feat(fog) 添加迷雾场景

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wvellichor committed 2026-01-20 22:44:22 +08:00
1 parent 556d576060
commit c09770753f
4 files changed
+286 -3

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+4 -1
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@@ -32,6 +32,8 @@ import FarmingTestScene from './scenes/testScenes/FarmingTestScene.js';
import SkillTestScene from './scenes/testScenes/SkillTestScene.js';
// 导入攻击技能测试场景
import AttackSkillTestScene from './scenes/testScenes/AttackSkillTestScene.js';
// 导入迷雾测试场景
import FogOfWarTestScene from './scenes/testScenes/FogOfWarTestScene.js';
// 导入菜单场景
import MenuScene from './scenes/MenuScene.js';
@@ -60,7 +62,8 @@ const config = {
MapEditTestScene,
FarmingTestScene,
SkillTestScene,
AttackSkillTestScene
AttackSkillTestScene,
FogOfWarTestScene
]
};
+1
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@@ -17,6 +17,7 @@ export default class BootScene extends Phaser.Scene {
// 测试场景列表
const testScenes = [
{ key: 'FogOfWarTestScene', name: '测试场景17:迷雾系统测试' },
{ key: 'AttackSkillTestScene', name: '测试场景16:攻击技能测试' },
{ key: 'SkillTestScene', name: '测试场景15:技能移动效果测试' },
{ key: 'FarmingTestScene', name: '测试场景14:种田功能测试' },
+28 -2
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@@ -417,6 +417,13 @@ export default class MenuScene extends Phaser.Scene {
// 添加开始按钮点击事件
startClickArea.on('pointerdown', () => {
console.log('Start game clicked');
// 清除所有与涟漪相关的延迟调用,避免场景切换后仍然执行
this.rippleTimeouts.forEach(timeoutId => {
clearTimeout(timeoutId);
});
this.rippleTimeouts = [];
// 添加进入场景前的过渡动画
this.cameras.main.fadeOut(500, 0, 0, 0);
this.cameras.main.once('camerafadeoutcomplete', () => {
@@ -582,7 +589,10 @@ export default class MenuScene extends Phaser.Scene {
for (let i = 0; i < rippleCount; i++) {
// 随机延迟开始
const timeoutId = setTimeout(() => {
this.createSingleRipple(screenWidth, screenHeight);
// 确保场景仍然存在且 rippleGroup 存在
if (this.scene && this.rippleGroup) {
this.createSingleRipple(screenWidth, screenHeight);
}
}, Phaser.Math.Between(0, 3000));
// 将timeout ID保存到数组中
@@ -609,7 +619,7 @@ export default class MenuScene extends Phaser.Scene {
// 延迟创建后续的涟漪层
const timeoutId = setTimeout(() => {
// 只有在雨天效果开启时,才创建新的涟漪
if (this.isRainEnabled) {
if (this.isRainEnabled && this.rippleGroup) {
// 创建涟漪圆圈(只保留边框)
const ripple = this.add.circle(
x,
@@ -662,4 +672,20 @@ export default class MenuScene extends Phaser.Scene {
this.rippleTimeouts.push(timeoutId);
}
}
/**
* 场景关闭时的清理工作
*/
shutdown() {
// 清除所有与涟漪相关的延迟调用
this.rippleTimeouts.forEach(timeoutId => {
clearTimeout(timeoutId);
});
// 清空timeout数组
this.rippleTimeouts = [];
// 调用父类的shutdown方法
super.shutdown();
}
}
+253
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@@ -0,0 +1,253 @@
// 测试场景:迷雾测试
import Unit from '../../objects/Unit.js';
