This commit is contained in:
2025-09-26 09:31:46 +08:00
parent f5d5939f29
commit 4f486b367f
64 changed files with 758 additions and 153 deletions

View File

@@ -0,0 +1,20 @@
package uno.mloluyu.characters;
/** 提供状态切换验证。 */
public final class ActionStateGuard {
private ActionStateGuard() {
}
public static Action transition(FighterBase fighter, Action next) {
Action current = fighter.getCurrentAction();
if (current == next)
return current;
if (!ActionTransitionMap.can(current, next)) {
return current;
}
if (fighter instanceof uno.mloluyu.characters.SimpleFighter sf) {
sf.directSetAction(next);
}
return next;
}
}

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@@ -0,0 +1,25 @@
package uno.mloluyu.characters;
import java.util.*;
/** 定义合法动作迁移,供校验/日志使用。 */
public final class ActionTransitionMap {
private static final Map<Action, Set<Action>> ALLOWED = new EnumMap<>(Action.class);
static {
allow(Action.IDLE, Action.MOVE, Action.JUMP, Action.ATTACK, Action.DEFEND, Action.HIT, Action.DEAD);
allow(Action.MOVE, Action.IDLE, Action.JUMP, Action.ATTACK, Action.HIT, Action.DEAD);
allow(Action.JUMP, Action.HIT, Action.ATTACK, Action.DEAD, Action.IDLE, Action.MOVE);
allow(Action.ATTACK, Action.HIT, Action.DEAD, Action.IDLE, Action.MOVE);
allow(Action.DEFEND, Action.HIT, Action.IDLE, Action.MOVE, Action.DEAD);
allow(Action.HIT, Action.IDLE, Action.MOVE, Action.DEAD);
allow(Action.DEAD); // 终止状态
}
private static void allow(Action from, Action... tos) {
ALLOWED.put(from, new HashSet<>(Arrays.asList(tos)));
}
public static boolean can(Action from, Action to) {
return ALLOWED.getOrDefault(from, Collections.emptySet()).contains(to);
}
}

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@@ -3,14 +3,12 @@ package uno.mloluyu.characters;
public class AdvancedFighter extends SimpleFighter {
public AdvancedFighter(String name) {
super(name); // 调用父类构造函数
super(name);
}
@Override
public void attack(String attackType) {
// 先使用父类的攻击逻辑来保证 isAttacking/attackTimer/attackbox 等状态被正确设置
super.attack(attackType);
// 在这里可以添加 AdvancedFighter 特有的扩展行为(攻击力、特效等)
// 例如:根据 attackType 调整伤害或触发粒子/声音,但不要忘记保留父类的状态设置
}
}

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@@ -0,0 +1,47 @@
package uno.mloluyu.characters;
import com.badlogic.gdx.math.Rectangle;
import com.badlogic.gdx.graphics.Color;
import java.util.concurrent.ThreadLocalRandom;
/** 公共角色基类:后续 Simple/Advanced 统一继承。 */
public abstract class FighterBase {
protected String name;
protected Action currentAction = Action.IDLE;
protected Rectangle hitbox = new Rectangle(0, 0, 64, 128);
protected Rectangle attackbox = new Rectangle(0, 0, 80, 80);
protected final Color debugColor;
public FighterBase(String name) {
this.name = name;
ThreadLocalRandom r = ThreadLocalRandom.current();
float rr = 0.35f + r.nextFloat() * 0.65f;
float gg = 0.35f + r.nextFloat() * 0.65f;
float bb = 0.35f + r.nextFloat() * 0.65f;
this.debugColor = new Color(rr, gg, bb, 1f);
}
public Action getCurrentAction() {
return currentAction;
}
public Rectangle getHitbox() {
return hitbox;
}
public Rectangle getAttackbox() {
return attackbox;
}
public String getName() {
return name;
}
public Color getDebugColor() {
return debugColor;
}
protected void setAction(Action next) {
this.currentAction = next;
}
}

