refactor(SRC) 重构核心场景路径位置

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chicrobot committed 2026-02-12 18:26:16 +08:00
1 parent 942ba567f3
commit cbbed1519e
18 files changed
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@@ -51,23 +51,25 @@ import WeaponTestScene from './scenes/testScenes/WeaponTestScene.js';
// 故事场景
// 开天辟地,创建场景
import PrimordialDevide from './scenes/storeScenes/PrimordialDevide.js';
import PrimordialDevide from './src/scenes/PrimordialDevide.js';
// 日月山川,创建时间,地图、物品
import WorldTime from './scenes/storeScenes/WorldTime.js';
import WorldLand from './scenes/storeScenes/WorldLand.js';
import WorldTime from './src/scenes/WorldTime.js';
import WorldLand from './src/scenes/WorldLand.js';
// 女娲造人,创建角色
import BreatheLife from './scenes/storeScenes/BreatheLife.js';
// 伏羲画卦,创建角色控制与信息栏
import Control from './scenes/storeScenes/Control.js';
// import InfoBar from './scenes/storeScenes/InfoBar.js';
// // 钻木取火,添加合成系统
// import Synthesis from './scenes/storeScenes/Synthesis.js';
import BreatheLife from './src/scenes/BreatheLife.js';
// 伏羲画卦,创建角色控制、信息栏与多语言
import Control from './src/scenes/Control.js';
// import InfoBar from './src/scenes/InfoBar.js';
// import MultiLanguage from './src/scenes/MultiLanguage.js';
// // 钻木取火,添加光影与合成系统
// import Shadow from './src/scenes/Shadow.js';
// import Synthesis from './src/scenes/Synthesis.js';
// // 神农百草,创建耕种系统
// import Farming from './scenes/storeScenes/Farming.js';
// import Farming from './src/scenes/Farming.js';
// // 涿鹿之战,创建战斗系统
// import Battle from './scenes/storeScenes/Battle.js';
// // 大禹治水,创建地形系统
// import Terrain from './scenes/storeScenes/Terrain.js';
// import Battle from './src/scenes/Battle.js';
// // 大禹治水,创建建造,含地形改造
// import Building from './src/scenes/Building.js';
// 创建游戏的最终配置对象
const config = {
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export default class Joystick {
constructor(scene, x, y, radius, baseColor, thumbColor) {
this.scene = scene
this.x = x
this.y = y
this.radius = radius
this.baseColor = baseColor
this.thumbColor = thumbColor
}
/**
* 创建摇杆,设置层级
*/
createJoystick(layer = 100) {
// 创建基座
this.joystickBase = this.scene.add.circle(0, 0, this.radius, this.baseColor)
this.joystickBase.setPosition(this.x, this.y)
// 创建按钮
this.joystickButton = this.scene.add.circle(0, 0, this.radius / 2, this.thumbColor)
this.joystickButton.setPosition(this.x, this.y)
// 设置层级
this.joystickBase.setDepth(layer)
this.joystickButton.setDepth(layer)
}
/**
* 获取摇杆归一化方向与力度
* @returns {Object} 归一化方向 {x, y} 与力度 magnitude
*/
getJoystickDirection() {
// 获取摇杆方向,归一化
const direction = {
x: this.joystickButton.x - this.joystickBase.x,
y: this.joystickButton.y - this.joystickBase.y,
}
// 计算力度
const magnitude = Math.sqrt(direction.x ** 2 + direction.y ** 2)
// 归一化方向
direction.x /= magnitude
direction.y /= magnitude
return {direction, magnitude}
}
/**
* 重置摇杆位置
*/
resetJoystick() {
this.joystickButton.setPosition(this.x, this.y)
}
/**
* 监听摇杆输入
*/
listenJoystickInput() {
// 监听按钮按下事件
this.joystickButton.on('pointerdown', (pointer) => {
this.joystickButton.setPosition(pointer.x, pointer.y)
})
// 监听按钮移动事件
this.joystickButton.on('pointermove', (pointer) => {
// 计算摇杆按钮到基座中心的距离
const dx = pointer.x - this.x
const dy = pointer.y - this.y
const distance = Math.sqrt(dx * dx + dy * dy)
if (distance > this.radius) {
// 限制在基座范围内
