This commit is contained in:
YHH
2025-06-24 19:34:37 +08:00
parent 68a615bc7b
commit 0f18a1979e
62 changed files with 10606 additions and 2113 deletions

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import { EntitySystem, Entity, Matcher, Time } from '@esengine/ecs-framework';
import { HealthComponent } from '../components/HealthComponent';
/**
* 生命值系统 - 处理生命值相关的逻辑
*
* 展示生命值管理:
* 1. 自动回血
* 2. 无敌状态管理
* 3. 死亡处理
* 4. 事件触发
*/
export class HealthSystem extends EntitySystem {
/** 回血延迟时间(受伤后多久开始回血,毫秒) */
private regenDelay: number = 3000;
constructor() {
// 只处理拥有HealthComponent的实体
super(Matcher.empty().all(HealthComponent));
}
public initialize(): void {
super.initialize();
console.log("HealthSystem 已初始化 - 开始处理生命值逻辑");
}
/**
* 每帧处理:更新生命值相关逻辑
*/
protected process(entities: Entity[]): void {
for (const entity of entities) {
const health = entity.getComponent(HealthComponent);
// 处理无敌状态
this.processInvincibility(health);
// 处理生命值回复
this.processHealthRegeneration(entity, health);
// 检查死亡状态
this.checkDeathStatus(entity, health);
}
}
/**
* 处理无敌状态
*/
private processInvincibility(health: HealthComponent): void {
if (health.invincible && health.invincibleDuration > 0) {
health.invincibleDuration -= Time.deltaTime;
// 无敌时间结束
if (health.invincibleDuration <= 0) {
health.invincible = false;
health.invincibleDuration = 0;
console.log("无敌状态结束");
}
}
}
/**
* 处理生命值回复
*/
private processHealthRegeneration(entity: Entity, health: HealthComponent): void {
// 如果已经满血或者没有回复速度,则不处理
if (health.isFullHealth() || health.regenRate <= 0) {
return;
}
// 检查是否超过了回血延迟时间
const currentTime = Date.now();
if (currentTime - health.lastDamageTime < this.regenDelay) {
return;
}
// 计算回血量
const regenAmount = health.regenRate * Time.deltaTime;
const oldHealth = health.currentHealth;
// 执行回血
health.heal(regenAmount);
// 如果实际回了血,输出日志
if (health.currentHealth > oldHealth) {
console.log(`${entity.name} 回血: ${oldHealth.toFixed(1)} -> ${health.currentHealth.toFixed(1)} (${health.getHealthPercentage() * 100}%)`);
}
}
/**
* 检查死亡状态
*/
private checkDeathStatus(entity: Entity, health: HealthComponent): void {
if (health.isDead()) {
this.handleEntityDeath(entity, health);
}
}
/**
* 处理实体死亡
*/
private handleEntityDeath(entity: Entity, health: HealthComponent): void {
console.log(`💀 ${entity.name} 已死亡!`);
// 触发死亡事件(如果有事件系统)
this.triggerDeathEvent(entity);
// 可以在这里添加死亡效果、掉落物品等逻辑
this.createDeathEffect(entity);
// 标记实体为死亡状态(而不是立即销毁)
// 这样其他系统可以处理死亡相关的逻辑
entity.addComponent(new DeadMarkerComponent());
// 可选:延迟销毁实体
setTimeout(() => {
if (entity && !entity.isDestroyed) {
entity.destroy();
console.log(`${entity.name} 已被销毁`);
}
}, 1000); // 1秒后销毁
}
/**
* 触发死亡事件
*/
private triggerDeathEvent(entity: Entity): void {
// 如果项目中有事件系统,可以在这里发送死亡事件
console.log(`触发死亡事件: ${entity.name}`);
// 示例事件数据
const deathEventData = {
entityId: entity.id,
entityName: entity.name,
deathTime: Date.now(),
position: this.getEntityPosition(entity)
};
// 这里可以调用事件系统发送事件
// eventBus.emit('entity:died', deathEventData);
}
/**
* 创建死亡效果
*/
private createDeathEffect(entity: Entity): void {
console.log(`💥 为 ${entity.name} 创建死亡效果`);
// 在实际游戏中,这里可能会:
// 1. 播放死亡动画
// 2. 播放死亡音效
// 3. 创建粒子效果
// 4. 掉落物品
}
/**
* 获取实体位置(辅助方法)
*/
private getEntityPosition(entity: Entity): { x: number; y: number; z: number } {
// 尝试获取位置组件
const position = entity.getComponent(PositionComponent);
