feat(SS) 添加AI移动逻辑

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chicrobot committed 2026-02-06 20:57:38 +08:00
1 parent 48960d2a0c
commit 5a595d72e1
2 files changed
+65 -5

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+63 -3
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@@ -45,6 +45,8 @@ export default class BreatheLife extends WorldLand {
// 覆盖输入 // 覆盖输入
this.initInput() this.initInput()
// 添加随机小草
this.addRandomSmallGrass()
} }
initSceneTransition() { initSceneTransition() {
// 初始化角色计数器,用于跟踪创建的角色数量 // 初始化角色计数器,用于跟踪创建的角色数量
@@ -79,10 +81,10 @@ export default class BreatheLife extends WorldLand {
const clickedSprite = this.getClickedSprite(x, y) const clickedSprite = this.getClickedSprite(x, y)
console.log("点击到的精灵:", clickedSprite) console.log("点击到的精灵:", clickedSprite)
// 如果满足条件则切换到下一场景 // 如果满足条件则切换到下一场景
if (this.spriteCount >= this.targetCount && this.spriteTextureCount >= this.targetCount && this.spriteAnimCount >= this.targetCount) { if (clickedSprite) { // 如果点击到了精灵
this.scene.start(this.nextScene)
}else if (clickedSprite) { // 如果点击到了精灵
this.handleSpriteClick(clickedSprite) this.handleSpriteClick(clickedSprite)
}else if (this.spriteCount >= this.targetCount && this.spriteTextureCount >= this.targetCount && this.spriteAnimCount >= this.targetCount) {
this.scene.start(this.nextScene)
}else if (this.spriteCount < 3) { }else if (this.spriteCount < 3) {
// 创建一个新的角色 sprite,缩放为1倍,并设置原点为中心底部 // 创建一个新的角色 sprite,缩放为1倍,并设置原点为中心底部
const sprite = this.physics.add.sprite(x, y, 'player').setScale(1).setOrigin(0.5, 1) const sprite = this.physics.add.sprite(x, y, 'player').setScale(1).setOrigin(0.5, 1)
@@ -129,6 +131,8 @@ export default class BreatheLife extends WorldLand {
this.addSpriteAnimation(clickedSprite) // 添加角色动画 this.addSpriteAnimation(clickedSprite) // 添加角色动画
}else if (['player1-1', 'player1-2'].includes(clickedSprite.texture.key)){ // 如果点击的角色纹理已经是player0-0,则添加音效 }else if (['player1-1', 'player1-2'].includes(clickedSprite.texture.key)){ // 如果点击的角色纹理已经是player0-0,则添加音效
this.sound.play('coin-b') // 播放移动音效 this.sound.play('coin-b') // 播放移动音效
// 添加搜索逻辑,自动检测最近的小草
this.searchAndAddSmallGrass(clickedSprite)
} }
} }
@@ -164,4 +168,60 @@ export default class BreatheLife extends WorldLand {
sprite.anims.play('player-move') sprite.anims.play('player-move')
this.spriteAnimCount++ this.spriteAnimCount++
} }
// 重写创建小草方法,移除条件判断和计数器
createSmallGrass(x, y) {
// 创建瓦片图实例
const tile = this.add.image(x, y, 'smallGrass');
tile.setDepth(this.mapDepth); // 设置深度,确保在UI层级之下
tile.setScrollFactor(0); // 固定瓦片,不随相机移动
}
addRandomSmallGrass() {
for (let i = 0; i < 50; i++) {
// 屏幕范围内随机生成小草位置
const x = Phaser.Math.Between(0, this.cameras.main.width)
const y = Phaser.Math.Between(0, this.cameras.main.height)
this.createSmallGrass(x, y)
}
}
searchAndAddSmallGrass(clickedSprite, collectedGrass = 0) {
const smallGrassTiles = this.children.getChildren().filter(child =>
child instanceof Phaser.GameObjects.Image && child.texture.key === 'smallGrass'
)
if (smallGrassTiles.length === 0) {
return
}
let nearestGrass = null
let minDistance = Infinity
for (const grass of smallGrassTiles) {
const distance = Phaser.Math.Distance.Between(
clickedSprite.x, clickedSprite.y,
grass.x, grass.y
)
if (distance < minDistance) {
minDistance = distance
nearestGrass = grass
}
}
if (nearestGrass) {
this.tweens.add({
targets: clickedSprite,
x: nearestGrass.x,
y: nearestGrass.y,
duration: 1000,
ease: 'Power2',
onComplete: () => {
nearestGrass.destroy()
this.sound.play('coin-a')
this.searchAndAddSmallGrass(clickedSprite, collectedGrass + 1)
}
})
}
}
} }
+2 -2
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@@ -53,7 +53,7 @@ export default class WorldLand extends WorldTime {
this.input.on('pointerdown', () => { this.input.on('pointerdown', () => {
// 获取点击位置的坐标 // 获取点击位置的坐标
const { x, y } = this.input.activePointer const { x, y } = this.input.activePointer
this.createTile(x, y) this.createSmallGrass(x, y)
}) })
// 监听键盘按键事件,按键后执行场景过渡动画 // 监听键盘按键事件,按键后执行场景过渡动画
@@ -102,7 +102,7 @@ export default class WorldLand extends WorldTime {
console.log(`草地铺满屏幕完成,使用了 ${tilesX}x${tilesY} 个瓦片`) console.log(`草地铺满屏幕完成,使用了 ${tilesX}x${tilesY} 个瓦片`)
} }
createTile(x, y) { createSmallGrass(x, y) {
if (this.smallGrassCount >= 5) { if (this.smallGrassCount >= 5) {
this.scene.start(this.nextScene); this.scene.start(this.nextScene);
} }