const angle = Math.atan2(dy, dx)
this.joystickButton.setPosition(
this.x + this.radius * Math.cos(angle),
this.y + this.radius * Math.sin(angle)
)
} else {
// 在基座范围内,跟随手指
this.joystickButton.setPosition(pointer.x, pointer.y)
}
})
// 监听按钮松开事件
this.joystickButton.on('pointerup', () => {
this.resetJoystick()
})
}
}
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/**
* AI 行为基类
*
* 定义单位的行为模式,用于实现不同的 AI 逻辑
*/
export default class AIBehavior {
/**
* 构造函数
* @param {Unit} unit - 单位对象
*/
constructor(unit) {
this.unit = unit;
this.isActive = false;
this.target = null;
}
/**
* 激活行为
*/
activate() {
this.isActive = true;
this.onStart();
}
/**
* 停用行为
*/
deactivate() {
this.isActive = false;
this.onStop();
}
/**
* 更新行为
* @param {number} delta - 时间增量
*/
update(delta) {
if (!this.isActive) return;
this.onUpdate(delta);
}
/**
* 行为开始时的回调
*/
onStart() {
// 子类重写
}
/**
* 行为停止时的回调
*/
onStop() {
// 子类重写
this.target = null;
}
/**
* 行为更新时的回调
* @param {number} delta - 时间增量
*/
onUpdate(delta) {
// 子类重写
}
/**
* 设置目标
* @param {Object} target - 目标对象
*/
setTarget(target) {
this.target = target;
}
}
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/**
* 玩家控制行为类
*
* 实现玩家通过摇杆或键盘控制单位的行为
*/
import AIBehavior from './AIBehavior.js';
export default class PlayerControlBehavior extends AIBehavior {
/**
* 构造函数
* @param {Unit} unit - 单位对象
* @param {Object} options - 配置选项
*/
constructor(unit, options = {}) {
super(unit);
this.speed = options.speed || 200;
this.useJoystick = options.useJoystick !== false;
this.useKeyboard = options.useKeyboard !== false;
this.moveDirection = { x: 0, y: 0 };
this.joystickEventName = options.joystickEventName || 'move-relative';
}
/**
* 行为开始
*/
onStart() {
if (this.useJoystick) {
this.setupJoystickControl();
}
if (this.useKeyboard) {
this.setupKeyboardControl();
}
}
/**
* 行为停止
*/
onStop() {
this.moveDirection = { x: 0, y: 0 };
this.unit.stopMovement();
if (this.useJoystick) {
this.teardownJoystickControl();
}
if (this.useKeyboard) {
this.teardownKeyboardControl();
}
}
/**
* 行为更新
* @param {number} delta - 时间增量
*/
onUpdate(delta) {
if (this.moveDirection.x !== 0 || this.moveDirection.y !== 0) {
this.unit.setMovementDirection(this.moveDirection);
} else {
this.unit.stopMovement();
}
}
/**
* 设置摇杆控制
*/
setupJoystickControl() {
this.joystickHandler = (data) => {
this.moveDirection = { x: data.x, y: data.y };
};
this.unit.scene.events.on(this.joystickEventName, this.joystickHandler);
}
/**
* 移除摇杆控制
*/
teardownJoystickControl() {
if (this.joystickHandler) {
this.unit.scene.events.off(this.joystickEventName, this.joystickHandler);
this.joystickHandler = null;
}
}
/**
* 设置键盘控制
*/
setupKeyboardControl() {
this.cursors = this.unit.scene.input.keyboard.createCursorKeys();
}
/**
* 移除键盘控制
*/
teardownKeyboardControl() {
this.cursors = null;
}
/**
* 设置移动速度
* @param {number} speed - 移动速度
*/
setSpeed(speed) {
this.speed = speed;
this.unit.setSpeed(speed);
}
}
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/**
* 搜索行为类
*
* 实现单位自动搜索并收集目标物品的行为
*/
import AIBehavior from './AIBehavior.js';
export default class SearchBehavior extends AIBehavior {
/**
* 构造函数
* @param {Unit} unit - 单位对象
* @param {Array} targets - 目标物品数组
* @param {Object} options - 配置选项
*/
constructor(unit, targets, options = {}) {
super(unit);
this.targets = targets;
this.searchDelay = options.searchDelay || 500;
this.moveSpeed = options.moveSpeed || 200;
