenterY = SCREEN_HEIGHT - backMarginBottom - backH / 2;
// Toggle items
const toggles = [
{ key: 'soundEnabled', label: t('settings.sound'), icon: '🔊' },
{ key: 'musicEnabled', label: t('settings.music'), icon: '🎵' },
{ key: 'vibrationEnabled', label: t('settings.vibration'), icon: '📳' },
// Rows: nickname + 3 toggles. Distribute evenly between title and back btn.
const rows = [
{ type: 'nickname' },
{ type: 'toggle', key: 'soundEnabled', label: t('settings.sound'), icon: '🔊' },
{ type: 'toggle', key: 'musicEnabled', label: t('settings.music'), icon: '🎵' },
{ type: 'toggle', key: 'vibrationEnabled', label: t('settings.vibration'), icon: '📳' },
];
const rowH = 50;
const topPad = titleY + 36;
const bottomPad = backCenterY - backH / 2 - 20;
const availH = Math.max(rowH * rows.length, bottomPad - topPad);
const step = Math.max(rowH + 8, availH / rows.length);
const firstCenterY = topPad + step / 2;
for (const toggle of toggles) {
this._renderToggle(ctx, cx, y, toggle);
y += 70;
for (let i = 0; i < rows.length; i++) {
const row = rows[i];
const cy = firstCenterY + i * step;
if (row.type === 'nickname') {
this._renderNicknameRow(ctx, cx, cy);
} else {
this._renderToggle(ctx, cx, cy, row);
}
}
// Back button
y = SCREEN_HEIGHT - 80;
this._renderBackButton(ctx, cx, y);
this._renderBackButton(ctx, cx, backCenterY);
},
_renderNicknameRow(ctx, cx, y) {
const w = SCREEN_WIDTH * 0.7;
const h = 50;
const x = cx - w / 2;
this._buttons['nickname'] = { x, y: y - h / 2, w, h };
// Background
ctx.fillStyle = '#1e1e3a';
ctx.fillRect(x, y - h / 2, w, h);
ctx.strokeStyle = '#333366';
ctx.lineWidth = 1;
ctx.strokeRect(x, y - h / 2, w, h);
// Icon + label (left)
ctx.fillStyle = COLORS.HUD_TEXT;
ctx.font = '16px Arial';
ctx.textAlign = 'left';
ctx.textBaseline = 'middle';
const leftLabel = `👤 ${t('settings.nickname') || '显示名字'}`;
ctx.fillText(leftLabel, x + 15, y);
// Current value + chevron (right)
const profile = GameGlobal.playerProfile;
let shown = '';
if (profile) {
if (profile.granted && profile.nickname) {
shown = profile.truncate ? profile.truncate(profile.nickname, 5) : profile.nickname;
} else if (typeof profile.getDisplayName === 'function') {
const pid = (GameGlobal.networkManager && GameGlobal.networkManager.playerId) || '';
shown = profile.getDisplayName(pid);
}
}
if (!shown) shown = 'Tanker';
ctx.fillStyle = profile && profile.granted ? '#FFD700' : '#8899AA';
ctx.font = '13px Arial';
ctx.textAlign = 'right';
ctx.fillText(`${shown} `, x + w - 15, y);
},
_renderToggle(ctx, cx, y, toggle) {
@@ -153,6 +211,10 @@ const SettingsScene = {
if (tx >= rect.x && tx <= rect.x + rect.w && ty >= rect.y && ty <= rect.y + rect.h) {
if (key === 'back') {
GameGlobal.sceneManager.switchTo(SCENE.MENU);
} else if (key === 'nickname') {
// IMPORTANT: wx.getUserProfile must be called synchronously from a
// user tap handler; invoking it here is fine (touchstart is a tap).
