添加 UI 资源并重构角色类
添加了新的 UI 资源:logo.png、uiskin.atlas 和 uiskin.json,以改进界面设计。 移除了过时的 FighterController 和 GameCore 类,以精简代码库。 引入了新的角色类:FighterList 和 Reimu,增加了角色选择选项。 实现了新的桌面屏幕:CharacterSelectScreen(角色选择屏幕)、GameScreen(游戏屏幕)、MainMenuScreen(主菜单屏幕)和 StartScreen(开始屏幕),以改善用户导航。 通过新的 ConnectClient、ConnectServer 和 NetworkManager 类建立了网络功能。 更新了工具类:ClearScreen、Font 和 SimpleFormatter,以提升功能。 创建了新的 ButtonActions 类来处理按钮交互。
This commit is contained in:
@@ -4,57 +4,73 @@ import com.badlogic.gdx.Gdx;
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import com.badlogic.gdx.graphics.g2d.TextureAtlas;
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/**
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* 角色类,继承自Fighter父类
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* Alice角色类,继承自Fighter父类,定义其专属属性和动画
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*/
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public class Alice extends Fighter {
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private TextureAtlas atlas;
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public Alice() {
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super(new TextureAtlas(Gdx.files.internal("src\\main\\resources\\character\\alice\\精灵1.2.atlas")));
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speed = 350f; // 速度更快
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maxHealth = 90; // 生命值较低
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health = maxHealth;
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attackPower = 12; // 攻击力中等\
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super(new TextureAtlas(Gdx.files.internal("src/main/resources/character/alice/精灵1.2.atlas")));
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// 设置角色属性
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speed = 350f; // 更快的移动速度
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maxHealth = 90; // 较低的生命值
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health = maxHealth;
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attackPower = 12; // 中等攻击力
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}
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@Override
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protected void loadAnimations() {
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// 加载基础动作动画
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loadAnimationFromAtlas(Action.IDLE, "stand/stand", 15, true);
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loadAnimationFromAtlas(Action.WALK, "walkFront/walkFront", 9, true);
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loadAnimationFromAtlas(Action.JUMP, "jump/jump", 8, false);
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loadAnimationFromAtlas(Action.FALL, "hitSpin/hitSpin", 5, false);
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// 加载攻击动作动画
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loadAnimationFromAtlas(Action.ATTACK1, "attackAa/attackAa", 6, false);
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loadAnimationFromAtlas(Action.ATTACK2, "attackAb/attackAb", 6, false);
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loadAnimationFromAtlas(Action.ATTACK3, "attackAc/attackAc", 6, false);
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loadAnimationFromAtlas(Action.ATTACK4, "attackAd/attackAd", 6, false);
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// 加载受击动画
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loadAnimationFromAtlas(Action.HIT, "hitSpin/hitSpin", 5, false);
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// 为特定动作设置帧间隔
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// 设置帧间隔(动作速度)
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setFrameDuration(Action.IDLE, 0.04f);
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setFrameDuration(Action.WALK, 0.08f); // 行走更快
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setFrameDuration(Action.ATTACK1, 0.07f); // 攻击更快
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setFrameDuration(Action.SPECIAL2, 0.06f); // 特殊技能2非常快
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setFrameDuration(Action.WALK, 0.08f);
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setFrameDuration(Action.ATTACK1, 0.07f);
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setFrameDuration(Action.SPECIAL2, 0.06f);
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}
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// 特定的移动状态处理
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/**
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* 特定移动状态处理:允许跳跃状态下移动
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*/
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@Override
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protected void handleMoveState() {
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// 在跳跃时也能移动
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if (currentAction != Action.ATTACK1 && currentAction != Action.ATTACK2 &&
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currentAction != Action.ATTACK3 && currentAction != Action.SPECIAL1 &&
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currentAction != Action.SPECIAL2 && currentAction != Action.DEFEND) {
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if (currentAction != Action.JUMP && currentAction != Action.FALL) {
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changeAction(Action.WALK);
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}
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if (currentAction != Action.ATTACK1 &&
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currentAction != Action.ATTACK2 &&
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currentAction != Action.ATTACK3 &&
