Merge remote-tracking branch 'origin/test' into test

# Conflicts:
#	src/main/java/uno/mloluyu/desktop/CharacterSelectScreen.java
#	src/main/java/uno/mloluyu/versatile/FighterController.java
This commit is contained in:
2025-09-26 00:20:44 +08:00
44 changed files with 3320 additions and 3538 deletions

View File

@@ -8,23 +8,9 @@ public class AdvancedFighter extends SimpleFighter {
@Override
public void attack(String attackType) {
// 根据攻击类型设置不同攻击力或状态
switch (attackType.toLowerCase()) {
case "light":
changeAction(Action.ATTACK);
// System.out.println(getName() + " 发起轻攻击!");
break;
case "heavy":
changeAction(Action.ATTACK);
// System.out.println(getName() + " 发起重攻击!");
break;
case "special":
changeAction(Action.ATTACK);
// System.out.println(getName() + " 发动特殊技能!");
break;
default:
super.attack(attackType); // 默认调用父类攻击逻辑
break;
}
// 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
}
}

View File

@@ -3,14 +3,13 @@ package uno.mloluyu.characters;
// 注意:本类使用的是包 uno.mloluyu.characters 下的 Action (IDLE, JUMP, MOVE, ATTACK, DEFEND, HIT, DEAD)
// 避免与 uno.mloluyu.characters.character.Action (ATTACK1/2/3...) 混淆
// 简化:去除内部按键时长跟踪,统一由 FighterController 负责
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Input;
import com.badlogic.gdx.graphics.Color;
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;
/**
* 简化版角色类,仅包含移动、攻击、受击等基础功能。
@@ -18,51 +17,51 @@ import com.badlogic.gdx.math.Rectangle;
public class SimpleFighter {
private String name; // 角色名称
private Action currentAction = Action.IDLE; // 当前动作状态(待机、攻击、受击等
private float verticalSpeed = 0f; // 垂直速度(可用于跳跃或下落)
private boolean isGrounded = true; // 是否在地面上
private Rectangle hitbox = new Rectangle(0, 0, 64, 128); // 碰撞盒,用于位置和受击判定
private Rectangle attackbox = new Rectangle(0, 0, 80, 80); // 攻击盒,用于攻击判定
private boolean isFacingRight = true; // 是否面向右侧
private float speed = 300f; // 移动速度(像素/秒)
private int health = 100; // 当前生命值
private boolean isAttacking = false; // 是否正在攻击(攻击状态标志
private boolean attackJustStarted = false; // 攻击刚开始的标记,避免第一帧被减掉
private int attackInvokeCount = 0; // 调试attack()调用次数
// 攻击持续时间(秒)
private float attackTimer = 0f;
private static final float ATTACK_DURATION = 0.15f; // 攻击判定显示时间
private static boolean debugEnabled = true; // F3 开关
public static void toggleDebug() {
debugEnabled = !debugEnabled;
}
public static boolean isDebugEnabled() {
return debugEnabled;
}
private Action currentAction = Action.IDLE; // 当前动作状态
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 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
private static final float ATTACK_DURATION = 0.15f; // 攻击持续时间
// 新增:连续攻击序号(本地,用于避免重复伤害
private int attackSequence = 0;
private String lastAttackType = "light"; // 记录最后一次攻击类型,供伤害判定
private int lastDamageAppliedSeq = -1; // 已经对目标造成伤害的序号,避免重复
// 击退 & 无敌
private float knockbackX = 0f;
private float knockbackTimer = 0f;
private float invulnerableTimer = 0f; // 无敌帧时间(被击中后短暂无敌)
private static final float INVULNERABLE_DURATION = 0.3f;
private static final float KNOCKBACK_DURATION = 0.12f;
public SimpleFighter(String name) {
this.name = name; // 构造函数,初始化角色名称
this.name = name;
}
public void update(float deltaTime) {
// 自愈:动作是 ATTACK 但标记丢失
if (currentAction == Action.ATTACK && attackTimer > 0f && !isAttacking) {
isAttacking = true;
attackJustStarted = false;
// 处理无敌帧计时
if (invulnerableTimer > 0) {
invulnerableTimer -= deltaTime;
if (invulnerableTimer < 0)
invulnerableTimer = 0;
}
// 处理击退
if (knockbackTimer > 0) {
hitbox.x += knockbackX * deltaTime;
knockbackTimer -= deltaTime;
if (knockbackTimer <= 0) {
knockbackX = 0;
}
}
// 攻击计时
