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"imageUuidOrDatabaseUri": "89d047d0-042e-4917-9df9-419304a89fec", + "imageUuidOrDatabaseUri": "be8553f8-df59-418f-8123-843af2d593bf", "isUuid": true, "visible": false, "minfilter": "linear", @@ -34,8 +34,8 @@ }, "f9941": { "importer": "sprite-frame", - "uuid": "89d047d0-042e-4917-9df9-419304a89fec@f9941", - "displayName": "10006", + "uuid": "be8553f8-df59-418f-8123-843af2d593bf@f9941", + "displayName": "金男初始套die5_10001", "id": "f9941", "name": "spriteFrame", "userData": { @@ -45,10 +45,10 @@ "offsetY": 0, "trimX": 0, "trimY": 0, - "width": 320, - "height": 240, - "rawWidth": 320, - "rawHeight": 240, + "width": 1280, + "height": 960, + "rawWidth": 1280, + "rawHeight": 960, "borderTop": 0, "borderBottom": 0, "borderLeft": 0, @@ -60,17 +60,17 @@ "meshType": 0, "vertices": { "rawPosition": [ - -160, - -120, + -640, + -480, 0, - 160, - -120, + 640, + -480, 0, - -160, - 120, + -640, + 480, 0, - 160, - 120, + 640, + 480, 0 ], "indexes": [ @@ -83,12 +83,12 @@ ], "uv": [ 0, - 240, - 320, - 240, 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b/assets/bundle1/anim/player/2/attack/21001千秋梦atk5_0000.png.meta similarity index 69% rename from assets/bundle1/anim/player/1/attack/3/10001.png.meta rename to assets/bundle1/anim/player/2/attack/21001千秋梦atk5_0000.png.meta index bed8694..560fbbe 100644 --- a/assets/bundle1/anim/player/1/attack/3/10001.png.meta +++ b/assets/bundle1/anim/player/2/attack/21001千秋梦atk5_0000.png.meta @@ -2,7 +2,7 @@ "ver": "1.0.27", "importer": "image", "imported": true, - "uuid": "e2f29411-4976-422f-8c2f-77754cb324c8", + "uuid": "c5368a75-1f54-495f-ad9a-dbfbd22b1559", "files": [ ".json", ".png" @@ -10,14 +10,14 @@ "subMetas": { "6c48a": { "importer": "texture", - "uuid": "e2f29411-4976-422f-8c2f-77754cb324c8@6c48a", - "displayName": "10001", + "uuid": "c5368a75-1f54-495f-ad9a-dbfbd22b1559@6c48a", + "displayName": "21001千秋梦atk5_0000", "id": "6c48a", "name": "texture", "userData": { "wrapModeS": "clamp-to-edge", "wrapModeT": "clamp-to-edge", - "imageUuidOrDatabaseUri": "e2f29411-4976-422f-8c2f-77754cb324c8", + "imageUuidOrDatabaseUri": "c5368a75-1f54-495f-ad9a-dbfbd22b1559", "isUuid": true, "visible": false, "minfilter": "linear", @@ -34,8 +34,8 @@ }, "f9941": { "importer": "sprite-frame", - "uuid": "e2f29411-4976-422f-8c2f-77754cb324c8@f9941", - "displayName": "10001", + "uuid": "c5368a75-1f54-495f-ad9a-dbfbd22b1559@f9941", + "displayName": "21001千秋梦atk5_0000", "id": "f9941", "name": "spriteFrame", "userData": { @@ -45,10 +45,10 @@ "offsetY": 0, "trimX": 0, "trimY": 0, - "width": 320, - "height": 240, - "rawWidth": 320, - "rawHeight": 240, + "width": 1280, + "height": 960, + "rawWidth": 1280, + "rawHeight": 960, "borderTop": 0, "borderBottom": 0, "borderLeft": 0, @@ -60,17 +60,17 @@ "meshType": 0, "vertices": { "rawPosition": [ - -160, - -120, + -640, + -480, 0, - 160, - -120, + 640, + -480, 0, - -160, - 120, + -640, + 480, 0, - 160, - 120, + 640, + 480, 0 ], "indexes": [ @@ -83,12 +83,12 @@ ], "uv": [ 0, - 240, - 320, - 240, + 960, + 1280, + 960, 0, 0, - 320, + 1280, 0 ], "nuv": [ @@ 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+ "name": "walk_2" } } diff --git a/assets/scenes/main.scene b/assets/scenes/main.scene index bf086e0..14bf8a1 