View File

@@ -10,21 +10,21 @@ import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.graphics.glutils.ShapeRenderer;
import com.badlogic.gdx.math.Rectangle;
import uno.mloluyu.network.NetworkManager;
import uno.mloluyu.util.GameConstants;
/**
* 简化版角色类,仅包含移动、攻击、受击等基础功能。
*/
public class SimpleFighter {
public class SimpleFighter extends FighterBase {
private String name; // 角色名称
private Action currentAction = Action.IDLE; // 当前动作状态
// 继承: name, currentAction, hitbox, attackbox
private float verticalSpeed = 0f; // 垂直速度(跳跃/下落)
private boolean isGrounded = true; // 是否着地
private Rectangle hitbox = new Rectangle(0, 0, 64, 128); // 碰撞盒
private Rectangle attackbox = new Rectangle(0, 0, 80, 80); // 攻击判定盒
private boolean isFacingRight = true; // 朝向(右/左)
private float speed = 300f; // 水平移动速度
private int health = 100; // 生命值
private float speed = GameConstants.MOVE_SPEED; // 水平移动速度
private int health = 200; // 生命值
private boolean isAttacking = false; // 是否正在攻击
private boolean attackJustStarted = false; // 攻击是否刚开始
private float attackTimer = 0f; // 攻击计时器
@@ -41,7 +41,7 @@ public class SimpleFighter {
private static final float KNOCKBACK_DURATION = 0.12f;
public SimpleFighter(String name) {
this.name = name;
super(name);
}
public void update(float deltaTime) {
@@ -76,10 +76,10 @@ public class SimpleFighter {
}
if (!isGrounded) {
verticalSpeed -= 2500 * deltaTime;
verticalSpeed -= GameConstants.GRAVITY * deltaTime;
hitbox.y += verticalSpeed * deltaTime;
if (hitbox.y <= 0) {
hitbox.y = 0;
if (hitbox.y <= GameConstants.GROUND_Y) {
hitbox.y = GameConstants.GROUND_Y;
verticalSpeed = 0;
isGrounded = true;
changeAction(Action.IDLE);
@@ -103,7 +103,7 @@ public class SimpleFighter {
hitbox.y + hitbox.height * 0.7f);
}
public void handleInput(int keycode, boolean isPressed) {
public void handleInput(int keycode, boolean isPressed, float duration) {
if (isPressed) {
if (keycode == Input.Keys.LEFT || keycode == Input.Keys.A) {
move(-1, Gdx.graphics.getDeltaTime());
@@ -138,12 +138,16 @@ public class SimpleFighter {
}
public void changeAction(Action newAction) {
this.currentAction = newAction;
this.currentAction = ActionStateGuard.transition(this, newAction);
}
void directSetAction(Action a) {
this.currentAction = a;
}
public void jump() {
if (isGrounded) {
verticalSpeed = 1000f;
verticalSpeed = GameConstants.JUMP_SPEED;
isGrounded = false;
changeAction(Action.JUMP);
}
@@ -181,28 +185,32 @@ public class SimpleFighter {
}
private void updateAttackbox(String attackType) {
float offsetX, offsetY = 20, width = 80, height = 80;
float baseOffsetY = 20f;
float width = 80f, height = 80f;
float offsetX;
float offsetY = baseOffsetY;
// 先决定尺寸,再根据朝向计算 offset不再用旧 attackbox.width 避免漂移)
switch (attackType) {
case "heavy":
offsetX = isFacingRight ? hitbox.width : -100;
offsetY = 40;
width = 100;
height = 100;
break;
case "light":
offsetX = isFacingRight ? hitbox.width - 10 : -attackbox.width + 10;
width = 100f;
height = 100f;
offsetY = 40f;
offsetX = isFacingRight ? hitbox.width : -width; // 重击靠近身体或覆盖前方
break;
case "special":
offsetX = isFacingRight ? hitbox.width + 20 : -attackbox.width - 20;
offsetY = 50;
width = 120;
height = 60;
width = 120f;
height = 60f;
offsetY = 50f;
offsetX = isFacingRight ? hitbox.width + 20f : -width - 20f;
break;
case "light":
default:
offsetX = isFacingRight ? hitbox.width - 10 : -attackbox.width + 10;
// 轻击稍微往前,不再参考旧 attackbox.width
offsetX = isFacingRight ? hitbox.width - 10f : -80f + 10f;
break;
}
attackbox.setPosition(hitbox.x + offsetX, hitbox.y + offsetY);
attackbox.setSize(width, height);
attackbox.setPosition(hitbox.x + offsetX, hitbox.y + offsetY);
}
public void attack(String attackType) {
@@ -304,6 +312,13 @@ public class SimpleFighter {
hitbox.setPosition(x, y);
}
/** 若当前 Y 低于地面则贴到地面。 */
public void alignToGround() {
if (hitbox.y < GameConstants.GROUND_Y) {
hitbox.y = GameConstants.GROUND_Y;
}
}
public float getAttackTimer() {
return attackTimer;
}

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@@ -0,0 +1,16 @@
package uno.mloluyu.desktop;
import com.badlogic.gdx.ScreenAdapter;
/** 所有 Screen 的基础类,集中生命周期钩子扩展。 */
public abstract class BaseScreen extends ScreenAdapter {
protected final MainGame game;
protected BaseScreen(MainGame game) {
this.game = game;
}
/** 提供可选的资源预加载完成回调 */
public void onAssetsReady() {
}
}

