refactor(SS) 重构单位系统

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chicrobot committed 2026-02-25 18:18:32 +08:00
1 parent 494922246b
commit 0bba26618f
4 files changed
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@@ -27,11 +27,24 @@ export default class Control extends BreatheLife {
// 输入事件
this.initInput()
// 添加随机小草
this.addRandomSmallGrass()
// 添加随机NPC
this.addRandomNPCs()
// 添加NPC之间的碰撞
this.physics.add.collider(this.NPCObjects, this.NPCObjects)
}
initSceneTransition() {
// 调用父类的initSceneTransition方法,确保所有必要的数组都被初始化
super.initSceneTransition()
// 初始化仙人掌集合
this.cactusObjects = [] // 维护仙人掌集合
// 初始化受控队伍
this.controlledTeam = [] // 维护受控队伍
// 初始化团队目标点
this.teamTargetPoint = null // 团队目标移动点
}
// Control 场景不再需要覆盖 initSceneTransition 方法
// 数组初始化由父类 BreatheLife.create() 中的 initSceneTransition() 完成
@@ -39,30 +52,85 @@ export default class Control extends BreatheLife {
// 移除父类的输入事件监听器,避免重复监听
super.removeListener()
// 监听鼠标点击事件
this.input.on('pointerdown', () => {
// 获取点击位置的坐标
// 监听鼠标点击事件,同时处理左右键
this.input.on('pointerdown', (pointer) => {
const { x, y } = this.input.activePointer
this.handleClick(x, y)
if (pointer.rightButtonDown()) {
// 右键点击
this.handleRightClick(x, y)
} else {
// 左键点击
this.handleClick(x, y, pointer)
}
})
}
update() {
super.update()
// 更新所有NPC
this.NPCObjects.forEach(npc => {
if (npc.update) {
npc.update();
}
});
}
/**
* 处理点击事件
* @param {number} x - 点击的 x 坐标
* @param {number} y - 点击的 y 坐标
* @param {Phaser.Input.Pointer} pointer - 鼠标指针对象
*/
handleClick(x, y) {
handleClick(x, y, pointer) {
// 获取点击位置的精灵
const clickedSprite = this.getClickedSprite(x, y)
console.log("点击到的精灵:", clickedSprite)
if (clickedSprite && this.NPCObjects.includes(clickedSprite)) { // 如果点击到了角色
this.handleSpriteClick(clickedSprite)
}else{
if (clickedSprite && this.NPCObjects.includes(clickedSprite)) { // 如果点击到了NPC
// 左键点击NPC后加入受控队伍
if (!this.controlledTeam.includes(clickedSprite)) {
this.controlledTeam.push(clickedSprite)
clickedSprite.setState(NPCState.CONTROLLED)
clickedSprite.setIndicatorColor(IndicatorColor.GREEN)
console.log("NPC已加入受控队伍,当前队伍数量:", this.controlledTeam.length)
}
} else { // 点击空地
// 左键点击空地清空受控队伍,恢复待机
if (this.controlledTeam.length > 0) {
this.controlledTeam.forEach(npc => {
npc.setState(NPCState.IDLE)
npc.setIndicatorColor(IndicatorColor.GRAY)
})
this.controlledTeam = []
this.teamTargetPoint = null
console.log("受控队伍已清空")
}
}
}
/**
* 处理右键点击事件
* @param {number} x - 点击的 x 坐标
* @param {number} y - 点击的 y 坐标
*/
handleRightClick(x, y) {
// 右键点击空地为受控队伍设置目标移动点
if (this.controlledTeam.length > 0) {
this.teamTargetPoint = { x, y }
console.log("为受控队伍设置目标点:", x, y)
}
}
/**
* 重写随机小草添加方法
*/
addRandomSmallGrass(count = 5) {
// 随机生成小草
for (let i = 0; i < count; i++) {
const randomX = Phaser.Math.Between(100, this.sys.game.config.width - 100)
const randomY = Phaser.Math.Between(100, this.sys.game.config.height - 100)
const smallGrass = new Item(this, randomX, randomY, 'smallGrass', 'smallGrass')
