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refactor(scenes) 将测试场景移动到测试场景testScenes目录下
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// 角色动画测试场景
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// 使用Player0和Player1图片作为移动帧
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// 导入系统和UI组件
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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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// 导入Unit类
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import Unit from '../../objects/Unit.js';
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export default class CharacterAnimationTestScene extends Phaser.Scene {
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constructor() {
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super({ key: 'CharacterAnimationTestScene' });
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this.tileSize = 16; // 瓦片大小
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this.player = null; // 玩家角色
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this.inputSystem = null; // 输入系统
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this.selectionSystem = null; // 选择系统
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this.commandSystem = null; // 命令系统
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this.keys = null; // 键盘按键
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}
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preload() {
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// 加载玩家瓦片图片
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console.log('加载玩家瓦片图片...');
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// 加载Player0的动画帧(假设tile_0000.png到tile_0007.png是Player0的帧)
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for (let i = 0; i < 8; i++) {
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this.load.image(`player0-${i}`, `assets/PNG/Players/Tiles/tile_${String(i).padStart(4, '0')}.png`);
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}
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// 加载Player1的动画帧(假设tile_0008.png到tile_0015.png是Player1的帧)
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for (let i = 8; i < 16; i++) {
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this.load.image(`player1-${i-8}`, `assets/PNG/Players/Tiles/tile_${String(i).padStart(4, '0')}.png`);
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}
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console.log('玩家瓦片图片加载完成');
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}
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create() {
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// 物理世界和相机边界
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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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this.cameras.main.centerOn(0, 0);
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// 设置背景色
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this.cameras.main.setBackgroundColor('#222222');
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// 创建地面网格
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this.createGrid();
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// 创建角色动画
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this.createCharacterAnimations();
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// 初始化系统 - 开启鼠标移动和选择
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this.inputSystem = new InputSystem(this, {
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keyboard: true,
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mouse: true,
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selection: true
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});
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this.selectionSystem = new SelectionSystem(this);
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this.commandSystem = new CommandSystem(this);
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// 创建单位组
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this.unitGroup = this.add.group();
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// 创建玩家角色
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this.createPlayer();
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// 设置输入控制
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this.setupInput();
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// 添加碰撞检测
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this.physics.add.collider(this.unitGroup, this.unitGroup);
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// 显示提示信息
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this.showInstructions();
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}
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/**
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* 创建地面网格
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*/
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createGrid() {
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// 创建网格线
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const gridGraphics = this.add.graphics();
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gridGraphics.lineStyle(1, 0x444444, 0.5);
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// 绘制垂直线
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for (let x = 0; x <= 2000; x += this.tileSize) {
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gridGraphics.moveTo(x, 0);
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gridGraphics.lineTo(x, 2000);
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}
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// 绘制水平线
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for (let y = 0; y <= 2000; y += this.tileSize) {
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gridGraphics.moveTo(0, y);
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gridGraphics.lineTo(2000, y);
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}
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}
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/**
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* 创建角色动画
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*/
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createCharacterAnimations() {
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console.log('创建角色动画...');
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// 创建Player0的移动动画
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this.anims.create({
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key: 'player0-move',
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frames: [
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{ key: 'player0-0' },
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{ key: 'player0-1' },
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{ key: 'player0-2' },
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{ key: 'player0-3' },
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{ key: 'player0-4' },
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{ key: 'player0-5' },
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{ key: 'player0-6' },
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{ key: 'player0-7' }
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],
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frameRate: 10,
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repeat: -1
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});
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// 创建Player1的移动动画
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this.anims.create({
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key: 'player1-move',
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frames: [
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{ key: 'player1-0' },
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{ key: 'player1-1' },
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{ key: 'player1-2' },
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{ key: 'player1-3' },
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{ key: 'player1-4' },
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{ key: 'player1-5' },
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{ key: 'player1-6' },
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{ key: 'player1-7' }
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],
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frameRate: 10,
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repeat: -1
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});
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console.log('角色动画创建完成');
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}
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/**
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* 创建玩家角色
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*/
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createPlayer() {
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console.log('创建玩家角色...');
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// 创建玩家角色使用Unit类
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this.player = new Unit(this, 0, 0, 'player0-0');
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this.player.setScale(2); // 放大角色
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this.player.setBounce(0.2); // 反弹效果
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// 自动选中玩家
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this.events.emit('select-unit', this.player);
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// 将玩家添加到单位组
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this.unitGroup.add(this.player);
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console.log('玩家角色创建完成');
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}
