This commit is contained in:
2025-09-21 21:00:58 +08:00
parent 98f28ec5bf
commit 85d1b54389
21 changed files with 895 additions and 334 deletions

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import { _decorator, Component, Node, Vec3, Camera } from 'cc';
const { ccclass, property } = _decorator;
@ccclass('CameraFollow')
export class CameraFollow extends Component {
@property(Node)
target: Node | null = null; // 要跟随的目标(玩家)
@property({ range: [0.1, 10] })
followSpeed: number = 5.0; // 跟随速度
@property(Vec3)
offset: Vec3 = new Vec3(0, 0, 10); // 相机相对目标的偏移
@property({ range: [0, 1] })
smoothness: number = 0.1; // 平滑度0为瞬间跟随1为最慢跟随
private camera: Camera | null = null;
onLoad() {
// 获取相机组件
this.camera = this.getComponent(Camera);
if (!this.camera) {
console.error('CameraFollow: 未找到Camera组件');
}
}
start() {
if (this.target) {
// 初始化相机位置
const initialPos = this.target.position.clone();
initialPos.add(this.offset);
this.node.position = initialPos;
}
}
update(deltaTime: number) {
if (!this.target) return;
// 计算目标位置
const targetPosition = this.target.position.clone();
targetPosition.add(this.offset);
// 使用插值实现平滑跟随
const currentPosition = this.node.position;
const newPosition = new Vec3();
// 根据平滑度设置插值速度
const lerpFactor = Math.min(1.0, this.followSpeed * deltaTime * (1 - this.smoothness + 0.1));
Vec3.lerp(newPosition, currentPosition, targetPosition, lerpFactor);
this.node.position = newPosition;
}
// 设置跟随目标
setTarget(target: Node) {
this.target = target;
if (target) {
const initialPos = target.position.clone();
initialPos.add(this.offset);
this.node.position = initialPos;
}
}
// 设置偏移量
setOffset(offset: Vec3) {
this.offset = offset;
}
// 瞬间移动到目标位置
snapToTarget() {
if (!this.target) return;
const targetPosition = this.target.position.clone();
targetPosition.add(this.offset);
this.node.position = targetPosition;
}
}

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@@ -2,7 +2,7 @@
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"importer": "typescript",
"imported": true,
"uuid": "424a4011-cdc4-4bf5-a5f5-b1ec4d9c2ba2",
"uuid": "5e22957b-e707-4adb-9e53-e039f4e68e03",
"files": [],
"subMetas": {},
"userData": {}

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@@ -1,61 +0,0 @@
import { _decorator, Component, Node, Vec3, UITransform, math } from 'cc';
const { ccclass, property } = _decorator;
@ccclass('CameraFollow2D')
export class CameraFollow2D extends Component {
@property(Node)
target: Node = null!; // 要跟随的角色
@property(Node)
map: Node = null!; // 地图节点(需要有 UITransform 才能获取大小)
@property
offset: Vec3 = new Vec3(0, 0, 1000); // 相机与角色的偏移Z 轴拉远)
@property
smoothSpeed: number = 5; // 平滑跟随速度,越大越快
private _currentPos: Vec3 = new Vec3();
private _mapSize: Vec3 = new Vec3();
onLoad() {
if (this.map) {
const ui = this.map.getComponent(UITransform);
if (ui) {
this._mapSize.set(ui.width, ui.height, 0);
}
}
}
update(deltaTime: number) {
if (!this.target) return;
// 目标位置
const targetPos = this.target.getWorldPosition();
const desiredPos = new Vec3(
targetPos.x + this.offset.x,
targetPos.y + this.offset.y,
this.offset.z // 相机保持固定 Z
);
// 平滑跟随
Vec3.lerp(this._currentPos, this.node.getWorldPosition(), desiredPos, deltaTime * this.smoothSpeed);
// 限制相机不超出地图
if (this.map) {
const halfW = this._mapSize.x / 2;
const halfH = this._mapSize.y / 2;
// 相机视口一半宽高(取 UITransform 尺寸的一半)
const camUI = this.getComponent(UITransform);
let viewW = camUI ? camUI.width / 2 : 0;
let viewH = camUI ? camUI.height / 2 : 0;
this._currentPos.x = math.clamp(this._currentPos.x, -halfW + viewW, halfW - viewW);
this._currentPos.y = math.clamp(this._currentPos.y, -halfH + viewH, halfH - viewH);
}
// 更新相机位置
this.node.setWorldPosition(this._currentPos);
}
}

