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645 lines
18 KiB
JavaScript
645 lines
18 KiB
JavaScript
// 种田功能测试场景
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import Unit from '../../objects/Unit.js';
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import Crop from '../../objects/Crop.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 { ItemManager } from '../../items/ItemManager.js';
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import { Inventory } from '../../items/Inventory.js';
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import { InventoryUI } from '../../ui/InventoryUI.js';
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export default class FarmingTestScene extends Phaser.Scene {
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constructor() {
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super({ key: 'FarmingTestScene' });
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this.isPlantingMode = false;
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this.selectedSeed = null;
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}
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preload() {
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// 加载物品数据
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this.load.json('items', './data/items.json');
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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 = 1000;
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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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// 初始化系统
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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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// 创建背景
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this.createBackground();
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// 创建玩家
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this.createPlayer();
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// 初始化物品管理器
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this.itemManager = new ItemManager(this);
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// 初始化背包系统
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this.initInventory();
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// 创建作物组
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this.cropGroup = this.add.group();
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// 设置输入处理
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this.setupInput();
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// 创建侧边栏UI
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this.createSidebar();
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// 显示提示信息
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this.showInstructions();
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// 显示单位状态
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this.updateUnitStatus(this.player);
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// 显示默认提示
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this.generalInfoText.setText('欢迎使用种田功能测试场景');
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// 监听种植事件
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this.events.on('plant-seed', (seed, user) => {
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console.log('DEBUG: FarmingTestScene 收到 plant-seed 事件');
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this.startPlantingMode(seed, user);
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});
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// 监听作物收获事件
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this.events.on('crop-harvested', (crop) => {
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console.log('DEBUG: FarmingTestScene 收到 crop-harvested 事件');
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this.harvestCrop(crop);
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});
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// 监听显示消息事件
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this.events.on('show-message', (message) => {
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console.log(`DEBUG: FarmingTestScene 收到 show-message 事件: ${message}`);
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this.showMessage(message);
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});
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// 初始化测试物品
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this.itemManager.onDataLoaded(() => {
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this.initTestItems();
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});
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}
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/**
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* 创建背景
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*/
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createBackground() {
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// 创建纯色背景
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this.add.rectangle(0, 0, this.sys.game.config.width, this.sys.game.config.height, 0x1a1a2e);
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// 创建网格地面
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const gridGraphics = this.add.graphics();
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gridGraphics.lineStyle(1, 0x333333, 0.5);
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const gridSize = 32;
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const gridCount = 50;
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for (let x = -gridCount; x <= gridCount; x++) {
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gridGraphics.moveTo(x * gridSize, -gridCount * gridSize);
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gridGraphics.lineTo(x * gridSize, gridCount * gridSize);
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}
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for (let y = -gridCount; y <= gridCount; y++) {
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gridGraphics.moveTo(-gridCount * gridSize, y * gridSize);