if (isAttacking) {
if (attackJustStarted) {
attackJustStarted = false; // 第一帧不扣时间
attackJustStarted = false;
} else {
attackTimer -= deltaTime;
}
@@ -71,15 +70,11 @@ public class SimpleFighter {
attackTimer = 0f;
if (currentAction == Action.ATTACK)
changeAction(Action.IDLE);
if (debugEnabled)
System.out.println("[ATTACK-END]");
}
} else {
// 空闲/移动状态下保持一个默认攻击盒(便于调试观察)
updateAttackbox("light");
}
// 垂直运动 & 重力
if (!isGrounded) {
verticalSpeed -= 2500 * deltaTime;
hitbox.y += verticalSpeed * deltaTime;
@@ -92,36 +87,23 @@ public class SimpleFighter {
}
}
@Deprecated
public void render(SpriteBatch batch, ShapeRenderer shapeRenderer) {
batch.end();
shapeRenderer.begin(ShapeRenderer.ShapeType.Line);
renderDebug(shapeRenderer);
shapeRenderer.end();
batch.begin();
public void renderSprite(SpriteBatch batch) {
}
public void renderSprite(SpriteBatch batch) {
/* 预留贴图渲染入口 */ }
public void renderDebug(ShapeRenderer sr) {
if (!debugEnabled)
return;
sr.setColor(Color.BLUE);
sr.rect(hitbox.x, hitbox.y, hitbox.width, hitbox.height);
if (isAttacking) {
// 只画轮廓;填充在 GameScreen 专门的 Filled pass 中画
sr.setColor(Color.RED);
sr.rect(attackbox.x, attackbox.y, attackbox.width, attackbox.height);
}
// 朝向箭头
float arrowX = isFacingRight ? hitbox.x + hitbox.width + 5 : hitbox.x - 15;
sr.setColor(Color.YELLOW);
sr.line(arrowX, hitbox.y + hitbox.height * 0.7f, arrowX + (isFacingRight ? 10 : -10),
hitbox.y + hitbox.height * 0.7f);
}
public void handleInput(int keycode, boolean isPressed, float duration) {
public void handleInput(int keycode, boolean isPressed) {
if (isPressed) {
if (keycode == Input.Keys.LEFT || keycode == Input.Keys.A) {
move(-1, Gdx.graphics.getDeltaTime());
@@ -131,42 +113,38 @@ public class SimpleFighter {
if (keycode == Input.Keys.SPACE || keycode == Input.Keys.UP || keycode == Input.Keys.W) {
jump();
}
// 攻击按键
if (!isAttacking) {
if (keycode == Input.Keys.Z || keycode == Input.Keys.J) {
attack("light");
NetworkManager.getInstance().sendAttack("light", getFacingDir());
} else if (keycode == Input.Keys.X || keycode == Input.Keys.K) {
attack("heavy");
NetworkManager.getInstance().sendAttack("heavy", getFacingDir());
} else if (keycode == Input.Keys.SHIFT_LEFT || keycode == Input.Keys.SHIFT_RIGHT) {
attack("special");
NetworkManager.getInstance().sendAttack("special", getFacingDir());
}
}
} else {
if ((keycode == Input.Keys.LEFT || keycode == Input.Keys.RIGHT || keycode == Input.Keys.A
|| keycode == Input.Keys.D) &&
getCurrentAction() == Action.MOVE) {
|| keycode == Input.Keys.D) && getCurrentAction() == Action.MOVE) {
changeAction(Action.IDLE);
}
}
}
public void handleInput(int keycode, boolean isPressed) {
handleInput(keycode, isPressed, 0f); // 调用已有方法,补充默认持续时间
}
public Action getCurrentAction() {
return currentAction; // 获取当前动作状态
return currentAction;
}
public void changeAction(Action newAction) {
this.currentAction = newAction; // 切换角色动作状态
this.currentAction = newAction;
}
public void jump() {
if (isGrounded) {
verticalSpeed = 1000f;
isGrounded = false;
System.out.println("跳跃高度: " + verticalSpeed);
changeAction(Action.JUMP);
}
}
@@ -175,18 +153,35 @@ public class SimpleFighter {
if (x != 0) {
isFacingRight = x > 0;
hitbox.x += x * speed * deltaTime;
changeAction(Action.MOVE); // 移动时切换为 MOVE 状态
changeAction(Action.MOVE);
} else if (isGrounded && !isAttacking) {
changeAction(Action.IDLE); // 停止移动时恢复待机
changeAction(Action.IDLE);
}
}
private void updateAttackbox(String attackType) {
float offsetX;
float offsetY = 20; // 默认偏移量
float width = 80;
float height = 80;
// 供远程同步:根据位置变化量更新朝向(不触发移动动作,只用于攻击盒朝向正确)
public void updateFacingByDelta(float dx) {