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@@ -1,177 +0,0 @@
import { _decorator, Component, input, Input, EventTouch, Camera, Node, Vec3, UITransform, math } from 'cc';
const { ccclass, property } = _decorator;
interface NodeCell {
x: number;
y: number;
g: number;
h: number;
f: number;
parent?: NodeCell;
}
@ccclass('GameController')
export class GameController extends Component {
@property(Camera)
camera: Camera = null!;
@property(Node)
player: Node = null!;
@property(Node)
map: Node = null!;
@property
gridSize: number = 32;
@property
moveSpeed: number = 200;
@property
camSmooth: number = 5;
private mapData: number[][] = [
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 1, 1, 1, 0, 0, 1, 1, 1, 0],
[0, 0, 0, 1, 0, 0, 0, 0, 1, 0],
[0, 1, 0, 0, 0, 1, 1, 0, 0, 0],
[0, 0, 0, 1, 0, 0, 0, 0, 0, 0],
];
private path: Vec3[] = [];
private camPos: Vec3 = new Vec3();
private mapSize: Vec3 = new Vec3();
onLoad() {
input.on(Input.EventType.TOUCH_END, this.onTouchEnd, this);
// 获取地图大小
const ui = this.map.getComponent(UITransform);
if (ui) {
this.mapSize.set(ui.width, ui.height, 0);
}
}
onDestroy() {
input.off(Input.EventType.TOUCH_END, this.onTouchEnd, this);
}
// 点击地图 -> 计算寻路路径
onTouchEnd(event: EventTouch) {
if (!this.camera) return;
const screenPos = event.getLocation();
const worldPos = this.camera.screenToWorld(new Vec3(screenPos.x, screenPos.y, 0));
const startCell = this.worldToCell(this.player.getWorldPosition());
const endCell = this.worldToCell(worldPos);
const cellPath = this.findPath(startCell, endCell);
if (cellPath.length > 0) {
this.path = cellPath.map(c => this.cellToWorld(c));
}
}
update(deltaTime: number) {
// === 角色移动 ===
if (this.path.length > 0) {
const pos = this.player.getWorldPosition();
const target = this.path[0];
const dir = target.subtract(pos);
const dist = dir.length();
if (dist < this.moveSpeed * deltaTime) {
this.player.setWorldPosition(target);
this.path.shift();
} else {
dir.normalize();
const move = dir.multiplyScalar(this.moveSpeed * deltaTime);
this.player.setWorldPosition(pos.add(move));
}
}
// === 相机跟随 ===
const targetPos = this.player.getWorldPosition();
const desiredPos = new Vec3(targetPos.x, targetPos.y, 1000); // Z 拉远
Vec3.lerp(this.camPos, this.camera.node.getWorldPosition(), desiredPos, deltaTime * this.camSmooth);
// 限制相机范围
const halfW = this.mapSize.x / 2;
const halfH = this.mapSize.y / 2;
const viewW = 400; // 你可以用实际相机视口宽高
const viewH = 300;
this.camPos.x = math.clamp(this.camPos.x, -halfW + viewW, halfW - viewW);
this.camPos.y = math.clamp(this.camPos.y, -halfH + viewH, halfH - viewH);
this.camera.node.setWorldPosition(this.camPos);
}
// ============ A* 寻路实现 ============
worldToCell(worldPos: Vec3): { x: number, y: number } {
return {
x: Math.floor(worldPos.x / this.gridSize),
y: Math.floor(worldPos.y / this.gridSize),
};
}
cellToWorld(cell: { x: number, y: number }): Vec3 {
return new Vec3(
cell.x * this.gridSize + this.gridSize / 2,
cell.y * this.gridSize + this.gridSize / 2,
0
);
}
findPath(start: { x: number, y: number }, end: { x: number, y: number }): { x: number, y: number }[] {
const open: NodeCell[] = [];
const closed: boolean[][] = [];
const rows = this.mapData.length;
const cols = this.mapData[0].length;
function heuristic(a: { x: number, y: number }, b: { x: number, y: number }) {
return Math.abs(a.x - b.x) + Math.abs(a.y - b.y);
}
open.push({ x: start.x, y: start.y, g: 0, h: heuristic(start, end), f: 0 });
while (open.length > 0) {
open.sort((a, b) => (a.g + a.h) - (b.g + b.h));
const current = open.shift()!;
closed[current.y] = closed[current.y] || [];
closed[current.y][current.x] = true;
if (current.x === end.x && current.y === end.y) {
const path: { x: number, y: number }[] = [];
let node: NodeCell | undefined = current;
while (node) {
path.unshift({ x: node.x, y: node.y });
node = node.parent;
}
return path;
}
const neighbors = [
{ x: current.x + 1, y: current.y },
{ x: current.x - 1, y: current.y },
{ x: current.x, y: current.y + 1 },
{ x: current.x, y: current.y - 1 },
];
for (const n of neighbors) {
if (n.x < 0 || n.y < 0 || n.y >= rows || n.x >= cols) continue;
if (this.mapData[n.y][n.x] === 1) continue;
if (closed[n.y]?.[n.x]) continue;
const g = current.g + 1;
const h = heuristic(n, end);
const existing = open.find(o => o.x === n.x && o.y === n.y);
if (!existing || g < existing.g) {
open.push({ x: n.x, y: n.y, g, h, f: g + h, parent: current });
}
}
}
return [];
}
}