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gridGraphics.lineTo(gridCount * gridSize, y * gridSize);
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}
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gridGraphics.stroke();
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}
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/**
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* 创建玩家
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*/
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createPlayer() {
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// 为玩家创建纯色纹理
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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 = '#4a90e2';
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ctx.beginPath();
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ctx.arc(16, 16, 16, 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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// 创建玩家单位
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this.player = new Unit(this, 0, 0, 'player');
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// 设置玩家属性
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this.player.name = '测试玩家';
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this.player.health = 100;
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this.player.nutrition = 100;
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this.player.hydration = 100;
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this.player.equipWeapon = function(weapon) {
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this.weapon = weapon;
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console.log(`${this.name} 装备了 ${weapon.name}`);
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};
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// 添加到单位组
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this.unitGroup.add(this.player);
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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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// 添加碰撞检测
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this.physics.add.collider(this.unitGroup, this.unitGroup);
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// 保持相机中心在世界原点
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this.cameras.main.centerOn(0, 0);
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}
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/**
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* 初始化背包系统
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*/
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initInventory() {
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// 创建背包(6x4网格)
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this.player.inventory = new Inventory(6, 4);
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// 创建背包UI
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this.inventoryUI = new InventoryUI(this, this.player.inventory, 40);
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}
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/**
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* 初始化测试物品
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*/
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initTestItems() {
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// 给玩家添加一些种子
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const wheatSeed = this.itemManager.createItem('wheat_seed', 0, 0);
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const carrotSeed = this.itemManager.createItem('carrot_seed', 0, 0);
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// 将种子添加到玩家背包
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if (wheatSeed) {
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this.player.inventory.addItem(wheatSeed);
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wheatSeed.destroy();
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}
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if (carrotSeed) {
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this.player.inventory.addItem(carrotSeed);
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carrotSeed.destroy();
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}
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// 更新背包UI
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this.inventoryUI.updateUI();
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}
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/**
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* 设置输入处理
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*/
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setupInput() {
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console.log('DEBUG: setupInput 方法被调用');
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// 键盘输入
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this.cursors = this.input.keyboard.createCursorKeys();
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// 背包快捷键(B键)
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this.input.keyboard.on('keydown-B', () => {
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console.log('DEBUG: B键被按下,切换背包显示');
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this.inventoryUI.toggle();
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});
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// 空格键返回启动场景
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this.input.keyboard.on('keydown-SPACE', () => {
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console.log('DEBUG: 空格键被按下,返回启动场景');
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this.scene.start('BootScene');
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});
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// 鼠标左键点击地面种植作物
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this.input.on('pointerdown', (pointer) => {
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console.log(`DEBUG: 鼠标点击事件触发,按键: ${pointer.button}, 位置: x=${pointer.x}, y=${pointer.y}`);
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console.log(`DEBUG: 当前种植模式状态: isPlantingMode=${this.isPlantingMode}, selectedSeed=${this.selectedSeed ? this.selectedSeed.name : 'null'}`);