this.onCollect = options.onCollect || null;
this.onComplete = options.onComplete || null;
this.currentTarget = null;
this.isMoving = false;
this.delayTimer = null;
}
/**
* 行为开始
*/
onStart() {
this.searchNearestTarget();
}
/**
* 行为停止
*/
onStop() {
if (this.delayTimer) {
this.delayTimer.remove();
this.delayTimer = null;
}
this.currentTarget = null;
this.isMoving = false;
}
/**
* 行为更新
* @param {number} delta - 时间增量
*/
onUpdate(delta) {
if (this.isMoving) {
return;
}
if (!this.currentTarget) {
this.searchNearestTarget();
}
}
/**
* 搜索最近的目标
*/
searchNearestTarget() {
if (!this.targets || this.targets.length === 0) {
if (this.onComplete) {
this.onComplete();
}
return;
}
let nearestTarget = null;
let minDistance = Infinity;
for (const target of this.targets) {
if (target.alpha === 0.5) continue;
const distance = Phaser.Math.Distance.Between(
this.unit.x,
this.unit.y,
target.x,
target.y
);
if (distance < minDistance) {
minDistance = distance;
nearestTarget = target;
}
}
if (nearestTarget) {
this.moveToTarget(nearestTarget, minDistance);
} else {
if (this.onComplete) {
this.onComplete();
}
}
}
/**
* 移动到目标位置
* @param {Phaser.GameObjects.Sprite} target - 目标对象
* @param {number} distance - 距离
*/
moveToTarget(target, distance) {
this.currentTarget = target;
this.isMoving = true;
const duration = distance * 10;
this.unit.scene.tweens.add({
targets: this.unit,
x: target.x,
y: target.y,
duration: duration,
ease: 'Linear',
onComplete: () => {
this.collectTarget(target);
}
});
}
/**
* 收集目标
* @param {Phaser.GameObjects.Sprite} target - 目标对象
*/
collectTarget(target) {
target.setAlpha(0.5);
if (this.onCollect) {
this.onCollect(target);
}
const index = this.targets.indexOf(target);
if (index > -1) {
this.targets.splice(index, 1);
}
target.destroy();
this.currentTarget = null;
this.isMoving = false;
const delay = Phaser.Math.Between(this.searchDelay / 2, this.searchDelay * 1.5);
this.delayTimer = this.unit.scene.time.delayedCall(delay, () => {
this.searchNearestTarget();
});
}
/**
* 更新目标数组
* @param {Array} targets - 新的目标数组
*/
updateTargets(targets) {
this.targets = targets;
if (!this.currentTarget) {
this.searchNearestTarget();
}
}
}
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export default class Joystick {
constructor(scene, x, y) {
this.scene = scene // 场景上下文
this.centerX = x // 摇杆中心x坐标
this.centerY = y // 摇杆中心y坐标
this.radius = 50 // 摇杆半径
this.baseColor = 0x888888
this.thumbColor = 0xcccccc
this.activePointer = null; // 保持单一激活指针,但允许不同指针触发
this.isActive = false; // 是否激活
}
/**
* 创建摇杆,设置层级
*/
createJoystick(layer = 100) {
// 创建基座
this.joystickBase = this.scene.add.circle(this.centerX, this.centerY, this.radius, this.baseColor)
// 创建按钮
this.joystickButton = this.scene.add.circle(this.centerX, this.centerY, this.radius / 2, this.thumbColor)
// 设置层级
this.joystickBase.setDepth(layer)
this.joystickButton.setDepth(layer)
// 不随相机移动
this.joystickBase.setScrollFactor(0)
this.joystickButton.setScrollFactor(0)
}
/**
* 获取摇杆归一化方向与力度
* @returns {Object} 归一化方向 {x, y} 与力度 magnitude
*/
getJoystickDirection() {
// 获取摇杆方向,归一化
const direction = {
x: this.joystickButton.x - this.joystickBase.x,
y: this.joystickButton.y - this.joystickBase.y,
}
// 计算力度
const magnitude = Math.sqrt(direction.x ** 2 + direction.y ** 2)
// 归一化方向
direction.x /= magnitude
direction.y /= magnitude
return {direction, magnitude}
}