View File

@@ -33,14 +33,12 @@ public class CharacterSelectScreen extends ScreenAdapter implements InputProcess
private SimpleFighter selectedFighter2;
private final List<Texture> bgs = Arrays.asList(
new Texture(Gdx.files.internal("src/main/resources/selectpage/10b_back_blue2p.png")),
//new Texture(Gdx.files.internal("src/main/resources/selectpage/back_door.png")),
new Texture(Gdx.files.internal("src/main/resources/selectpage/11b_back_red1p.png"))
);
new Texture(Gdx.files.internal("selectpage/10b_back_blue2p.png")),
// new Texture(Gdx.files.internal("selectpage/back_door.png")),
new Texture(Gdx.files.internal("selectpage/11b_back_red1p.png")));
private final List<Texture> charsTexts = Arrays.asList(
new Texture(Gdx.files.internal("src/main/resources/selectpage/character_03.png")),
new Texture(Gdx.files.internal("src/main/resources/selectpage/character_00.png"))
);
new Texture(Gdx.files.internal("selectpage/character_03.png")),
new Texture(Gdx.files.internal("selectpage/character_00.png")));
private final List<String> characters = Arrays.asList("Alice", "Reimu", "暂定");
private Texture profile1p = charsTexts.get(0);
private Texture profile2p = charsTexts.get(1);
@@ -49,11 +47,13 @@ public class CharacterSelectScreen extends ScreenAdapter implements InputProcess
private static int selectedIndex = 0;
private static boolean is1P = true;
private static final int BUTTON_WIDTH = 300;
private static final int BUTTON_HEIGHT = 80;
private static final int BUTTON_X = 800;
private static final int CONFIRM_Y = 200;
private static final int BACK_Y = 100;
// 下面这些按钮常量原本用于文本/按钮绘制,当前 UI 逻辑已注释。
// 如果后续恢复 renderTexts() 可重新启用;为减少无用警告暂时注释。
// private static final int BUTTON_WIDTH = 300;
// private static final int BUTTON_HEIGHT = 80;
// private static final int BUTTON_X = 800;
// private static final int CONFIRM_Y = 200;
// private static final int BACK_Y = 100;
public CharacterSelectScreen(MainGame game) {
this.game = game;
@@ -75,13 +75,14 @@ public class CharacterSelectScreen extends ScreenAdapter implements InputProcess
@Override
public void render(float delta) {
new ClearScreen();
// 清屏:使用工具静态方法,避免误用私有构造器
ClearScreen.clear();
int mouseX = Gdx.input.getX();
int mouseY = Gdx.graphics.getHeight() - Gdx.input.getY();
renderBackground();
renderCharacters(multiplayerMode);
// renderTexts();
// renderTexts();
handleInput(mouseX, mouseY);
if (multiplayerMode) {
@@ -99,7 +100,7 @@ public class CharacterSelectScreen extends ScreenAdapter implements InputProcess
private void renderBackground() {
batch.begin();
for (int i = 0; i < bgs.size(); i ++) {
for (int i = 0; i < bgs.size(); i++) {
batch.draw(bgs.get(i), 0, 528 * i, 1920, 528);
}
batch.end();
@@ -107,45 +108,47 @@ public class CharacterSelectScreen extends ScreenAdapter implements InputProcess
private void renderCharacters(boolean multiplayerMode) {
batch.begin();
batch.draw(profile1p, 0, 0, profile1p.getWidth()*3, profile1p.getHeight()*3);
batch.draw(profile2p, 0, 528, profile2p.getWidth()*3, profile2p.getHeight()*3);
batch.draw(profile1p, 0, 0, profile1p.getWidth() * 3, profile1p.getHeight() * 3);
batch.draw(profile2p, 0, 528, profile2p.getWidth() * 3, profile2p.getHeight() * 3);
batch.end();
}
//
// private void renderTexts() {
// batch.begin();
// font.draw(batch, "选择你的角色", 200, 650);
// for (int i = 0; i < characters.size(); i++) {
// int x = 200 + 30;
// int y = 500 - i * 120 + 50;
// font.draw(batch, characters.get(i), x, y);
//
// }
// if (selectedIndex != -1) {
// font.draw(batch, "已选择: " + characters.get(selectedIndex), 200, 100);
// }
// drawButtonText(CONFIRM_Y, "确认");
// drawButtonText(BACK_Y, "返回");
// batch.end();
// }
//
//
// private void renderTexts() {
// batch.begin();
// font.draw(batch, "选择你的角色", 200, 650);
// for (int i = 0; i < characters.size(); i++) {
// int x = 200 + 30;
// int y = 500 - i * 120 + 50;
// font.draw(batch, characters.get(i), x, y);
//
// }
// if (selectedIndex != -1) {
// font.draw(batch, "已选择: " + characters.get(selectedIndex), 200, 100);
// }
// drawButtonText(CONFIRM_Y, "确认");
// drawButtonText(BACK_Y, "返回");
// batch.end();
// }
//
private void handleInput(int mouseX, int mouseY) {
if (selectedFighter1 != null && selectedFighter2 != null) {
if (multiplayerMode) {
// 设置唯一玩家 ID 并发送角色选择
if (NetworkManager.getInstance().getLocalPlayerId() == null) {
String playerId = UUID.randomUUID().toString();
NetworkManager.getInstance().setLocalPlayerId(playerId);
Gdx.app.log("Network", "设置玩家ID: " + playerId);
}
NetworkManager.getInstance().sendCharacterSelection(selectedFighter1.getName());
// 单人模式只要1P选择了角色就进入游戏
if (!multiplayerMode && selectedFighter1 != null) {
game.setScreen(new GameScreen(game, selectedFighter1));
return;
}
// 联机模式等待双方选择当前逻辑仍采用2人都选才进入
if (multiplayerMode && selectedFighter1 != null && selectedFighter2 != null) {
if (NetworkManager.getInstance().getLocalPlayerId() == null) {
String playerId = UUID.randomUUID().toString();
NetworkManager.getInstance().setLocalPlayerId(playerId);
Gdx.app.log("Network", "设置玩家ID: " + playerId);
}
NetworkManager.getInstance().sendCharacterSelection(selectedFighter1.getName());
game.setScreen(new GameScreen(game, selectedFighter1));
}
}
@Override
public void dispose() {
batch.dispose();
@@ -168,7 +171,7 @@ public class CharacterSelectScreen extends ScreenAdapter implements InputProcess
}
value = true;
} else {
//占坑说是
// 占坑说是
}
if (i == Input.Keys.Z) {
if (is1P) {

View File

@@ -3,6 +3,8 @@ package uno.mloluyu.desktop;
import com.badlogic.gdx.backends.lwjgl.LwjglApplication;
import com.badlogic.gdx.backends.lwjgl.LwjglApplicationConfiguration;
// 日志功能已移除
/**
* Desktop 平台启动器
*/
@@ -10,6 +12,8 @@ public class DesktopLauncher {
public static void main(String[] args) {
// 若需要异常抓取,可在此处添加简单的 Thread.setDefaultUncaughtExceptionHandler
LwjglApplicationConfiguration config = new LwjglApplicationConfiguration();
float scale = 1.0F;

