新增FighterController并更新角色类:

引入FighterController类来管理战斗角色动作

更新Alice、Fighter及Fighter$Action类的新实现

修改GameCore和Launcher类以集成最新变更
This commit is contained in:
2025-09-22 09:22:59 +08:00
parent 87cfe5aed6
commit 78cf5ffb1b
39 changed files with 2493 additions and 3382 deletions

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@@ -0,0 +1,115 @@
package uno.mloluyu.FighterController;
import com.badlogic.gdx.Input;
import com.badlogic.gdx.InputAdapter;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.utils.Array;
import uno.mloluyu.characters.Fighter;
public class FighterController extends InputAdapter {
private final Fighter fighter;
private final Array<Integer> pressedKeys = new Array<>();
// 输入缓冲时间(防止按键重复触发)
private static final float INPUT_BUFFER = 0.2f;
private float attackBufferTimer = 0;
private float jumpBufferTimer = 0;
public FighterController(Fighter fighter) {
this.fighter = fighter;
}
/**
* 更新角色状态和输入缓冲
*/
public void update(float deltaTime) {
// 更新输入缓冲计时器
if (attackBufferTimer > 0) attackBufferTimer -= deltaTime;
if (jumpBufferTimer > 0) jumpBufferTimer -= deltaTime;
// 处理移动输入
handleMovementInput(deltaTime);
}
/**
* 处理移动输入
*/
private void handleMovementInput(float deltaTime) {
float moveX = 0;
// 检查按键状态
if (isKeyPressed(Input.Keys.RIGHT) || isKeyPressed(Input.Keys.D)) {
moveX += 1;
}
if (isKeyPressed(Input.Keys.LEFT) || isKeyPressed(Input.Keys.A)) {
moveX -= 1;
}
// 调用角色移动方法
fighter.move(moveX, deltaTime);
}
/**
* 处理按键按下事件
*/
@Override
public boolean keyDown(int keycode) {
if (!pressedKeys.contains(keycode, false)) {
pressedKeys.add(keycode);
}
// 攻击按键
if ((keycode == Input.Keys.Z || keycode == Input.Keys.J) && attackBufferTimer <= 0) {
fighter.attack(1); // 普通攻击
attackBufferTimer = INPUT_BUFFER;
return true;
}
// 特殊攻击
if ((keycode == Input.Keys.X || keycode == Input.Keys.K) && attackBufferTimer <= 0) {
fighter.attack(4); // 特殊攻击1
attackBufferTimer = INPUT_BUFFER;
return true;
}
// 跳跃
if ((keycode == Input.Keys.SPACE || keycode == Input.Keys.W || keycode == Input.Keys.UP) && jumpBufferTimer <= 0) {
// 这里假设你已经实现了跳跃方法
// fighter.jump();
jumpBufferTimer = INPUT_BUFFER;
return true;
}
return false;
}
/**
* 处理按键释放事件
*/
@Override
public boolean keyUp(int keycode) {
pressedKeys.removeValue(keycode, false);
return false;
}
/**
* 检查按键是否被按下
*/
private boolean isKeyPressed(int keycode) {
return pressedKeys.contains(keycode, false);
}
/**
* 绘制角色
*/
public void render(SpriteBatch batch) {
fighter.render(batch);
}
/**
* 获取控制的角色
*/
public Fighter getFighter() {
return fighter;
}
}

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@@ -1,18 +1,21 @@
package uno.mloluyu.characters;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.g2d.TextureAtlas;
/**
* 角色类继承自Fighter父类
*/
public class Alice extends Fighter {
private TextureAtlas atlas;
public Alice(TextureAtlas atlas) {
super(atlas);
public Alice() {
super(new TextureAtlas(Gdx.files.internal("src\\main\\resources\\character\\alice\\精灵1.2.atlas")));
speed = 350f; // 速度更快
maxHealth = 90; // 生命值较低
health = maxHealth;
attackPower = 12; // 攻击力中等
attackPower = 12; // 攻击力中等\
}
@Override
@@ -29,6 +32,7 @@ public class Alice extends Fighter {
loadAnimationFromAtlas(Action.HIT, "hitSpin/hitSpin", 5, false);
// 为特定动作设置帧间隔
setFrameDuration(Action.IDLE, 0.04f);
setFrameDuration(Action.WALK, 0.08f); // 行走更快
setFrameDuration(Action.ATTACK1, 0.07f); // 攻击更快
setFrameDuration(Action.SPECIAL2, 0.06f); // 特殊技能2非常快