this._requestNicknameAuth();
} else if (this._settings.hasOwnProperty(key)) {
this._settings[key] = !this._settings[key];
// Notify audio system
@@ -162,6 +224,69 @@ const SettingsScene = {
}
}
},
// ============================================================
// Nickname acquisition (moved from MenuScene)
// ============================================================
_requestNicknameAuth() {
const profile = GameGlobal.playerProfile;
if (!profile) return;
const onDone = (ok) => {
if (ok) {
try {
wx.showToast({
title: `欢迎 ${profile.nickname}`,
icon: 'none',
duration: 1500,
});
} catch (e) { /* ignore */ }
}
};
if (typeof profile.requestUserProfile === 'function') {
profile.requestUserProfile().then((ok) => {
if (ok) {
onDone(true);
} else {
this._promptManualNickname(onDone);
}
}).catch(() => this._promptManualNickname(onDone));
} else {
this._promptManualNickname(onDone);
}
},
_promptManualNickname(cb) {
try {
if (typeof wx === 'undefined' || typeof wx.showModal !== 'function') {
cb && cb(false);
return;
}
wx.showModal({
title: '设置昵称',
content: '输入在对战中显示的名字(最长16字)',
editable: true,
placeholderText: '例如:坏蹄子',
confirmText: '确定',
cancelText: '取消',
success: (res) => {
if (res.confirm) {
const profile = GameGlobal.playerProfile;
const ok = profile && typeof profile.setManualNickname === 'function'
&& profile.setManualNickname(res.content || '');
cb && cb(!!ok);
} else {
cb && cb(false);
}
},
fail: () => cb && cb(false),
});
} catch (e) {
console.warn('[Settings] showModal failed:', e && e.message);
cb && cb(false);
}
},
};
module.exports = SettingsScene;
+1481 -163
View File
File diff suppressed because it is too large Load Diff
+97 -10
View File
@@ -240,6 +240,11 @@ const TeamGameScene = {
tank.color = tankColor;
// Unlimited lives for 3v3
tank.lives = 999;
// Apply equipped skin (only for the LOCAL player — other players keep team color)
if (GameGlobal.skinManager && isLocal) {
tank._skinColors = GameGlobal.skinManager.getCurrentSkinColors();
tank._skinId = GameGlobal.skinManager.getEquippedSkinId();
}
}
tank.activateShield(3000);
@@ -256,6 +261,7 @@ const TeamGameScene = {
const playerData = {
playerId: member.playerId,
nickname: member.nickname || '',
tank,
isBot,
team,
@@ -441,6 +447,29 @@ const TeamGameScene = {
}
}));
// Receive live team roster updates — keeps every tank's overhead label in
// sync with the real WeChat nickname, which may be granted AFTER the match
// has already started (via MenuScene's UserInfoButton).
unsubs.push(nm.on(NET_MSG.TEAM_STATE, (data) => {
if (!data) return;
const rosterA = Array.isArray(data.teamA) ? data.teamA : [];
const rosterB = Array.isArray(data.teamB) ? data.teamB : [];
const byId = Object.create(null);
for (const m of rosterA) if (m && m.playerId) byId[m.playerId] = m.nickname || '';
for (const m of rosterB) if (m && m.playerId) byId[m.playerId] = m.nickname || '';
let changed = false;
for (const p of this._players) {
const nn = byId[p.playerId];
if (nn && p.nickname !== nn) {
p.nickname = nn;
changed = true;
}
}
if (changed) {
console.log('[TeamGameScene] Roster nicknames refreshed.');
}
}));
this._unsubscribers = unsubs;
},
@@ -1126,6 +1155,7 @@ const TeamGameScene = {
stats: this._stats,
players: this._players.map(p => ({
playerId: p.playerId,
nickname: p.nickname || '',
team: p.team,
isBot: p.isBot,
isLocal: p.isLocal,
@@ -1154,16 +1184,41 @@ const TeamGameScene = {
if (player.tank.alive && !player.isRespawning) {
player.tank.render(ctx);
// Draw team indicator above tank
if (!player.isLocal) {
const tx = player.tank.x;
const ty = player.tank.y - player.tank.halfSize - 8;
ctx.fillStyle = player.team === this._myTeam ? TEAM_A_COLOR : TEAM_B_COLOR;
ctx.font = 'bold 8px Arial';
ctx.textAlign = 'center';
ctx.textBaseline = 'middle';
const label = player.isBot ? '🤖' : (player.team === this._myTeam ? '▲' : '▼');
ctx.fillText(label, tx, ty);
// Name & team indicator above the tank
const tx = player.tank.x;
const labelY = player.tank.y - player.tank.halfSize - 4;
const nameY = labelY - 10;
// Per-tank team color:
// - local player → gold
// - ally (not me) → blue
// - enemy → red
let labelColor;
if (player.isLocal) labelColor = LOCAL_PLAYER_COLOR;
else if (player.team === this._myTeam) labelColor = TEAM_A_COLOR;
else labelColor = TEAM_B_COLOR;
ctx.fillStyle = labelColor;
ctx.textAlign = 'center';
ctx.textBaseline = 'middle';
// Arrow / bot tag
ctx.font = 'bold 8px Arial';
let marker;
if (player.isLocal) marker = '★';
else if (player.isBot) marker = '🤖';
else marker = (player.team === this._myTeam) ? '▲' : '▼';
ctx.fillText(marker, tx, labelY);
// Nickname (truncated to 4 Chinese-equivalent chars)
const name = this._getTankLabel(player);
if (name) {
ctx.font = 'bold 9px Arial';
// Outline for readability on busy backgrounds
ctx.lineWidth = 3;
ctx.strokeStyle = 'rgba(0,0,0,0.7)';
ctx.strokeText(name, tx, nameY);
ctx.fillText(name, tx, nameY);
}
}
}
@@ -1220,6 +1275,38 @@ const TeamGameScene = {
return { kills, deaths };
},
/**
* Compute a short label ( 4 Chinese-equivalent chars) to draw above a tank.
* Uses real WeChat nickname if available, otherwise a stable fallback.
