feat(FTS) 新增种田系统

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chicrobot committed 2026-01-09 18:58:23 +08:00
1 parent f6874d1ee9
commit ce4e04740a
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+1 -1
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@@ -63,7 +63,7 @@ python -m http.server 8000
2. 在浏览器中访问:
```
http://localhost:8000
http://localhost:3173
```
## 游戏操作
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@@ -23,6 +23,98 @@
"hydration": 50
}
},
{
"id": "wheat_seed",
"name": "小麦种子",
"description": "可以种植小麦的种子。",
"type": "seed",
"weight": 0.1,
"volume": 0.5,
"value": 2,
"gridSize": {
"width": 1,
"height": 1
},
"sprite": {
"width": 16,
"height": 16,
"color": 16766720
},
"properties": {
"plantable": true,
"crop_type": "wheat",
"growth_time": 10000
}
},
{
"id": "wheat",
"name": "小麦",
"description": "成熟的小麦,可以用来制作食物。",
"type": "food",
"weight": 0.5,
"volume": 1.0,
"value": 10,
"gridSize": {
"width": 1,
"height": 1
},
"sprite": {
"width": 16,
"height": 16,
"color": 16774656
},
"properties": {
"edible": true,
"nutrition": 30,
"hydration": 5
}
},
{
"id": "carrot_seed",
"name": "胡萝卜种子",
"description": "可以种植胡萝卜的种子。",
"type": "seed",
"weight": 0.1,
"volume": 0.5,
"value": 3,
"gridSize": {
"width": 1,
"height": 1
},
"sprite": {
"width": 16,
"height": 16,
"color": 16711680
},
"properties": {
"plantable": true,
"crop_type": "carrot",
"growth_time": 8000
}
},
{
"id": "carrot",
"name": "胡萝卜",
"description": "新鲜的胡萝卜,可以直接食用。",
"type": "food",
"weight": 0.3,
"volume": 0.8,
"value": 8,
"gridSize": {
"width": 1,
"height": 1
},
"sprite": {
"width": 16,
"height": 16,
"color": 16737792
},
"properties": {
"edible": true,
"nutrition": 25,
"hydration": 10
}
},
{
"id": "canned_food",
"name": "罐头食品",
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@@ -189,11 +189,40 @@ export default class Item extends Phaser.GameObjects.Sprite {
case 'weapon':
this.equipWeapon(user);
break;
case 'seed':
this.useSeed(user);
break;
default:
console.log(`无法使用物品:${this.name}`);
}
}
/**
* 使用种子物品
* @param {Object} user - 使用物品的单位
*/
useSeed(user) {
console.log('DEBUG: useSeed 方法被调用');
if (this.properties.plantable) {
console.log(`DEBUG: ${user.name} 准备种植 ${this.name}`);
// 触发种植事件,让场景处理具体的种植逻辑
console.log('DEBUG: 触发 plant-seed 事件');
this.scene.events.emit('plant-seed', this, user);
// 从背包中移除种子
if (user.inventory) {
console.log(`DEBUG: 从背包中移除种子 ${this.id}`);
user.inventory.removeItem(this.id);
}
// 显示种植提示
this.scene.events.emit('show-message', `准备种植 ${this.name}`);
} else {
console.log('DEBUG: 种子不可种植');
}
}
/**
* 使用食物物品
* @param {Object} user - 使用物品的单位
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@@ -26,6 +26,8 @@ import MapEditSinglePicTestScene from './scenes/testScenes/MapEditSinglePicTestS
import CharacterAnimationTestScene from './scenes/testScenes/CharacterAnimationTestScene.js';
// 导入临时场景
