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144 lines
4.5 KiB
JavaScript
144 lines
4.5 KiB
JavaScript
// 测试场景6:小地图测试
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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 { MiniMap } from '../ui/MiniMap.js';
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export default class MovementTestScene6 extends Phaser.Scene {
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constructor() {
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super({ key: 'MovementTestScene6' });
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}
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create() {
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// 创建玩家纹理
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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 = '#000000ff';
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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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// 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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// 初始化系统 - 开启鼠标移动和框选
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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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joystick: false,
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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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// 创建多个测试单位,分布在不同位置
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for (let i = 0; i < 10; i++) {
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const x = Math.random() * 2000 - 1000;
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const y = Math.random() * 2000 - 1000;
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const unit = new Unit(this, x, y, 'player');
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this.unitGroup.add(unit);
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// 自动选中第一个单位
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if (i === 0) {
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this.events.emit('select-unit', unit);
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}
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}
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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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// 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: this.sys.game.config.width - 210,
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y: 10
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});
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// 添加场景说明文本
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const titleText = this.add.text(10, 10, '测试场景6:小地图测试', {
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fontSize: '20px',
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fill: '#ffffff'
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});
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titleText.setScrollFactor(0, 0); // 固定在屏幕上,不随相机移动
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titleText.setDepth(10); // 设置深度,确保显示在游戏元素上方
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const miniMapText = this.add.text(10, 40, '使用鼠标拖拽小地图或点击小地图快速移动视角', {
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fontSize: '16px',
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fill: '#ffffff'
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});
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miniMapText.setScrollFactor(0, 0); // 固定在屏幕上,不随相机移动
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miniMapText.setDepth(10); // 设置深度,确保显示在游戏元素上方
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const controlsText = this.add.text(10, 70, 'WASD或方向键移动视角,鼠标右键移动单位', {
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fontSize: '16px',
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fill: '#ffffff'
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});
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controlsText.setScrollFactor(0, 0); // 固定在屏幕上,不随相机移动
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controlsText.setDepth(10); // 设置深度,确保显示在游戏元素上方
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const spaceText = this.add.text(10, 100, '按空格键返回菜单', {
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fontSize: '16px',
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fill: '#ffffff'
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});
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spaceText.setScrollFactor(0, 0); // 固定在屏幕上,不随相机移动
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spaceText.setDepth(10); // 设置深度,确保显示在游戏元素上方
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// 空格键切换场景
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this.input.keyboard.on('keydown-SPACE', () => {
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this.scene.start('BootScene');
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});
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// 添加相机移动控制
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this.cameraSpeed = 2;
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this.cameraKeys = this.input.keyboard.addKeys({
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up: Phaser.Input.Keyboard.KeyCodes.W,
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down: Phaser.Input.Keyboard.KeyCodes.S,
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left: Phaser.Input.Keyboard.KeyCodes.A,
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right: Phaser.Input.Keyboard.KeyCodes.D
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});
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}
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update() {
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this.inputSystem.update();
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// 更新相机移动
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if (this.cameraKeys.left.isDown) {
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this.cameras.main.scrollX -= this.cameraSpeed;
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}
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if (this.cameraKeys.right.isDown) {
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this.cameras.main.scrollX += this.cameraSpeed;
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}
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if (this.cameraKeys.up.isDown) {
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this.cameras.main.scrollY -= this.cameraSpeed;
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}
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if (this.cameraKeys.down.isDown) {
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this.cameras.main.scrollY += this.cameraSpeed;
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}
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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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// 更新小地图显示
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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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