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currentAction != Action.SPECIAL1 &&
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currentAction != Action.SPECIAL2 &&
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currentAction != Action.DEFEND &&
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currentAction != Action.JUMP &&
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currentAction != Action.FALL) {
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changeAction(Action.WALK);
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}
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}
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// 可以在空中攻击
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/**
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* 空中也可以攻击
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*/
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@Override
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protected boolean canAttack() {
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return super.canAttack() || currentAction == Action.JUMP || currentAction == Action.FALL;
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}
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/**
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* 获取当前生命值
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*/
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public int getHp() {
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return health;
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}
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}
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@@ -1,117 +0,0 @@
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package uno.mloluyu.characters;
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import com.badlogic.gdx.ApplicationAdapter;
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import com.badlogic.gdx.Gdx;
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import com.badlogic.gdx.backends.lwjgl3.Lwjgl3Application;
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import com.badlogic.gdx.backends.lwjgl3.Lwjgl3ApplicationConfiguration;
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import com.badlogic.gdx.graphics.GL20;
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import com.badlogic.gdx.graphics.OrthographicCamera;
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import com.badlogic.gdx.graphics.g2d.SpriteBatch;
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import com.badlogic.gdx.utils.viewport.FitViewport;
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import com.badlogic.gdx.utils.viewport.Viewport;
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import uno.mloluyu.characters.Alice;
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import uno.mloluyu.characters.Fighter;
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public class AliceAnimationTest extends ApplicationAdapter {
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private SpriteBatch batch;
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private OrthographicCamera camera;
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private Viewport viewport;
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private Alice alice;
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private float stateTimer; // 用于切换动作测试
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@Override
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public void create() {
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// 初始化相机和批处理
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camera = new OrthographicCamera();
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viewport = new FitViewport(800, 600, camera);
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batch = new SpriteBatch();
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// 创建 Alice 实例
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alice = new Alice();
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// 初始位置
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alice.getHitbox().setPosition(
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viewport.getWorldWidth() / 2 - alice.getHitbox().width / 2,
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viewport.getWorldHeight() / 2 - alice.getHitbox().height / 2
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);
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stateTimer = 0;
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}
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@Override
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public void render() {
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// 清屏
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Gdx.gl.glClearColor(0.1f, 0.1f, 0.1f, 1);
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Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
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// 更新状态时间
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float delta = Gdx.graphics.getDeltaTime();
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stateTimer += delta;
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// 控制 Alice 执行不同动作,测试动画切换
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controlAliceActions();
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// 更新 Alice
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alice.update(delta);
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// 绘制
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batch.setProjectionMatrix(camera.combined);
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batch.begin();
