Files
CINC/scenes/MiniMapTestScene.js
T

144 lines
4.5 KiB
JavaScript

// 测试场景6:小地图测试
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 { MiniMap } from '../ui/MiniMap.js';
export default class MovementTestScene6 extends Phaser.Scene {
constructor() {
super({ key: 'MovementTestScene6' });
}
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 = 2000;
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 - 开启鼠标移动和框选
this.inputSystem = new InputSystem(this, {
keyboard: true,
mouse: true,
joystick: false,
selection: true
});
this.selectionSystem = new SelectionSystem(this);
this.commandSystem = new CommandSystem(this);
// 创建单位组
this.unitGroup = this.add.group();
// 创建多个测试单位,分布在不同位置
for (let i = 0; i < 10; i++) {
const x = Math.random() * 2000 - 1000;
const y = Math.random() * 2000 - 1000;
const unit = new Unit(this, x, y, 'player');
this.unitGroup.add(unit);
// 自动选中第一个单位
if (i === 0) {
this.events.emit('select-unit', unit);
}
}
// 添加碰撞检测
this.physics.add.collider(this.unitGroup, this.unitGroup);
// 创建小地图
this.miniMap = new MiniMap(this, {
worldSize: worldSize,
mapSize: 200,
x: this.sys.game.config.width - 210,
y: 10
});
// 添加场景说明文本
const titleText = this.add.text(10, 10, '测试场景6:小地图测试', {
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 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', {
fontSize: '16px',
fill: '#ffffff'
});
miniMapText.setScrollFactor(0, 0); // 固定在屏幕上,不随相机移动
miniMapText.setDepth(10); // 设置深度,确保显示在游戏元素上方
const controlsText = this.add.text(10, 70, 'WASD或方向键移动视角,鼠标右键移动单位', {
fontSize: '16px',
fill: '#ffffff'
});
controlsText.setScrollFactor(0, 0); // 固定在屏幕上,不随相机移动
controlsText.setDepth(10); // 设置深度,确保显示在游戏元素上方
const spaceText = this.add.text(10, 100, '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');
});
// 添加相机移动控制
this.cameraSpeed = 2;
this.cameraKeys = this.input.keyboard.addKeys({
up: Phaser.Input.Keyboard.KeyCodes.W,
down: Phaser.Input.Keyboard.KeyCodes.S,
left: Phaser.Input.Keyboard.KeyCodes.A,
right: Phaser.Input.Keyboard.KeyCodes.D
});
}
update() {
this.inputSystem.update();
// 更新相机移动
if (this.cameraKeys.left.isDown) {
this.cameras.main.scrollX -= this.cameraSpeed;
}
if (this.cameraKeys.right.isDown) {
this.cameras.main.scrollX += this.cameraSpeed;
}
if (this.cameraKeys.up.isDown) {
this.cameras.main.scrollY -= this.cameraSpeed;
}
if (this.cameraKeys.down.isDown) {
this.cameras.main.scrollY += this.cameraSpeed;
}
this.unitGroup.getChildren().forEach(unit => {
if (unit.update) {
unit.update();
}
unit.updateMovement();
});
// 更新小地图显示
if (this.miniMap) {
this.miniMap.update();
}
}
}