View File

@@ -5,6 +5,7 @@ import com.badlogic.gdx.ScreenAdapter;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.GL20;
import uno.mloluyu.characters.Action;
import com.badlogic.gdx.graphics.glutils.ShapeRenderer;
@@ -18,6 +19,9 @@ import uno.mloluyu.characters.SimpleFighter;
import uno.mloluyu.characters.AdvancedFighter;
import uno.mloluyu.network.NetworkManager;
import uno.mloluyu.util.ClearScreen;
import uno.mloluyu.perf.PerfMetrics;
import uno.mloluyu.util.TimeStepLimiter;
import uno.mloluyu.util.GameConstants;
import uno.mloluyu.versatile.FighterController;
public class GameScreen extends ScreenAdapter {
@@ -30,6 +34,37 @@ public class GameScreen extends ScreenAdapter {
private SpriteBatch batch;
private ShapeRenderer shapeRenderer;
private OrthographicCamera camera;
private Texture background;
// 世界尺寸(基于背景原始尺寸 * 缩放)。如果需要可读取 Texture 宽高后动态设。
private float worldWidth;
private float worldHeight;
// 背景整体缩放倍数:>1 表示背景比屏幕大,可只显示局部
private static final float BACKGROUND_SCALE = 1.5f;
// 摄像机竖直偏移(正值=镜头上移,让玩家更靠下;这里改为较小的正值防止看不到下方)
private static final float CAMERA_Y_OFFSET = 60f;
// 允许相机向下多看到的底部扩展(不被 clamp 过早挡住),解决放大 hitbox 下半部分出框
private static final float CAMERA_BOTTOM_MARGIN = -30f;
// 平滑跟随的垂直插值系数(独立控制 y防止瞬间跳
private static final float CAMERA_LERP_ALPHA = 0.12f;
// ========== 摄像机缩放配置 ==========
// 是否使用动态缩放(多人时根据距离自动拉远 / 靠近)
private static final boolean CAMERA_DYNAMIC_ZOOM = true;
// (保留)固定缩放模式开关 & 数值;若需要强制固定视角可把 CAMERA_DYNAMIC_ZOOM 设 false
private static final boolean CAMERA_USE_FIXED_ZOOM = false;
private static final float CAMERA_FIXED_ZOOM = 0.80f;
// 动态缩放参数最小与最大OrthographicCamera: <1 视角更近,>1 更远)
private static final float CAMERA_MIN_ZOOM = 0.55f; // 角色很近时
private static final float CAMERA_MAX_ZOOM = 1.25f; // 距离很远时
// 达到最大缩放所对应的“玩家距离”基准(屏幕世界单位,按你的角色移动范围调)
private static final float CAMERA_MAX_DISTANCE = 1800f;
// 缩放插值速度(越大越快贴近目标)
private static final float CAMERA_ZOOM_LERP = 0.10f;
// 显示地面参考线
private static final boolean SHOW_GROUND_LINE = true;
// 半透明地面条带显示
private static final boolean SHOW_GROUND_STRIP = true;
private static final float GROUND_STRIP_HEIGHT = 14f; // 条带厚度
private static final float GROUND_STRIP_ALPHA = 0.20f; // 透明度 (0~1)
public GameScreen(MainGame game, SimpleFighter player) {
this.player = player;
@@ -38,18 +73,33 @@ public class GameScreen extends ScreenAdapter {
@Override
public void show() {
// 确保角色初始贴地(地面抬高后老存档/默认 0 需要调整)
player.alignToGround();
camera = new OrthographicCamera(Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
camera.position.set(player.getHitbox().x, player.getHitbox().y, 0); // 初始化摄像机位置
// 初始化缩放:动态优先,否则固定
if (CAMERA_DYNAMIC_ZOOM) {
camera.zoom = CAMERA_MIN_ZOOM;
} else if (CAMERA_USE_FIXED_ZOOM) {
camera.zoom = CAMERA_FIXED_ZOOM;
}
camera.update();
batch = new SpriteBatch();
shapeRenderer = new ShapeRenderer();
Gdx.input.setInputProcessor(controller);
// 背景图(与主菜单共用 bg.png可后续扩展成多关卡背景
background = new Texture(Gdx.files.internal("innerbg.png"));
worldWidth = background.getWidth() * BACKGROUND_SCALE;
worldHeight = background.getHeight() * BACKGROUND_SCALE;
}
@Override
public void render(float delta) {
new ClearScreen();
delta = TimeStepLimiter.clamp(delta);
ClearScreen.clear();
PerfMetrics.frame(delta);
// (原先背景在摄像机更新前绘制,会出现一帧“滞后”错位;已移到摄像机更新后)
// 输入 / 逻辑
player.update(delta);
@@ -150,7 +200,7 @@ public class GameScreen extends ScreenAdapter {
String pid = dt.getKey();
// 重生位置简单放原点附近随机
float rx = (float) (Math.random() * 200 - 100);
float ry = 0;
float ry = GameConstants.GROUND_Y;
NetworkManager.getInstance().sendRespawn(pid, rx, ry);
deathTimers.remove(pid);
}
@@ -197,6 +247,9 @@ public class GameScreen extends ScreenAdapter {
}
}
// 本地与远程玩家之间简单碰撞(防穿人)——放在摄像机更新前
resolvePlayerCollisions();
// 摄像机跟随
// 摄像头跟随:若有一个远程玩家,则居中于本地和远程玩家中点
Vector3 targetPos;
@@ -204,32 +257,87 @@ public class GameScreen extends ScreenAdapter {
SimpleFighter remote = otherPlayers.values().iterator().next();
float midX = (player.getHitbox().x + remote.getHitbox().x) * 0.5f;
float midY = (player.getHitbox().y + remote.getHitbox().y) * 0.5f;
targetPos = new Vector3(midX, midY, 0);
targetPos = new Vector3(midX, midY + CAMERA_Y_OFFSET, 0);
} else {
// 默认为跟随本地玩家
targetPos = new Vector3(player.getHitbox().x, player.getHitbox().y, 0);
targetPos = new Vector3(player.getHitbox().x, player.getHitbox().y + CAMERA_Y_OFFSET, 0);
}
camera.position.lerp(targetPos, 0.1f);
// 仅对 x,y 做分量插值,可单独调节速度
camera.position.x += (targetPos.x - camera.position.x) * CAMERA_LERP_ALPHA;
camera.position.y += (targetPos.y - camera.position.y) * (CAMERA_LERP_ALPHA * 1.1f);
// 计算动态缩放目标
if (CAMERA_DYNAMIC_ZOOM && otherPlayers.size() >= 1) {
// 取所有玩家(本地 + 远程x 坐标的最大跨度作为距离依据,可扩展为对角线距离
float minX = player.getHitbox().x;
float maxX = player.getHitbox().x;
float minY = player.getHitbox().y;
float maxY = player.getHitbox().y;
for (SimpleFighter r : otherPlayers.values()) {
Rectangle hb = r.getHitbox();
if (hb.x < minX)
minX = hb.x;
if (hb.x > maxX)
maxX = hb.x;
if (hb.y < minY)
minY = hb.y;
if (hb.y > maxY)
maxY = hb.y;
}
float dx = maxX - minX;
float dy = maxY - minY;
// 这里主要横向对战,优先 dx若想考虑纵向可用距离 = max(dx, dy*系数)
float dist = Math.max(dx, dy * 0.6f);