import { InputSystem } from '../../systems/InputSystem.js';
import { SelectionSystem } from '../../systems/SelectionSystem.js';
import { CommandSystem } from '../../systems/CommandSystem.js';
export default class FogOfWarTestScene extends Phaser.Scene {
constructor() {
super({ key: 'FogOfWarTestScene' });
}
create() {
// 创建玩家纹理
if (!this.textures.exists('player')) {
const canvas = document.createElement('canvas');
canvas.width = 32;
canvas.height = 32;
const ctx = canvas.getContext('2d');
ctx.fillStyle = '#000000ff';
ctx.beginPath();
ctx.arc(16, 16, 14, 0, Math.PI * 2);
ctx.fill();
this.textures.addCanvas('player', canvas);
}
// 创建敌人纹理
if (!this.textures.exists('enemy')) {
const canvas = document.createElement('canvas');
canvas.width = 32;
canvas.height = 32;
const ctx = canvas.getContext('2d');
ctx.fillStyle = '#ff0000ff';
ctx.beginPath();
ctx.arc(16, 16, 14, 0, Math.PI * 2);
ctx.fill();
this.textures.addCanvas('enemy', canvas);
}
// 物理世界和相机边界
const worldSize = 2000;
this.physics.world.setBounds(-worldSize, -worldSize, worldSize * 2, worldSize * 2);
this.cameras.main.setBounds(-worldSize, -worldSize, worldSize * 2, worldSize * 2);
this.cameras.main.centerOn(0, 0);
// 初始化系统 - 开启鼠标移动和框选
this.inputSystem = new InputSystem(this, {
keyboard: true,
mouse: true,
joystick: false,
selection: true
});
this.selectionSystem = new SelectionSystem(this);
this.commandSystem = new CommandSystem(this);
// 创建单位组
this.unitGroup = this.add.group();
// 创建玩家单位
this.playerUnit = new Unit(this, 0, 0, 'player');
this.playerUnit.setDepth(2); // 确保玩家在迷雾之上
this.unitGroup.add(this.playerUnit);
// 自动选中玩家单位
this.events.emit('select-unit', this.playerUnit);
// 创建多个敌人单位,分布在不同位置
for (let i = 0; i < 10; i++) {
const x = Math.random() * 1600 - 800;
const y = Math.random() * 1600 - 800;
const enemyUnit = new Unit(this, x, y, 'enemy');
enemyUnit.setDepth(2); // 确保敌人在迷雾之上
this.unitGroup.add(enemyUnit);
}
// 添加碰撞检测
this.physics.add.collider(this.unitGroup, this.unitGroup);
// 创建迷雾系统
this.createFogOfWar(worldSize);
// 添加场景说明文本
const titleText = this.add.text(10, 10, '测试场景:迷雾测试', {
fontSize: '20px',
fill: '#ffffff'
});
titleText.setScrollFactor(0, 0); // 固定在屏幕上,不随相机移动
titleText.setDepth(10); // 设置深度,确保显示在游戏元素上方
const fogText = this.add.text(10, 40, '玩家周围会显示视野,迷雾会随玩家移动而变化', {
fontSize: '16px',
fill: '#ffffff'
});
fogText.setScrollFactor(0, 0); // 固定在屏幕上,不随相机移动
fogText.setDepth(10); // 设置深度,确保显示在游戏元素上方
const controlsText = this.add.text(10, 70, 'WASD或方向键移动视角,鼠标右键移动单位', {
fontSize: '16px',
fill: '#ffffff'
});
controlsText.setScrollFactor(0, 0); // 固定在屏幕上,不随相机移动
controlsText.setDepth(10); // 设置深度,确保显示在游戏元素上方
const spaceText = this.add.text(10, 100, '按空格键返回菜单', {
fontSize: '16px',
fill: '#ffffff'
});
spaceText.setScrollFactor(0, 0); // 固定在屏幕上,不随相机移动
spaceText.setDepth(10); // 设置深度,确保显示在游戏元素上方
// 空格键切换场景