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if (this.isPlantingMode && this.selectedSeed) {
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console.log('DEBUG: 满足种植条件,调用 plantSeedAt 方法');
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this.plantSeedAt(pointer);
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}
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});
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// 鼠标右键取消种植模式
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this.input.on('pointerdown', (pointer) => {
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if (pointer.rightButtonDown()) {
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console.log('DEBUG: 鼠标右键点击,取消种植模式');
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this.cancelPlantingMode();
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}
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});
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// 创建交互按钮
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this.createButtons();
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console.log('DEBUG: 输入处理设置完成');
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}
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/**
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* 创建交互按钮
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*/
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createButtons() {
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const buttonWidth = 200;
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const buttonHeight = 40;
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const buttonY = this.sys.game.config.height - 100;
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// 创建随机物品按钮
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this.createButton(this.sys.game.config.width - buttonWidth - 10, buttonY, '创建随机种子', () => {
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const seedTypes = ['wheat_seed', 'carrot_seed'];
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const randomSeedType = seedTypes[Math.floor(Math.random() * seedTypes.length)];
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this.itemManager.createItem(randomSeedType, this.player.x + 50, this.player.y);
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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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// 创建按钮背景
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const button = this.add.rectangle(x, y, 200, 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(15);
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// 创建按钮文本
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const buttonText = this.add.text(x, y, text, {
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fontSize: '16px',
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fill: '#ffffff',
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fontFamily: 'Arial'
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});
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buttonText.setOrigin(0.5, 0.5);
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buttonText.setScrollFactor(0, 0);
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buttonText.setDepth(16);
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// 设置按钮交互
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button.setInteractive({
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useHandCursor: true
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});
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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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* 开始种植模式
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*/
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startPlantingMode(seed, user) {
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console.log('DEBUG: startPlantingMode 方法被调用');
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console.log(`DEBUG: 种子信息: ${JSON.stringify(seed.getInfo())}`);
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this.isPlantingMode = true;
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this.selectedSeed = seed;
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console.log(`DEBUG: 设置 isPlantingMode = ${this.isPlantingMode}, selectedSeed = ${this.selectedSeed.name}`);
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this.generalInfoText.setText(`点击地面种植 ${seed.name}`);
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console.log(`DEBUG: 更新提示信息: 点击地面种植 ${seed.name}`);
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// 显示种植光标,初始位置设置为当前鼠标位置
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console.log(`DEBUG: 当前鼠标位置: x=${this.input.mousePointer.x}, y=${this.input.mousePointer.y}`);
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this.plantingCursor = this.add.text(this.input.mousePointer.x, this.input.mousePointer.y, '🌱', {
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fontSize: '24px'
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});
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console.log(`DEBUG: 种植光标创建结果: ${this.plantingCursor ? '成功' : '失败'}`);
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this.plantingCursor.setOrigin(0.5, 0.5);
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this.plantingCursor.setScrollFactor(0, 0);
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this.plantingCursor.setDepth(100);
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console.log(`DEBUG: 种植光标属性设置完成: origin=${this.plantingCursor.originX},${this.plantingCursor.originY}, scrollFactor=${this.plantingCursor.scrollFactorX}, depth=${this.plantingCursor.depth}`);
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// 存储当前场景引用,确保回调函数中this指向正确
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const scene = this;
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// 跟随鼠标移动 - 使用命名的事件监听器,方便后续移除
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this.mouseMoveListener = (pointer) => {
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console.log(`DEBUG: 鼠标移动事件触发,指针位置: x=${pointer.x}, y=${pointer.y}`);
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scene.plantingCursor.setPosition(pointer.x, pointer.y);
