完成玩家组件与状态机

This commit is contained in:
Ziyu
2025-06-16 14:44:47 +08:00
parent 50c77299c3
commit fc8a8cec5c
18 changed files with 637 additions and 72 deletions
+66 -62
View File
@@ -1,4 +1,5 @@
#include "game_scene.h"
#include "../component/player_component.h"
#include "../../engine/core/context.h"
#include "../../engine/object/game_object.h"
#include "../../engine/component/transform_component.h"
@@ -22,38 +23,22 @@ GameScene::GameScene(std::string name, engine::core::Context& context, engine::s
}
void GameScene::init() {
// 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);
// 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");
}
}
// 获取玩家对象
player_ = findGameObjectByName("player");
if (!player_) {
spdlog::error("未找到玩家对象");
if (is_initialized_) {
spdlog::warn("GameScene 已经初始化过了,重复调用 init()。");
return;
}
// 相机跟随玩家
auto* player_transform = player_->getComponent<engine::component::TransformComponent>();
if (player_transform) {
context_.getCamera().setTarget(player_transform);
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;
}
// 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));
Scene::init();
spdlog::trace("GameScene 初始化完成。");
@@ -61,7 +46,6 @@ void GameScene::init() {
void GameScene::update(float delta_time) {
Scene::update(delta_time);
TestCollisionPairs();
}
void GameScene::render() {
@@ -70,51 +54,71 @@ void GameScene::render() {
void GameScene::handleInput() {
Scene::handleInput();
TestPlayer();
}
void GameScene::clean() {
Scene::clean();
}
// --- 测试方法 ---
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;
}
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));
// 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;
}
void GameScene::TestPlayer()
bool GameScene::initPlayer()
{
if (!player_) return;
auto& input_manager = context_.getInputManager();
auto* pc = player_->getComponent<engine::component::PhysicsComponent>();
if (!pc) return;
if (input_manager.isActionDown("move_left")) {
pc->velocity_.x = -100.0f;
} else {
pc->velocity_.x *= 0.9f;
// 获取玩家对象
player_ = findGameObjectByName("player");
if (!player_) {
spdlog::error("未找到玩家对象");
return false;
}
if (input_manager.isActionDown("move_right")) {
pc->velocity_.x = 100.0f;
} else {
pc->velocity_.x *= 0.9f;
}
if (input_manager.isActionPressed("jump")) {
pc->velocity_.y = -400.0f;
}
}
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());
// 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;
}
// 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;
}
} // namespace game::scene