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SunnyLand/src/game/scene/game_scene.cpp
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2025-06-16 14:44:47 +08:00

330 lines
14 KiB
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#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"
#include "../../engine/component/sprite_component.h"
#include "../../engine/component/physics_component.h"
#include "../../engine/component/collider_component.h"
#include "../../engine/component/tilelayer_component.h"
#include "../../engine/component/animation_component.h"
#include "../../engine/component/health_component.h"
#include "../../engine/physics/physics_engine.h"
#include "../../engine/scene/level_loader.h"
#include "../../engine/scene/scene_manager.h"
#include "../../engine/input/input_manager.h"
#include "../../engine/render/camera.h"
#include "../../engine/render/animation.h"
#include "../../engine/audio/audio_player.h"
#include "../component/ai_component.h"
#include "../component/ai/patrol_behavior.h"
#include "../component/ai/updown_behavior.h"
#include "../component/ai/jump_behavior.h"
#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(const 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() {
if (is_initialized_) {
spdlog::warn("GameScene 已经初始化过了,重复调用 init()。");
return;
}
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;
}
if (!initEnemyAndItem()) {
spdlog::error("敌人和道具初始化失败,无法继续。");
context_.getInputManager().setShouldQuit(true);
return;
}
// 设置音量
context_.getAudioPlayer().setMusicVolume(0.2f); // 设置背景音乐音量为20%
context_.getAudioPlayer().setSoundVolume(0.5f); // 设置音效音量为50%
// 播放背景音乐 (循环,淡入1秒)
// context_.getAudioPlayer().playMusic("assets/audio/hurry_up_and_run.ogg", true, 1000);
Scene::init();
spdlog::trace("GameScene 初始化完成。");
}
void GameScene::update(float delta_time) {
Scene::update(delta_time);
handleObjectCollisions();
handleTileTriggers();
}
void GameScene::render() {
Scene::render();
}
void GameScene::handleInput() {
Scene::handleInput();
}
void GameScene::clean() {
Scene::clean();
}
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;
auto level_path = levelNameToPath(scene_name_);
if (!level_loader.loadLevel(level_path, *this)){
spdlog::error("关卡加载失败");
return false;
}
// 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;
}
bool GameScene::initPlayer()
{
// 获取玩家对象
player_ = findGameObjectByName("player");
if (!player_) {
spdlog::error("未找到玩家对象");
return false;
}
// 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;
}
bool GameScene::initEnemyAndItem()
{
bool success = true;
for (auto& game_object : game_objects_){
if (game_object->getName() == "eagle"){
if (auto* ai_component = game_object->addComponent<game::component::AIComponent>(); ai_component){
auto y_max = game_object->getComponent<engine::component::TransformComponent>()->getPosition().y;
auto y_min = y_max - 80.0f; // 让鹰的飞行范围 (当前位置与上方80像素 的区域)
ai_component->setBehavior(std::make_unique<game::component::ai::UpDownBehavior>(y_min, y_max));
}
}
if (game_object->getName() == "frog"){
if (auto* ai_component = game_object->addComponent<game::component::AIComponent>(); ai_component){
auto x_max = game_object->getComponent<engine::component::TransformComponent>()->getPosition().x - 10.0f;
auto x_min = x_max - 90.0f; // 青蛙跳跃范围(右侧 - 10.0f 是为了增加稳定性)
ai_component->setBehavior(std::make_unique<game::component::ai::JumpBehavior>(x_min, x_max));
}
}
if (game_object->getName() == "opossum"){
if (auto* ai_component = game_object->addComponent<game::component::AIComponent>(); ai_component){
auto x_max = game_object->getComponent<engine::component::TransformComponent>()->getPosition().x;
auto x_min = x_max - 200.0f; // 负鼠巡逻范围
ai_component->setBehavior(std::make_unique<game::component::ai::PatrolBehavior>(x_min, x_max));
}
}
if (game_object->getTag() == "item"){
if (auto* ac = game_object->getComponent<engine::component::AnimationComponent>(); ac){
ac->playAnimation("idle");
} else {
spdlog::error("Item对象缺少 AnimationComponent,无法播放动画。");
success = false;
}
}
}
return success;
}
void GameScene::handleObjectCollisions()
{
// 从物理引擎中获取碰撞对
auto collision_pairs = context_.getPhysicsEngine().getCollisionPairs();
for (const auto& pair : collision_pairs) {
auto* obj1 = pair.first;
auto* obj2 = pair.second;
// 处理玩家与敌人的碰撞
if (obj1->getName() == "player" && obj2->getTag() == "enemy") {
playerVSEnemyCollision(obj1, obj2);
} else if (obj2->getName() == "player" && obj1->getTag() == "enemy") {
playerVSEnemyCollision(obj2, obj1);
}
// 处理玩家与道具的碰撞
else if (obj1->getName() == "player" && obj2->getTag() == "item") {
playerVSItemCollision(obj1, obj2);
} else if (obj2->getName() == "player" && obj1->getTag() == "item") {
playerVSItemCollision(obj2, obj1);
}
// 处理玩家与"hazard"对象碰撞
else if (obj1->getName() == "player" && obj2->getTag() == "hazard") {
obj1->getComponent<game::component::PlayerComponent>()->takeDamage(1);