if (dx > 0) {
isFacingRight = true;
} else if (dx < 0) {
isFacingRight = false;
}
}
public boolean isFacingRight() {
return isFacingRight;
}
public void setFacingRight(boolean facingRight) {
this.isFacingRight = facingRight;
}
public String getFacingDir() {
return isFacingRight ? "R" : "L";
}
private void updateAttackbox(String attackType) {
float offsetX, offsetY = 20, width = 80, height = 80;
switch (attackType) {
case "heavy":
offsetX = isFacingRight ? hitbox.width : -100;
@@ -206,7 +201,6 @@ public class SimpleFighter {
default:
offsetX = isFacingRight ? hitbox.width - 10 : -attackbox.width + 10;
}
attackbox.setPosition(hitbox.x + offsetX, hitbox.y + offsetY);
attackbox.setSize(width, height);
}
@@ -217,59 +211,112 @@ public class SimpleFighter {
attackJustStarted = true;
changeAction(Action.ATTACK);
updateAttackbox(attackType);
attackInvokeCount++;
if (debugEnabled)
System.out.println("[ATTACK] type=" + attackType + " count=" + attackInvokeCount);
lastAttackType = attackType;
attackSequence++; // 本地每次攻击自增
lastDamageAppliedSeq = -1; // 新一次攻击重置
}
public void takeHit(int damage) {
health = Math.max(0, health - damage); // 扣除生命值,最小为 0
changeAction(health > 0 ? Action.HIT : Action.DEAD); // 根据生命值切换为受击或死亡状态
takeHit(damage, 0);
}
public void takeHit(int damage, int dirSign) {
if (invulnerableTimer > 0 || health <= 0)
return; // 无敌或已死亡
health = Math.max(0, health - damage);
changeAction(health > 0 ? Action.HIT : Action.DEAD);
invulnerableTimer = INVULNERABLE_DURATION;
// dirSign: -1 表示从右向左击中(目标向左被推), 1 表示从左向右击中(目标向右被推)
if (dirSign == 0) { // 没有提供方向则沿用基于自身面向的旧逻辑
knockbackX = isFacingRight ? -600f : 600f;
} else {
knockbackX = dirSign * 600f;
}
knockbackTimer = KNOCKBACK_DURATION;
}
public boolean isAlive() {
return health > 0; // 判断角色是否存活
return health > 0;
}
public boolean isAttacking() {
return isAttacking; // 判断是否处于攻击状态
return isAttacking;
}
public boolean isInvulnerable() {
return invulnerableTimer > 0;
}
// 常用访问器
public Rectangle getHitbox() {
return hitbox; // 获取碰撞盒
return hitbox;
}
public Rectangle getAttackbox() {
return attackbox; // 获取攻击盒
return attackbox;
}
public int getHealth() {
return health; // 获取当前生命值
return health;
}
public int getAttackSequence() {
return attackSequence;
}
public String getLastAttackType() {
return lastAttackType;
}
public int getLastDamageAppliedSeq() {
return lastDamageAppliedSeq;
}
public void setLastDamageAppliedSeq(int seq) {
this.lastDamageAppliedSeq = seq;
}
public boolean canDealDamage() {
return isAttacking && attackSequence != lastDamageAppliedSeq; // 未对当前序号造成过伤害
}
public void markDamageApplied() {
lastDamageAppliedSeq = attackSequence;
}
// 根据攻击类型返回伤害数值
public int getDamageForAttack(String type) {
switch (type) {
case "heavy":
return 20;
case "special":
return 30;
case "light":
default:
return 10;
}
}
public String getName() {
return name; // 获取角色名称
return name;
}
public void setPosition(float x, float y) {
hitbox.setPosition(x, y); // 设置角色位置
}
public void debugPrintState() {
if (debugEnabled)
System.out.println("[STATE] action=" + currentAction + ", atk=" + isAttacking + ", t=" + attackTimer);
hitbox.setPosition(x, y);
}
public float getAttackTimer() {
return attackTimer;
}
public float getAttackTimerPercent() {
return isAttacking ? attackTimer / ATTACK_DURATION : 0f;
}
public int getAttackInvokeCount() {
return attackInvokeCount;
// 重生时重置状态
public void resetForRespawn() {
health = 100;
isAttacking = false;
attackTimer = 0f;
attackJustStarted = false;
changeAction(Action.IDLE);
invulnerableTimer = 0f;
knockbackTimer = 0f;
knockbackX = 0f;
}
}