this.smallGrassObjects.push(smallGrass)
}
}
addRandomNPCs(count = 3) {
@@ -70,7 +138,8 @@ export default class Control extends BreatheLife {
for (let i = 0; i < count; i++) {
const randomX = Phaser.Math.Between(100, this.sys.game.config.width - 100)
const randomY = Phaser.Math.Between(100, this.sys.game.config.height - 100)
const npc = new Human(this, randomX, randomY, 'human')
const npc = new NPC(this, randomX, randomY, 'player1-0', 'npc')
npc.setState(NPCState.SEARCHING); // 初始化为搜索状态
this.NPCObjects.push(npc)
}
}
@@ -145,6 +214,15 @@ export class Item extends Phaser.GameObjects.Sprite {
}
}
// 指示器颜色枚举
const IndicatorColor = {
GRAY: 0x808080,
GREEN: 0x00FF00,
RED: 0xFF0000,
BLUE: 0x0000FF,
YELLOW: 0xFFFF00
};
/**
* 单位类
* 用于表示游戏中的角色和敌人
@@ -158,20 +236,82 @@ export class Unit extends Item {
constructor(scene, x, y, texture, frame) {
// 调用父类 Sprite 构造函数
super(scene, x, y, texture, frame)
this.direction = 1 // 渲染方向,1 为向右,-1 为向左
this.setOrigin(0.5, 1) // 设置渲染原点,中心底部
// 添加物品标签为单位
this.type.push('unit')
// 设置自定义额外属性
scene.physics.add.existing(this)
const radius = Math.min(this.width, this.height) / 2
this.body.setCircle(radius) // 设置单位为圆形碰撞体,半径为宽度或高度的一半
this.body.setBounce(0.2)
this.body.setCollideWorldBounds(true)
this.body.setMaxVelocity(200)
this.body.setFriction(0.95, 0.95)
this.body.setDrag(0.95, 0.95)
this.uuid = generateUUID() // 单位唯一标识符
this.direction = 1 // 渲染方向,1 为向右,-1 为向左
this.mass = 0 // 单位质量
this.velocity = new Phaser.Math.Vector2(0, 0) // 单位速度向量
this.acceleration = new Phaser.Math.Vector2(0, 0) // 单位加速度向量
this.force = 0 // 单位力量
this.target = null // 单位目标点
this.status = ['alive'] // 单位状态
this.target = null // 搜索目标
this.targetPoint = null // 移动目标点
// 状态管理
this.state = null; // 状态
this.currentBehavior = null; // 当前行为组件
// 椭圆指示光圈
this.indicator = null
this.indicatorColor = IndicatorColor.GRAY
this.speed = 200
this.createIndicator()
}
createIndicator() {
const graphics = this.scene.add.graphics() // 创建 Graphics 对象
this.indicator = graphics // 保存 Graphics 对象
this.scene.children.moveTo(this.indicator, this.scene.children.getIndex(this) - 1) // 将 Graphics 对象移动到单位下方
this.updateIndicator() // 更新指示器
}
updateIndicator() {
if (!this.indicator) return // 如果单位未添加到场景中,不更新指示器
this.indicator.clear() // 清除 Graphics 对象的绘制内容
const radius = this.width / 2 // 单位半径
const ellipseWidth = radius * 1 // 椭圆宽度
const ellipseHeight = radius * 0.5 // 椭圆高度
const posX = this.body ? this.body.x + this.width / 2 : this.x // 椭圆中心 x 坐标,取单位中心 x 坐标
const posY = this.body ? this.body.y + this.height : this.y // 椭圆中心 y 坐标,取单位底部 y 坐标
this.indicator.fillStyle(0x000000, 0.8) // 填充颜色为黑色,透明度为1
this.indicator.fillEllipse(posX, posY, ellipseWidth, ellipseHeight) // 填充椭圆
// 绘制椭圆边框
this.indicator.lineStyle(1, this.indicatorColor, 1) // 线宽为1,颜色为 indicatorColor,透明度为1
this.indicator.strokeEllipse(posX, posY, ellipseWidth + 2, ellipseHeight + 2) // 根据宽高绘制椭圆边框
}