spdlog::debug("玩家 {} 受到了 HAZARD 对象伤害", obj1->getName());
} else if (obj2->getName() == "player" && obj1->getTag() == "hazard") {
obj2->getComponent<game::component::PlayerComponent>()->takeDamage(1);
spdlog::debug("玩家 {} 受到了 HAZARD 对象伤害", obj2->getName());
}
// 处理玩家与关底触发器碰撞
else if (obj1->getName() == "player" && obj2->getTag() == "next_level") {
toNextLevel(obj2);
} else if (obj2->getName() == "player" && obj1->getTag() == "next_level") {
toNextLevel(obj1);
}
}
}
void GameScene::handleTileTriggers()
{
const auto& tile_trigger_events = context_.getPhysicsEngine().getTileTriggerEvents();
for (const auto& event : tile_trigger_events) {
auto* obj = event.first; // 瓦片触发事件的对象
auto tile_type = event.second; // 瓦片类型
if (tile_type == engine::component::TileType::HAZARD) {
// 玩家碰到到危险瓦片,受伤
if (obj->getName() == "player") {
obj->getComponent<game::component::PlayerComponent>()->takeDamage(1);
spdlog::debug("玩家 {} 受到了 HAZARD 瓦片伤害", obj->getName());
}
// TODO: 其他对象类型的处理,目前让敌人无视瓦片伤害
}
}
}
void GameScene::playerVSEnemyCollision(engine::object::GameObject *player, engine::object::GameObject *enemy)
{
// --- 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
auto player_aabb = player->getComponent<engine::component::ColliderComponent>()->getWorldAABB();
auto enemy_aabb = enemy->getComponent<engine::component::ColliderComponent>()->getWorldAABB();
auto player_center = player_aabb.position + player_aabb.size / 2.0f;
auto enemy_center = enemy_aabb.position + enemy_aabb.size / 2.0f;
auto overlap = glm::vec2(player_aabb.size / 2.0f + enemy_aabb.size / 2.0f) - glm::abs(player_center - enemy_center);
// 踩踏判断成功,敌人受伤
if (overlap.x > overlap.y && player_center.y < enemy_center.y) {
spdlog::info("玩家 {} 踩踏了敌人 {}", player->getName(), enemy->getName());
auto enemy_health = enemy->getComponent<engine::component::HealthComponent>();
if (!enemy_health) {
spdlog::error("敌人 {} 没有 HealthComponent 组件,无法处理踩踏伤害", enemy->getName());
return;
}
enemy_health->takeDamage(1); // 造成1点伤害
if (!enemy_health->isAlive()) {
spdlog::info("敌人 {} 被踩踏后死亡", enemy->getName());
enemy->setNeedRemove(true); // 标记敌人为待删除状态
createEffect(enemy_center, enemy->getTag()); // 创建(死亡)特效
}
// 玩家跳起效果
player->getComponent<engine::component::PhysicsComponent>()->velocity_.y = -300.0f; // 向上跳起
// 播放音效 (此音效完全可以放在玩家的音频组件中,这里示例另一种用法:直接用AudioPlayer播放,传入文件路径)
context_.getAudioPlayer().playSound("assets/audio/punch2a.mp3");
}
// 踩踏判断失败,玩家受伤
else {
spdlog::info("敌人 {} 对玩家 {} 造成伤害", enemy->getName(), player->getName());
player->getComponent<game::component::PlayerComponent>()->takeDamage(1);
// TODO: 其他受伤逻辑
}
}
void GameScene::playerVSItemCollision(engine::object::GameObject * player, engine::object::GameObject * item)
{
if (item->getName() == "fruit") {
player->getComponent<engine::component::HealthComponent>()->heal(1); // 加血
} else if (item->getName() == "gem") {
//TODO: 加分
}
item->setNeedRemove(true); // 标记道具为待删除状态
auto item_aabb = item->getComponent<engine::component::ColliderComponent>()->getWorldAABB();
createEffect(item_aabb.position + item_aabb.size / 2.0f, item->getTag()); // 创建特效
context_.getAudioPlayer().playSound("assets/audio/poka01.mp3"); // 播放音效
}
void GameScene::toNextLevel(engine::object::GameObject *trigger)
{
auto scene_name = trigger->getName();
auto next_scene = std::make_unique<game::scene::GameScene>(scene_name, context_, scene_manager_);
scene_manager_.requestReplaceScene(std::move(next_scene));
}
void GameScene::createEffect(const glm::vec2& center_pos, const std::string &tag)
{
// --- 创建游戏对象和变换组件 ---
auto effect_obj = std::make_unique<engine::object::GameObject>("effect_" + tag);
effect_obj->addComponent<engine::component::TransformComponent>(center_pos);
// --- 根据标签创建不同的精灵组件和动画---
auto animation = std::make_unique<engine::render::Animation>("effect", false);
if (tag == "enemy") {
effect_obj->addComponent<engine::component::SpriteComponent>("assets/textures/FX/enemy-deadth.png",
context_.getResourceManager(),
engine::utils::Alignment::CENTER);
for (auto i = 0; i < 5; ++i) {
animation->addFrame({static_cast<float>(i * 40), 0.0f, 40.0f, 41.0f}, 0.1f);
}
} else if (tag == "item") {
effect_obj->addComponent<engine::component::SpriteComponent>("assets/textures/FX/item-feedback.png",
context_.getResourceManager(),
engine::utils::Alignment::CENTER);
for (auto i = 0; i < 4; ++i) {
animation->addFrame({static_cast<float>(i * 32), 0.0f, 32.0f, 32.0f}, 0.1f);
}
} else {
spdlog::warn("未知特效类型: {}", tag);
return;
}
// --- 根据创建的动画,添加动画组件,并设置为单次播放 ---
auto* animation_component = effect_obj->addComponent<engine::component::AnimationComponent>();
animation_component->addAnimation(std::move(animation));
animation_component->setOneShotRemoval(true);
animation_component->playAnimation("effect");
safeAddGameObject(std::move(effect_obj)); // 安全添加特效对象
spdlog::debug("创建特效: {}", tag);
}
} // namespace game::scene