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alice.render(batch);
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batch.end();
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}
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/**
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* 自动切换 Alice 动作,测试各种动画
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*/
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private void controlAliceActions() {
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// 每2秒切换一个动作
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if (stateTimer < 2) {
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alice.changeAction(Fighter.Action.IDLE);
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} else if (stateTimer < 4) {
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alice.move(1, Gdx.graphics.getDeltaTime()); // 向右走
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} else if (stateTimer < 6) {
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alice.changeAction(Fighter.Action.JUMP);
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} else if (stateTimer < 8) {
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alice.attack(1); // 普通攻击1
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} else if (stateTimer < 10) {
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alice.attack(2); // 普通攻击2
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} else if (stateTimer < 12) {
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alice.attack(3); // 普通攻击3
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} else if (stateTimer < 14) {
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alice.takeHit(10); // 受击
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} else {
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// 循环
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stateTimer = 0;
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alice.getHitbox().setPosition(
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viewport.getWorldWidth() / 2 - alice.getHitbox().width / 2,
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viewport.getWorldHeight() / 2 - alice.getHitbox().height / 2
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);
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}
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}
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@Override
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public void resize(int width, int height) {
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viewport.update(width, height);
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}
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@Override
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public void dispose() {
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batch.dispose();
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alice.dispose();
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}
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// 直接运行这个 main 方法即可启动测试
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// public static void main(String[] args) {
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// Lwjgl3ApplicationConfiguration config = new Lwjgl3ApplicationConfiguration();
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// config.setTitle("Alice Animation Test");
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// config.setWindowedMode(800, 600);
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// config.setForegroundFPS(60);
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// config.useVsync(true);
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// new Lwjgl3Application(new AliceAnimationTest(), config);
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// }
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}
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@@ -11,10 +11,13 @@ import com.badlogic.gdx.utils.Array;
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import com.badlogic.gdx.math.Rectangle;
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import com.badlogic.gdx.utils.Disposable;
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import java.util.EnumMap;
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/**
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* 格斗角色父类,封装所有角色共有的动画和状态管理逻辑
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*/
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public abstract class Fighter implements Disposable {
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public enum Action {
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IDLE, WALK, JUMP, FALL,
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ATTACK1, ATTACK2, ATTACK3, ATTACK4,
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@@ -22,328 +25,198 @@ public abstract class Fighter implements Disposable {
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SPECIAL1, SPECIAL2,
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DEATH
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}
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protected String name;
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// 画帧间隔(秒)
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protected static final float DEFAULT_FRAME_DURATION = 0.1f;
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protected float[] frameDurations;
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protected static final int DEFAULT_HEALTH = 100;
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protected static final float DEFAULT_SPEED = 300f;
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// 当前状态
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protected Action currentAction;