import MapEditTestScene from './scenes/testScenes/MapEditTestScene.js';
// 导入种田功能测试场景
import FarmingTestScene from './scenes/testScenes/FarmingTestScene.js';
// 创建游戏的最终配置对象
const config = {
@@ -48,7 +50,8 @@ const config = {
ResourceTestScene,
MapEditSinglePicTestScene,
CharacterAnimationTestScene,
MapEditTestScene
MapEditTestScene,
FarmingTestScene
]
};
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@@ -0,0 +1,161 @@
// 作物类:表示游戏中的农作物
export default class Crop extends Phaser.GameObjects.Sprite {
constructor(scene, x, y, cropType, growthTime) {
super(scene, x, y, 'crop');
// 设置作物属性
this.cropType = cropType;
this.growthTime = growthTime; // 生长时间(毫秒)
this.plantedTime = Date.now();
this.isHarvestable = false;
this.growthStage = 0; // 0: 种子, 1: 幼苗, 2: 成长中, 3: 成熟
// 创建作物纹理
this.createCropTexture();
// 添加到场景
scene.add.existing(this);
// 设置碰撞体
this.setSize(16, 16);
// 设置交互性
this.setInteractive({
useHandCursor: true
});
// 绑定点击事件
this.on('pointerdown', () => {
this.onCropClicked();
});
// 开始生长计时器
this.startGrowthTimer();
}
/**
* 创建作物纹理
*/
createCropTexture() {
// 根据作物类型和生长阶段创建不同的纹理
const textureKey = `${this.cropType}_${this.growthStage}`;
if (!this.scene.textures.exists(textureKey)) {
const canvas = document.createElement('canvas');
canvas.width = 16;
canvas.height = 16;
const ctx = canvas.getContext('2d');
// 根据作物类型设置基础颜色
let baseColor;
switch (this.cropType) {
case 'wheat':
baseColor = '#FFFF00'; // 黄色
break;
case 'carrot':
baseColor = '#FF6B35'; // 橙色
break;
default:
baseColor = '#00FF00'; // 绿色
}
// 根据生长阶段绘制不同的形状
ctx.fillStyle = baseColor;
switch (this.growthStage) {
case 0: // 种子
ctx.fillRect(6, 10, 4, 4);
break;
case 1: // 幼苗
ctx.fillRect(7, 8, 2, 6);
ctx.fillRect(5, 6, 6, 2);
break;
case 2: // 成长中
ctx.fillRect(6, 5, 4, 8);
ctx.fillRect(3, 3, 10, 3);
break;
case 3: // 成熟
ctx.fillRect(5, 2, 6, 10);
ctx.fillRect(2, 0, 12, 4);
break;
}
// 添加边框
ctx.strokeStyle = '#000000';
ctx.lineWidth = 1;
ctx.strokeRect(0, 0, 16, 16);
// 将canvas添加为纹理
this.scene.textures.addCanvas(textureKey, canvas);
}
// 设置纹理
this.setTexture(textureKey);
}
/**
* 开始生长计时器
*/
startGrowthTimer() {
// 计算每个生长阶段的时间
const stageTime = this.growthTime / 4;
// 设置每个生长阶段的定时器
for (let i = 1; i <= 3; i++) {
this.scene.time.delayedCall(stageTime * i, () => {
this.updateGrowthStage(i);
});
}
// 设置成熟定时器
this.scene.time.delayedCall(this.growthTime, () => {
this.isHarvestable = true;
});
}
/**
* 更新生长阶段
*/
updateGrowthStage(stage) {
this.growthStage = stage;
this.createCropTexture();
}
/**
* 作物被点击时的处理函数
*/
onCropClicked() {
if (this.isHarvestable) {
this.harvest();
} else {
// 显示生长进度
const growthProgress = Math.min(100, Math.floor(((Date.now() - this.plantedTime) / this.growthTime) * 100));
this.scene.events.emit('show-message', `作物正在生长中: ${growthProgress}%`);
}
}
/**
* 收获作物
*/
harvest() {
// 触发收获事件
this.scene.events.emit('crop-harvested', this);
// 销毁作物
this.destroy();