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@@ -1,9 +0,0 @@
package uno.mloluyu.characters.character;
public enum Action {
IDLE, WALK, JUMP, FALL,
ATTACK1, ATTACK2, ATTACK3, ATTACK4,
HIT, DEFEND,
SPECIAL1, SPECIAL2,
DEATH
}

View File

@@ -1,70 +0,0 @@
package uno.mloluyu.characters.character;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.g2d.TextureAtlas;
/**
* Alice角色类继承自Fighter父类定义其专属属性和动画
*/
public class Alice extends Fighter {
private static final String ATLAS_PATH = "src/main/resources/character/alice/精灵1.2.atlas";
public Alice() {
super("Alice", new TextureAtlas(Gdx.files.internal(ATLAS_PATH)));
speed = 350f;
maxHealth = 90;
health = maxHealth;
attackPower = 12;
}
@Override
protected void loadAnimations() {
animationManager.loadLooping(Action.IDLE, "stand/stand", 15);
animationManager.loadLooping(Action.WALK, "walkFront/walkFront", 9);
animationManager.loadOneShot(Action.JUMP, "jump/jump", 8);
animationManager.loadOneShot(Action.FALL, "hitSpin/hitSpin", 5);
animationManager.loadOneShot(Action.ATTACK1, "attackAa/attackAa", 6);
animationManager.loadOneShot(Action.ATTACK2, "attackAb/attackAb", 6);
animationManager.loadOneShot(Action.ATTACK3, "attackAc/attackAc", 6);
animationManager.loadOneShot(Action.ATTACK4, "attackAd/attackAd", 6);
animationManager.loadOneShot(Action.HIT, "hitSpin/hitSpin", 5);
// animationManager.loadOneShot(Action.DEATH, "death/death", 8);
// 可选特殊动作(如资源存在可启用)
// animationManager.loadOneShot(Action.SPECIAL1, "special/special1", 6);
// animationManager.loadOneShot(Action.SPECIAL2, "special/special2", 6);
animationManager.setFrameDuration(Action.IDLE, 0.04f);
animationManager.setFrameDuration(Action.WALK, 0.08f);
animationManager.setFrameDuration(Action.ATTACK1, 0.07f);
animationManager.setFrameDuration(Action.SPECIAL2, 0.06f);
}
@Override
protected void handleMoveState() {
if (currentAction != Action.ATTACK1 &&
currentAction != Action.ATTACK2 &&
currentAction != Action.ATTACK3 &&
currentAction != Action.ATTACK4 &&
currentAction != Action.SPECIAL1 &&
currentAction != Action.SPECIAL2 &&
currentAction != Action.DEFEND &&
currentAction != Action.JUMP &&
currentAction != Action.FALL) {
changeAction(Action.WALK);
}
}
@Override
protected boolean canAttack() {
return super.canAttack() || currentAction == Action.JUMP || currentAction == Action.FALL;
}
public int getHp() {
return health;
}
}