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@@ -1,6 +1,8 @@
package uno.mloluyu.characters;
import uno.mloluyu.util.SimpleFormatter;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.g2d.Animation;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.graphics.g2d.TextureAtlas;
@@ -13,7 +15,6 @@ import com.badlogic.gdx.utils.Disposable;
* 格斗角色父类,封装所有角色共有的动画和状态管理逻辑
*/
public abstract class Fighter implements Disposable {
// 动作类型枚举 - 所有角色共用的基础动作
public enum Action {
IDLE, WALK, JUMP, FALL,
ATTACK1, ATTACK2, ATTACK3, ATTACK4,
@@ -22,7 +23,7 @@ public abstract class Fighter implements Disposable {
DEATH
}
// 画帧间隔(秒)
// 画帧间隔(秒)
protected static final float DEFAULT_FRAME_DURATION = 0.1f;
protected float[] frameDurations;
@@ -47,38 +48,35 @@ public abstract class Fighter implements Disposable {
// 精灵图表
protected TextureAtlas atlas;
// 缩放比例
protected float scaleX = 3.0f;
protected float scaleY = 3.0f;
@SuppressWarnings("unchecked")
public Fighter(TextureAtlas atlas) {
this.atlas = atlas;
int actionCount = Action.values().length;
// 初始化动画数组和帧间隔数组
animations = new Animation[actionCount];
frameDurations = new float[actionCount];
// 设置默认帧间隔
for (int i = 0; i < actionCount; i++) {
frameDurations[i] = DEFAULT_FRAME_DURATION;
}
// 初始化碰撞框
hitbox = new Rectangle(0, 0, 64, 128);
attackbox = new Rectangle(0, 0, 80, 80);
// 初始化默认属性(子类可以重写)
speed = 300f;
maxHealth = 100;
health = maxHealth;
attackPower = 10;
// 初始状态
isFacingRight = true;
currentAction = Action.IDLE;
stateTime = 0;
isAnimationFinished = false;
// 加载动画(由子类实现具体的动画帧)
loadAnimations();
}
@@ -97,25 +95,33 @@ public abstract class Fighter implements Disposable {
*/
protected void loadAnimationFromAtlas(Action action, String regionPrefix,
int frameCount, boolean loop) {
if (atlas == null) {
throw new IllegalStateException("TextureAtlas 未初始化!");
}
if (frameCount <= 0) {
throw new IllegalArgumentException("帧数必须大于0: " + frameCount);
}
if (frameDurations == null || frameDurations.length <= action.ordinal()) {
throw new IllegalStateException("frameDurations 未初始化或大小不足");
}
Array<TextureRegion> frames = new Array<>();
// 从精灵图表中获取所有帧
for (int i = 0; i < frameCount; i++) {
// 生成带三位前导零的序号000, 001, 002...
String formattedIndex = SimpleFormatter.addLeadingZeros(i, 3);
// 拼接完整的区域名称(如"stand/stand" + "000" → "stand/stand000"
String regionName = regionPrefix + formattedIndex;
TextureRegion region = atlas.findRegion(regionName);
if (region == null) {
throw new IllegalArgumentException("精灵图表中未找到区域: " + regionName);
throw new IllegalArgumentException("精灵图表中未找到区域: " + regionName +
" (前缀: " + regionPrefix + ", 索引: " + i + ")");
}
frames.add(region);
}
// 创建动画
Animation<TextureRegion> animation = new Animation<>(
frameDurations[action.ordinal()],
frames);
@@ -129,7 +135,6 @@ public abstract class Fighter implements Disposable {
protected void setFrameDuration(Action action, float duration) {
frameDurations[action.ordinal()] = duration;
// 如果动画已加载,更新它
if (animations[action.ordinal()] != null) {
animations[action.ordinal()].setFrameDuration(duration);
}
@@ -142,10 +147,8 @@ public abstract class Fighter implements Disposable {
stateTime += deltaTime;
isAnimationFinished = animations[currentAction.ordinal()].isAnimationFinished(stateTime);
// 处理动画完成后的状态转换
handleAnimationTransitions();
// 更新碰撞框位置
updateHitboxes();
}
@@ -155,7 +158,6 @@ public abstract class Fighter implements Disposable {
protected void handleAnimationTransitions() {
Animation<TextureRegion> currentAnim = animations[currentAction.ordinal()];
// 检查非循环动画是否已完成
if (currentAnim.getPlayMode() != Animation.PlayMode.LOOP && isAnimationFinished) {
switch (currentAction) {
case ATTACK1:
@@ -163,18 +165,14 @@ public abstract class Fighter implements Disposable {
case ATTACK3:
case SPECIAL1:
case SPECIAL2:
// 攻击动作完成后回到 idle
changeAction(Action.IDLE);
break;
case HIT:
// 受击后回到 idle
