fix(SS) 修复会重复采集同一物品的问题

This commit is contained in:
chicrobot committed 2026-02-10 13:39:42 +08:00
1 parent 5a595d72e1
commit 6b07a4a096
1 file changed
+57 -34
+57 -34
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@@ -54,6 +54,7 @@ export default class BreatheLife extends WorldLand {
this.spriteTextureCount = 0 this.spriteTextureCount = 0
this.spriteAnimCount = 0 this.spriteAnimCount = 0
this.targetCount = 3 // 目标角色数量 this.targetCount = 3 // 目标角色数量
this.smallGrassObjects = [] // 维护小草集合
} }
initInput() { initInput() {
// 移除父类的输入事件监听器,避免重复监听 // 移除父类的输入事件监听器,避免重复监听
@@ -65,10 +66,17 @@ export default class BreatheLife extends WorldLand {
const { x, y } = this.input.activePointer const { x, y } = this.input.activePointer
this.handleClick(x, y) this.handleClick(x, y)
}) })
// 监听自定义收集完成事件,当所有小草都被收集时触发
this.events.on('collectAllSmallGrass', () => {
this.scene.start(this.nextScene)
})
} }
removeListener() { removeListener() {
// 移除鼠标点击事件监听器 // 移除鼠标点击事件监听器
this.input.off('pointerdown'); this.input.off('pointerdown');
// 移除自定义收集完成事件监听器
this.events.off('collectAllSmallGrass')
} }
/** /**
@@ -146,14 +154,6 @@ export default class BreatheLife extends WorldLand {
return return
} }
// 创建角色动画
// sprite.anims.create({
// key: 'player1-0',
// frames: sprite.anims.generateFrameNumbers('player1-0', { start: 0, end: 7 }),
// frameRate: 10,
// repeat: -1
// })
// 创建移动动画 // 创建移动动画
this.anims.create({ this.anims.create({
key: 'player-move', key: 'player-move',
@@ -171,55 +171,78 @@ export default class BreatheLife extends WorldLand {
// 重写创建小草方法,移除条件判断和计数器 // 重写创建小草方法,移除条件判断和计数器
createSmallGrass(x, y) { createSmallGrass(x, y) {
// 创建瓦片图实例 // 创建
const tile = this.add.image(x, y, 'smallGrass'); const smallGrass = this.add.image(x, y, 'smallGrass');
tile.setDepth(this.mapDepth); // 设置深度,确保在UI层级之下 smallGrass.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 smallGrass.setScrollFactor(0); // 固定,不随相机移动
return smallGrass
} }
// 新增方法:随机添加50个小草
addRandomSmallGrass() { addRandomSmallGrass() {
for (let i = 0; i < 50; i++) { for (let i = 0; i < 50; i++) {
// 屏幕范围内随机生成小草位置 // 屏幕范围内随机生成小草位置
const x = Phaser.Math.Between(0, this.cameras.main.width) const x = Phaser.Math.Between(0, this.cameras.main.width)
const y = Phaser.Math.Between(0, this.cameras.main.height) const y = Phaser.Math.Between(0, this.cameras.main.height)
this.createSmallGrass(x, y) const smallGrass = this.createSmallGrass(x, y)
// 保存小草对象到数组
this.smallGrassObjects.push(smallGrass)
} }
} }
searchAndAddSmallGrass(clickedSprite, collectedGrass = 0) { /**
const smallGrassTiles = this.children.getChildren().filter(child => * 搜索并添加小草
child instanceof Phaser.GameObjects.Image && child.texture.key === 'smallGrass' * @param {Phaser.GameObjects.Sprite} clickedSprite - 点击的角色精灵
) */
searchAndAddSmallGrass(clickedSprite) {
if (smallGrassTiles.length === 0) { // 搜索所有小草
// const smallGrass = this.children.getChildren().filter(child =>
// child instanceof Phaser.GameObjects.Image && child.texture.key === 'smallGrass'
// )
const smallGrass = this.smallGrassObjects
// 过滤未标记的小草
const unmarkedGrass = smallGrass.filter(grass => grass.alpha === 1)
// 如果没有小草,直接返回
if (smallGrass.length === 0) {
// 所有小草都已收集,触发事件
this.events.emit('collectAllSmallGrass')
return return
} }
// 查找最近的小草
let nearestGrass = null let nearestGrass = null // 最近的小草
let minDistance = Infinity let minDistance = Infinity // 最近距离,初始为无穷大
// 遍历所有小草,找到最近的一个
for (const grass of smallGrassTiles) { for (const grass of unmarkedGrass) {
// 计算当前小草与角色的距离
const distance = Phaser.Math.Distance.Between( const distance = Phaser.Math.Distance.Between(
clickedSprite.x, clickedSprite.y, clickedSprite.x, clickedSprite.y,
grass.x, grass.y grass.x, grass.y
) )
// 如果当前小草距离更近,更新最近的小草
if (distance < minDistance) { if (distance < minDistance) {
minDistance = distance minDistance = distance
nearestGrass = grass nearestGrass = grass
} }
} }
// 如果找到最近的小草,移动角色到小草位置
if (nearestGrass) { if (nearestGrass) {
// 标记小草为已收集
nearestGrass.setAlpha(0.5)
// 角色移动到小草位置
this.tweens.add({ this.tweens.add({
targets: clickedSprite, targets: clickedSprite, // 角色精灵
x: nearestGrass.x, x: nearestGrass.x, // 目标小草位置x
y: nearestGrass.y, y: nearestGrass.y, // 目标小草位置y
duration: 1000, duration: 1000, // 移动时间1秒
ease: 'Power2', ease: 'Power2', // 移动缓动效果
onComplete: () => { onComplete: () => {
nearestGrass.destroy() // 从数组中移除已收集的小草
this.sound.play('coin-a') this.smallGrassObjects = this.smallGrassObjects.filter(
this.searchAndAddSmallGrass(clickedSprite, collectedGrass + 1) obj => obj !== nearestGrass
)
nearestGrass.destroy() // 移动完成后销毁小草
this.sound.play('coin-a') // 播放收集小草音效
this.searchAndAddSmallGrass(clickedSprite) // 递归调用,继续搜索下一个小草
} }
}) })
} }