this.input.keyboard.on('keydown-SPACE', () => {
this.scene.start('BootScene');
});
// 添加返回菜单按钮
this.createReturnButton();
// 添加相机移动控制
this.cameraSpeed = 2;
this.cameraKeys = this.input.keyboard.addKeys({
up: Phaser.Input.Keyboard.KeyCodes.W,
down: Phaser.Input.Keyboard.KeyCodes.S,
left: Phaser.Input.Keyboard.KeyCodes.A,
right: Phaser.Input.Keyboard.KeyCodes.D
});
}
/**
* 创建返回菜单按钮
*/
createReturnButton() {
// 创建按钮背景
const button = this.add.rectangle(10, 130, 150, 40, 0x333333);
button.setOrigin(0, 0);
button.setScrollFactor(0, 0);
button.setDepth(10);
button.setInteractive({ useHandCursor: true });
// 按钮文本
const buttonText = this.add.text(25, 140, '返回菜单', {
fontSize: '16px',
fill: '#ffffff',
fontFamily: 'Arial'
});
buttonText.setScrollFactor(0, 0);
buttonText.setDepth(11);
// 按钮事件
button.on('pointerdown', () => {
this.scene.start('BootScene');
});
button.on('pointerover', () => {
button.setFillStyle(0x555555);
});
button.on('pointerout', () => {
button.setFillStyle(0x333333);
});
}
/**
* 创建迷雾系统
* @param {number} worldSize - 世界大小
*/
createFogOfWar(worldSize) {
// 创建迷雾纹理
if (!this.textures.exists('fogTexture')) {
const canvas = document.createElement('canvas');
canvas.width = 64;
canvas.height = 64;
const ctx = canvas.getContext('2d');
// 创建渐变效果
const gradient = ctx.createRadialGradient(32, 32, 0, 32, 32, 32);
gradient.addColorStop(0, 'rgba(0, 0, 0, 0)'); // 中心透明
gradient.addColorStop(0.7, 'rgba(0, 0, 0, 0.8)'); // 边缘不透明
ctx.fillStyle = gradient;
ctx.fillRect(0, 0, 64, 64);
this.textures.addCanvas('fogTexture', canvas);
}
// 创建迷雾图层
this.fogLayer = this.add.graphics();
this.fogLayer.setDepth(1); // 迷雾在单位之下
// 视野范围
this.viewRange = 300;
// 更新迷雾
this.updateFogOfWar();
}
/**
* 更新迷雾
*/
updateFogOfWar() {
if (!this.playerUnit) return;
// 清除当前迷雾
this.fogLayer.clear();
// 获取玩家位置
const playerX = this.playerUnit.x;
const playerY = this.playerUnit.y;
// 创建迷雾遮罩
this.fogLayer.fillStyle(0x000000, 0.8);
this.fogLayer.fillRect(-2000, -2000, 4000, 4000);
// 创建视野区域(圆形)
this.fogLayer.fillStyle(0x000000, 0);
this.fogLayer.setBlendMode(Phaser.BlendModes.ERASE);
// 绘制视野圆
this.fogLayer.beginPath();
this.fogLayer.arc(playerX, playerY, this.viewRange, 0, Math.PI * 2);
this.fogLayer.fillPath();
// 重置混合模式
this.fogLayer.setBlendMode(Phaser.BlendModes.NORMAL);
}
update() {
this.inputSystem.update();
// 更新相机移动
if (this.cameraKeys.left.isDown) {
this.cameras.main.scrollX -= this.cameraSpeed;
}
if (this.cameraKeys.right.isDown) {
this.cameras.main.scrollX += this.cameraSpeed;
}
if (this.cameraKeys.up.isDown) {
this.cameras.main.scrollY -= this.cameraSpeed;
}
if (this.cameraKeys.down.isDown) {
this.cameras.main.scrollY += this.cameraSpeed;
}
this.unitGroup.getChildren().forEach(unit => {
if (unit.update) {
unit.update();
}
unit.updateMovement();
});
// 更新迷雾
this.updateFogOfWar();
}
}