299 lines
8.7 KiB
TypeScript
299 lines
8.7 KiB
TypeScript
import { _decorator, Component, Node, Vec3, input, Input, EventTouch, Camera, view, tween, Animation, Collider2D, Contact2DType } from 'cc';
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import { TiledMapPathfinder } from './TiledMapPathfinder';
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const { ccclass, property } = _decorator;
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@ccclass('PlayerController')
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export class PlayerController extends Component {
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@property(Node)
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player: Node | null = null; // 玩家节点
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@property(Camera)
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camera: Camera | null = null; // 主摄像机
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@property(TiledMapPathfinder)
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pathfinder: TiledMapPathfinder | null = null; // 寻路组件
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@property({ range: [1, 300] })
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moveSpeed: number = 300; // 移动速度(像素/秒)
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@property
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mapWidth: number = 1080; // 地图宽度
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@property
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mapHeight: number = 2560; // 地图高度
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private isMoving: boolean = false;
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private isAttacking: boolean = false;
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private currentPath: Vec3[] = [];
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private currentPathIndex: number = 0;
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private originalPosition: Vec3 = new Vec3();
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private currentAnimation: string = 'stand'; // 当前播放的动画
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private lastTargetPosition: Vec3 = new Vec3(); // 上一个目标位置,用于方向判断
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onLoad() {
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// 注册触摸事件
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input.on(Input.EventType.TOUCH_START, this.onTouchStart, this);
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let collider = this.player.getComponent(Collider2D);
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if (collider) {
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// 监听碰撞事件
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collider.on(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this);
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}
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}
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onDestroy() {
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// 移除触摸事件
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input.off(Input.EventType.TOUCH_START, this.onTouchStart, this);
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}
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start() {
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if (this.player) {
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this.originalPosition.set(this.player.position);
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}
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}
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private onTouchStart(event: EventTouch) {
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if (!this.player || !this.camera || !this.pathfinder || this.isAttacking) return;
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// 获取触摸点的UI坐标
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const touchLocation = event.getUILocation();
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// 将UI坐标转换为世界坐标
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const worldPos = this.screenToWorldPoint(touchLocation);
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console.log(`触摸UI坐标: (${touchLocation.x}, ${touchLocation.y})`);
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console.log(`转换后世界坐标: (${worldPos.x.toFixed(2)}, ${worldPos.y.toFixed(2)})`);
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this.moveToPositionWithPathfinding(worldPos);
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}
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private screenToWorldPoint(screenPos: { x: number, y: number }): Vec3 {
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if (!this.camera) {
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console.error('Camera未设置,无法进行坐标转换');
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return new Vec3(screenPos.x, screenPos.y, 0);
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}
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// 获取可见区域大小
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const visibleSize = view.getVisibleSize();
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// 计算屏幕中心点
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const centerX = visibleSize.width * 0.5;
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const centerY = visibleSize.height * 0.5;
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// 将屏幕坐标转换为以屏幕中心为原点的坐标
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const normalizedX = screenPos.x - centerX;
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const normalizedY = screenPos.y - centerY;
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// 考虑相机的位置偏移
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const cameraPos = this.camera.node.position;
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// 计算世界坐标
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const worldX = normalizedX + cameraPos.x;
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const worldY = normalizedY + cameraPos.y;
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return new Vec3(worldX, worldY, 0);
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}
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private moveToPositionWithPathfinding(worldPos: Vec3) {
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if (!this.player || !this.pathfinder) return;
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// 停止当前移动
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this.stopMovement();
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// 限制目标位置在地图边界内
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const clampedPos = this.clampPlayerPosition(worldPos);
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// 检查目标位置是否可行走
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if (!this.pathfinder.isWorldPositionWalkable(clampedPos)) {
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console.log('目标位置不可行走,寻找最近的可行走位置');
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const closestWalkable = this.pathfinder.getClosestWalkablePosition(clampedPos);
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if (!closestWalkable) {
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console.warn('找不到可行走的位置');
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return;
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}
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clampedPos.set(closestWalkable);
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}
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// 使用寻路算法计算路径
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const startPos = this.player.position;
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this.currentPath = this.pathfinder.findPath(startPos, clampedPos);
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if (this.currentPath.length === 0) {
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console.warn('无法找到路径');
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return;
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}
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console.log(`找到路径,包含${this.currentPath.length}个点`);
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// 开始沿路径移动
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this.currentPathIndex = 0;
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this.isMoving = true;
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this.moveToNextWaypoint();
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}
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// 限制玩家位置在地图边界内
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private clampPlayerPosition(position: Vec3): Vec3 {
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// 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)
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const mapHalfWidth = this.mapWidth * 0.5;
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const mapHalfHeight = this.mapHeight * 0.5;
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// 限制玩家位置
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const clampedPosition = position.clone();
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clampedPosition.x = Math.max(-mapHalfWidth, Math.min(mapHalfWidth, position.x));
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clampedPosition.y = Math.max(-mapHalfHeight, Math.min(mapHalfHeight, position.y));
