minor-几处格式规范
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@@ -25,7 +25,7 @@
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namespace game::scene {
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// 构造函数:调用基类构造函数
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GameScene::GameScene(std::string name, engine::core::Context& context, engine::scene::SceneManager& scene_manager)
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GameScene::GameScene(const std::string& name, engine::core::Context& context, engine::scene::SceneManager& scene_manager)
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: Scene(name, context, scene_manager) {
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spdlog::trace("GameScene 构造完成。");
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}
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@@ -189,15 +189,15 @@ void GameScene::handleObjectCollisions()
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// 处理玩家与敌人的碰撞
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if (obj1->getName() == "player" && obj2->getTag() == "enemy") {
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PlayerVSEnemyCollision(obj1, obj2);
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playerVSEnemyCollision(obj1, obj2);
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} else if (obj2->getName() == "player" && obj1->getTag() == "enemy") {
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PlayerVSEnemyCollision(obj2, obj1);
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playerVSEnemyCollision(obj2, obj1);
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}
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// 处理玩家与道具的碰撞
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else if (obj1->getName() == "player" && obj2->getTag() == "item") {
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PlayerVSItemCollision(obj1, obj2);
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playerVSItemCollision(obj1, obj2);
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} else if (obj2->getName() == "player" && obj1->getTag() == "item") {
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PlayerVSItemCollision(obj2, obj1);
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playerVSItemCollision(obj2, obj1);
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}
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// 处理玩家与"hazard"对象碰撞
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else if (obj1->getName() == "player" && obj2->getTag() == "hazard") {
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@@ -227,7 +227,7 @@ void GameScene::handleTileTriggers()
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}
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}
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void GameScene::PlayerVSEnemyCollision(engine::object::GameObject *player, engine::object::GameObject *enemy)
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void GameScene::playerVSEnemyCollision(engine::object::GameObject *player, engine::object::GameObject *enemy)
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{
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// --- 踩踏判断逻辑:1. 玩家中心点在敌人上方 2. 重叠区域:overlap.x > overlap.y
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auto player_aabb = player->getComponent<engine::component::ColliderComponent>()->getWorldAABB();
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@@ -263,7 +263,7 @@ void GameScene::PlayerVSEnemyCollision(engine::object::GameObject *player, engin
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}
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}
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void GameScene::PlayerVSItemCollision(engine::object::GameObject * player, engine::object::GameObject * item)
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void GameScene::playerVSItemCollision(engine::object::GameObject * player, engine::object::GameObject * item)
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{
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if (item->getName() == "fruit") {
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player->getComponent<engine::component::HealthComponent>()->heal(1); // 加血
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@@ -17,7 +17,7 @@ class GameScene final: public engine::scene::Scene {
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engine::object::GameObject* player_ = nullptr; ///< @brief 保存玩家对象的指针,方便访问
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public:
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GameScene(std::string name, engine::core::Context& context, engine::scene::SceneManager& scene_manager);
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GameScene(const std::string& name, engine::core::Context& context, engine::scene::SceneManager& scene_manager);
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// 覆盖场景基类的核心方法
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void init() override;
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@@ -33,8 +33,8 @@ private:
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void handleObjectCollisions(); ///< @brief 处理游戏对象间的碰撞逻辑(从PhysicsEngine获取信息)
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void handleTileTriggers(); ///< @brief 处理瓦片触发事件(从PhysicsEngine获取信息)
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void PlayerVSEnemyCollision(engine::object::GameObject* player, engine::object::GameObject* enemy); ///< @brief 玩家与敌人碰撞处理
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void PlayerVSItemCollision(engine::object::GameObject* player, engine::object::GameObject* item); ///< @brief 玩家与道具碰撞处理
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void playerVSEnemyCollision(engine::object::GameObject* player, engine::object::GameObject* enemy); ///< @brief 玩家与敌人碰撞处理
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void playerVSItemCollision(engine::object::GameObject* player, engine::object::GameObject* item); ///< @brief 玩家与道具碰撞处理
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/**
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* @brief 创建一个特效对象(一次性)。
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