View File

@@ -1,287 +0,0 @@
package uno.mloluyu.characters.character;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.math.Rectangle;
import com.badlogic.gdx.utils.Disposable;
import com.badlogic.gdx.graphics.g2d.TextureAtlas;
/**
* 抽象类 Fighter定义所有角色的基础属性与行为。
* 包括动画控制、移动、攻击、受击、渲染等核心逻辑。
*/
public abstract class Fighter implements Disposable {
// 默认帧持续时间(秒)
protected static final float DEFAULT_FRAME_DURATION = 0.1f;
// 默认生命值
protected static final int DEFAULT_HEALTH = 100;
// 默认移动速度(像素/秒)
protected static final float DEFAULT_SPEED = 300f;
// 角色名称
protected String name;
// 当前动作状态
protected Action currentAction = Action.IDLE;
// 当前动作已持续时间
protected float stateTime = 0f;
// 是否面向右侧
protected boolean isFacingRight = true;
// 当前动画是否播放完毕
protected boolean isAnimationFinished = false;
// 碰撞盒(用于位置和受击判定)
protected Rectangle hitbox = new Rectangle(0, 0, 64, 128);
// 攻击盒(用于攻击判定)
protected Rectangle attackbox = new Rectangle(0, 0, 80, 80);
// 移动速度
protected float speed = DEFAULT_SPEED;
// 当前生命值
protected int health = DEFAULT_HEALTH;
// 最大生命值
protected int maxHealth = DEFAULT_HEALTH;
// 攻击力
protected int attackPower = 10;
// 动画管理器
protected FighterAnimationManager animationManager;
/**
* 构造函数,初始化角色名称与动画资源。
*
* @param name 角色名称
* @param atlas 动画图集
*/
public Fighter(String name, TextureAtlas atlas) {
this.name = name;
this.animationManager = new FighterAnimationManager(atlas);
loadAnimations();
}
/**
* 加载角色的所有动画资源,由子类实现。
*/
protected abstract void loadAnimations();
/**
* 每帧更新角色状态,包括动画播放与碰撞盒更新。
*
* @param deltaTime 帧间隔时间
*/
public void update(float deltaTime) {
stateTime += deltaTime;
isAnimationFinished = animationManager.isFinished(currentAction, stateTime);
handleAnimationTransitions();
updateHitboxes();
}
/**
* 渲染角色当前帧。
*
* @param batch 渲染批处理器
*/
public void render(SpriteBatch batch) {
animationManager.render(batch, currentAction, stateTime, hitbox, isFacingRight);
}
/**
* 动画播放完毕后的动作切换逻辑。
*/
protected void handleAnimationTransitions() {
if (!isAnimationFinished)
return;
switch (currentAction) {
case ATTACK1, ATTACK2, ATTACK3, ATTACK4, SPECIAL1, SPECIAL2, HIT -> changeAction(Action.IDLE);
case JUMP -> changeAction(Action.FALL);
default -> {
}
}
}
/**
* 切换角色动作状态。
*
* @param newAction 新动作
* @return 是否成功切换
*/
public boolean changeAction(Action newAction) {
if (isActionUninterruptible(currentAction))
return false;
if (currentAction != newAction) {
currentAction = newAction;
stateTime = 0f;
isAnimationFinished = false;
return true;
}
return false;
}
/**
* 判断某个动作是否不可打断(如受击或死亡)。
*
* @param action 动作枚举
* @return 是否不可打断
*/
protected boolean isActionUninterruptible(Action action) {
return action == Action.HIT || action == Action.DEATH;
}
/**
* 更新攻击盒位置(根据角色朝向调整)。
*/
protected void updateHitboxes() {
float offsetX = isFacingRight ? hitbox.width - 10 : -attackbox.width + 10;
attackbox.setPosition(hitbox.x + offsetX, hitbox.y + 20);
}
/**
* 移动角色。
*
* @param x 水平移动方向(-1左1右
* @param deltaTime 帧间隔时间
*/
public void move(float x, float deltaTime) {
if (x != 0) {
isFacingRight = x > 0;
hitbox.x += x * speed * deltaTime;
handleMoveState();
} else if (currentAction == Action.WALK) {
changeAction(Action.IDLE);
}
}
/**
* 移动状态下的动作切换逻辑。
*/
protected void handleMoveState() {
if (!isActionUninterruptible(currentAction) &&
currentAction != Action.JUMP &&
currentAction != Action.FALL &&
currentAction != Action.DEFEND &&
!currentAction.name().startsWith("ATTACK") &&
!currentAction.name().startsWith("SPECIAL")) {
changeAction(Action.WALK);
}
}
/**
* 发起攻击动作。
*
* @param attackType 攻击类型1~5
* @return 是否成功发起攻击
*/
public boolean attack(int attackType) {
if (!canAttack())
return false;
Action attackAction = switch (attackType) {
case 1 -> Action.ATTACK1;
case 2 -> Action.ATTACK2;
case 3 -> Action.ATTACK3;
case 4 -> Action.SPECIAL1;
case 5 -> Action.SPECIAL2;
default -> null;
};
return attackAction != null && changeAction(attackAction);
}
/**
* 判断当前是否可以攻击。
*
* @return 是否可攻击
*/
protected boolean canAttack() {
return currentAction == Action.IDLE || currentAction == Action.WALK;
}
/**
* 接受伤害。
*
* @param damage 伤害值
*/
public void takeHit(int damage) {
if (currentAction == Action.DEATH)
return;
health = Math.max(0, health - damage);
changeAction(health == 0 ? Action.DEATH : Action.HIT);
}
/**
* 设置角色位置。
*
* @param x 横坐标
* @param y 纵坐标
*/
public void setPosition(float x, float y) {
hitbox.setPosition(x, y);
}
/**
* 设置角色朝向。
*
* @param facingRight 是否面向右
*/
public void setFacingRight(boolean facingRight) {
this.isFacingRight = facingRight;
}
// 以下为常用属性访问器
public String getName() {
return name;
}
public Rectangle getHitbox() {
return hitbox;
}
public Rectangle getAttackbox() {
return attackbox;
}
public boolean isFacingRight() {
return isFacingRight;
}
public int getHealth() {
return health;
}
public Action getCurrentAction() {
return currentAction;
}
public float getX() {
return hitbox.x;
}
public float getY() {
return hitbox.y;
}
public float getCenterX() {
return hitbox.x + hitbox.width / 2;
}
public float getCenterY() {
return hitbox.y + hitbox.height / 2;
}
/**
* 帧事件监听器接口,用于在动画播放到某一帧时触发逻辑。
*/
public interface FrameEventListener {
void onFrameEvent(Action action, int frameIndex);
}
/**
* 释放资源(如动画图集)。
*/
@Override
public void dispose() {
animationManager.dispose();
}
}