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protected float stateTime;
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protected boolean isFacingRight;
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protected boolean isAnimationFinished;
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protected String name;
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protected Action currentAction = Action.IDLE;
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protected float stateTime = 0f;
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protected boolean isFacingRight = true;
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protected boolean isAnimationFinished = false;
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// 动画集合
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protected Animation<TextureRegion>[] animations;
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protected EnumMap<Action, Animation<TextureRegion>> animations = new EnumMap<>(Action.class);
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protected EnumMap<Action, Float> frameDurations = new EnumMap<>(Action.class);
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// 碰撞检测
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protected Rectangle hitbox;
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protected Rectangle attackbox;
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protected Rectangle hitbox = new Rectangle(0, 0, 64, 128);
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protected Rectangle attackbox = new Rectangle(0, 0, 80, 80);
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// 角色属性
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protected float speed;
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protected int health;
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protected int maxHealth;
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protected int attackPower;
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protected float speed = DEFAULT_SPEED;
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protected int health = DEFAULT_HEALTH;
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protected int maxHealth = DEFAULT_HEALTH;
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protected int attackPower = 10;
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// 精灵图表
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protected TextureAtlas atlas;
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// 缩放比例
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protected float scaleX = 1.0f;
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protected float scaleY = 1.0f;
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@SuppressWarnings("unchecked")
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public Fighter() {
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}
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public Fighter(TextureAtlas atlas) {
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this.atlas = atlas;
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int actionCount = Action.values().length;
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animations = new Animation[actionCount];
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frameDurations = new float[actionCount];
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for (int i = 0; i < actionCount; i++) {
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frameDurations[i] = DEFAULT_FRAME_DURATION;
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for (Action action : Action.values()) {
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frameDurations.put(action, DEFAULT_FRAME_DURATION);
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}
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hitbox = new Rectangle(0, 0, 64, 128);
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attackbox = new Rectangle(0, 0, 80, 80);
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speed = 300f;
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maxHealth = 100;
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health = maxHealth;
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attackPower = 10;
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isFacingRight = true;
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currentAction = Action.IDLE;
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stateTime = 0;
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isAnimationFinished = false;
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loadAnimations();
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}
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/**
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* 加载角色动画,由子类实现具体的动画帧加载
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*/
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protected abstract void loadAnimations();
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/**
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* 从精灵图表加载动画
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*
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* @param action 动作类型
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* @param regionPrefix 该动作在图表中的区域前缀
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* @param frameCount 帧数
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* @param loop 是否循环
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*/
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protected void loadAnimationFromAtlas(Action action, String regionPrefix,
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int frameCount, boolean loop) {