float t = Math.min(1f, dist / CAMERA_MAX_DISTANCE); // 0~1
float targetZoom = CAMERA_MIN_ZOOM + (CAMERA_MAX_ZOOM - CAMERA_MIN_ZOOM) * t;
camera.zoom += (targetZoom - camera.zoom) * CAMERA_ZOOM_LERP;
} else if (CAMERA_USE_FIXED_ZOOM) {
// 固定缩放平滑
if (Math.abs(camera.zoom - CAMERA_FIXED_ZOOM) > 0.0001f) {
camera.zoom += (CAMERA_FIXED_ZOOM - camera.zoom) * 0.25f;
}
}
// 约束摄像机在世界边界内(视口以中心为基准)
float halfW = (camera.viewportWidth * camera.zoom) / 2f;
float halfH = (camera.viewportHeight * camera.zoom) / 2f;
camera.position.x = Math.max(halfW, Math.min(worldWidth - halfW, camera.position.x));
float minY = halfH - CAMERA_BOTTOM_MARGIN; // 允许比世界底部再低一些显示底部区域
camera.position.y = Math.max(minY, Math.min(worldHeight - halfH, camera.position.y));
camera.update();
batch.setProjectionMatrix(camera.combined);
shapeRenderer.setProjectionMatrix(camera.combined);
// -------- Background pass --------
batch.begin();
// 仅绘制背景的局部:通过在更大的缩放空间中直接拉伸整张图并限制摄像机
// 若想真正裁剪一部分,可改用纹理区域;此处使用整图放大后让摄像机在其内游走
batch.draw(background,
0, 0,
worldWidth, worldHeight);
batch.end();
// 混合
Gdx.gl.glEnable(GL20.GL_BLEND);
Gdx.gl.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA);
// -------- Filled pass --------
shapeRenderer.begin(ShapeRenderer.ShapeType.Filled);
drawHitbox(player, Color.BLUE);
// 半透明地面条带(先于 hitbox 绘制,这样人物在其上方)
if (SHOW_GROUND_STRIP) {
float y = GameConstants.GROUND_Y - GROUND_STRIP_HEIGHT * 0.5f; // 居中穿过地面线
shapeRenderer.setColor(0.9f, 0.9f, 0.9f, GROUND_STRIP_ALPHA); // 近白轻薄层
shapeRenderer.rect(0f, y, worldWidth, GROUND_STRIP_HEIGHT);
}
drawHitbox(player, player.getDebugColor());
boolean showPlayerAttack = player.isAttacking()
|| (player.getCurrentAction() == Action.ATTACK && player.getAttackTimer() > 0);
if (showPlayerAttack)
drawAttackBox(player, 1f, 0f, 0f, 0.35f);
// 攻击框颜色改为蓝色(原红色)
drawAttackBox(player, 0.0f, 0.45f, 1f, 0.35f);
for (SimpleFighter remote : otherPlayers.values()) {
drawHitbox(remote, Color.GREEN);
drawHitbox(remote, remote.getDebugColor());
if (remote.isAttacking())
drawAttackBox(remote, 1f, 0f, 0f, 0.25f);
drawAttackBox(remote, 0.0f, 0.45f, 1f, 0.25f);
}
shapeRenderer.end();
@@ -240,11 +348,13 @@ public class GameScreen extends ScreenAdapter {
// -------- Debug line pass --------
shapeRenderer.begin(ShapeRenderer.ShapeType.Line);
if (SHOW_GROUND_LINE) {
shapeRenderer.setColor(0.65f, 0.65f, 0.65f, 1f); // 浅灰色参考线
shapeRenderer.line(0f, GameConstants.GROUND_Y, worldWidth, GameConstants.GROUND_Y);
}
player.renderDebug(shapeRenderer);
for (SimpleFighter remote : otherPlayers.values())
remote.renderDebug(shapeRenderer);
shapeRenderer.setColor(Color.WHITE);
shapeRenderer.rect(0, 0, 1000, 1000);
shapeRenderer.end();
// -------- UI health bar pass --------
// 使用屏幕坐标绘制血条
@@ -274,18 +384,45 @@ public class GameScreen extends ScreenAdapter {
idx++;
}
shapeRenderer.end();
// 原定期性能日志已移除(日志系统删除)
}
private void drawHitbox(SimpleFighter fighter, Color color) {
shapeRenderer.setColor(color);
Rectangle r = fighter.getHitbox();
shapeRenderer.rect(r.x, r.y, r.width, r.height);
float scale = GameConstants.DEBUG_BOX_SCALE;
if (scale <= 1.0001f && scale >= 0.9999f) { // 视为 1
shapeRenderer.rect(r.x, r.y, r.width, r.height);
return;
}
float cx = r.x + r.width / 2f;
float cy = r.y + r.height / 2f;
float w = r.width * scale;
float h = r.height * scale;
if (GameConstants.DEBUG_SCALE_FROM_CENTER) {
shapeRenderer.rect(cx - w / 2f, cy - h / 2f, w, h);
} else {
shapeRenderer.rect(r.x, r.y, w, h);
}
}
private void drawAttackBox(SimpleFighter fighter, float r, float g, float b, float a) {
shapeRenderer.setColor(r, g, b, a);
Rectangle box = fighter.getAttackbox();
shapeRenderer.rect(box.x, box.y, box.width, box.height);
float scale = GameConstants.DEBUG_BOX_SCALE;
if (scale <= 1.0001f && scale >= 0.9999f) {
shapeRenderer.rect(box.x, box.y, box.width, box.height);
return;
}
float cx = box.x + box.width / 2f;
float cy = box.y + box.height / 2f;
float w = box.width * scale;
float h = box.height * scale;
if (GameConstants.DEBUG_SCALE_FROM_CENTER) {
shapeRenderer.rect(cx - w / 2f, cy - h / 2f, w, h);
} else {
shapeRenderer.rect(box.x, box.y, w, h);
}
}
// private void checkPlayerAttacks() {
@@ -303,6 +440,41 @@ public class GameScreen extends ScreenAdapter {
public void dispose() {
batch.dispose();
shapeRenderer.dispose();
if (background != null)
background.dispose();
NetworkManager.getInstance().disconnect();
}
/**
* 解决本地玩家与每个远程玩家的水平重叠,避免“穿人”视觉效果。
* 当前策略:仅移动本地玩家(不修改远程玩家坐标,避免产生需要网络回传的状态)。
* 若需要更严格的对等碰撞,可在主机端双向分离并广播,但此处先满足基本需求。
*/
private void resolvePlayerCollisions() {
if (otherPlayers.isEmpty())
return;
Rectangle a = player.getHitbox();
for (SimpleFighter remote : otherPlayers.values()) {
Rectangle b = remote.getHitbox();
if (!a.overlaps(b))
continue;
// 仅考虑水平最小位移分离2D 侧向格斗常见做法)
float axCenter = a.x + a.width / 2f;
float bxCenter = b.x + b.width / 2f;
float dx = axCenter - bxCenter; // 正值:本地在右侧
float overlapX = (a.width + b.width) / 2f - Math.abs(dx);
if (overlapX > 0) {
if (dx >= 0) {
a.x += overlapX; // 本地向右推
} else {
a.x -= overlapX; // 本地向左推
}
// 世界边界限制(假设世界从 0 开始到 worldWidth
if (a.x < 0)
a.x = 0;
if (a.x + a.width > worldWidth)
a.x = worldWidth - a.width;
}
}
}
}