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@@ -1,83 +0,0 @@
package uno.mloluyu.characters.character;
import com.badlogic.gdx.graphics.g2d.*;
import com.badlogic.gdx.math.Rectangle;
import com.badlogic.gdx.utils.Array;
import uno.mloluyu.util.SimpleFormatter;
import java.util.EnumMap;
public class FighterAnimationManager {
private EnumMap<Action, Animation<TextureRegion>> animations = new EnumMap<>(Action.class);
private EnumMap<Action, Float> frameDurations = new EnumMap<>(Action.class);
private TextureAtlas atlas;
private float scaleX = 1.0f;
private float scaleY = 1.0f;
public FighterAnimationManager(TextureAtlas atlas) {
this.atlas = atlas;
for (Action action : Action.values()) {
frameDurations.put(action, 0.1f);
}
}
public void loadAnimation(Action action, String prefix, int count, boolean loop) {
Array<TextureRegion> frames = new Array<>();
for (int i = 0; i < count; i++) {
String regionName = prefix + SimpleFormatter.addLeadingZeros(i, 3);
TextureRegion region = atlas.findRegion(regionName);
if (region == null) {
throw new IllegalArgumentException("未找到区域: " + regionName);
}
frames.add(region);
}
Animation<TextureRegion> animation = new Animation<>(frameDurations.get(action), frames);
animation.setPlayMode(loop ? Animation.PlayMode.LOOP : Animation.PlayMode.NORMAL);
animations.put(action, animation);
}
public void loadLooping(Action action, String prefix, int count) {
loadAnimation(action, prefix, count, true);
}
public void loadOneShot(Action action, String prefix, int count) {
loadAnimation(action, prefix, count, false);
}
public void setFrameDuration(Action action, float duration) {
frameDurations.put(action, duration);
Animation<TextureRegion> anim = animations.get(action);
if (anim != null) anim.setFrameDuration(duration);
}
public boolean isFinished(Action action, float stateTime) {
Animation<TextureRegion> anim = animations.get(action);
return anim != null && anim.isAnimationFinished(stateTime);
}
public void render(SpriteBatch batch, Action action, float stateTime, Rectangle hitbox, boolean isFacingRight) {
Animation<TextureRegion> anim = animations.get(action);
if (anim == null) return;
TextureRegion frame = anim.getKeyFrame(stateTime, anim.getPlayMode() == Animation.PlayMode.LOOP);
if (frame == null) return;
float frameWidth = frame.getRegionWidth() * scaleX;
float frameHeight = frame.getRegionHeight() * scaleY;
float drawX = hitbox.x + (hitbox.width - frameWidth) / 2;
float drawY = hitbox.y;
boolean wasFlippedX = frame.isFlipX();
frame.flip(!isFacingRight && !wasFlippedX, false);
frame.flip(isFacingRight && wasFlippedX, false);
batch.draw(frame, drawX, drawY, frameWidth / 2, frameHeight / 2, frameWidth, frameHeight, 1f, 1f, 0f);
frame.flip(wasFlippedX != frame.isFlipX(), false);
}
public void dispose() {
if (atlas != null) atlas.dispose();
}
}