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if (atlas == null) {
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protected void loadAnimationFromAtlas(Action action, String regionPrefix, int frameCount, boolean loop) {
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if (atlas == null)
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throw new IllegalStateException("TextureAtlas 未初始化!");
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}
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if (frameCount <= 0) {
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if (frameCount <= 0)
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throw new IllegalArgumentException("帧数必须大于0: " + frameCount);
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}
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if (frameDurations == null || frameDurations.length <= action.ordinal()) {
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throw new IllegalStateException("frameDurations 未初始化或大小不足");
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}
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Array<TextureRegion> frames = new Array<>();
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for (int i = 0; i < frameCount; i++) {
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String formattedIndex = SimpleFormatter.addLeadingZeros(i, 3);
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String regionName = regionPrefix + formattedIndex;
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String regionName = regionPrefix + SimpleFormatter.addLeadingZeros(i, 3);
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TextureRegion region = atlas.findRegion(regionName);
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if (region == null) {
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throw new IllegalArgumentException("精灵图表中未找到区域: " + regionName +
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" (前缀: " + regionPrefix + ", 索引: " + i + ")");
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throw new IllegalArgumentException("未找到区域: " + regionName);
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}
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frames.add(region);
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}
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Animation<TextureRegion> animation = new Animation<>(
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frameDurations[action.ordinal()],
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frames);
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Animation<TextureRegion> animation = new Animation<>(frameDurations.get(action), frames);
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animation.setPlayMode(loop ? Animation.PlayMode.LOOP : Animation.PlayMode.NORMAL);
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animations[action.ordinal()] = animation;
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animations.put(action, animation);
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}
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/**
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* 为特定动作设置帧间隔
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*/
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protected void setFrameDuration(Action action, float duration) {
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frameDurations[action.ordinal()] = duration;
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if (animations[action.ordinal()] != null) {
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animations[action.ordinal()].setFrameDuration(duration);
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}
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frameDurations.put(action, duration);
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Animation<TextureRegion> anim = animations.get(action);
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if (anim != null)
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anim.setFrameDuration(duration);
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}
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/**
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* 更新角色状态
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*/
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public void update(float deltaTime) {
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stateTime += deltaTime;
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isAnimationFinished = animations[currentAction.ordinal()].isAnimationFinished(stateTime);
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Animation<TextureRegion> anim = animations.get(currentAction);
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if (anim != null) {
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isAnimationFinished = anim.isAnimationFinished(stateTime);
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}
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handleAnimationTransitions();
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updateHitboxes();
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}
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/**
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* 处理动画完成后的状态转换,子类可以重写以实现特定逻辑
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*/
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protected void handleAnimationTransitions() {
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Animation<TextureRegion> currentAnim = animations[currentAction.ordinal()];
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if (!isAnimationFinished)
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return;