View File

@@ -1,8 +1,6 @@
package uno.mloluyu.desktop;
import com.badlogic.gdx.Game;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.Texture;
public class MainGame extends Game {
public static final float WORLD_WIDTH = 1920;

View File

@@ -9,8 +9,6 @@ import com.badlogic.gdx.graphics.glutils.ShapeRenderer;
import com.badlogic.gdx.graphics.g2d.BitmapFont;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import uno.mloluyu.versatile.FighterController;
import static uno.mloluyu.util.Font.loadChineseFont;
public class MainMenuScreen extends ScreenAdapter {
@@ -32,7 +30,7 @@ public class MainMenuScreen extends ScreenAdapter {
public MainMenuScreen(MainGame game) {
this.game = game;
texture = new Texture(Gdx.files.internal("src\\main\\resources\\bg.png"));
texture = new Texture(Gdx.files.internal("bg.png"));
}
@Override
@@ -46,7 +44,7 @@ public class MainMenuScreen extends ScreenAdapter {
@Override
public void render(float delta) {
Gdx.gl.glClearColor(0,0,0,0);
Gdx.gl.glClearColor(0, 0, 0, 0);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
int mouseX = Gdx.input.getX();
@@ -76,6 +74,7 @@ public class MainMenuScreen extends ScreenAdapter {
game.setScreen(new CharacterSelectScreen(game));
} else if (isTouched(mouseX, mouseY, buttonX, settingsY)) {
Gdx.app.log("Button", "设置按钮被点击!");
game.setScreen(new SettingsScreen(game));
} else if (isTouched(mouseX, mouseY, buttonX, networkY)) {
Gdx.app.log("Button", "联网设置按钮被点击!");
game.setScreen(new NetworkSettingsScreen(game));
@@ -92,8 +91,7 @@ public class MainMenuScreen extends ScreenAdapter {
}
private void drawButtonText(int y, String text) {
float textWidth = font.getRegion().getRegionWidth(); // 粗略估算
float textX = buttonX + buttonWidth / 2f - text.length() * 20; // 居中估算
float textX = buttonX + buttonWidth / 2f - text.length() * 20; // 简单估算居中
float textY = y + buttonHeight / 2f + 20;
font.draw(batch, text, textX, textY);
}
@@ -104,8 +102,11 @@ public class MainMenuScreen extends ScreenAdapter {
@Override
public void dispose() {
if (batch != null) batch.dispose();
if (font != null) font.dispose();
if (shapeRenderer != null) shapeRenderer.dispose();
if (batch != null)
batch.dispose();
if (font != null)
font.dispose();
if (shapeRenderer != null)
shapeRenderer.dispose();
}
}