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@@ -1,10 +0,0 @@
package uno.mloluyu.characters.character;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.g2d.TextureAtlas;
public class FighterList {
public static final TextureAtlas aliceAtlas = new TextureAtlas(Gdx.files.internal("src\\main\\resources\\character\\alice\\alice.atlas"));
}

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@@ -1,70 +0,0 @@
package uno.mloluyu.characters.character;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.g2d.TextureAtlas;
public class Reimu extends Fighter {
public Reimu() {
super("Reimu", new TextureAtlas(Gdx.files.internal("src/main/resources/character/reimu/reimu.atlas")));
// 设置角色属性
speed = 350f; // 更快的移动速度
maxHealth = 90; // 较低的生命值
health = maxHealth;
attackPower = 12; // 中等攻击力
}
@Override
protected void loadAnimations() {
// 基础动作 (looping)
animationManager.loadLooping(Action.IDLE, "other/stand", 9);
animationManager.loadLooping(Action.WALK, "other/walkFront", 9);
// 一次性动作 (one-shot)
animationManager.loadOneShot(Action.JUMP, "other/jump", 8);
animationManager.loadOneShot(Action.FALL, "other/hitSpin", 5);
// 攻击动作
animationManager.loadOneShot(Action.ATTACK1, "attackAa/attackAa", 6);
animationManager.loadOneShot(Action.ATTACK2, "attackAb/attackAb", 6);
animationManager.loadOneShot(Action.ATTACK3, "attackAc/attackAc", 6);
animationManager.loadOneShot(Action.ATTACK4, "attackAd/attackAd", 6);
// 受击
animationManager.loadOneShot(Action.HIT, "hitSpin/hitSpin", 5);
// 帧间隔
animationManager.setFrameDuration(Action.IDLE, 0.04f);
animationManager.setFrameDuration(Action.WALK, 0.08f);
animationManager.setFrameDuration(Action.ATTACK1, 0.07f);
animationManager.setFrameDuration(Action.SPECIAL2, 0.06f);
}
@Override
protected void handleMoveState() {
if (currentAction != Action.ATTACK1 &&
currentAction != Action.ATTACK2 &&
currentAction != Action.ATTACK3 &&
currentAction != Action.SPECIAL1 &&
currentAction != Action.SPECIAL2 &&
currentAction != Action.DEFEND &&
currentAction != Action.JUMP &&
currentAction != Action.FALL) {
changeAction(Action.WALK);
}
}
/**
* 空中也可以攻击
*/
@Override
protected boolean canAttack() {
return super.canAttack() || currentAction == Action.JUMP || currentAction == Action.FALL;
}
/**
* 获取当前生命值
*/
public int getHp() {
return health;
}
}