* @private
*/
_getTankLabel(player) {
if (!player) return '';
const profile = GameGlobal.playerProfile;
let raw = '';
if (player.isLocal) {
// For local player prefer the freshest profile nickname if granted.
if (profile && profile.nickname) raw = profile.nickname;
else raw = player.nickname || '';
} else {
raw = player.nickname || '';
}
if (!raw) {
if (player.isBot) {
raw = ''; // bot — we already draw the 🤖 marker, skip name
} else if (profile && typeof profile.getDisplayName === 'function') {
raw = profile.getDisplayName(player.playerId);
} else {
raw = player.playerId || '';
}
}
if (!raw) return '';
if (profile && typeof profile.truncate === 'function') {
return profile.truncate(raw, 4);
}
return raw.length > 8 ? raw.substring(0, 8) + '..' : raw;
},
_renderHUD(ctx) {
const hudY = 4;
+29 -3
View File
@@ -358,7 +358,7 @@ const TeamResultScene = {
ctx.fillStyle = isLocal ? '#FFD700' : '#CCCCCC';
ctx.font = isLocal ? 'bold 10px Arial' : '10px Arial';
ctx.textAlign = 'center';
const name = player.isBot ? t('teamResult.bot') : (player.playerId.length > 10 ? player.playerId.substring(0, 10) + '..' : player.playerId);
const name = player.isBot ? t('teamResult.bot') : this._getDisplayName(player);
ctx.fillText(name + (isLocal ? ' ★' : ''), cols.name, y + rowH / 2);
// Stats
@@ -406,7 +406,7 @@ const TeamResultScene = {
ctx.fillStyle = isLocal ? '#FFD700' : '#CCCCCC';
ctx.font = isLocal ? 'bold 10px Arial' : '10px Arial';
ctx.textAlign = 'center';
const name = player.isBot ? t('teamResult.bot') : (player.playerId.length > 10 ? player.playerId.substring(0, 10) + '..' : player.playerId);
const name = player.isBot ? t('teamResult.bot') : this._getDisplayName(player);
ctx.fillText(name + (isLocal ? ' ★' : ''), cols.name, y + rowH / 2);
// Stats
@@ -451,7 +451,7 @@ const TeamResultScene = {
ctx.fillStyle = '#FFD700';
ctx.font = 'bold 11px Arial';
ctx.textAlign = 'center';
const mvpName = mvp.isBot ? t('teamResult.bot').replace('🤖 ', '') : mvp.playerId;
const mvpName = mvp.isBot ? t('teamResult.bot').replace('🤖 ', '') : this._getDisplayName(mvp);
ctx.fillText(t('teamResult.mvp', { name: mvpName, kills: maxKills }), CENTER_X, y);
}
@@ -583,6 +583,32 @@ const TeamResultScene = {
return;
}
},
/**
* Compute a display name for the results table ( 4 CJK chars).
* @private
*/
_getDisplayName(player) {
if (!player) return '';
const profile = GameGlobal.playerProfile;
let raw = '';
if (player.isLocal && profile && profile.nickname) {
raw = profile.nickname;
} else {
raw = player.nickname || '';
}
if (!raw) {
if (profile && typeof profile.getDisplayName === 'function') {
raw = profile.getDisplayName(player.playerId);
} else {
raw = player.playerId || '';
}
}
if (profile && typeof profile.truncate === 'function') {
return profile.truncate(raw, 4);
}
return raw.length > 10 ? raw.substring(0, 10) + '..' : raw;
},
};
module.exports = TeamResultScene;
+25 -2
View File
@@ -419,7 +419,7 @@ const TeamRoomScene = {
// Player name (truncated)
ctx.fillStyle = '#FFFFFF';
ctx.font = '10px Arial';
const name = member.playerId.length > 8 ? member.playerId.substring(0, 8) + '..' : member.playerId;
const name = this._getDisplayName(member);
ctx.fillText(name, avatarCX, rect.y + rect.h * 0.7);
// Ready state
@@ -488,7 +488,7 @@ const TeamRoomScene = {
ctx.font = '10px Arial';
ctx.textAlign = 'center';
ctx.textBaseline = 'middle';
const name = member.playerId.length > 8 ? member.playerId.substring(0, 8) + '..' : member.playerId;
const name = this._getDisplayName(member);
ctx.fillText(name, rect.x + rect.w / 2, rect.y + rect.h / 2);
}
}
@@ -575,6 +575,29 @@ const TeamRoomScene = {
return tx >= rect.x && tx <= rect.x + rect.w && ty >= rect.y && ty <= rect.y + rect.h;
},
/**
* Compute a display name for a team member entry.
* Uses real WeChat nickname when available, otherwise a stable fallback.
* Truncated to 4 Chinese-equivalent chars to fit the slot UI.
* @private
*/
_getDisplayName(member) {
if (!member) return '';
const profile = GameGlobal.playerProfile;
let raw = member.nickname || '';
if (!raw) {
if (profile && typeof profile.getDisplayName === 'function') {
raw = profile.getDisplayName(member.playerId);
} else {
raw = member.playerId || '';
}
}
if (profile && typeof profile.truncate === 'function') {
return profile.truncate(raw, 4);
}
return raw.length > 8 ? raw.substring(0, 8) + '..' : raw;
},
handleTouch(eventType, e) {
if (eventType !== 'touchstart') return;