}
/**
* 获取作物信息
*/
getInfo() {
return {
type: this.cropType,
growthStage: this.growthStage,
isHarvestable: this.isHarvestable,
plantedTime: this.plantedTime,
growthTime: this.growthTime
};
}
}
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@@ -19,6 +19,7 @@ export default class BootScene extends Phaser.Scene {
// 测试场景列表
const testScenes = [
{ key: 'FarmingTestScene', name: '测试场景14:种田功能测试' },
{ key: 'CharacterAnimationTestScene', name: '测试场景13:角色动画测试' },
{ key: 'MapEditTestScene', name: '测试场景12:地图编辑测试' },
{ key: 'MapEditSinglePicTestScene', name: '测试场景11:地图编辑单瓦片图资源测试' },
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@@ -0,0 +1,645 @@
// 种田功能测试场景
import Unit from '../../objects/Unit.js';
import Crop from '../../objects/Crop.js';
import { InputSystem } from '../../systems/InputSystem.js';
import { SelectionSystem } from '../../systems/SelectionSystem.js';
import { CommandSystem } from '../../systems/CommandSystem.js';
import { ItemManager } from '../../items/ItemManager.js';
import { Inventory } from '../../items/Inventory.js';
import { InventoryUI } from '../../ui/InventoryUI.js';
export default class FarmingTestScene extends Phaser.Scene {
constructor() {
super({ key: 'FarmingTestScene' });
this.isPlantingMode = false;
this.selectedSeed = null;
}
preload() {
// 加载物品数据
this.load.json('items', './data/items.json');
}
create() {
// 物理世界和相机边界
const worldSize = 1000;
this.physics.world.setBounds(-worldSize, -worldSize, worldSize * 2, worldSize * 2);
this.cameras.main.setBounds(-worldSize, -worldSize, worldSize * 2, worldSize * 2);
// 初始化系统
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();
// 创建背景
this.createBackground();
// 创建玩家
this.createPlayer();
// 初始化物品管理器
this.itemManager = new ItemManager(this);
// 初始化背包系统
this.initInventory();
// 创建作物组
this.cropGroup = this.add.group();
// 设置输入处理
this.setupInput();
// 创建侧边栏UI
this.createSidebar();
// 显示提示信息
this.showInstructions();
// 显示单位状态
this.updateUnitStatus(this.player);
// 显示默认提示
this.generalInfoText.setText('欢迎使用种田功能测试场景');
// 监听种植事件
this.events.on('plant-seed', (seed, user) => {
console.log('DEBUG: FarmingTestScene 收到 plant-seed 事件');
this.startPlantingMode(seed, user);
});
// 监听作物收获事件
this.events.on('crop-harvested', (crop) => {
console.log('DEBUG: FarmingTestScene 收到 crop-harvested 事件');
this.harvestCrop(crop);
});
// 监听显示消息事件
this.events.on('show-message', (message) => {
console.log(`DEBUG: FarmingTestScene 收到 show-message 事件: ${message}`);
this.showMessage(message);
});
// 初始化测试物品
this.itemManager.onDataLoaded(() => {
this.initTestItems();
});
}
/**
* 创建背景
*/
createBackground() {
// 创建纯色背景
this.add.rectangle(0, 0, this.sys.game.config.width, this.sys.game.config.height, 0x1a1a2e);
// 创建网格地面
const gridGraphics = this.add.graphics();
gridGraphics.lineStyle(1, 0x333333, 0.5);
const gridSize = 32;
const gridCount = 50;