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if (currentAnim.getPlayMode() != Animation.PlayMode.LOOP && isAnimationFinished) {
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switch (currentAction) {
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case ATTACK1:
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case ATTACK2:
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case ATTACK3:
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case SPECIAL1:
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case SPECIAL2:
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changeAction(Action.IDLE);
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break;
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case HIT:
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changeAction(Action.IDLE);
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break;
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case JUMP:
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changeAction(Action.FALL);
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break;
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}
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switch (currentAction) {
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case ATTACK1:
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case ATTACK2:
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case ATTACK3:
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case SPECIAL1:
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case SPECIAL2:
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case HIT:
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changeAction(Action.IDLE);
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break;
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case JUMP:
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changeAction(Action.FALL);
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break;
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default:
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break;
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}
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}
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/**
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* 绘制角色
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*/
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public void render(SpriteBatch batch) {
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Animation<TextureRegion> currentAnimation = animations[currentAction.ordinal()];
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if (currentAnimation == null) {
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Animation<TextureRegion> anim = animations.get(currentAction);
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if (anim == null) {
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Gdx.app.error("Fighter", "动画未初始化: " + currentAction);
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return;
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}
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boolean loop = currentAnimation.getPlayMode() == Animation.PlayMode.LOOP;
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TextureRegion currentFrame = currentAnimation.getKeyFrame(stateTime, loop);
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if (currentFrame == null) {
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TextureRegion frame = anim.getKeyFrame(stateTime, anim.getPlayMode() == Animation.PlayMode.LOOP);
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if (frame == null) {
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Gdx.app.error("Fighter", "动画帧为空: " + currentAction);
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return;
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}
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|
||||
// 1. 计算缩放后的帧尺寸(保持原始比例)
|
||||
float frameWidth = currentFrame.getRegionWidth() * scaleX;
|
||||
float frameHeight = currentFrame.getRegionHeight() * scaleY;
|
||||
float frameWidth = frame.getRegionWidth() * scaleX;
|
||||
float frameHeight = frame.getRegionHeight() * scaleY;
|
||||
float drawX = hitbox.x + (hitbox.width - frameWidth) / 2;
|
||||
float drawY = hitbox.y;
|
||||
|
||||
// 2. 计算绘制位置:始终以hitbox为基准,水平居中、底部对齐(关键!)
|
||||
// 无论是否翻转,x/y坐标都基于hitbox计算,保证位置锚点一致
|
||||
float drawX = hitbox.x + (hitbox.width - frameWidth) / 2; // 水平居中(hitbox中心和帧中心对齐)
|
||||
float drawY = hitbox.y; // 底部对齐(hitbox底部和帧底部对齐)
|
||||
boolean wasFlippedX = frame.isFlipX();
|
||||
frame.flip(!isFacingRight && !wasFlippedX, false);
|
||||
frame.flip(isFacingRight && wasFlippedX, false);
|
||||
|
||||
// 3. 处理翻转:用TextureRegion的flip方法,避免手动偏移x坐标
|
||||
// 先记录原始flip状态(防止影响其他地方复用该帧)
|
||||
boolean wasFlippedX = currentFrame.isFlipX();
|
||||
// 根据朝向设置翻转(只翻转X轴,Y轴不变)
|
||||
currentFrame.flip(!isFacingRight && !wasFlippedX, false); // 正向→不翻,反向→翻
|
||||
currentFrame.flip(isFacingRight && wasFlippedX, false); // 修复原始已翻转的情况
|
||||
|
||||
// 4. 绘制:缩放中心为帧的中心,确保翻转/旋转时围绕自身中心
|
||||
batch.draw(
|
||||
currentFrame,
|
||||
drawX, // 绘制X(基于hitbox的居中位置,固定不变)
|
||||
drawY, // 绘制Y(基于hitbox的底部,固定不变)
|
||||
frameWidth / 2, // 缩放/旋转中心X(帧的中心)
|
||||
frameHeight / 2, // 缩放/旋转中心Y(帧的中心)
|
||||
frameWidth, // 缩放后的宽度(已乘scaleX)
|
||||
frameHeight, // 缩放后的高度(已乘scaleY)
|
||||
1f, // X轴额外缩放(这里已提前计算,设为1避免重复缩放)
|
||||
1f, // Y轴额外缩放(同上)
|
||||
0f // 旋转角度
|
||||
);
|
||||
|
||||
// 5. 恢复帧的原始flip状态(关键!避免影响后续绘制)
|
||||
currentFrame.flip(wasFlippedX != currentFrame.isFlipX(), false);
|
||||
batch.draw(frame, drawX, drawY, frameWidth / 2, frameHeight / 2, frameWidth, frameHeight, 1f, 1f, 0f);
|
||||
frame.flip(wasFlippedX != frame.isFlipX(), false);
|
||||