/**
* 重置摇杆位置
*/
resetJoystick() {
this.joystickButton.setPosition(this.centerX, this.centerY)
}
/**
* 监听摇杆输入
*/
startJoystickListen() {
// 监听指针按下事件
this.scene.input.on('pointerdown', (ptr) => {
if (this.isInBase(ptr)) {
// 只有在没有激活指针时才设置新指针
// 这样可以避免不同触摸点之间的干扰
if (!this.isActive) {
this.activePointer = ptr;
this.isActive = true;
}
}
});
}
isInBase(pointer) {
const dx = pointer.x - this.centerX;
const dy = pointer.y - this.centerY;
return Math.sqrt(dx * dx + dy * dy) <= this.radius + 20; // 容差
}
}
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/**
* Unit 类
*
* 游戏中的基础单位类,用于创建和管理游戏角色、敌人等实体
* 包含位置、移动、渲染、碰撞检测等核心功能
* 支持行为系统,可灵活配置不同的 AI 或玩家控制行为
*/
export default class Unit extends Phaser.GameObjects.Sprite {
/**
* 构造函数
* @param {Phaser.Scene} scene - 游戏场景
* @param {number} x - 初始 x 坐标
* @param {number} y - 初始 y 坐标
* @param {string} texture - 单位纹理
* @param {string} name - 单位名称
*/
constructor(scene, x, y, texture, name = 'unit') {
super(scene, x, y, texture);
// 场景引用
this.scene = scene;
// 基础属性
this.name = name;
this.type = 'unit'; // 单位类型
// 移动属性
this.speed = 100; // 移动速度
this.velocity = { x: 0, y: 0 }; // 速度向量
this.canMove = true; // 是否可以移动
// 状态属性
this.isSelected = false; // 是否被选中
this.isMoving = false; // 是否正在移动
this.isAlive = true; // 是否存活
// 健康属性
this.maxHealth = 100;
this.health = this.maxHealth;
// 渲染属性
this.depth = 10; // 渲染层级
// 碰撞属性
this.collider = null; // 碰撞器
// 行为系统
this.behavior = null; // 当前行为
this.behaviorStack = []; // 行为栈
// 初始化单位
this.create();
}
/**
* 创建单位精灵和物理体
*/
create() {
this.setOrigin(0.5, 1); // 设置原点为中心底部
this.setScale(1);
// 启用物理
this.scene.physics.add.existing(this);
this.setCollideWorldBounds(true);
// 同步位置
this.x = this.x;
this.y = this.y;
}
/**
* 更新单位状态
* @param {number} delta - 时间增量
*/
update(delta) {
if (!this.isAlive) return;
// 更新行为
if (this.behavior) {
this.behavior.update(delta);
}
// 更新移动
this.updateMovement();
}
/**
* 更新移动状态
*/
updateMovement() {
if (!this.canMove || !this.isMoving) {
this.setVelocity(0, 0);
return;
}
// 设置速度
this.setVelocity(
this.velocity.x * this.speed,
this.velocity.y * this.speed
);
}
/**
* 设置单位移动方向
* @param {Object} direction - 归一化方向向量 {x, y}
*/
setMovementDirection(direction) {
if (!this.canMove) return;
// 归一化方向向量
const magnitude = Math.sqrt(direction.x ** 2 + direction.y ** 2);
if (magnitude > 0) {
this.velocity.x = direction.x / magnitude;
this.velocity.y = direction.y / magnitude;
this.isMoving = true;
} else {
this.velocity.x = 0;
this.velocity.y = 0;
this.isMoving = false;
}
}
/**
* 停止移动
*/
stopMovement() {
this.velocity.x = 0;
this.velocity.y = 0;
this.isMoving = false;
this.setVelocity(0, 0);
}
/**
* 设置选中状态
* @param {boolean} selected - 是否选中
*/
setSelected(selected) {
this.isSelected = selected;
// 可以在这里添加选中视觉效果
if (this.isSelected) {
this.setTint(0x00ff00);
} else {
this.clearTint();
}
}
/**
* 受到伤害
* @param {number} damage - 伤害值
*/
takeDamage(damage) {
if (!this.isAlive) return;
this.health -= damage;
if (this.health <= 0) {
this.health = 0;
this.die();
}
// 可以在这里添加受伤视觉效果
this.setTint(0xff0000);
this.scene.tweens.add({
targets: this,
alpha: 0.5,
duration: 100,
yoyo: true,
onComplete: () => {
this.clearTint();
}
});
}
/**
* 恢复健康
* @param {number} amount - 恢复量
*/
heal(amount) {
if (!this.isAlive) return;
this.health += amount;
if (this.health > this.maxHealth) {
this.health = this.maxHealth;
}
}
/**
* 死亡
*/
die() {