for (let x = -gridCount; x <= gridCount; x++) {
gridGraphics.moveTo(x * gridSize, -gridCount * gridSize);
gridGraphics.lineTo(x * gridSize, gridCount * gridSize);
}
for (let y = -gridCount; y <= gridCount; y++) {
gridGraphics.moveTo(-gridCount * gridSize, y * gridSize);
gridGraphics.lineTo(gridCount * gridSize, y * gridSize);
}
gridGraphics.stroke();
}
/**
* 创建玩家
*/
createPlayer() {
// 为玩家创建纯色纹理
if (!this.textures.exists('player')) {
const canvas = document.createElement('canvas');
canvas.width = 32;
canvas.height = 32;
const ctx = canvas.getContext('2d');
ctx.fillStyle = '#4a90e2';
ctx.beginPath();
ctx.arc(16, 16, 16, 0, Math.PI * 2);
ctx.fill();
this.textures.addCanvas('player', canvas);
}
// 创建玩家单位
this.player = new Unit(this, 0, 0, 'player');
// 设置玩家属性
this.player.name = '测试玩家';
this.player.health = 100;
this.player.nutrition = 100;
this.player.hydration = 100;
this.player.equipWeapon = function(weapon) {
this.weapon = weapon;
console.log(`${this.name} 装备了 ${weapon.name}`);
};
// 添加到单位组
this.unitGroup.add(this.player);
// 自动选中玩家
this.events.emit('select-unit', this.player);
// 添加碰撞检测
this.physics.add.collider(this.unitGroup, this.unitGroup);
// 保持相机中心在世界原点
this.cameras.main.centerOn(0, 0);
}
/**
* 初始化背包系统
*/
initInventory() {
// 创建背包(6x4网格)
this.player.inventory = new Inventory(6, 4);
// 创建背包UI
this.inventoryUI = new InventoryUI(this, this.player.inventory, 40);
}
/**
* 初始化测试物品
*/
initTestItems() {
// 给玩家添加一些种子
const wheatSeed = this.itemManager.createItem('wheat_seed', 0, 0);
const carrotSeed = this.itemManager.createItem('carrot_seed', 0, 0);
// 将种子添加到玩家背包
if (wheatSeed) {
this.player.inventory.addItem(wheatSeed);
wheatSeed.destroy();
}
if (carrotSeed) {
this.player.inventory.addItem(carrotSeed);
carrotSeed.destroy();
}
// 更新背包UI
this.inventoryUI.updateUI();
}
/**
* 设置输入处理
*/
setupInput() {
console.log('DEBUG: setupInput 方法被调用');
// 键盘输入
this.cursors = this.input.keyboard.createCursorKeys();
// 背包快捷键(B键)
this.input.keyboard.on('keydown-B', () => {
console.log('DEBUG: B键被按下,切换背包显示');
this.inventoryUI.toggle();
});
// 空格键返回启动场景
this.input.keyboard.on('keydown-SPACE', () => {
console.log('DEBUG: 空格键被按下,返回启动场景');
this.scene.start('BootScene');
});
// 鼠标左键点击地面种植作物
this.input.on('pointerdown', (pointer) => {
console.log(`DEBUG: 鼠标点击事件触发,按键: ${pointer.button}, 位置: x=${pointer.x}, y=${pointer.y}`);
console.log(`DEBUG: 当前种植模式状态: isPlantingMode=${this.isPlantingMode}, selectedSeed=${this.selectedSeed ? this.selectedSeed.name : 'null'}`);
if (this.isPlantingMode && this.selectedSeed) {
console.log('DEBUG: 满足种植条件,调用 plantSeedAt 方法');
this.plantSeedAt(pointer);
}
});
// 鼠标右键取消种植模式
this.input.on('pointerdown', (pointer) => {
if (pointer.rightButtonDown()) {
console.log('DEBUG: 鼠标右键点击,取消种植模式');
this.cancelPlantingMode();
}
});
// 创建交互按钮
this.createButtons();
console.log('DEBUG: 输入处理设置完成');
}
/**
* 创建交互按钮
*/
createButtons() {