if (position) {
return {
x: position.position.x,
y: position.position.y,
z: position.position.z
};
}
return { x: 0, y: 0, z: 0 };
}
/**
* 公共方法:对实体造成伤害
* 这个方法可以被其他系统调用
*/
public damageEntity(entity: Entity, damage: number, source?: Entity): boolean {
const health = entity.getComponent(HealthComponent);
if (!health || health.invincible) {
return false; // 无生命值组件或处于无敌状态
}
const oldHealth = health.currentHealth;
health.takeDamage(damage);
console.log(`⚔️ ${entity.name} 受到 ${damage} 点伤害: ${oldHealth.toFixed(1)} -> ${health.currentHealth.toFixed(1)}`);
// 如果有伤害来源,可以记录或处理
if (source) {
console.log(`伤害来源: ${source.name}`);
}
return true;
}
/**
* 公共方法:治疗实体
*/
public healEntity(entity: Entity, healAmount: number): boolean {
const health = entity.getComponent(HealthComponent);
if (!health || health.isFullHealth()) {
return false;
}
const oldHealth = health.currentHealth;
health.heal(healAmount);
console.log(`💚 ${entity.name} 恢复 ${healAmount} 点生命值: ${oldHealth.toFixed(1)} -> ${health.currentHealth.toFixed(1)}`);
return true;
}
}
/**
* 死亡标记组件 - 标记已死亡的实体
* 这是一个简单的标记组件,用于标识死亡状态
*/
class DeadMarkerComponent extends Component {
public deathTime: number;
constructor() {
super();
this.deathTime = Date.now();
}
}
// 导入位置组件(用于获取实体位置)
import { PositionComponent } from '../components/PositionComponent';
import { Component } from '@esengine/ecs-framework';

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import { EntitySystem, Entity, Matcher, Time } from '@esengine/ecs-framework';
import { PositionComponent } from '../components/PositionComponent';
import { VelocityComponent } from '../components/VelocityComponent';
/**
* 移动系统 - 处理实体的移动逻辑
*
* EntitySystem示例
* 1. 使用Matcher指定需要的组件Position + Velocity
* 2. 每帧更新所有移动实体的位置
* 3. 展示组件间的协作
*/
export class MovementSystem extends EntitySystem {
constructor() {
// 只处理同时拥有PositionComponent和VelocityComponent的实体
super(Matcher.empty().all(PositionComponent, VelocityComponent));
}
/**
* 每帧执行:更新所有移动实体的位置
*/
protected process(entities: Entity[]): void {
for (const entity of entities) {
const position = entity.getComponent(PositionComponent);
const velocity = entity.getComponent(VelocityComponent);
// 基本移动:位置 = 当前位置 + 速度 * 时间
position.move(
velocity.velocity.x * Time.deltaTime,
velocity.velocity.y * Time.deltaTime,
velocity.velocity.z * Time.deltaTime
);
// 应用阻尼(摩擦力)
velocity.applyDamping(Time.deltaTime);
// 可选:添加边界检查
this.checkBoundaries(position, velocity);
}
}
/**
* 边界检查(可选功能)
* 这个方法演示了如何在系统中实现额外的游戏逻辑
*/
private checkBoundaries(position: PositionComponent, velocity: VelocityComponent) {
const bounds = {
left: -400,
right: 400,
top: 300,
bottom: -300
};
// 检查X轴边界
if (position.position.x < bounds.left) {
position.position.x = bounds.left;
velocity.velocity.x = Math.abs(velocity.velocity.x); // 反弹
} else if (position.position.x > bounds.right) {
position.position.x = bounds.right;
velocity.velocity.x = -Math.abs(velocity.velocity.x); // 反弹
}
// 检查Y轴边界
if (position.position.y < bounds.bottom) {
position.position.y = bounds.bottom;
velocity.velocity.y = Math.abs(velocity.velocity.y); // 反弹
} else if (position.position.y > bounds.top) {
position.position.y = bounds.top;
velocity.velocity.y = -Math.abs(velocity.velocity.y); // 反弹
}
}
/**
* 系统初始化时调用
* 可以在这里设置系统级别的配置
*/
public initialize(): void {
super.initialize();
console.log("MovementSystem 已初始化 - 开始处理实体移动");
