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
+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;