const buttonWidth = 200;
const buttonHeight = 40;
const buttonY = this.sys.game.config.height - 100;
// 创建随机物品按钮
this.createButton(this.sys.game.config.width - buttonWidth - 10, buttonY, '创建随机种子', () => {
const seedTypes = ['wheat_seed', 'carrot_seed'];
const randomSeedType = seedTypes[Math.floor(Math.random() * seedTypes.length)];
this.itemManager.createItem(randomSeedType, this.player.x + 50, this.player.y);
});
}
/**
* 创建按钮
*/
createButton(x, y, text, callback) {
// 创建按钮背景
const button = this.add.rectangle(x, y, 200, 40, 0x333333);
button.setOrigin(0.5, 0.5);
button.setScrollFactor(0, 0);
button.setDepth(15);
// 创建按钮文本
const buttonText = this.add.text(x, y, text, {
fontSize: '16px',
fill: '#ffffff',
fontFamily: 'Arial'
});
buttonText.setOrigin(0.5, 0.5);
buttonText.setScrollFactor(0, 0);
buttonText.setDepth(16);
// 设置按钮交互
button.setInteractive({
useHandCursor: true
});
// 按钮事件
button.on('pointerdown', callback);
button.on('pointerover', () => {
button.setFillStyle(0x555555);
});
button.on('pointerout', () => {
button.setFillStyle(0x333333);
});
}
/**
* 开始种植模式
*/
startPlantingMode(seed, user) {
console.log('DEBUG: startPlantingMode 方法被调用');
console.log(`DEBUG: 种子信息: ${JSON.stringify(seed.getInfo())}`);
this.isPlantingMode = true;
this.selectedSeed = seed;
console.log(`DEBUG: 设置 isPlantingMode = ${this.isPlantingMode}, selectedSeed = ${this.selectedSeed.name}`);
this.generalInfoText.setText(`点击地面种植 ${seed.name}`);
console.log(`DEBUG: 更新提示信息: 点击地面种植 ${seed.name}`);
// 显示种植光标,初始位置设置为当前鼠标位置
console.log(`DEBUG: 当前鼠标位置: x=${this.input.mousePointer.x}, y=${this.input.mousePointer.y}`);
this.plantingCursor = this.add.text(this.input.mousePointer.x, this.input.mousePointer.y, '🌱', {
fontSize: '24px'
});
console.log(`DEBUG: 种植光标创建结果: ${this.plantingCursor ? '成功' : '失败'}`);
this.plantingCursor.setOrigin(0.5, 0.5);
this.plantingCursor.setScrollFactor(0, 0);
this.plantingCursor.setDepth(100);
console.log(`DEBUG: 种植光标属性设置完成: origin=${this.plantingCursor.originX},${this.plantingCursor.originY}, scrollFactor=${this.plantingCursor.scrollFactorX}, depth=${this.plantingCursor.depth}`);
// 存储当前场景引用,确保回调函数中this指向正确
const scene = this;
// 跟随鼠标移动 - 使用命名的事件监听器,方便后续移除
this.mouseMoveListener = (pointer) => {
console.log(`DEBUG: 鼠标移动事件触发,指针位置: x=${pointer.x}, y=${pointer.y}`);
scene.plantingCursor.setPosition(pointer.x, pointer.y);
};
// 添加鼠标移动事件监听
console.log('DEBUG: 添加鼠标移动事件监听');
this.input.on('pointermove', this.mouseMoveListener);
console.log('DEBUG: 种植模式启动完成');
}
/**
* 取消种植模式
*/
cancelPlantingMode() {
console.log('DEBUG: cancelPlantingMode 方法被调用');
this.isPlantingMode = false;
this.selectedSeed = null;
console.log(`DEBUG: 重置种植模式状态: isPlantingMode=${this.isPlantingMode}, selectedSeed=${this.selectedSeed}`);
this.generalInfoText.setText('欢迎使用种田功能测试场景');
console.log('DEBUG: 重置提示信息');
if (this.plantingCursor) {