setIndicatorColor(color) {
this.indicatorColor = color
this.updateIndicator()
}
destroy(fromScene) {
if (this.indicator) {
this.indicator.destroy()
}
super.destroy(fromScene)
}
hasStatus(status) { // 单位状态检查
@@ -187,5 +327,278 @@ export class Unit extends Item {
this.status = this.status.filter(s => s !== status)
}
}
// 设置状态
setState(state) {
this.state = state;
// 切换行为组件
this.switchBehavior(state)
}
// 子类实现切换行为组件,当前类不实现该方法
switchBehavior(state) {
// 空实现
}
// 更新方法
update() {
if (this.currentBehavior) {
this.currentBehavior.update();
}
this.updateIndicator()
}
}
}
// NPC状态枚举
const NPCState = {
IDLE: 'idle', // 待机状态
SEARCHING: 'searching', // 搜索状态
COLLECTING: 'collecting', // 采集状态
CONTROLLED: 'controlled' // 受玩家控制状态
};
// NPC类
export class NPC extends Unit {
constructor(scene, x, y, texture, frame) {
super(scene, x, y, texture, frame)
// 添加物品标签为NPC
this.type.push('npc')
this.setIndicatorColor(IndicatorColor.RED)
}
// 根据状态切换行为组件
switchBehavior(state) {
this.body.setAcceleration(0, 0);
this.body.setVelocity(0, 0);
switch (state) {
case NPCState.IDLE:
this.currentBehavior = new IdleBehavior(this);
break;
case NPCState.SEARCHING:
this.currentBehavior = new SearchBehavior(this);
break;
case NPCState.COLLECTING:
this.currentBehavior = new CollectBehavior(this);
break;
case NPCState.CONTROLLED:
this.currentBehavior = new ControlledBehavior(this);
break;
}
}
}
// 待机行为组件
class IdleBehavior {
constructor(npc) {
this.npc = npc; // 关联的NPC实例,用于访问NPC的属性和方法
}
update() {
this.npc.body.setAcceleration(0, 0);
this.npc.body.setVelocity(0, 0);
this.npc.velocity.set(0, 0); // 重置速度
this.npc.acceleration.set(0, 0); // 重置加速度
this.npc.target = null; // 重置目标
this.npc.targetPoint = null; // 重置移动目标点
// 重置动画
this.npc.anims.stop(); // 停止当前动画
this.npc.setTexture(this.npc.texture.key); // 重置纹理为原始状态
}
}
// 搜索行为组件
class SearchBehavior {
constructor(npc, targetType = 'smallGrass') {
this.npc = npc; // 关联的NPC实例,用于访问NPC的属性和方法
this.targetType = targetType; // 目标类型,用于指定搜索的物品类型
}
update() {
// 如果没有目标,寻找新目标
if (!this.npc.target) {
this.findTarget();
} else {
// 向目标移动
this.moveToTarget();
}
}
findTarget() {
// 简单实现:随机选择一个目标
const scene = this.npc.scene;
switch (this.targetType) {
case 'smallGrass':
if (scene.smallGrassObjects.length > 0) {
const randomIndex = Phaser.Math.Between(0, scene.smallGrassObjects.length - 1);
this.npc.target = scene.smallGrassObjects[randomIndex];
}else{
// 如果没有小草,切换到待机状态
this.npc.setState(NPCState.IDLE);
}
break;
case 'npc':
if (scene.NPCObjects.length > 1) { // 确保有其他NPC
// 随机选择一个除自己以外的NPC
const randomIndex = Phaser.Math.Between(0, scene.NPCObjects.length - 1);
this.npc.target = scene.NPCObjects[randomIndex];
// 确保选择的NPC不是自己
if (this.npc.target === this.npc) {
this.findTarget(); // 如果是自己,重新选择
}
}
break;
}
}
moveToTarget() {
// 检查目标是否已被移除
const scene = this.npc.scene;
let targetExists = false;
switch (this.targetType) {
case 'smallGrass':
targetExists = scene.smallGrassObjects.includes(this.npc.target);