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return clampedPosition;
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}
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/**
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* 根据移动方向获取对应的动画名称
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*/
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private getAnimationNameByDirection(currentPos: Vec3, targetPos: Vec3): string {
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const deltaX = targetPos.x - currentPos.x;
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const deltaY = targetPos.y - currentPos.y;
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// 如果移动距离很小,保持当前动画
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const distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY);
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if (distance < 1) {
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return this.currentAnimation;
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}
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// 计算主要移动方向
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const absX = Math.abs(deltaX);
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const absY = Math.abs(deltaY);
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// 添加角度判断,更精确地确定方向
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const angle = Math.atan2(deltaY, deltaX) * 180 / Math.PI; // 转换为角度
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if (absX > absY) {
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// 水平移动为主
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return deltaX > 0 ? 'walk3' : 'walk5';
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} else {
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// 垂直移动为主
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return deltaY > 0 ? 'walk3' : 'walk5'; // 上移用walk3,下移用walk5
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}
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}
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/**
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* 切换动画,避免不必要的切换
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*/
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private switchAnimation(animationName: string) {
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if (!this.player) {
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console.warn('Player节点未设置,无法切换动画');
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return;
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}
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if (this.currentAnimation === animationName) {
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return; // 已经是目标动画,不需要切换
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}
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const animation = this.player.getComponent(Animation);
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if (animation) {
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// 检查动画是否存在
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const state = animation.getState(animationName);
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if (!state) {
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console.warn(`动画 ${animationName} 不存在,使用默认动画`);
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this.currentAnimation = 'stand';
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animation.play('stand');
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return;
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}
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this.currentAnimation = animationName;
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animation.play(animationName);
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console.log(`切换动画: ${animationName}`);
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} else {
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console.warn('未找到Animation组件,无法播放动画');
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}
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}
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/**
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* 移动到路径中的下一个路径点
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*/
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private moveToNextWaypoint() {
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if (this.currentAnimation === 'attack') {
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return
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}
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if (!this.player || this.currentPath.length === 0 || this.currentPathIndex >= this.currentPath.length) {
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this.isMoving = false;
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this.switchAnimation('stand');
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console.log('路径移动完成');
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return;
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}
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const targetPos = this.currentPath[this.currentPathIndex];
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const currentPos = this.player.position;
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// 根据移动方向选择动画
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const animationName = this.getAnimationNameByDirection(currentPos, targetPos);
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// 切换到对应的动画
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this.switchAnimation(animationName);
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// 计算移动距离和时间
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const distance = Vec3.distance(currentPos, targetPos);
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const moveTime = distance / this.moveSpeed;
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console.log(`移动到路径点${this.currentPathIndex}: (${targetPos.x.toFixed(2)}, ${targetPos.y.toFixed(2)})`);
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// 记录目标位置用于方向判断
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this.lastTargetPosition.set(targetPos);
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// 使用缓动移动到目标位置
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tween(this.player)
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.to(moveTime, { position: targetPos }, {
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onComplete: () => {
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this.currentPathIndex++;
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this.moveToNextWaypoint();
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}
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})
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.start();
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}
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/**
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* 停止当前移动
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*/
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private stopMovement() {
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if (this.player) {
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tween(this.player).stop();
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}
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this.isMoving = false;
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this.currentPath = [];
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this.currentPathIndex = 0;
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// 停止移动时播放站立动画
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this.switchAnimation('stand');
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}
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update(deltaTime: number) {
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// 更新逻辑现在主要由缓动系统处理
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// 这里可以添加其他需要每帧更新的逻辑
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}
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onBeginContact(selfCollider: Collider2D, otherCollider: Collider2D) {
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if (otherCollider.node.name.startsWith('guai_')) {
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this.isAttacking = true;
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// 怪物攻击
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const animation = otherCollider.node.getComponent(Animation);
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if (animation) {
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animation.play(`${otherCollider.node.name}_attack`);
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}
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// player 攻击
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this.switchAnimation('attack');
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this.scheduleOnce(() => {
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animation.play(`${otherCollider.node.name}_stand`);
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this.isAttacking = false;
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this.switchAnimation('die');
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}, 3);
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}
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}
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} |