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fix(VJ) 修复多点触控
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@@ -8,6 +8,16 @@ export default {
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height: window.innerHeight,
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// 游戏背景颜色:使用十六进制颜色值设置为天蓝色
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backgroundColor: '#87ceeb',
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// 输入系统配置
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input: {
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// 启用多点触控支持
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multiTouch: true,
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// 触摸事件捕获配置
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touch: {
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// 捕获触摸事件,防止事件冒泡
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capture: true
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}
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},
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// 物理引擎配置
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physics: {
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// 默认使用的物理引擎:'arcade'是Phaser内置的轻量级物理引擎
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@@ -184,7 +184,7 @@ export default class AttackSkillTestScene extends Phaser.Scene {
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isActive: false,
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base: null,
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knob: null,
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pointer: null,
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activePointer: null,
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centerX: 0,
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centerY: 0,
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radius: 50,
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@@ -393,7 +393,7 @@ export default class AttackSkillTestScene extends Phaser.Scene {
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// 鼠标移动事件
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this.input.on('pointermove', (ptr) => {
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// 只有在技能轮盘激活时才处理
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if (!this.skillWheel.isActive || this.skillWheel.pointer !== ptr) {
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if (!this.skillWheel.isActive || this.skillWheel.activePointer !== ptr) {
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return;
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}
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@@ -419,7 +419,7 @@ export default class AttackSkillTestScene extends Phaser.Scene {
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// 鼠标释放事件
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this.input.on('pointerup', (ptr) => {
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// 只有在技能轮盘激活时才处理
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if (!this.skillWheel.isActive || this.skillWheel.pointer !== ptr) {
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if (!this.skillWheel.isActive || this.skillWheel.activePointer !== ptr) {
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return;
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}
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@@ -437,7 +437,7 @@ export default class AttackSkillTestScene extends Phaser.Scene {
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startSkillCast(pointer) {
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// 设置技能轮盘状态
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this.skillWheel.isActive = true;
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this.skillWheel.pointer = pointer;
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this.skillWheel.activePointer = pointer;
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// 显示旋钮和轮盘基础
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this.skillWheel.knob.setVisible(true);
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