console.log('DEBUG: 销毁种植光标');
this.plantingCursor.destroy();
this.plantingCursor = null;
console.log(`DEBUG: 种植光标销毁结果: ${this.plantingCursor ? '失败' : '成功'}`);
}
// 移除鼠标移动事件监听 - 使用存储的监听器引用
if (this.mouseMoveListener) {
console.log('DEBUG: 移除鼠标移动事件监听');
this.input.off('pointermove', this.mouseMoveListener);
this.mouseMoveListener = null;
console.log(`DEBUG: 鼠标移动监听器移除结果: ${this.mouseMoveListener ? '失败' : '成功'}`);
}
console.log('DEBUG: 种植模式取消完成');
}
/**
* 在指定位置种植种子
*/
plantSeedAt(pointer) {
console.log('DEBUG: plantSeedAt 方法被调用');
// 将屏幕坐标转换为世界坐标
const worldPoint = this.cameras.main.getWorldPoint(pointer.x, pointer.y);
console.log(`DEBUG: 屏幕坐标转世界坐标: 屏幕(${pointer.x},${pointer.y}) -> 世界(${worldPoint.x},${worldPoint.y})`);
// 创建作物
console.log(`DEBUG: 准备创建作物,类型: ${this.selectedSeed.properties.crop_type}, 生长时间: ${this.selectedSeed.properties.growth_time}`);
const crop = new Crop(
this,
worldPoint.x,
worldPoint.y,
this.selectedSeed.properties.crop_type,
this.selectedSeed.properties.growth_time
);
console.log(`DEBUG: 作物创建结果: ${crop ? '成功' : '失败'}`);
// 添加到作物组
this.cropGroup.add(crop);
console.log(`DEBUG: 作物已添加到作物组,当前作物数量: ${this.cropGroup.getLength()}`);
// 显示种植成功消息
this.showMessage(`已种植 ${this.selectedSeed.name}`);
console.log(`DEBUG: 显示种植成功消息: 已种植 ${this.selectedSeed.name}`);
// 取消种植模式
this.cancelPlantingMode();
console.log('DEBUG: 种植完成,取消种植模式');
}
/**
* 收获作物
*/
harvestCrop(crop) {
// 创建对应的作物物品
const cropItemId = crop.cropType;
const cropItem = this.itemManager.createItem(cropItemId, crop.x, crop.y);
// 尝试将作物添加到玩家背包
if (cropItem) {
if (this.player.inventory) {
const success = this.player.inventory.addItem(cropItem);
if (success) {
// 更新背包UI
this.inventoryUI.updateUI();
this.showMessage(`收获了 ${cropItem.name}`);
cropItem.destroy(); // 从地面移除,已添加到背包
} else {
// 背包满了,作物掉在地上
this.showMessage(`背包已满,${cropItem.name} 掉在地上了`);
}
}
}
}
/**
* 显示提示信息
*/
showInstructions() {
const titleText = this.add.text(10, 10, '种田功能测试场景', {
fontSize: '20px',
fill: '#ffffff'
});
titleText.setScrollFactor(0, 0);
titleText.setDepth(10);
const moveText = this.add.text(10, 40, 'WASD或方向键移动单位,左键点击选择单位', {
fontSize: '16px',
fill: '#ffffff'
});
moveText.setScrollFactor(0, 0);
moveText.setDepth(10);
const inventoryText = this.add.text(10, 70, '按B键打开/关闭背包', {
fontSize: '16px',
fill: '#ffffff'
});
inventoryText.setScrollFactor(0, 0);
inventoryText.setDepth(10);
const plantingText = this.add.text(10, 100, '在背包中使用种子,然后点击地面种植', {
fontSize: '16px',
fill: '#ffffff'
});
plantingText.setScrollFactor(0, 0);
plantingText.setDepth(10);
const harvestText = this.add.text(10, 130, '点击成熟的作物进行收获', {
fontSize: '16px',
fill: '#ffffff'
});
harvestText.setScrollFactor(0, 0);
harvestText.setDepth(10);
const spaceText = this.add.text(10, 160, '按空格键返回启动场景', {
fontSize: '16px',
fill: '#ffffff'
});
spaceText.setScrollFactor(0, 0);
spaceText.setDepth(10);
}
/**
* 创建侧边栏UI
*/