this.isAlive = false;
this.isSelected = false;
this.isMoving = false;
this.canMove = false;
// 停止移动
this.stopMovement();
// 停止行为
if (this.behavior) {
this.behavior.deactivate();
this.behavior = null;
}
// 死亡视觉效果
this.setTint(0x888888);
this.scene.tweens.add({
targets: this,
alpha: 0,
scale: 0,
duration: 1000,
onComplete: () => {
this.destroy();
}
});
}
/**
* 销毁单位
*/
destroy() {
if (this.behavior) {
this.behavior.deactivate();
this.behavior = null;
}
if (this.collider) {
this.collider.destroy();
this.collider = null;
}
super.destroy();
}
/**
* 添加碰撞检测
* @param {Phaser.GameObjects.Group|Phaser.GameObjects.Sprite} target - 碰撞目标
* @param {Function} callback - 碰撞回调
*/
addCollider(target, callback) {
this.collider = this.scene.physics.add.collider(
this,
target,
callback,
null,
this.scene
);
}
/**
* 播放动画
* @param {string} animationKey - 动画键值
*/
playAnimation(animationKey) {
if (this.anims) {
this.anims.play(animationKey);
}
}
/**
* 设置速度
* @param {number} speed - 移动速度
*/
setSpeed(speed) {
this.speed = speed;
}
/**
* 检查与其他单位的距离
* @param {Unit} otherUnit - 其他单位
* @returns {number} 距离
*/
distanceTo(otherUnit) {
const dx = this.x - otherUnit.x;
const dy = this.y - otherUnit.y;
return Math.sqrt(dx * dx + dy * dy);
}
/**
* 检查是否与其他单位碰撞
* @param {Unit} otherUnit - 其他单位
* @returns {boolean} 是否碰撞
*/
collidesWith(otherUnit) {
const distance = this.distanceTo(otherUnit);
const combinedRadius = (this.width + otherUnit.width) / 4;
return distance < combinedRadius;
}
/**
* 设置单位类型
* @param {string} type - 单位类型
*/
setType(type) {
this.type = type;
}
/**
* 设置单位名称
* @param {string} name - 单位名称
*/
setName(name) {
this.name = name;
}
/**
* 获取单位信息
* @returns {Object} 单位信息
*/
getInfo() {
return {
name: this.name,
type: this.type,
x: this.x,
y: this.y,
health: this.health,
maxHealth: this.maxHealth,
speed: this.speed,
isSelected: this.isSelected,
isMoving: this.isMoving,
isAlive: this.isAlive
};
}
/**
* 暂停单位
*/
pause() {
this.canMove = false;
this.stopMovement();
}
/**
* 恢复单位
*/
resume() {
this.canMove = true;
}
/**
* 设置行为
* @param {AIBehavior} behavior - 行为对象
*/
setBehavior(behavior) {
if (this.behavior) {
this.behavior.deactivate();
}
this.behavior = behavior;
if (this.behavior) {
this.behavior.activate();
}
}
/**
* 移除行为
*/
removeBehavior() {
if (this.behavior) {
this.behavior.deactivate();
this.behavior = null;
}
}
/**
* 获取当前行为
* @returns {AIBehavior} 当前行为
*/
getBehavior() {
return this.behavior;
}
}
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@@ -1,10 +1,11 @@
/**
* Control 场景类
*
* 允许用户控制角色
* 允许用户控制角色,NPC 自动搜索并收集小草
*/
import BreatheLife from './BreatheLife.js'
import Joystick from './Joystick.js'
import Unit from '../objects/Unit.js'
import SearchBehavior from '../behaviors/SearchBehavior.js'
export default class Control extends BreatheLife {
constructor(sceneKey = 'Control') {
// 场景相关
@@ -26,6 +27,18 @@ export default class Control extends BreatheLife {
// 添加随机NPC
this.addRandomNPCs()
}
update() {
super.update()
// 更新所有 NPC 的行为
this.NPCObjects.forEach(npc => {
if (npc.update) {
npc.update()
}
})
}
// 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
// targetCount 通过在 create() 中直接设置来覆盖
@@ -39,9 +52,6 @@ export default class Control extends BreatheLife {
const { x, y } = this.input.activePointer
this.handleClick(x, y)
})
// 添加摇杆
this.addJoystick()
}
/**
@@ -55,28 +65,42 @@ export default class Control extends BreatheLife {
