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SunnyLand/src/game/scene/game_scene.cpp
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#include "game_scene.h"
#include "../../engine/core/context.h"
#include "../../engine/object/game_object.h"
#include "../../engine/component/transform_component.h"
#include "../../engine/component/sprite_component.h"
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#include "../../engine/component/physics_component.h"
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#include "../../engine/component/collider_component.h"
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#include "../../engine/component/tilelayer_component.h"
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#include "../../engine/physics/physics_engine.h"
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#include "../../engine/scene/level_loader.h"
#include "../../engine/input/input_manager.h"
#include "../../engine/render/camera.h"
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#include <spdlog/spdlog.h>
#include <SDL3/SDL_rect.h>
namespace game::scene {
// 构造函数:调用基类构造函数
GameScene::GameScene(std::string name, engine::core::Context& context, engine::scene::SceneManager& scene_manager)
: Scene(name, context, scene_manager) {
spdlog::trace("GameScene 构造完成。");
}
void GameScene::init() {
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// 加载关卡(level_loader通常加载完成后即可销毁,因此不存为成员变量)
engine::scene::LevelLoader level_loader;
level_loader.loadLevel("assets/maps/level1.tmj", *this);
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// 注册"main"层到物理引擎
auto* main_layer = findGameObjectByName("main");
if (main_layer) {
auto* tile_layer = main_layer->getComponent<engine::component::TileLayerComponent>();
if (tile_layer) {
context_.getPhysicsEngine().registerCollisionLayer(tile_layer);
spdlog::info("注册\"main\"层到物理引擎");
}
}
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// 创建 test_object
createTestObject();
Scene::init();
spdlog::trace("GameScene 初始化完成。");
}
void GameScene::update(float delta_time) {
Scene::update(delta_time);
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TestCollisionPairs();
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}
void GameScene::render() {
Scene::render();
}
void GameScene::handleInput() {
Scene::handleInput();
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TestObject();
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}
void GameScene::clean() {
Scene::clean();
}
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// --- 测试方法 ---
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void GameScene::createTestObject() {
spdlog::trace("在 GameScene 中创建 test_object...");
auto test_object = std::make_unique<engine::object::GameObject>("test_object");
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test_object_ = test_object.get();
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// 添加组件
test_object->addComponent<engine::component::TransformComponent>(glm::vec2(100.0f, 100.0f));
test_object->addComponent<engine::component::SpriteComponent>("assets/textures/Props/big-crate.png", context_.getResourceManager());
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test_object->addComponent<engine::component::PhysicsComponent>(&context_.getPhysicsEngine());
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test_object->addComponent<engine::component::ColliderComponent>(
std::make_unique<engine::physics::AABBCollider>(glm::vec2(32.0f, 32.0f))
);
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// 将创建好的 GameObject 添加到场景中 (一定要用std::move,否则传递的是左值)
addGameObject(std::move(test_object));
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// 添加第二个游戏对象(不受重力影响),用于测试碰撞
auto test_object2 = std::make_unique<engine::object::GameObject>("test_object2");
test_object2->addComponent<engine::component::TransformComponent>(glm::vec2(50.0f, 50.0f));
test_object2->addComponent<engine::component::SpriteComponent>("assets/textures/Props/big-crate.png", context_.getResourceManager());
test_object2->addComponent<engine::component::PhysicsComponent>(&context_.getPhysicsEngine(), false);
test_object2->addComponent<engine::component::ColliderComponent>(
std::make_unique<engine::physics::CircleCollider>(16.0f)
);
addGameObject(std::move(test_object2));
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spdlog::trace("test_object 创建并添加到 GameScene 中。");
}
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void GameScene::testCamera() {
auto& camera = context_.getCamera();
auto& input_manager = context_.getInputManager();
if (input_manager.isActionDown("move_up")) camera.move(glm::vec2(0, -1));
if (input_manager.isActionDown("move_down")) camera.move(glm::vec2(0, 1));
if (input_manager.isActionDown("move_left")) camera.move(glm::vec2(-1, 0));
if (input_manager.isActionDown("move_right")) camera.move(glm::vec2(1, 0));
}
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void GameScene::TestObject()
{
if (!test_object_) return;
auto& input_manager = context_.getInputManager();
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auto* pc = test_object_->getComponent<engine::component::PhysicsComponent>();
if (!pc) return;
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if (input_manager.isActionDown("move_left")) {
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pc->velocity_.x = -100.0f;
} else {
pc->velocity_.x *= 0.9f;
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}
if (input_manager.isActionDown("move_right")) {
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pc->velocity_.x = 100.0f;
} else {
pc->velocity_.x *= 0.9f;
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}
if (input_manager.isActionPressed("jump")) {
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pc->velocity_.y = -400.0f;
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}
}
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void GameScene::TestCollisionPairs()
{
auto collision_pairs = context_.getPhysicsEngine().getCollisionPairs();
for (auto& pair : collision_pairs) {
spdlog::info("碰撞对: {} 和 {}", pair.first->getName(), pair.second->getName());
}
}
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} // namespace game::scene