Files
CINC/scenes/GameScene.js
T
2025-12-31 00:48:54 +08:00

92 lines
2.8 KiB
JavaScript

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