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 {
// 创建玩家可控制角色
// this.createCharacter(x, y)
}else if (this.NPCObjects.length < this.targetCount) {
// 如果角色数量不足目标数量,创建新的角色
const sprite = this.physics.add.sprite(x, y, 'player').setScale(1).setOrigin(0.5, 1)
sprite.setDepth(this.SpriteDepth) // 设置角色层级
this.NPCObjects.push(sprite) // 加入角色集合
}
}
/**
* 创建NPC
* @param {number} x - NPC的 x 坐标
* @param {number} y - NPC的 y 坐标
*/
createNPC(x, y) {
// 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, `player1-0`).setScale(1).setOrigin(0.5, 1)
sprite.setDepth(this.SpriteDepth) // 设置角色层级
// 使用 Unit 类创建 NPC
const npc = new Unit(this, x, y, 'player1-0')
npc.setType('npc')
npc.setDepth(this.SpriteDepth) // 设置NPC渲染层级
this.NPCObjects.push(sprite) // 加入角色集合
this.addSpriteAnimation(sprite) // 添加角色动画
this.searchAndAddSmallGrass(sprite) // 添加搜索逻辑,自动检测最近的小草
// // 设置角色碰撞世界边界
// sprite.setCollideWorldBounds(true)
// 为 NPC 添加搜索行为
const searchBehavior = new SearchBehavior(npc, this.smallGrassObjects, {
searchDelay: 500,
moveSpeed: 200,
onCollect: (grass) => {
this.sound.play('coin-a')
},
onComplete: () => {
console.log('NPC 收集完所有小草')
}
})
npc.setBehavior(searchBehavior)
// 添加到NPC数组
this.NPCObjects.push(npc)
}
/**
* 添加随机NPC
*/
@@ -93,12 +117,4 @@ export default class Control extends BreatheLife {
})
}
}
/**
* 添加摇杆
*/
addJoystick() {
this.joystick = new Joystick(this, 100, this.game.config.height - 100, 50, 0x888888, 0xcccccc)
this.joystick.createJoystick(this.UIDepth) // 创建并设置摇杆层级为UI层
this.joystick.listenJoystickInput()
}
}
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@@ -0,0 +1,7 @@
export function generateUUID() {
return 'xxxxxxxx-xxxx-4xxx-yxxx-xxxxxxxxxxxx'.replace(/[xy]/g, function(c) {
const r = Math.random() * 16 | 0;
const v = c === 'x' ? r : (r & 0x3 | 0x8);
return v.toString(16);
});
}
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@@ -1,354 +0,0 @@
// 移动逻辑测试场景
// 本文件将当前移动逻辑拆分为不同的测试场景
// 测试场景1: 相对移动(键盘控制)
// 测试内容:
// 1. 键盘方向键输入检测
// 2. 方向向量归一化
// 3. 移动速度控制
// 4. 停止移动逻辑
function testRelativeMovement() {
console.log("=== 测试场景1: 相对移动(键盘控制) ===");
// 模拟键盘输入
const testCases = [
{ dir: { x: 1, y: 0 }, description: "向右移动" },
{ dir: { x: 0, y: 1 }, description: "向下移动" },
{ dir: { x: -1, y: 0 }, description: "向左移动" },
{ dir: { x: 0, y: -1 }, description: "向上移动" },
{ dir: { x: 1, y: 1 }, description: "向右下对角线移动" },
{ dir: { x: 0, y: 0 }, description: "停止移动" }
];
testCases.forEach(testCase => {
console.log(`测试: ${testCase.description}`);
console.log(`输入方向: (${testCase.dir.x}, ${testCase.dir.y})`);
// 计算归一化向量
const magnitude = Math.sqrt(testCase.dir.x * testCase.dir.x + testCase.dir.y * testCase.dir.y);
let normalizedDir = { x: 0, y: 0 };
if (magnitude > 0) {
normalizedDir = {
x: testCase.dir.x / magnitude,
y: testCase.dir.y / magnitude
};
}
console.log(`归一化方向: (${normalizedDir.x.toFixed(2)}, ${normalizedDir.y.toFixed(2)})`);
// 计算速度向量
const speed = 150;
const velocity = {
x: normalizedDir.x * speed,
y: normalizedDir.y * speed
};
console.log(`速度向量: (${velocity.x.toFixed(2)}, ${velocity.y.toFixed(2)})`);
console.log("------------------------");
});
}
// 测试场景2: 目标点移动
// 测试内容:
// 1. 目标点设置
// 2. 世界边界限制
// 3. 移动路径计算
// 4. 到达目标点检测
function testMoveToPoint() {
console.log("=== 测试场景2: 目标点移动 ===");
// 模拟世界边界
const worldBounds = { x: 0, y: 0, width: 1000, height: 800 };