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};
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// 添加鼠标移动事件监听
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console.log('DEBUG: 添加鼠标移动事件监听');
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this.input.on('pointermove', this.mouseMoveListener);
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console.log('DEBUG: 种植模式启动完成');
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}
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/**
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* 取消种植模式
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*/
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cancelPlantingMode() {
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console.log('DEBUG: cancelPlantingMode 方法被调用');
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this.isPlantingMode = false;
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this.selectedSeed = null;
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console.log(`DEBUG: 重置种植模式状态: isPlantingMode=${this.isPlantingMode}, selectedSeed=${this.selectedSeed}`);
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this.generalInfoText.setText('欢迎使用种田功能测试场景');
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console.log('DEBUG: 重置提示信息');
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if (this.plantingCursor) {
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console.log('DEBUG: 销毁种植光标');
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this.plantingCursor.destroy();
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this.plantingCursor = null;
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console.log(`DEBUG: 种植光标销毁结果: ${this.plantingCursor ? '失败' : '成功'}`);
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}
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// 移除鼠标移动事件监听 - 使用存储的监听器引用
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if (this.mouseMoveListener) {
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console.log('DEBUG: 移除鼠标移动事件监听');
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this.input.off('pointermove', this.mouseMoveListener);
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this.mouseMoveListener = null;
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console.log(`DEBUG: 鼠标移动监听器移除结果: ${this.mouseMoveListener ? '失败' : '成功'}`);
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}
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console.log('DEBUG: 种植模式取消完成');
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}
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/**
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* 在指定位置种植种子
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*/
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plantSeedAt(pointer) {
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console.log('DEBUG: plantSeedAt 方法被调用');
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// 将屏幕坐标转换为世界坐标
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const worldPoint = this.cameras.main.getWorldPoint(pointer.x, pointer.y);
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console.log(`DEBUG: 屏幕坐标转世界坐标: 屏幕(${pointer.x},${pointer.y}) -> 世界(${worldPoint.x},${worldPoint.y})`);
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// 创建作物
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console.log(`DEBUG: 准备创建作物,类型: ${this.selectedSeed.properties.crop_type}, 生长时间: ${this.selectedSeed.properties.growth_time}`);
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const crop = new Crop(
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this,
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worldPoint.x,
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worldPoint.y,
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this.selectedSeed.properties.crop_type,
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this.selectedSeed.properties.growth_time
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);
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console.log(`DEBUG: 作物创建结果: ${crop ? '成功' : '失败'}`);
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// 添加到作物组
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this.cropGroup.add(crop);
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console.log(`DEBUG: 作物已添加到作物组,当前作物数量: ${this.cropGroup.getLength()}`);
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// 显示种植成功消息
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this.showMessage(`已种植 ${this.selectedSeed.name}`);
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console.log(`DEBUG: 显示种植成功消息: 已种植 ${this.selectedSeed.name}`);
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// 取消种植模式
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this.cancelPlantingMode();
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console.log('DEBUG: 种植完成,取消种植模式');
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}
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/**
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* 收获作物
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*/
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harvestCrop(crop) {
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// 创建对应的作物物品
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const cropItemId = crop.cropType;
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const cropItem = this.itemManager.createItem(cropItemId, crop.x, crop.y);
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// 尝试将作物添加到玩家背包
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if (cropItem) {
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if (this.player.inventory) {
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const success = this.player.inventory.addItem(cropItem);
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if (success) {
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// 更新背包UI
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this.inventoryUI.updateUI();
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this.showMessage(`收获了 ${cropItem.name}`);
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cropItem.destroy(); // 从地面移除,已添加到背包
