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feat(control) 小地图
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@@ -1,26 +1,83 @@
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// scenes/GameScene.js
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import Unit from '../objects/Unit.js';
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import { InputSystem } from '../systems/InputSystem.js';
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import { SelectionSystem } from '../systems/SelectionSystem.js';
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import { CommandSystem } from '../systems/CommandSystem.js';
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import { VirtualJoystick } from '../ui/VirtualJoystick.js';
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import { MiniMap } from '../ui/MiniMap.js';
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export default class GameScene extends Phaser.Scene {
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create() {
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// === 0. 添加窗口大小变化监听 ===
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window.addEventListener('resize', this.resizeGame.bind(this));
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// === 1. 创建玩家纹理(红圈)===
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if (!this.textures.exists('player')) {
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const canvas = document.createElement('canvas');
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canvas.width = 32;
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canvas.height = 32;
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const ctx = canvas.getContext('2d');
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ctx.fillStyle = '#ff0000';
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ctx.beginPath();
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ctx.arc(16, 16, 14, 0, Math.PI * 2);
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ctx.fill();
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this.textures.addCanvas('player', canvas);
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}
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// === 2. 扩大物理世界和相机边界(关键!)===
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const worldSize = 2000;
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this.physics.world.setBounds(-worldSize, -worldSize, worldSize * 2, worldSize * 2);
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this.cameras.main.setBounds(-worldSize, -worldSize, worldSize * 2, worldSize * 2);
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// === 3. 创建单位组 ===
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this.unitGroup = this.add.group();
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for (let i = 0; i < 5; i++) {
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const unit = new Unit(this, 100 + i * 80, 300, 'player');
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const worldSizePersent = worldSize/100
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const unit = new Unit(this, worldSizePersent + 2*i * worldSizePersent, 2 * worldSizePersent, 'player');
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this.unitGroup.add(unit);
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}
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// === 4. 初始化系统 ===
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this.inputSystem = new InputSystem(this);
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this.selectionSystem = new SelectionSystem(this);
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this.commandSystem = new CommandSystem(this);
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// 初始化虚拟摇杆
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this.virtualJoystick = new VirtualJoystick(this);
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// === 5. 添加角色之间的碰撞检测 ===
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this.physics.add.collider(this.unitGroup, this.unitGroup);
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// === 6. 创建小地图 ===
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this.miniMap = new MiniMap(this, {
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worldSize: worldSize,
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mapSize: 200,
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x: 10,
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y: 10
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});
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}
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update() {
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// 更新输入(键盘、鼠标)
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this.inputSystem.update();
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// 更新所有单位的移动逻辑和选中状态(关键!)
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this.unitGroup.getChildren().forEach(unit => {
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if (unit.update) {
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unit.update();
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}
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unit.updateMovement();
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});
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// 更新小地图
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if (this.miniMap) {
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this.miniMap.update();
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}
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}
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/**
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* 窗口大小变化时的处理函数
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*/
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resizeGame() {
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this.scale.resize(window.innerWidth, window.innerHeight);
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}
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}
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