100644 --- a/assets/scenes/main.scene +++ b/assets/scenes/main.scene @@ -74,38 +74,38 @@ { "__id__": 48 }, + { + "__id__": 64 + }, { "__id__": 67 }, { - "__id__": 70 + "__id__": 81 }, { - "__id__": 84 + "__id__": 99 }, { - "__id__": 102 + "__id__": 117 }, { - "__id__": 120 + "__id__": 135 }, { - "__id__": 138 + "__id__": 146 }, { - "__id__": 149 + "__id__": 157 }, { - "__id__": 160 + "__id__": 175 }, { - "__id__": 178 + "__id__": 193 }, { - "__id__": 196 - }, - { - "__id__": 214 + "__id__": 211 }, { "__id__": 6 @@ -114,10 +114,10 @@ "__id__": 52 }, { - "__id__": 56 + "__id__": 229 }, { - "__id__": 65 + "__id__": 62 }, { "__id__": 232 @@ -129,7 +129,7 @@ "__id__": 238 }, { - "__id__": 59 + "__id__": 56 } ], "_active": true, @@ -529,18 +529,6 @@ "__prefab": null, "playOnLoad": true, "_clips": [ - { - "__uuid__": "3c4dd5b9-b446-4bbf-a66a-02f9c52256bf", - "__expectedType__": 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"__uuid__": "a07c81b6-e4f7-4534-8ecc-2ee9db2f9936", + "__uuid__": "bf7eff9d-f5ae-405b-891f-14c99ce74a55", "__expectedType__": "cc.AnimationClip" }, { - "__uuid__": "099f1fad-3b0d-45f6-be68-9ea59e9e67d9", - "__expectedType__": "cc.AnimationClip" - }, - { - "__uuid__": "47c8e9ef-0cf8-417f-be14-ea01ed538a30", - "__expectedType__": "cc.AnimationClip" - }, - { - "__uuid__": "e45e4baa-21a7-4f46-88b7-f62fe4b33aa3", - "__expectedType__": "cc.AnimationClip" - }, - { - "__uuid__": "bd9d7e45-c872-4b35-aacd-b076508d5aa2", + "__uuid__": "91bc629d-cd8a-46f7-ac0c-632d0e2e490f", "__expectedType__": "cc.AnimationClip" } ], "_defaultClip": { - "__uuid__": "3c4dd5b9-b446-4bbf-a66a-02f9c52256bf", + "__uuid__": "12f98c9c-40ed-45d2-9d21-6efa4edf52ef", "__expectedType__": "cc.AnimationClip" }, "_id": "31m6/AqL1Pf7B8Y+EpesGR" @@ -613,7 +589,7 @@ "a": 255 }, "_spriteFrame": { - "__uuid__": "81025e8c-8f3b-472e-8a97-b073782084cc@f9941", + "__uuid__": "1c7b5663-daeb-4a52-970f-2c530866798f@f9941", 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+ }, + "_enabled": true, + "__prefab": null, + "_customMaterial": null, + "_srcBlendFactor": 2, + "_dstBlendFactor": 4, + "_color": { + "__type__": "cc.Color", + "r": 255, + "g": 255, + "b": 255, + "a": 255 + }, + "_spriteFrame": { + "__uuid__": "f29bbed3-ea23-4394-90a6-5bb2b21c61db@f9941", + "__expectedType__": "cc.SpriteFrame" + }, + "_type": 0, + "_fillType": 0, + "_sizeMode": 0, + "_fillCenter": { + "__type__": "cc.Vec2", + "x": 0, + "y": 0 + }, + "_fillStart": 0, + "_fillRange": 0, + "_isTrimmedMode": true, + "_useGrayscale": false, + "_atlas": null, + "_id": "25m0zgmgJNBJjvJHAtSkq0" + }, { "__type__": "cc.Node", "_name": "Bgm", diff --git a/assets/scripts/PlayerController.ts b/assets/scripts/PlayerController.ts index eb9b505..cc62df4 100644 --- a/assets/scripts/PlayerController.ts +++ b/assets/scripts/PlayerController.ts @@ -1,4 +1,4 @@ -import { _decorator, Component, Node, Vec3, input, Input, EventTouch, Camera, view, tween, Animation, Collider2D, BoxCollider2D, Contact2DType, Label, Color, Canvas, UITransform, AudioSource, Sprite, director, PhysicsSystem2D, EPhysics2DDrawFlags } from 'cc'; +import { _decorator, Component, Node, Vec3, input, Input, EventTouch, Camera, view, tween, Animation, Collider2D, BoxCollider2D, Contact2DType, Label, Color, Canvas, UITransform, AudioSource, director } from 'cc'; import { TiledMapPathfinder } from './TiledMapPathfinder'; const { ccclass, property } = _decorator; @@ -17,9 +17,6 @@ export class PlayerController extends Component { @property(Node) bonus: Node | null = null; - @property(Node) - bonusWuqi: Node | null = null; - @property(Node) failedDialog: Node | null = null; @@ -35,11 +32,6 @@ export class PlayerController extends Component { @property({ range: [1, 300] }) moveSpeed: number = 300; // 移动速度(像素/秒) - @property - mapWidth: number = 1080; // 地图宽度 - - @property - mapHeight: number = 2560; // 地图高度 private isMoving: boolean = false; private isAttacking: boolean = false; @@ -97,6 +89,9 @@ export class PlayerController extends Component { start() { if (this.player) { this.originalPosition.set(this.player.position); + // 初始化时设置站立动画和正确的方向 + this.switchAnimation('stand'); + this.updatePlayerScale(); } } @@ -268,20 +263,15 @@ export class PlayerController extends Component { } private clampPositionWithinMap(position: Vec3): Vec3 { - // 计算地图边界(地图锚点为0.5,0.5,所以范围是-mapWidth/2到+mapWidth/2) - const mapHalfWidth = this.mapWidth * 0.5; - const mapHalfHeight = this.mapHeight * 0.5; - // 限制位置 const clampedPosition = position.clone(); - // clampedPosition.x = Math.max(-mapHalfWidth, Math.min(mapHalfWidth, position.x)); - // clampedPosition.y = Math.max(-mapHalfHeight, Math.min(mapHalfHeight, position.y)); return clampedPosition; } /** * 根据移动方向获取对应的动画名称 + * 现在只返回基础动画名称,不包含方向信息 */ private getAnimationNameByDirection(currentPos: Vec3, targetPos: Vec3): string { const deltaX = targetPos.x - currentPos.x; @@ -290,29 +280,28 @@ export class PlayerController extends Component { // 如果移动距离很小,保持当前动画 const distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY); if (distance < 1) { - return this.currentAnimation; + return this.currentAnimation.includes('walk') ? 'walk' : this.currentAnimation; } // 计算主要移动方向 const absX = Math.abs(deltaX); const absY = Math.abs(deltaY); - // 添加角度判断,更精确地确定方向 - const angle = Math.atan2(deltaY, deltaX) * 180 / Math.PI; // 转换为角度 - if (absX > absY) { // 水平移动为主 this.currentDirection = deltaX < 0 ? 3 : 5; - return deltaX < 0 ? 'walk3' : 'walk5'; } else { // 垂直移动为主 this.currentDirection = deltaY < 0 ? 3 : 5; - return deltaY < 0 ? 'walk3' : 'walk5'; // 上移用walk3,下移用walk5 } + + // 只返回基础动画名称,不包含方向信息 + return 'walk'; } /** * 切换动画,避免不必要的切换 + * 根据 this.currentDirection 来决定 player 的 scale 是否要取反,不再需要通过动画名称进行区分 */ private switchAnimation(animationName: string) { if (!this.player) { @@ -320,42 +309,85 @@ export class PlayerController extends Component { return; } - // 如果切换到站立动画,根据当前方向选择对应的站立动画 - let targetAnimationName = animationName; + // 根据动画类型获取基础动画名称,不再包含方向信息 + let baseAnimationName = animationName; if (animationName === 'stand') { - targetAnimationName = this.currentDirection === 3 ? 