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import { _decorator, Component, Node, Vec3, input, Input, EventTouch, Camera, view } from 'cc';
const { ccclass, property } = _decorator;
@ccclass('PlayerController')
export class PlayerController extends Component {
@property(Node)
player: Node | null = null; // 玩家节点
@property(Camera)
camera: Camera | null = null; // 主摄像机
@property({ range: [1, 20] })
moveSpeed: number = 5; // 移动速度
private isMoving: boolean = false;
private targetPosition: Vec3 = new Vec3();
private originalPosition: Vec3 = new Vec3();
onLoad() {
// 注册触摸事件
input.on(Input.EventType.TOUCH_START, this.onTouchStart, this);
}
onDestroy() {
// 移除触摸事件
input.off(Input.EventType.TOUCH_START, this.onTouchStart, this);
}
start() {
if (this.player) {
this.originalPosition.set(this.player.position);
}
}
private onTouchStart(event: EventTouch) {
if (!this.player || !this.camera) return;
// 获取触摸点的UI坐标
const touchLocation = event.getUILocation();
// 将UI坐标转换为世界坐标
const worldPos = this.screenToWorldPoint(touchLocation);
console.log(`触摸UI坐标: (${touchLocation.x}, ${touchLocation.y})`);
console.log(`转换后世界坐标: (${worldPos.x.toFixed(2)}, ${worldPos.y.toFixed(2)})`);
this.moveToPosition(worldPos);
}
private screenToWorldPoint(screenPos: { x: number, y: number }): Vec3 {
if (!this.camera) {
console.error('Camera未设置无法进行坐标转换');
return new Vec3(screenPos.x, screenPos.y, 0);
}
// 获取可见区域大小
const visibleSize = view.getVisibleSize();
// 计算屏幕中心点
const centerX = visibleSize.width * 0.5;
const centerY = visibleSize.height * 0.5;
// 将屏幕坐标转换为以屏幕中心为原点的坐标
const normalizedX = screenPos.x - centerX;
const normalizedY = screenPos.y - centerY;
// 考虑相机的位置偏移
const cameraPos = this.camera.node.position;
// 计算世界坐标
const worldX = normalizedX + cameraPos.x;
const worldY = normalizedY + cameraPos.y;
return new Vec3(worldX, worldY, 0);
}
private moveToPosition(worldPos: Vec3) {
if (!this.player) return;
// 设置目标位置保持Z轴不变
this.targetPosition.set(worldPos.x, worldPos.y, this.player.position.z);
this.isMoving = true;
console.log(`移动目标: (${worldPos.x.toFixed(2)}, ${worldPos.y.toFixed(2)})`);
}
update(deltaTime: number) {
if (!this.isMoving || !this.player) return;
const currentPos = this.player.position;
const distance = Vec3.distance(currentPos, this.targetPosition);
// 如果距离很小,直接到达目标位置
if (distance < 0.1) {
this.player.position = this.targetPosition.clone();
this.isMoving = false;
console.log('到达目标位置');
return;
}
// 计算移动方向
const direction = new Vec3();
Vec3.subtract(direction, this.targetPosition, currentPos);
direction.normalize();
// 计算这一帧应该移动的距离
const moveDistance = this.moveSpeed * deltaTime * 100; // 增加移动速度倍数
// 如果剩余距离小于这一帧要移动的距离,直接到达目标
if (distance <= moveDistance) {
this.player.position = this.targetPosition.clone();
this.isMoving = false;
console.log('到达目标位置');
} else {
// 正常移动
const newPosition = new Vec3();
Vec3.scaleAndAdd(newPosition, currentPos, direction, moveDistance);
this.player.position = newPosition;
}
}
}

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@@ -2,7 +2,7 @@
"ver": "4.0.24",
"importer": "typescript",
"imported": true,
"uuid": "7d60dc26-9d91-48d4-b48c-e8b6f116e3b0",
"uuid": "a1b2c3d4-e5f6-7890-abcd-ef1234567890",
"files": [],
"subMetas": {},
"userData": {}