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SunnyLand/src/game/scene/game_scene.cpp
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#include "game_scene.h"
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#include "../component/player_component.h"
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#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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if (is_initialized_) {
spdlog::warn("GameScene 已经初始化过了,重复调用 init()。");
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return;
}
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spdlog::trace("GameScene 初始化开始...");
if (!initLevel()) {
spdlog::error("关卡初始化失败,无法继续。");
context_.getInputManager().setShouldQuit(true);
return;
}
if (!initPlayer()) {
spdlog::error("玩家初始化失败,无法继续。");
context_.getInputManager().setShouldQuit(true);
return;
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}
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Scene::init();
spdlog::trace("GameScene 初始化完成。");
}
void GameScene::update(float delta_time) {
Scene::update(delta_time);
}
void GameScene::render() {
Scene::render();
}
void GameScene::handleInput() {
Scene::handleInput();
}
void GameScene::clean() {
Scene::clean();
}
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bool GameScene::initLevel()
{
// 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;
if (!level_loader.loadLevel("assets/maps/level1.tmj", *this)){
spdlog::error("关卡加载失败");
return false;
}
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// 注册"main"层到物理引擎
auto* main_layer = findGameObjectByName("main");
if (!main_layer) {
spdlog::error("未找到\"main\"层");
return false;
}
auto* tile_layer = main_layer->getComponent<engine::component::TileLayerComponent>();
if (!tile_layer) {
spdlog::error("\"main\"层没有 TileLayerComponent 组件");
return false;
}
context_.getPhysicsEngine().registerCollisionLayer(tile_layer);
spdlog::info("注册\"main\"层到物理引擎");
// 设置相机边界
auto world_size = main_layer->getComponent<engine::component::TileLayerComponent>()->getWorldSize();
context_.getCamera().setLimitBounds(engine::utils::Rect(glm::vec2(0.0f), world_size));
// 设置世界边界
context_.getPhysicsEngine().setWorldBounds(engine::utils::Rect(glm::vec2(0.0f), world_size));
spdlog::trace("关卡初始化完成。");
return true;
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}
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bool GameScene::initPlayer()
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{
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// 获取玩家对象
player_ = findGameObjectByName("player");
if (!player_) {
spdlog::error("未找到玩家对象");
return false;
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}
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// 添加PlayerComponent到玩家对象
auto* player_component = player_->addComponent<game::component::PlayerComponent>();
if (!player_component) {
spdlog::error("无法添加 PlayerComponent 到玩家对象");
return false;
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}
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// 相机跟随玩家
auto* player_transform = player_->getComponent<engine::component::TransformComponent>();
if (!player_transform) {
spdlog::error("玩家对象没有 TransformComponent 组件, 无法设置相机目标");
return false;
}
context_.getCamera().setTarget(player_transform);
spdlog::trace("Player初始化完成。");
return true;
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}
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} // namespace game::scene