'stand3' : 'stand5'; + baseAnimationName = 'stand'; + } else if (animationName.startsWith('walk')) { + baseAnimationName = 'walk'; + } else if (animationName.startsWith('attack')) { + baseAnimationName = 'attack'; + } else if (animationName.startsWith('die')) { + baseAnimationName = 'die'; } // 如果玩家已升级,在动画名称后添加 "_2" 后缀 - let finalAnimationName = targetAnimationName; - if (this.isUpgraded && !targetAnimationName.endsWith('_2')) { - finalAnimationName = targetAnimationName + '_2'; + let finalAnimationName = baseAnimationName; + if (this.isUpgraded && !baseAnimationName.endsWith('_2')) { + finalAnimationName = baseAnimationName + '_2'; } + // 检查是否需要切换动画 if (this.currentAnimation === finalAnimationName) { - return; // 已经是目标动画,不需要切换 + // 即使动画名称相同,也需要检查方向是否改变,可能需要调整scale + this.updatePlayerScale(); + return; } - const animation = this.player.getChildByName('Anim').getComponent(Animation); if (animation) { // 检查动画是否存在 const state = animation.getState(finalAnimationName); if (!state) { console.warn(`动画 ${finalAnimationName} 不存在,使用默认动画`); - this.currentAnimation = 'stand5'; - animation.play('stand5'); + this.currentAnimation = 'stand_2'; + animation.play('stand_2'); + this.updatePlayerScale(); return; } this.currentAnimation = finalAnimationName; animation.play(finalAnimationName); console.log(`切换动画: ${finalAnimationName}`); + + // 根据当前方向更新玩家scale + this.updatePlayerScale(); } else { console.warn('未找到Animation组件,无法播放动画'); } } + /** + * 根据当前方向更新玩家Anim子节点的scale + * 当 currentDirection 为 3 时,需要翻转Anim节点(scale.x 取反) + */ + private updatePlayerScale() { + if (!this.player) return; + + // 获取Anim子节点 + const animNode = this.player.getChildByName('Anim'); + if (!animNode) { + console.warn('未找到Anim子节点,无法更新方向'); + return; + } + + const currentScale = animNode.scale.clone(); + + // 根据方向决定是否需要翻转 + // currentDirection: 3表示左/上,5表示右/下 + if (this.currentDirection === 3) { + // 需要翻转,确保scale.x为负值 + if (currentScale.x > 0) { + animNode.setScale(-currentScale.x, currentScale.y, currentScale.z); + } + } else { + // 不需要翻转,确保scale.x为正值 + if (currentScale.x < 0) { + animNode.setScale(-currentScale.x, currentScale.y, currentScale.z); + } + } + } + /** * 移动到路径中的下一个路径点 */ @@ -527,20 +559,17 @@ export class PlayerController extends Component { const absX = Math.abs(deltaX); const absY = Math.abs(deltaY); - // 根据移动方向选择动画 - let animationName = 'walk'; + // 更新当前方向 if (absX > absY) { // 水平移动为主 this.currentDirection = deltaX < 0 ? 3 : 5; - animationName = deltaX < 0 ? 'walk3' : 'walk5'; } else { // 垂直移动为主 this.currentDirection = deltaY < 0 ? 3 : 5; - animationName = deltaY < 0 ? 'walk3' : 'walk5'; } - // 切换到对应的动画 - this.switchAnimation(animationName); + // 切换到对应的动画(只传递基础动画名称) + this.switchAnimation('walk'); } /** @@ -637,9 +666,8 @@ export class PlayerController extends Component { return; } - const movingRight = targetLocalPos.x >= currentLocalPos.x; - const moveAnimation = movingRight ? 'walk5' : 'walk3'; - this.switchAnimation(moveAnimation); + // 只传递基础动画名称,方向由 currentDirection 控制 + this.switchAnimation('walk'); const baseDuration = this.moveSpeed > 0 ? distance / this.moveSpeed : 0.2; const duration = Math.min(Math.max(baseDuration, 0.12), 0.45); @@ -740,9 +768,8 @@ export class PlayerController extends Component { return; } - // 播放玩家攻击动画 - const attackAnimationName = this.currentDirection === 3 ? 'attack3' : 'attack5'; - this.switchAnimation(attackAnimationName); + // 播放玩家攻击动画(只传递基础动画名称) + this.switchAnimation('attack'); // 监听玩家攻击动画结束事件 playerAnimation.once(Animation.EventType.FINISHED, async () => { @@ -871,7 +898,7 @@ export class PlayerController extends Component { // 播放生命值标签的失败动画 this.playLabelFailAnimation(playerLabel); - // 玩家死亡动画 + // 玩家死亡动画(只传递基础动画名称) this.switchAnimation('die'); // 怪物站立动画