View File

@@ -3,7 +3,6 @@ package uno.mloluyu.desktop;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.ScreenAdapter;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.glutils.ShapeRenderer;
import com.badlogic.gdx.graphics.g2d.BitmapFont;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
@@ -40,7 +39,8 @@ public class NetworkSettingsScreen extends ScreenAdapter {
@Override
public void render(float delta) {
new ClearScreen();
// 使用静态工具方法清屏
ClearScreen.clear();
int mouseX = Gdx.input.getX();
int mouseY = Gdx.graphics.getHeight() - Gdx.input.getY();
@@ -64,6 +64,12 @@ public class NetworkSettingsScreen extends ScreenAdapter {
drawButtonText(CREATE_ROOM_Y, "创建房间");
drawButtonText(JOIN_ROOM_Y, "加入房间");
drawButtonText(EXIT_Y, "返回");
// 状态信息
NetworkManager nm = NetworkManager.getInstance();
String id = nm.getLocalPlayerId();
font.draw(batch, "本机ID: " + (id == null ? "(未分配)" : id.substring(0, Math.min(8, id.length()))), 50, 200);
font.draw(batch, nm.isHost() ? "当前: 房主" : (nm.isConnected() ? "当前: 已连接客户端" : "当前: 未连接"), 50, 160);
font.draw(batch, "在线玩家: " + (nm.getPlayerPositions() == null ? 0 : nm.getPlayerPositions().size()), 50, 120);
batch.end();
}

View File

@@ -0,0 +1,25 @@
package uno.mloluyu.desktop;
/** 简易屏幕管理器,负责切换与异常保护。 */
public class ScreenManager {
private final MainGame game;
private BaseScreen current;
public ScreenManager(MainGame game) {
this.game = game;
}
public void set(BaseScreen next) {
try {
if (current != null) {
current.hide();
current.dispose();
}
current = next;
game.setScreen(next);
} catch (Throwable t) {
// 忽略或可加简单 System.err
t.printStackTrace();
}
}
}

View File

@@ -0,0 +1,75 @@
package uno.mloluyu.desktop;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.ScreenAdapter;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.g2d.BitmapFont;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.graphics.glutils.ShapeRenderer;
import uno.mloluyu.util.ClearScreen;
import static uno.mloluyu.util.Font.loadChineseFont;
/**
* 简单设置界面占位:未来可扩展(音量/按键设置)。
*/
public class SettingsScreen extends ScreenAdapter {
private final MainGame game;
private SpriteBatch batch;
private BitmapFont font;
private ShapeRenderer shapeRenderer;
private static final int BACK_X = 100; // 返回按钮区域
private static final int BACK_Y = 100;
private static final int BACK_W = 220;
private static final int BACK_H = 70;
public SettingsScreen(MainGame game) {
this.game = game;
}
@Override
public void show() {
batch = new SpriteBatch();
shapeRenderer = new ShapeRenderer();
font = loadChineseFont();
font.setColor(Color.WHITE);
font.getData().setScale(2f);
}
@Override
public void render(float delta) {
ClearScreen.clear();
int mouseX = Gdx.input.getX();
int mouseY = Gdx.graphics.getHeight() - Gdx.input.getY();
// 绘制背景与返回按钮
shapeRenderer.begin(ShapeRenderer.ShapeType.Filled);
shapeRenderer.setColor(Color.DARK_GRAY);
shapeRenderer.rect(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
boolean backHover = isHovered(mouseX, mouseY, BACK_X, BACK_Y, BACK_W, BACK_H);
shapeRenderer.setColor(backHover ? Color.LIGHT_GRAY : Color.GRAY);
shapeRenderer.rect(BACK_X, BACK_Y, BACK_W, BACK_H);
shapeRenderer.end();
batch.begin();
font.draw(batch, "设置 (占位界面)", 100, Gdx.graphics.getHeight() - 120);
font.draw(batch, "此处可添加: 音量 / 按键 / 分辨率 / 语言 等", 100, Gdx.graphics.getHeight() - 180);
font.draw(batch, "返回", BACK_X + 50, BACK_Y + 45);
batch.end();
if (Gdx.input.justTouched() && backHover) {
game.setScreen(new MainMenuScreen(game));
}
}
private boolean isHovered(int x, int y, int bx, int by, int bw, int bh) {
return x >= bx && x <= bx + bw && y >= by && y <= by + bh;
}
@Override
public void dispose() {
batch.dispose();
font.dispose();
shapeRenderer.dispose();
}
}

View File

@@ -1,17 +1,17 @@
package uno.mloluyu.desktop;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Screen;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.Texture;
import uno.mloluyu.util.ResourcePaths;
/**
* 启动屏幕类
* 显示游戏Logo并在3秒后切换到主菜单界面
*/
public class StartScreen implements Screen {
public class StartScreen extends BaseScreen {
private MainGame mainGame;
private MainGame mainGame; // TODO: 后续可直接用BaseScreen.game
private Texture logoTexture;
private com.badlogic.gdx.graphics.g2d.SpriteBatch batch;
@@ -19,8 +19,9 @@ public class StartScreen implements Screen {
private float deltaSum;
public StartScreen(MainGame mainGame) {
super(mainGame);
this.mainGame = mainGame;
logoTexture = new Texture(Gdx.files.internal("logo.png"));
logoTexture = new Texture(Gdx.files.internal(ResourcePaths.LOGO));
batch = new com.badlogic.gdx.graphics.g2d.SpriteBatch();
}
@@ -36,7 +37,6 @@ public class StartScreen implements Screen {
if (deltaSum >= .01F) {
if (mainGame != null) {
mainGame.showGameScreen();
System.out.println("已经切换到主菜单");
return;
}
}

