181 lines
5.0 KiB
JavaScript
181 lines
5.0 KiB
JavaScript
/**
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* SettingsScene.js
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* Settings screen with sound, music, and vibration toggles.
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*/
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const {
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SCREEN_WIDTH,
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SCREEN_HEIGHT,
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COLORS,
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SCENE,
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} = require('../base/GameGlobal');
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const { t } = require('../i18n/I18n');
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const SettingsScene = {
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_settings: {
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soundEnabled: true,
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musicEnabled: true,
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vibrationEnabled: true,
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},
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_buttons: {},
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enter() {
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// Load settings from storage
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try {
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const saved = wx.getStorageSync('game_settings');
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if (saved) {
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this._settings = { ...this._settings, ...JSON.parse(saved) };
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}
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} catch (e) {
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console.warn('[Settings] Failed to load settings:', e);
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}
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this._buttons = {};
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},
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exit() {
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// Save settings
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try {
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wx.setStorageSync('game_settings', JSON.stringify(this._settings));
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} catch (e) {
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console.warn('[Settings] Failed to save settings:', e);
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}
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},
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update(dt) {},
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render(ctx) {
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// Background
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ctx.fillStyle = COLORS.MENU_BG;
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ctx.fillRect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
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const cx = SCREEN_WIDTH / 2;
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// Reset button map each frame so layout changes don't keep stale rects.
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this._buttons = {};
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// Title
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const titleY = Math.max(48, SCREEN_HEIGHT * 0.08);
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ctx.fillStyle = COLORS.MENU_TITLE;
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ctx.font = 'bold 28px Arial';
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ctx.textAlign = 'center';
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ctx.textBaseline = 'middle';
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ctx.fillText(t('settings.title'), cx, titleY);
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// Back button (reserved at bottom so we can layout rows above it).
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const backH = 42;
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const backMarginBottom = 28;
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const backCenterY = SCREEN_HEIGHT - backMarginBottom - backH / 2;
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// Rows: nickname + 3 toggles. Distribute evenly between title and back btn.
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const rows = [
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{ type: 'toggle', key: 'soundEnabled', label: t('settings.sound'), icon: '🔊' },
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{ type: 'toggle', key: 'musicEnabled', label: t('settings.music'), icon: '🎵' },
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{ type: 'toggle', key: 'vibrationEnabled', label: t('settings.vibration'), icon: '📳' },
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];
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const rowH = 50;
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const topPad = titleY + 36;
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const bottomPad = backCenterY - backH / 2 - 20;
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const availH = Math.max(rowH * rows.length, bottomPad - topPad);
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const step = Math.max(rowH + 8, availH / rows.length);
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const firstCenterY = topPad + step / 2;
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for (let i = 0; i < rows.length; i++) {
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const row = rows[i];
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const cy = firstCenterY + i * step;
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this._renderToggle(ctx, cx, cy, row);
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}
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// Back button
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this._renderBackButton(ctx, cx, backCenterY);
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},
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_renderToggle(ctx, cx, y, toggle) {
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const w = SCREEN_WIDTH * 0.7;
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const h = 50;
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const x = cx - w / 2;
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const isOn = this._settings[toggle.key];
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// Store button rect
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this._buttons[toggle.key] = { x, y: y - h / 2, w, h };
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// Background
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ctx.fillStyle = '#1e1e3a';
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ctx.fillRect(x, y - h / 2, w, h);
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ctx.strokeStyle = '#333366';
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ctx.lineWidth = 1;
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ctx.strokeRect(x, y - h / 2, w, h);
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// Icon and label
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ctx.fillStyle = COLORS.HUD_TEXT;
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ctx.font = '16px Arial';
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ctx.textAlign = 'left';
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ctx.textBaseline = 'middle';
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ctx.fillText(`${toggle.icon} ${toggle.label}`, x + 15, y);
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// Toggle switch
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const switchW = 50;
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const switchH = 26;
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const switchX = x + w - switchW - 15;
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const switchY = y - switchH / 2;
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// Switch track
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ctx.fillStyle = isOn ? '#4CAF50' : '#555555';
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ctx.beginPath();
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ctx.arc(switchX + switchH / 2, y, switchH / 2, Math.PI / 2, Math.PI * 3 / 2);
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ctx.arc(switchX + switchW - switchH / 2, y, switchH / 2, -Math.PI / 2, Math.PI / 2);
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ctx.closePath();
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ctx.fill();
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// Switch knob
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ctx.fillStyle = '#FFFFFF';
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ctx.beginPath();
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const knobX = isOn ? switchX + switchW - switchH / 2 : switchX + switchH / 2;
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ctx.arc(knobX, y, switchH / 2 - 3, 0, Math.PI * 2);
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ctx.fill();
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},
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_renderBackButton(ctx, cx, y) {
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const w = SCREEN_WIDTH * 0.4;
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const h = 42;
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const x = cx - w / 2;
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this._buttons['back'] = { x, y: y - h / 2, w, h };
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ctx.fillStyle = COLORS.MENU_BTN;
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ctx.strokeStyle = COLORS.MENU_BTN_BORDER;
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ctx.lineWidth = 2;
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ctx.fillRect(x, y - h / 2, w, h);
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ctx.strokeRect(x, y - h / 2, w, h);
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ctx.fillStyle = COLORS.MENU_BTN_TEXT;
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ctx.font = 'bold 16px Arial';
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ctx.textAlign = 'center';
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ctx.textBaseline = 'middle';
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ctx.fillText(t('common.back'), cx, y);
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},
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handleTouch(eventType, e) {
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if (eventType !== 'touchstart') return;
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const touch = e.touches[0];
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const tx = touch.clientX;
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const ty = touch.clientY;
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for (const [key, rect] of Object.entries(this._buttons)) {
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if (tx >= rect.x && tx <= rect.x + rect.w && ty >= rect.y && ty <= rect.y + rect.h) {
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if (key === 'back') {
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GameGlobal.sceneManager.switchTo(SCENE.MENU);
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} else if (this._settings.hasOwnProperty(key)) {
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this._settings[key] = !this._settings[key];
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// Notify audio system
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GameGlobal.eventBus.emit('settings:changed', this._settings);
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}
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break;
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}
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}
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},
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};
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module.exports = SettingsScene;
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