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"_active": true, "_components": [ - { - "__id__": 126 - }, - { - "__id__": 127 - }, - { - "__id__": 128 - }, - { - "__id__": 129 - }, { "__id__": 130 + }, + { + "__id__": 131 + }, + { + "__id__": 132 + }, + { + "__id__": 133 + }, + { + "__id__": 134 } ], "_prefab": null, @@ -4587,8 +4728,8 @@ }, "_lscale": { "__type__": "cc.Vec3", - "x": 1.405, - "y": 1.405, + "x": 1, + "y": 1, "z": 1.405 }, "_mobility": 0, @@ -4607,16 +4748,16 @@ "_objFlags": 0, "__editorExtras__": {}, "_parent": { - "__id__": 122 + "__id__": 126 }, "_children": [], "_active": true, "_components": [ { - "__id__": 124 + "__id__": 128 }, { - "__id__": 125 + "__id__": 129 } ], "_prefab": null, @@ -4655,7 +4796,7 @@ "_objFlags": 0, "__editorExtras__": {}, "node": { - "__id__": 123 + "__id__": 127 }, "_enabled": true, "__prefab": null, @@ -4677,7 +4818,7 @@ "_objFlags": 0, "__editorExtras__": {}, "node": { - "__id__": 123 + "__id__": 127 }, "_enabled": true, "__prefab": null, @@ -4739,7 +4880,7 @@ "_objFlags": 0, 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null, @@ -5172,7 +5313,7 @@ "_objFlags": 0, "__editorExtras__": {}, "node": { - "__id__": 131 + "__id__": 135 }, "_enabled": true, "__prefab": null, @@ -5200,7 +5341,7 @@ "_objFlags": 0, "__editorExtras__": {}, "node": { - "__id__": 131 + "__id__": 135 }, "_enabled": true, "__prefab": null, @@ -5277,29 +5418,29 @@ { "__type__": "cc.SceneGlobals", "ambient": { - "__id__": 143 - }, - "shadows": { - "__id__": 144 - }, - "_skybox": { - "__id__": 145 - }, - "fog": { - "__id__": 146 - }, - "octree": { "__id__": 147 }, - "skin": { + "shadows": { "__id__": 148 }, - "lightProbeInfo": { + "_skybox": { "__id__": 149 }, - "postSettings": { + "fog": { "__id__": 150 }, + "octree": { + "__id__": 151 + }, + "skin": { + "__id__": 152 + }, + "lightProbeInfo": { + "__id__": 153 + }, + "postSettings": { + "__id__": 154 + }, "bakedWithStationaryMainLight": false, "bakedWithHighpLightmap": false }, diff --git a/assets/scripts/PlayerController.ts b/assets/scripts/PlayerController.ts index 23a7c4d..41c2a73 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, Contact2DType, Label, Color, Canvas } from 'cc'; +import { _decorator, Component, Node, Vec3, input, Input, EventTouch, Camera, view, tween, Animation, Collider2D, Contact2DType, Label, Color, Canvas, UITransform } from 'cc'; import { TiledMapPathfinder } from './TiledMapPathfinder'; const { ccclass, property } = _decorator; @@ -10,6 +10,9 @@ export class PlayerController extends Component { @property(Node) player: Node | null = null; // 玩家节点 + @property(Node) + bonus: Node | null = null; + @property(Camera) camera: Camera | null = null; // 主摄像机 @@ -33,6 +36,10 @@ export class PlayerController extends Component { private currentAnimation: string = 'stand'; // 当前播放的动画 private lastTargetPosition: Vec3 = new Vec3(); // 上一个目标位置,用于方向判断 private isUpgraded: boolean = false; // 玩家是否已升级 + private isGameOver: boolean = false; // 游戏是否结束(玩家死亡) + private isWin: boolean = false; // 游戏是否胜利(到达终点) + + private hasWinTimes = 0 // 道具列表 private props: Node[] = []; @@ -117,7 +124,7 @@ export class PlayerController extends Component { } private onTouchStart(event: EventTouch) { - if (!this.player || !this.camera || !this.pathfinder || this.isAttacking) return; + if (!this.player || !this.camera || !this.pathfinder || this.isAttacking || this.isGameOver || this.isWin) return; // 获取触摸点的UI坐标 const touchLocation = event.getUILocation(); @@ -294,7 +301,7 @@ export class PlayerController extends Component { * 移动到路径中的下一个路径点 */ private moveToNextWaypoint() { - if (this.currentAnimation === 'attack') { + if (this.currentAnimation === 'attack' || this.isAttacking) { return } @@ -405,6 +412,7 @@ export class PlayerController extends Component { // 比较生命值,判断输赢 console.log('判定攻击结果,玩家HP:', playerHp, '怪物HP:', monsterHp); if (playerHp >= monsterHp) { + this.hasWinTimes++ // 玩家获胜 console.log('玩家获胜!更新玩家生命值为:', playerHp + monsterHp); @@ -432,6 +440,11 @@ export class PlayerController extends Component { }, 1); this.switchAnimation('stand'); // 玩家站立 + + if (this.hasWinTimes === 10) { + this.isWin = true + this.showBonusPopup() + } } else { // 怪物获胜 console.log('怪物获胜!玩家生命值变为0'); @@ -449,6 +462,10 @@ export class PlayerController extends Component { if (monsterAnimation) { monsterAnimation.play(`${otherCollider.node.name}_stand`); } + + // 设置游戏结束标志,禁止后续寻路 + this.isGameOver = true; + console.log('游戏结束,禁止寻路'); } this.isAttacking = false; @@ -599,4 +616,91 @@ export class PlayerController extends Component { // 播放升级动画 levelUpAnimation.play('levelUp'); } + + /** + * 显示奖励弹窗 + * 根据当前镜头位置和正交高度,将奖励节点正确缩放并移动到画面正中间 + */ + public showBonusPopup() { + if (!this.bonus || !this.camera || !this.canvas) { + console.warn('奖励节点、相机或画布未设置,无法显示奖励弹窗'); + return; + } + + // 确保奖励节点是激活状态 + this.bonus.active = true; + + // 获取相机位置,相机所在的世界坐标就是当前屏幕的中心 + const cameraPos = this.camera.node.position; + const orthoHeight = this.camera.orthoHeight; + + // 直接将弹窗设置到相机位置(屏幕中心) + this.bonus.setPosition(cameraPos.x, cameraPos.y, 0); + + // 计算合适的缩放比例,确保弹窗在不同正交高度下都能正确显示 + // 基础缩放比例 + const baseScale = 1.0; + + // 根据正交高度调整缩放,确保弹窗大小合适 + // 假设标准正交高度为500,以此为基准进行缩放 + const standardOrthoHeight = 500; + const scaleRatio = standardOrthoHeight / orthoHeight; + const finalScale = baseScale * scaleRatio; + + // 设置奖励节点的缩放 + this.bonus.setScale(finalScale, finalScale, 1); + + // 添加弹窗出现动画 + this.playBonusPopupAnimation(); + } + + /** + * 播放奖励弹窗出现动画 + */ + private playBonusPopupAnimation() { + if (!this.bonus) return; + + // 保存原始缩放 + const originalScale = this.bonus.scale.clone(); + + // 初始状态设置为很小 + this.bonus.setScale(0.1, 0.1, 1); + + // 创建弹窗弹出动画 + tween(this.bonus) + .to(0.3, { + scale: new Vec3(originalScale.x * 1.2, originalScale.y * 1.2, originalScale.z) + }, { + easing: 'backOut' + }) + .to(0.1, { + scale: originalScale + }, { + easing: 'sineInOut' + }) + .call(() => { + console.log('奖励弹窗显示完成'); + }) + .start(); + } + + /** + * 隐藏奖励弹窗 + */ + public hideBonusPopup() { + if (!this.bonus) return; + + // 创建弹窗消失动画 + tween(this.bonus) + .to(0.2, { + scale: new Vec3(0.1, 0.1, 1) + }, { + easing: 'backIn' + }) + .call(() => { + this.bonus.active = false; + console.log('奖励弹窗已隐藏'); + }) + .start(); + } } \ No newline at end of file