createSidebar() {
// 侧边栏宽度
const sidebarWidth = 300;
const sidebarDepth = 5;
// 创建侧边栏背景
this.sidebar = this.add.rectangle(
this.sys.game.config.width - sidebarWidth,
0,
sidebarWidth,
this.sys.game.config.height,
0x111111,
0.9
);
this.sidebar.setOrigin(0, 0);
this.sidebar.setScrollFactor(0, 0);
this.sidebar.setDepth(sidebarDepth);
// 添加侧边栏边框
this.sidebarBorder = this.add.rectangle(
this.sys.game.config.width - sidebarWidth,
0,
sidebarWidth,
this.sys.game.config.height,
0x444444,
0
);
this.sidebarBorder.setOrigin(0, 0);
this.sidebarBorder.setStrokeStyle(2, 0x444444, 1);
this.sidebarBorder.setScrollFactor(0, 0);
this.sidebarBorder.setDepth(sidebarDepth + 1);
// 侧边栏标题
const title = this.add.text(
this.sys.game.config.width - sidebarWidth + 20,
20,
'游戏信息面板',
{
fontSize: '20px',
fill: '#ffffff',
fontWeight: 'bold'
}
);
title.setScrollFactor(0, 0);
title.setDepth(sidebarDepth + 2);
// 通用信息区域标题
const generalTitle = this.add.text(
this.sys.game.config.width - sidebarWidth + 20,
50,
'通用信息:',
{
fontSize: '16px',
fill: '#4CAF50',
fontWeight: 'bold'
}
);
generalTitle.setScrollFactor(0, 0);
generalTitle.setDepth(sidebarDepth + 2);
this.generalInfoText = this.add.text(
this.sys.game.config.width - sidebarWidth + 20,
75,
'',
{
fontSize: '14px',
fill: '#ffffff',
wordWrap: {
width: sidebarWidth - 40
}
}
);
this.generalInfoText.setScrollFactor(0, 0);
this.generalInfoText.setDepth(sidebarDepth + 2);
// 角色属性区域标题
const characterTitle = this.add.text(
this.sys.game.config.width - sidebarWidth + 20,
120,
'角色属性:',
{
fontSize: '16px',
fill: '#2196F3',
fontWeight: 'bold'
}
);
characterTitle.setScrollFactor(0, 0);
characterTitle.setDepth(sidebarDepth + 2);
this.unitStatusText = this.add.text(
this.sys.game.config.width - sidebarWidth + 20,
145,
'',
{
fontSize: '14px',
fill: '#ffffff',
wordWrap: {
width: sidebarWidth - 40
}
}
);
this.unitStatusText.setScrollFactor(0, 0);
this.unitStatusText.setDepth(sidebarDepth + 2);
}
/**
* 更新单位状态显示
*/
updateUnitStatus(unit) {
let statusText = `${unit.name} 状态:\n`;
statusText += `生命值: ${unit.health}\n`;
statusText += `营养值: ${unit.nutrition}\n`;
statusText += `水分值: ${unit.hydration}\n`;
if (unit.weapon) {
statusText += `武器: ${unit.weapon.name}`;
}
this.unitStatusText.setText(statusText);
}
/**
* 显示消息
*/
showMessage(message) {
// 创建消息
const messageText = this.add.text(
this.player.x,
this.player.y - 50,
message,
{
font: '20px Arial',
fill: '#ffffff',
backgroundColor: '#000000',
padding: { x: 10, y: 5 }
}
);
messageText.setOrigin(0.5, 0.5);
messageText.setDepth(20);
messageText.setScrollFactor(1);
// 3秒后自动移除消息
this.time.delayedCall(3000, () => {
if (messageText) {
messageText.destroy();
}
});
}
update() {
this.inputSystem.update();
// 更新所有单位
this.unitGroup.getChildren().forEach(unit => {
if (unit.update) {
unit.update();
}
unit.updateMovement();
// 更新单位状态显示
this.updateUnitStatus(unit);
});
}
}