// 测试场景2:目标点移动 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 MovementTestScene2 extends Phaser.Scene { constructor() { super({ key: 'MovementTestScene2' }); } 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); } // 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); this.cameras.main.centerOn(0, 0); // 初始化系统 - 只开启鼠标移动,禁用框选 this.inputSystem = new InputSystem(this, { keyboard: false, mouse: true, joystick: false, selection: false }); this.selectionSystem = new SelectionSystem(this); this.commandSystem = new CommandSystem(this); // 创建单位组 this.unitGroup = this.add.group(); // 创建一个测试单位 const unit = new Unit(this, 0, 0, 'player'); this.unitGroup.add(unit); // 自动选中单位 this.events.emit('select-unit', unit); // 添加碰撞检测 this.physics.add.collider(this.unitGroup, this.unitGroup); // 添加场景说明文本 const titleText = this.add.text(10, 10, '测试场景2:目标点移动', { 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 moveText = this.add.text(10, 40, '点击鼠标右键或点击空地指定移动目标点', { fontSize: '16px', fill: '#ffffff' }); moveText.setScrollFactor(0, 0); // 固定在屏幕上,不随相机移动 moveText.setDepth(10); // 设置深度,确保显示在游戏元素上方 const spaceText = this.add.text(10, 70, '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'); }); } update() { this.inputSystem.update(); this.unitGroup.getChildren().forEach(unit => { if (unit.update) { unit.update(); } unit.updateMovement(); }); } }