// 测试用例
const testCases = [
{
unitPos: { x: 100, y: 100 },
targetPos: { x: 500, y: 400 },
description: "正常范围内移动"
},
{
unitPos: { x: 100, y: 100 },
targetPos: { x: 1200, y: 900 },
description: "超出世界边界的目标点"
},
{
unitPos: { x: 500, y: 400 },
targetPos: { x: 505, y: 405 },
description: "接近当前位置的目标点"
}
];
testCases.forEach(testCase => {
console.log(`测试: ${testCase.description}`);
console.log(`单位位置: (${testCase.unitPos.x}, ${testCase.unitPos.y})`);
console.log(`目标位置: (${testCase.targetPos.x}, ${testCase.targetPos.y})`);
// 应用世界边界限制
const clampedTarget = {
x: Math.max(worldBounds.x, Math.min(worldBounds.width, testCase.targetPos.x)),
y: Math.max(worldBounds.y, Math.min(worldBounds.height, testCase.targetPos.y))
};
console.log(`限制后目标: (${clampedTarget.x}, ${clampedTarget.y})`);
// 计算距离和方向
const dx = clampedTarget.x - testCase.unitPos.x;
const dy = clampedTarget.y - testCase.unitPos.y;
const distance = Math.sqrt(dx * dx + dy * dy);
console.log(`距离: ${distance.toFixed(2)}`);
// 检查是否到达目标
const arrived = distance < 5;
console.log(`是否到达目标: ${arrived}`);
if (!arrived) {
// 计算移动方向和速度
const angle = Math.atan2(dy, dx);
const speed = 150;
const velocity = {
x: Math.cos(angle) * speed,
y: Math.sin(angle) * speed
};
console.log(`移动速度: (${velocity.x.toFixed(2)}, ${velocity.y.toFixed(2)})`);
}
console.log("------------------------");
});
}
// 测试场景3: 单位选择与移动命令
// 测试内容:
// 1. 单个单位选择
// 2. 多个单位选择
// 3. 移动命令分发
function testSelectionAndCommand() {
console.log("=== 测试场景3: 单位选择与移动命令 ===");
// 模拟单位和选择状态
const mockUnits = [
{ id: 1, name: "单位1", moveRelative: () => {}, setTarget: () => {} },
{ id: 2, name: "单位2", moveRelative: () => {}, setTarget: () => {} },
{ id: 3, name: "单位3", moveRelative: () => {}, setTarget: () => {} }
];
// 测试用例
const testCases = [
{
selectedUnits: [],
activeUnit: mockUnits[0],
command: "move-relative",
dir: { x: 1, y: 0 },
description: "无选中单位,使用激活单位"
},
{
selectedUnits: [mockUnits[0], mockUnits[1]],
activeUnit: mockUnits[0],
command: "move-to-point",
target: { x: 500, y: 400 },
description: "多个选中单位,执行目标点移动"
},
{
selectedUnits: [mockUnits[2]],
activeUnit: mockUnits[0],
command: "move-relative",
dir: { x: 0, y: -1 },
description: "单个选中单位,执行相对移动"
}
];
testCases.forEach(testCase => {
console.log(`测试: ${testCase.description}`);
console.log(`激活单位: ${testCase.activeUnit.name}`);
console.log(`选中单位: ${testCase.selectedUnits.map(u => u.name).join(", ")}`);
// 确定命令目标
const targets = testCase.selectedUnits.length > 0 ? testCase.selectedUnits : [testCase.activeUnit];
console.log(`命令目标: ${targets.map(u => u.name).join(", ")}`);
if (testCase.command === "move-relative") {
console.log(`执行相对移动: (${testCase.dir.x}, ${testCase.dir.y})`);
} else if (testCase.command === "move-to-point") {
console.log(`执行目标点移动: (${testCase.target.x}, ${testCase.target.y})`);
}
console.log("------------------------");
});
}
// 测试场景4: 虚拟摇杆控制
// 测试内容:
// 1. 摇杆激活检测
// 2. 摇杆方向计算
// 3. 归一化方向输出
// 4. 停止移动处理
function testVirtualJoystick() {
console.log("=== 测试场景4: 虚拟摇杆控制 ===");
// 模拟摇杆配置
const joystickConfig = { centerX: 100, centerY: 100, radius: 50 };
// 测试用例
const testCases = [
{
pointerPos: { x: 120, y: 100 },
description: "向右轻微拖动"
},
{
pointerPos: { x: 160, y: 100 },
description: "向右拖动超出摇杆范围"
},
{
pointerPos: { x: 135, y: 135 },
description: "向右下对角线拖动"
},
{
pointerPos: { x: 100, y: 100 },
description: "摇杆中心位置(停止)"
}
];