break;
}
// 如果目标不存在,切换到搜索状态
if (!targetExists) {
this.npc.target = null;
this.npc.setState(NPCState.SEARCHING);
return;
}
if (this.npc.target) {
const direction = new Phaser.Math.Vector2(
this.npc.target.x - this.npc.x,
this.npc.target.y - this.npc.y
).normalize();
const currentVelocity = this.npc.body.velocity.clone();
const targetVelocity = direction.clone().scale(this.npc.speed);
const blendedVelocity = currentVelocity.lerp(targetVelocity, 0.1);
this.npc.body.setVelocity(
blendedVelocity.x,
blendedVelocity.y
);
const distance = Phaser.Math.Distance.Between(
this.npc.x, this.npc.y,
this.npc.target.x, this.npc.target.y
);
if (distance < 30) {
this.npc.body.setAcceleration(0, 0);
this.npc.body.setVelocity(0, 0);
this.npc.setState(NPCState.COLLECTING);
}
}
}
}
// 采集行为组件
class CollectBehavior {
constructor(npc, targetType = 'smallGrass') {
this.npc = npc;
this.targetType = targetType;
this.collectTime = 500; // 采集时间(毫秒)
this.collectStartTime = 0;
this.isCollecting = false;
}
update() {
if (!this.npc.target) {
// 如果没有目标,切换回搜索状态
this.npc.setState(NPCState.SEARCHING);
return;
}
// 检查目标是否还存在
const scene = this.npc.scene;
let targetExists = false;
switch (this.targetType) {
case 'smallGrass':
targetExists = scene.smallGrassObjects.includes(this.npc.target);
break;
}
if (!targetExists) {
// 目标不存在,切换回搜索状态
this.npc.target = null;
this.npc.setState(NPCState.SEARCHING);
return;
}
// 开始采集
if (!this.isCollecting) {
this.isCollecting = true;
this.collectStartTime = Date.now();
}
// 检查采集是否完成
if (Date.now() - this.collectStartTime >= this.collectTime) {
// 采集完成,移除目标
this.removeTarget();
this.isCollecting = false;
// 切换回搜索状态
this.npc.setState(NPCState.SEARCHING);
}
}
removeTarget() {
const scene = this.npc.scene;
if (this.npc.target) {
switch (this.targetType) {
case 'smallGrass':
const index = scene.smallGrassObjects.indexOf(this.npc.target);
if (index > -1) {
scene.smallGrassObjects.splice(index, 1);
this.npc.target.destroy();
}
break;
}
this.npc.target = null;
}
}
}
// 受控行为组件
class ControlledBehavior {
constructor(npc) {
this.npc = npc;
}
update() {
const scene = this.npc.scene;
if (scene.teamTargetPoint) {
const distance = Phaser.Math.Distance.Between(
this.npc.x, this.npc.y,
scene.teamTargetPoint.x, scene.teamTargetPoint.y
);
if (distance >= 4) {
this.moveToTarget(scene.teamTargetPoint);
} else {
this.npc.body.setVelocity(0, 0);
this.npc.x = scene.teamTargetPoint.x;
this.npc.y = scene.teamTargetPoint.y;
}
} else {
this.npc.body.setVelocity(0, 0);
}
}
moveToTarget(targetPoint) {
const direction = new Phaser.Math.Vector2(
targetPoint.x - this.npc.x,
targetPoint.y - this.npc.y
).normalize();
const currentVelocity = this.npc.body.velocity.clone();
const targetVelocity = direction.clone().scale(this.npc.speed);
const blendedVelocity = currentVelocity.lerp(targetVelocity, 0.1);
this.npc.body.setVelocity(
blendedVelocity.x,
blendedVelocity.y
);
}
}