}
|
||||
|
||||
/**
|
||||
* 改变角色动作
|
||||
*/
|
||||
public boolean changeAction(Action newAction) {
|
||||
if (isActionUninterruptible(currentAction)) {
|
||||
if (isActionUninterruptible(currentAction))
|
||||
return false;
|
||||
}
|
||||
|
||||
if (currentAction != newAction) {
|
||||
currentAction = newAction;
|
||||
stateTime = 0;
|
||||
stateTime = 0f;
|
||||
isAnimationFinished = false;
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
/**
|
||||
* 判断动作是否不可被打断
|
||||
*/
|
||||
protected boolean isActionUninterruptible(Action action) {
|
||||
return action == Action.HIT || action == Action.DEATH;
|
||||
}
|
||||
|
||||
/**
|
||||
* 更新碰撞框位置
|
||||
*/
|
||||
protected void updateHitboxes() {
|
||||
if (isFacingRight) {
|
||||
attackbox.setPosition(hitbox.x + hitbox.width - 10, hitbox.y + 20);
|
||||
} else {
|
||||
attackbox.setPosition(hitbox.x - attackbox.width + 10, hitbox.y + 20);
|
||||
}
|
||||
float offsetX = isFacingRight ? hitbox.width - 10 : -attackbox.width + 10;
|
||||
attackbox.setPosition(hitbox.x + offsetX, hitbox.y + 20);
|
||||
}
|
||||
|
||||
/**
|
||||
* 处理角色移动
|
||||
*/
|
||||
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);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 处理移动状态转换,子类可重写
|
||||
*/
|
||||
protected void handleMoveState() {
|
||||
if (currentAction != Action.ATTACK1 && currentAction != Action.ATTACK2 &&
|
||||
currentAction != Action.ATTACK3 && currentAction != Action.SPECIAL1 &&
|
||||
currentAction != Action.SPECIAL2 && currentAction != Action.JUMP &&
|
||||
currentAction != Action.FALL && currentAction != Action.DEFEND) {
|
||||
if (!isActionUninterruptible(currentAction) &&
|
||||
currentAction != Action.JUMP &&
|
||||
currentAction != Action.FALL &&
|
||||
currentAction != Action.DEFEND &&
|
||||
!currentAction.name().startsWith("ATTACK") &&
|
||||
!currentAction.name().startsWith("SPECIAL")) {
|
||||
changeAction(Action.WALK);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 执行攻击
|
||||
*/
|
||||
public boolean attack(int attackType) {
|
||||
if (!canAttack()) {
|
||||
if (!canAttack())
|
||||
return false;
|
||||
}
|
||||
|
||||
Action attackAction;
|
||||
switch (attackType) {
|
||||
case 1:
|
||||
attackAction = Action.ATTACK1;
|
||||
break;
|
||||
case 2:
|
||||
attackAction = Action.ATTACK2;
|
||||
break;
|
||||
case 3:
|
||||
attackAction = Action.ATTACK3;
|
||||
break;
|
||||
case 4:
|
||||
attackAction = Action.SPECIAL1;
|
||||
break;
|
||||
case 5:
|
||||
attackAction = Action.SPECIAL2;
|
||||
break;
|
||||
default:
|
||||
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 changeAction(attackAction);
|
||||
return attackAction != null && changeAction(attackAction);
|
||||
}
|
||||
|
||||
/**
|
||||
* 判断是否可以攻击,子类可重写以实现特定逻辑
|
||||
*/
|
||||
protected boolean canAttack() {
|
||||
return currentAction == Action.IDLE || currentAction == Action.WALK;
|
||||
}
|
||||
|
||||
/**
|
||||
* 处理受击
|
||||
*/
|
||||
public void takeHit(int damage) {
|
||||
if (currentAction != Action.DEATH) {
|
||||
health -= damage;
|
||||
if (health <= 0) {
|
||||
health = 0;
|
||||
changeAction(Action.DEATH);
|
||||
} else {
|
||||
changeAction(Action.HIT);
|
||||
}
|
||||
}
|
||||
if (currentAction == Action.DEATH)
|
||||
return;
|
||||
|
||||
health = Math.max(0, health - damage);
|
||||
changeAction(health == 0 ? Action.DEATH : Action.HIT);
|
||||
}
|
||||
|
||||
public Rectangle getHitbox() {
|
||||
@@ -362,21 +235,29 @@ public abstract class Fighter implements Disposable {
|
||||
return health;
|
||||
}
|
||||
|
||||
public int getMaxHealth() {
|
||||
return maxHealth;
|
||||
@Override
|
||||
public void dispose() {
|
||||
if (atlas != null)
|
||||
atlas.dispose();
|
||||
}
|
||||
|
||||
public Action getCurrentAction() {
|
||||
return currentAction;
|
||||
}
|
||||
|
||||
public int getAttackPower() {
|
||||
return attackPower;
|
||||
public float getX() {
|
||||
return hitbox.x;
|
||||
}
|
||||
|
||||
public String getName(){ return ""; }
|
||||
public float getY() {
|
||||
return hitbox.y;
|
||||
}
|
||||
|
||||
@Override
|
||||
public void dispose() {
|
||||
public float getCenterX() {
|
||||
return hitbox.x + hitbox.width / 2;
|
||||
}
|
||||
|
||||
public float getCenterY() {
|
||||
return hitbox.y + hitbox.height / 2;
|
||||
}
|
||||
}
|
||||
|
||||
70
src/main/java/uno/mloluyu/characters/Reimu.java
Normal file
70
src/main/java/uno/mloluyu/characters/Reimu.java
Normal file
@@ -0,0 +1,70 @@
|
||||
package uno.mloluyu.characters;
|
||||
|
||||
import com.badlogic.gdx.Gdx;
|
||||
import com.badlogic.gdx.graphics.g2d.TextureAtlas;
|
||||
|
||||
public class Reimu extends Fighter {
|
||||
public Reimu() {
|
||||
super(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() {
|
||||
// TODO Auto-generated method stub
|
||||
// 加载基础动作动画
|
||||
loadAnimationFromAtlas(Action.IDLE, "other/stand", 9, true);
|
||||
loadAnimationFromAtlas(Action.WALK, "other/walkFront", 9, true);
|
||||
loadAnimationFromAtlas(Action.JUMP, "other/jump", 8, false);
|
||||
loadAnimationFromAtlas(Action.FALL, "other/hitSpin", 5, false);
|
||||
|
||||
// 加载攻击动作动画
|
||||
loadAnimationFromAtlas(Action.ATTACK1, "attackAa/attackAa", 6, false);
|
||||
loadAnimationFromAtlas(Action.ATTACK2, "attackAb/attackAb", 6, false);
|
||||
loadAnimationFromAtlas(Action.ATTACK3, "attackAc/attackAc", 6, false);
|
||||
loadAnimationFromAtlas(Action.ATTACK4, "attackAd/attackAd", 6, false);
|
||||
|
||||
// 加载受击动画
|
||||
loadAnimationFromAtlas(Action.HIT, "hitSpin/hitSpin", 5, false);
|
||||
|
||||
// 设置帧间隔(动作速度)
|
||||
setFrameDuration(Action.IDLE, 0.04f);
|
||||
setFrameDuration(Action.WALK, 0.08f);
|
||||
setFrameDuration(Action.ATTACK1, 0.07f);
|
||||
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;
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user