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} else {
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// 背包满了,作物掉在地上
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this.showMessage(`背包已满,${cropItem.name} 掉在地上了`);
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}
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}
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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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const titleText = this.add.text(10, 10, '种田功能测试场景', {
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fontSize: '20px',
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fill: '#ffffff'
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});
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titleText.setScrollFactor(0, 0);
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titleText.setDepth(10);
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const moveText = this.add.text(10, 40, 'WASD或方向键移动单位,左键点击选择单位', {
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fontSize: '16px',
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fill: '#ffffff'
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});
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moveText.setScrollFactor(0, 0);
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moveText.setDepth(10);
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const inventoryText = this.add.text(10, 70, '按B键打开/关闭背包', {
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fontSize: '16px',
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fill: '#ffffff'
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});
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inventoryText.setScrollFactor(0, 0);
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inventoryText.setDepth(10);
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const plantingText = this.add.text(10, 100, '在背包中使用种子,然后点击地面种植', {
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fontSize: '16px',
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fill: '#ffffff'
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});
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plantingText.setScrollFactor(0, 0);
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plantingText.setDepth(10);
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const harvestText = this.add.text(10, 130, '点击成熟的作物进行收获', {
|
|
fontSize: '16px',
|
|
fill: '#ffffff'
|
|
});
|
|
harvestText.setScrollFactor(0, 0);
|
|
harvestText.setDepth(10);
|
|
|
|
const spaceText = this.add.text(10, 160, '按空格键返回启动场景', {
|
|
fontSize: '16px',
|
|
fill: '#ffffff'
|
|
});
|
|
spaceText.setScrollFactor(0, 0);
|
|
spaceText.setDepth(10);
|
|
}
|
|
|
|
/**
|
|
* 创建侧边栏UI
|
|
*/
|
|
createSidebar() {
|
|
// 侧边栏宽度
|
|
const sidebarWidth = 300;
|
|
const sidebarDepth = 5;
|
|
|
|
// 创建侧边栏背景
|
|
this.sidebar = this.add.rectangle(
|
|
this.sys.game.config.width - sidebarWidth,
|
|
0,
|
|
sidebarWidth,
|
|
this.sys.game.config.height,
|
|
0x111111,
|
|
0.9
|
|
);
|
|
this.sidebar.setOrigin(0, 0);
|
|
this.sidebar.setScrollFactor(0, 0);
|
|
this.sidebar.setDepth(sidebarDepth);
|
|
|
|
// 添加侧边栏边框
|
|
this.sidebarBorder = this.add.rectangle(
|
|
this.sys.game.config.width - sidebarWidth,
|
|
0,
|
|
sidebarWidth,
|
|
this.sys.game.config.height,
|
|
0x444444,
|
|
0
|
|
);
|
|
this.sidebarBorder.setOrigin(0, 0);
|
|
this.sidebarBorder.setStrokeStyle(2, 0x444444, 1);
|
|
this.sidebarBorder.setScrollFactor(0, 0);
|
|
this.sidebarBorder.setDepth(sidebarDepth + 1);
|
|
|
|
// 侧边栏标题
|
|
const title = this.add.text(
|
|
this.sys.game.config.width - sidebarWidth + 20,
|
|
20,
|
|
'游戏信息面板',
|
|
{
|
|
fontSize: '20px',
|
|
fill: '#ffffff',
|
|
fontWeight: 'bold'
|
|
}
|
|
);
|
|
title.setScrollFactor(0, 0);
|
|
title.setDepth(sidebarDepth + 2);
|
|
|
|
// 通用信息区域标题
|
|
const generalTitle = this.add.text(
|
|
this.sys.game.config.width - sidebarWidth + 20,
|
|
50,
|
|
'通用信息:',
|
|
{
|
|
fontSize: '16px',
|
|
fill: '#4CAF50',
|
|
fontWeight: 'bold'
|
|
}
|
|
);
|
|
generalTitle.setScrollFactor(0, 0);
|
|
generalTitle.setDepth(sidebarDepth + 2);
|
|
|
|
this.generalInfoText = this.add.text(
|
|
this.sys.game.config.width - sidebarWidth + 20,
|
|
75,
|
|
'',
|
|
{
|
|
fontSize: '14px',
|
|
fill: '#ffffff',
|
|
wordWrap: {
|
|
width: sidebarWidth - 40
|
|
}
|
|
}
|
|
);
|
|
this.generalInfoText.setScrollFactor(0, 0);
|
|
this.generalInfoText.setDepth(sidebarDepth + 2);
|
|
|
|
// 角色属性区域标题
|
|
const characterTitle = this.add.text(
|
|
this.sys.game.config.width - sidebarWidth + 20,
|
|
120,
|
|
'角色属性:',
|
|
{
|
|
fontSize: '16px',
|
|
fill: '#2196F3',
|
|
fontWeight: 'bold'
|
|
}
|
|
);
|
|
characterTitle.setScrollFactor(0, 0);
|
|
characterTitle.setDepth(sidebarDepth + 2);
|
|
|
|
this.unitStatusText = this.add.text(
|
|
this.sys.game.config.width - sidebarWidth + 20,
|
|
145,
|
|
'',
|
|
{
|
|
fontSize: '14px',
|
|
fill: '#ffffff',
|
|
wordWrap: {
|
|
width: sidebarWidth - 40
|
|
}
|
|
}
|
|
);
|
|
this.unitStatusText.setScrollFactor(0, 0);
|
|
this.unitStatusText.setDepth(sidebarDepth + 2);
|
|
}
|
|
|
|
/**
|
|
* 更新单位状态显示
|
|
*/
|
|
updateUnitStatus(unit) {
|
|
let statusText = `${unit.name} 状态:\n`;
|
|
statusText += `生命值: ${unit.health}\n`;
|
|
statusText += `营养值: ${unit.nutrition}\n`;
|
|
statusText += `水分值: ${unit.hydration}\n`;
|
|
if (unit.weapon) {
|
|
statusText += `武器: ${unit.weapon.name}`;
|
|
}
|
|
|
|
this.unitStatusText.setText(statusText);
|
|
}
|
|
|
|
/**
|
|
* 显示消息
|
|
*/
|
|
showMessage(message) {
|
|
// 创建消息
|
|
const messageText = this.add.text(
|
|
this.player.x,
|
|
this.player.y - 50,
|
|
message,
|
|
{
|
|
font: '20px Arial',
|
|
fill: '#ffffff',
|
|
backgroundColor: '#000000',
|
|
padding: { x: 10, y: 5 }
|
|
}
|
|
);
|
|
messageText.setOrigin(0.5, 0.5);
|
|
messageText.setDepth(20);
|
|
messageText.setScrollFactor(1);
|
|
|
|
// 3秒后自动移除消息
|
|
this.time.delayedCall(3000, () => {
|
|
if (messageText) {
|
|
messageText.destroy();
|
|
}
|
|
});
|
|
}
|
|
|
|
update() {
|
|
this.inputSystem.update();
|
|
|
|
// 更新所有单位
|
|
this.unitGroup.getChildren().forEach(unit => {
|
|
if (unit.update) {
|
|
unit.update();
|
|
}
|
|
unit.updateMovement();
|
|
// 更新单位状态显示
|
|
this.updateUnitStatus(unit);
|
|
});
|
|
}
|
|
} |