testCases.forEach(testCase => {
console.log(`测试: ${testCase.description}`);
console.log(`摇杆中心: (${joystickConfig.centerX}, ${joystickConfig.centerY})`);
console.log(`指针位置: (${testCase.pointerPos.x}, ${testCase.pointerPos.y})`);
// 计算方向和距离
const dx = testCase.pointerPos.x - joystickConfig.centerX;
const dy = testCase.pointerPos.y - joystickConfig.centerY;
const distance = Math.sqrt(dx * dx + dy * dy);
console.log(`距离: ${distance.toFixed(2)}`);
// 限制在摇杆范围内
let limitedDx = dx;
let limitedDy = dy;
if (distance > joystickConfig.radius) {
const angle = Math.atan2(dy, dx);
limitedDx = Math.cos(angle) * joystickConfig.radius;
limitedDy = Math.sin(angle) * joystickConfig.radius;
console.log(`限制后偏移: (${limitedDx.toFixed(2)}, ${limitedDy.toFixed(2)})`);
}
// 计算归一化方向
const dirX = limitedDx / joystickConfig.radius;
const dirY = limitedDy / joystickConfig.radius;
console.log(`归一化方向: (${dirX.toFixed(2)}, ${dirY.toFixed(2)})`);
console.log("------------------------");
});
}
// 测试场景5: 移动更新逻辑
// 测试内容:
// 1. 每帧移动更新
// 2. 位置更新计算
// 3. 目标到达检测
function testMovementUpdate() {
console.log("=== 测试场景5: 移动更新逻辑 ===");
// 模拟单位和时间增量
const mockUnit = {
x: 100,
y: 100,
target: { x: 500, y: 400 },
setVelocity: (vx, vy) => { mockUnit.velocity = { x: vx, y: vy }; },
setPosition: (x, y) => { mockUnit.x = x; mockUnit.y = y; }
};
const speed = 150;
const deltaTime = 1/60; // 60fps
console.log("初始状态:");
console.log(`单位位置: (${mockUnit.x}, ${mockUnit.y})`);
console.log(`目标位置: (${mockUnit.target.x}, ${mockUnit.target.y})`);
// 模拟几帧的移动更新
for (let i = 0; i < 5; i++) {
console.log(`\n第${i+1}帧更新:`);
const dx = mockUnit.target.x - mockUnit.x;
const dy = mockUnit.target.y - mockUnit.y;
const distance = Math.sqrt(dx * dx + dy * dy);
console.log(`距离目标: ${distance.toFixed(2)}`);
if (distance < 5) {
// 到达目标
mockUnit.setPosition(mockUnit.target.x, mockUnit.target.y);
mockUnit.setVelocity(0, 0);
mockUnit.target = null;
console.log("到达目标,停止移动");
break;
} else {
// 继续移动
const angle = Math.atan2(dy, dx);
const velocity = {
x: Math.cos(angle) * speed,
y: Math.sin(angle) * speed
};
mockUnit.setVelocity(velocity.x, velocity.y);
// 更新位置
mockUnit.x += velocity.x * deltaTime;
mockUnit.y += velocity.y * deltaTime;
console.log(`速度: (${velocity.x.toFixed(2)}, ${velocity.y.toFixed(2)})`);
console.log(`新位置: (${mockUnit.x.toFixed(2)}, ${mockUnit.y.toFixed(2)})`);
}
}
console.log("\n最终状态:");
console.log(`单位位置: (${mockUnit.x}, ${mockUnit.y})`);
console.log(`目标状态: ${mockUnit.target ? "有目标" : "无目标"}`);
}
// 运行所有测试场景
function runAllTests() {
console.log("开始运行移动逻辑测试场景\n");
testRelativeMovement();
console.log("\n" + "=".repeat(50) + "\n");
testMoveToPoint();
console.log("\n" + "=".repeat(50) + "\n");
testSelectionAndCommand();
console.log("\n" + "=".repeat(50) + "\n");
testVirtualJoystick();
console.log("\n" + "=".repeat(50) + "\n");
testMovementUpdate();
console.log("\n" + "=".repeat(50));
console.log("所有测试场景运行完成");
}
// 导出测试函数
if (typeof module !== 'undefined' && module.exports) {
module.exports = {
testRelativeMovement,
testMoveToPoint,
testSelectionAndCommand,
testVirtualJoystick,
testMovementUpdate,
runAllTests
};
// Node.js环境下自动运行测试
runAllTests();
} else {
// 浏览器环境下自动运行测试
window.movementTests = {
runAllTests,
testRelativeMovement,
testMoveToPoint,
testSelectionAndCommand,
testVirtualJoystick,
testMovementUpdate
};
// 浏览器环境下自动运行测试
runAllTests();
}