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/**
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* 设置输入控制
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*/
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setupInput() {
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// 只保留必要的按键监听,键盘移动由InputSystem处理
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this.cursors = this.input.keyboard.createCursorKeys();
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// 切换角色按钮
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this.createButton(this.sys.game.config.width - 200, 100, '切换角色', () => {
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this.switchCharacter();
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});
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// 返回启动场景按钮
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this.createButton(this.sys.game.config.width - 200, 150, '返回启动场景', () => {
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this.scene.start('BootScene');
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});
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}
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/**
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* 创建按钮
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*/
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createButton(x, y, text, callback) {
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// 按钮背景
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const button = this.add.rectangle(x, y, 180, 40, 0x333333);
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button.setOrigin(0.5, 0.5);
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button.setScrollFactor(0, 0);
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button.setDepth(10);
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button.setInteractive({ useHandCursor: true });
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// 按钮文本
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const buttonText = this.add.text(x - 70, y - 15, text, {
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fontSize: '14px',
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fill: '#ffffff',
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fontFamily: 'Arial'
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});
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buttonText.setScrollFactor(0, 0);
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buttonText.setDepth(11);
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// 按钮事件
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button.on('pointerdown', callback);
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button.on('pointerover', () => {
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button.setFillStyle(0x555555);
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});
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button.on('pointerout', () => {
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button.setFillStyle(0x333333);
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});
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}
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/**
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* 切换角色
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*/
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switchCharacter() {
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// 根据当前使用的纹理切换角色
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if (this.player.anims.currentAnim && this.player.anims.currentAnim.key === 'player0-move') {
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// 切换到Player1
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this.player.play('player1-move');
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console.log('切换到Player1');
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} else {
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// 切换到Player0
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this.player.play('player0-move');
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console.log('切换到Player0');
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}
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}
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/**
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* 显示提示信息
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*/
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showInstructions() {
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// 标题
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this.add.text(20, 20, '角色动画测试场景', {
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fontSize: '20px',
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fill: '#ffffff',
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fontFamily: 'Arial',
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fontWeight: 'bold'
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}).setScrollFactor(0, 0).setDepth(11);
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// 操作提示
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const instructions = [
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'WASD或方向键移动角色',
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'角色移动时播放动画',
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'点击"切换角色"按钮切换Player0和Player1',
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'角色动画使用Player0和Player1的图片作为移动帧',
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'按空格键返回启动场景'
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];
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for (let i = 0; i < instructions.length; i++) {
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this.add.text(20, 50 + i * 25, instructions[i], {
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fontSize: '14px',
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fill: '#ffffff',
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fontFamily: 'Arial'
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}).setScrollFactor(0, 0).setDepth(11);
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}
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// 显示当前角色
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this.currentCharacterText = this.add.text(20, 200, '当前角色: Player0', {
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fontSize: '16px',
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fill: '#00ff00',
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fontFamily: 'Arial',
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fontWeight: 'bold'
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}).setScrollFactor(0, 0).setDepth(11);
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}
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update() {
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// 更新输入系统
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this.inputSystem.update();
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// 更新所有单位
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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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// 处理角色动画
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this.updateCharacterAnimation(unit);
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});
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// 按空格键返回启动场景
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if (this.cursors.space.isDown) {
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this.scene.start('BootScene');
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}
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}
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/**
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* 更新角色动画
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* @param {Object} unit - 单位对象
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*/
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updateCharacterAnimation(unit) {
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// 检查单位是否在移动
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const isMoving = Math.abs(unit.body.velocity.x) > 10 || Math.abs(unit.body.velocity.y) > 10;
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if (isMoving) {
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// 处理角色朝向
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if (unit.body.velocity.x < -10) {
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unit.setFlipX(true); // 向左翻转
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} else if (unit.body.velocity.x > 10) {
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unit.setFlipX(false); // 向右不翻转
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}
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// 播放动画
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if (!unit.anims.isPlaying) {
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// 根据当前角色播放对应的移动动画
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if (this.currentCharacterText.text === '当前角色: Player0') {
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unit.play('player0-move');
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} else {
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unit.play('player1-move');
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}
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}
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} else {
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// 停止动画,保持当前帧
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unit.anims.pause();
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}
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}
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}
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