changeAction(Action.IDLE);
break;
case JUMP:
// 跳跃后进入下落状态
changeAction(Action.FALL);
break;
// 其他默认转换逻辑
}
}
}
@@ -183,18 +181,45 @@ public abstract class Fighter implements Disposable {
* 绘制角色
*/
public void render(SpriteBatch batch) {
TextureRegion currentFrame = animations[currentAction.ordinal()].getKeyFrame(stateTime, true);
Animation<TextureRegion> currentAnimation = animations[currentAction.ordinal()];
if (currentAnimation == null) {
Gdx.app.error("Fighter", "动画未初始化: " + currentAction);
return;
}
boolean loop = currentAnimation.getPlayMode() == Animation.PlayMode.LOOP;
TextureRegion currentFrame = currentAnimation.getKeyFrame(stateTime, loop);
if (currentFrame == null) {
Gdx.app.error("Fighter", "动画帧为空: " + currentAction);
return;
}
// 绘制角色,考虑方向翻转
float x = hitbox.x;
float y = hitbox.y;
float width = hitbox.width;
float height = hitbox.height;
if (isFacingRight) {
batch.draw(currentFrame, x, y, width, height);
// 正向绘制并应用缩放
batch.draw(
currentFrame,
x, y, // 位置
width / 2, height / 2, // 缩放原点(中心)
width, height, // 宽高
scaleX, scaleY, // 缩放比例
0 // 旋转角度
);
} else {
batch.draw(currentFrame, x + width, y, -width, height);
// 翻转绘制并应用缩放
batch.draw(
currentFrame,
x, y, // 位置
width / 2, height / 2, // 缩放原点(中心)
width, height, // 宽高
-scaleX, scaleY, // X轴翻转并应用缩放
0 // 旋转角度
);
}
}
@@ -202,12 +227,10 @@ public abstract class Fighter implements Disposable {
* 改变角色动作
*/
public boolean changeAction(Action newAction) {
// 某些动作不能被打断
if (isActionUninterruptible(currentAction)) {
return false;
}
// 如果是新动作,重置状态时间
if (currentAction != newAction) {
currentAction = newAction;
stateTime = 0;
@@ -228,7 +251,6 @@ public abstract class Fighter implements Disposable {
* 更新碰撞框位置
*/
protected void updateHitboxes() {
// 根据角色朝向更新攻击框位置
if (isFacingRight) {
attackbox.setPosition(hitbox.x + hitbox.width - 10, hitbox.y + 20);
} else {
@@ -241,16 +263,12 @@ public abstract class Fighter implements Disposable {
*/
public void move(float x, float deltaTime) {
if (x != 0) {
// 改变朝向
isFacingRight = x > 0;
// 移动位置
hitbox.x += x * speed * deltaTime;
// 处理移动状态转换
handleMoveState();
} else if (currentAction == Action.WALK) {
// 如果停止移动且当前是行走状态,切换到 idle
changeAction(Action.IDLE);
}
}
@@ -259,7 +277,6 @@ public abstract class Fighter implements Disposable {
* 处理移动状态转换,子类可重写
*/
protected void handleMoveState() {
// 如果不是攻击或特殊动作,切换到行走动画
if (currentAction != Action.ATTACK1 && currentAction != Action.ATTACK2 &&
currentAction != Action.ATTACK3 && currentAction != Action.SPECIAL1 &&
currentAction != Action.SPECIAL2 && currentAction != Action.JUMP &&
@@ -272,7 +289,6 @@ public abstract class Fighter implements Disposable {
* 执行攻击
*/
public boolean attack(int attackType) {
// 只能在允许攻击的状态下攻击
if (!canAttack()) {
return false;
}

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@@ -3,24 +3,20 @@ package uno.mloluyu.desktop;
import com.badlogic.gdx.ApplicationListener;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.graphics.g2d.TextureAtlas;
import uno.mloluyu.characters.Alice;
public class GameCore implements ApplicationListener {
private SpriteBatch batch;
private TextureAtlas atlas;
private Alice alice1;
@Override
public void create() {
batch = new SpriteBatch();
atlas = new TextureAtlas(Gdx.files.internal("src\\main\\resources\\character\\alice\\alice.atlas"));
alice1= new Alice(atlas);
alice1= new Alice();
}
@Override

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@@ -9,7 +9,7 @@ public class Launcher {
public static void main(String[] args) {
Lwjgl3ApplicationConfiguration configuration = new Lwjgl3ApplicationConfiguration();
configuration.setTitle("Test Game");
configuration.setWindowedMode(1200, 800);
configuration.setWindowedMode(2600,1600);
configuration.setForegroundFPS(60);
configuration.useVsync(true);
new Lwjgl3Application(new GameCore(), configuration);

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