View File

@@ -73,6 +73,14 @@ public class NetworkManager {
}
}
/**
* 本地玩家所选角色(仅本地缓存,远程映射存于 playerCharacters
* 供界面或后续同步逻辑查询。
*/
public String getLocalCharacter() {
return localCharacter;
}
public void receiveMessage(String message) {// 解析消息
if (message.startsWith("POS:")) {

View File

@@ -0,0 +1,20 @@
package uno.mloluyu.perf;
/** 简单性能指标收集(首版)。 */
public final class PerfMetrics {
private static long frameCount;
private static double accumTime;
private static double maxFrame = 0;
public static void frame(double delta) {
frameCount++;
accumTime += delta;
if (delta > maxFrame)
maxFrame = delta;
}
public static String summary() {
double avg = frameCount == 0 ? 0 : accumTime / frameCount;
return String.format("frames=%d avg=%.4f max=%.4f", frameCount, avg, maxFrame);
}
}

View File

@@ -3,9 +3,13 @@ package uno.mloluyu.util;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.GL20;
public class ClearScreen {
public ClearScreen() {
/** 清屏工具:改为静态方法避免每帧 new 对象。 */
public final class ClearScreen {
private ClearScreen() {
}
public static void clear() {
Gdx.gl.glClearColor(0.3F, 0.3F, 0.5F, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
}
}
}

View File

@@ -0,0 +1,32 @@
package uno.mloluyu.util;
/**
* 全局游戏常量集中放置。
*/
public final class GameConstants {
/**
* 地面空气墙Y 坐标。抬高后便于更好构图。
*/
public static final float GROUND_Y = 180f; // 可按需要再调
// 角色移动/物理参数(集中配置便于统一手感调节)
// 用户要求:速度 *2跳跃 *3基于当前 520 / 1250
public static final float MOVE_SPEED = 1040f; // 520 *2 (最初 ~300)
// 调低跳跃:更低高度 + 更短滞空v0 ↓,同时重力 ↑
// 说明:上升时间 t_up = v0 / g本次取 v0=1500, g=3200 =>
// t_up≈0.47s总滞空≈0.94s,高度≈(v0^2)/(2g)≈351
// 若想再更低JUMP_SPEED 1400 + GRAVITY 3400再更高一点JUMP_SPEED 1600 + GRAVITY 3000。
public static final float JUMP_SPEED = 1500f;
public static final float GRAVITY = 3200f; // 加大重力让落地更快
// 调试命中盒渲染缩放(=1 表示真实大小;之前放大 3.6 现在回归可控)
// 调试盒缩放1 = 实际大小;若想放大显示结构,可调大。
public static final float DEBUG_BOX_SCALE = 1.0f;
// 是否按中心放大true 则保持角色中心位置,不会视觉漂移)
public static final boolean DEBUG_SCALE_FROM_CENTER = true;
// (可选)相机或后续平衡参数也可集中放这里
private GameConstants() {
}
}

View File

@@ -0,0 +1,12 @@
package uno.mloluyu.util;
/** 统一资源常量,避免魔法字符串散落。 */
public final class ResourcePaths {
private ResourcePaths() {
}
public static final String LOGO = "logo.png";
public static final String FONT_MAIN = "FLyouzichati-Regular-2.ttf";
public static final String CHARACTER_ROOT = "character/";
public static final String UI_SKIN_JSON = "ui/uiskin.json";
}

View File

@@ -0,0 +1,13 @@
package uno.mloluyu.util;
/** 限制delta时间防止窗口拖拽/卡顿后出现物理跳跃。 */
public final class TimeStepLimiter {
private TimeStepLimiter() {
}
private static final float MAX_DELTA = 1f / 30f; // 上限: 相当于最低30FPS
public static float clamp(float delta) {
return delta > MAX_DELTA ? MAX_DELTA : Math.max(delta, 0f);
}
}

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@@ -0,0 +1,22 @@
package uno.mloluyu.assets;
import org.junit.jupiter.api.Assertions;
import org.junit.jupiter.api.Test;
import java.nio.file.Files;
import java.nio.file.Path;
import java.util.List;
public class AssetsExistenceTest {
private static final Path RES = Path.of("src", "main", "resources");
@Test
void testCoreAssetsPresent() {
List<String> required = List.of("logo.png", "character/alice/alice.png", "character/reimu/reimu-0.png",
"ui/uiskin.json");
for (String r : required) {
Path p = RES.resolve(r);
Assertions.assertTrue(Files.exists(p), "缺失资源: " + r);
}
}
}

View File

@@ -0,0 +1,21 @@
package uno.mloluyu.characters;
import org.junit.jupiter.api.Assertions;
import org.junit.jupiter.api.Test;
public class ActionStateTest {
@Test
void testLegalTransitionIdleToMove() {
SimpleFighter f = new SimpleFighter("Test");
f.changeAction(Action.MOVE);
Assertions.assertEquals(Action.MOVE, f.getCurrentAction());
}
@Test
void testIllegalTransitionDeadToMove() {
SimpleFighter f = new SimpleFighter("Test");
f.changeAction(Action.DEAD);
f.changeAction(Action.MOVE); // 应被拒绝
Assertions.assertEquals(Action.DEAD, f.getCurrentAction());
}
}