}
/**
* 获取系统统计信息(用于调试)
*/
public getStats(): { processedEntities: number; totalMovement: number } {
let totalMovement = 0;
const entities = this.entities;
for (const entity of entities) {
const position = entity.getComponent(PositionComponent);
totalMovement += position.getMovementDistance();
}
return {
processedEntities: entities.length,
totalMovement: totalMovement
};
}
}

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import { EntitySystem, Entity, Matcher } from '@esengine/ecs-framework';
import { PlayerInputComponent } from '../components/PlayerInputComponent';
import { VelocityComponent } from '../components/VelocityComponent';
import { input, Input, EventKeyboard, KeyCode } from 'cc';
/**
* 玩家输入系统 - 处理玩家输入并转换为游戏行为
*
* 展示系统的职责:
* 1. 收集输入事件
* 2. 更新输入组件状态
* 3. 根据输入修改其他组件(如速度)
*/
export class PlayerInputSystem extends EntitySystem {
private moveSpeed: number = 200; // 移动速度
constructor() {
// 只处理拥有PlayerInputComponent的实体
super(Matcher.empty().all(PlayerInputComponent));
}
public initialize(): void {
super.initialize();
console.log("PlayerInputSystem 已初始化 - 开始监听玩家输入");
// 注册键盘事件监听器
this.setupInputListeners();
}
/**
* 设置输入事件监听器
*/
private setupInputListeners(): void {
// 键盘按下事件
input.on(Input.EventType.KEY_DOWN, this.onKeyDown, this);
// 键盘抬起事件
input.on(Input.EventType.KEY_UP, this.onKeyUp, this);
}
/**
* 键盘按下处理
*/
private onKeyDown(event: EventKeyboard): void {
const keyCode = event.keyCode;
const keyName = this.getKeyName(keyCode);
// 更新所有玩家实体的输入状态
for (const entity of this.entities) {
const playerInput = entity.getComponent(PlayerInputComponent);
if (playerInput && playerInput.inputEnabled) {
playerInput.setKey(keyName, true);
}
}
}
/**
* 键盘抬起处理
*/
private onKeyUp(event: EventKeyboard): void {
const keyCode = event.keyCode;
const keyName = this.getKeyName(keyCode);
// 更新所有玩家实体的输入状态
for (const entity of this.entities) {
const playerInput = entity.getComponent(PlayerInputComponent);
if (playerInput && playerInput.inputEnabled) {
playerInput.setKey(keyName, false);
}
}
}
/**
* 每帧处理:根据输入状态更新实体行为
*/
protected process(entities: Entity[]): void {
for (const entity of entities) {
const playerInput = entity.getComponent(PlayerInputComponent);
if (!playerInput || !playerInput.inputEnabled) {
continue;
}
// 处理移动输入
this.processMovementInput(entity, playerInput);
// 处理其他输入(如攻击、跳跃等)
this.processActionInput(entity, playerInput);
}
}
/**
* 处理移动输入
*/
private processMovementInput(entity: Entity, playerInput: PlayerInputComponent): void {
const velocity = entity.getComponent(VelocityComponent);
if (!velocity) return;
// 根据按键状态计算移动方向
let moveX = 0;
let moveY = 0;
if (playerInput.isKeyPressed('A') || playerInput.isKeyPressed('ArrowLeft')) {
moveX -= 1;
}
if (playerInput.isKeyPressed('D') || playerInput.isKeyPressed('ArrowRight')) {
moveX += 1;
}
if (playerInput.isKeyPressed('W') || playerInput.isKeyPressed('ArrowUp')) {
moveY += 1;
}
if (playerInput.isKeyPressed('S') || playerInput.isKeyPressed('ArrowDown')) {
moveY -= 1;
}
// 更新输入组件的移动方向
playerInput.setMoveDirection(moveX, moveY);
// 将输入转换为速度
const normalizedDirection = playerInput.getNormalizedMoveDirection();
velocity.setVelocity(
normalizedDirection.x * this.moveSpeed * playerInput.sensitivity,
normalizedDirection.y * this.moveSpeed * playerInput.sensitivity,
0
);
}
/**
* 处理动作输入(攻击、技能等)
*/
private processActionInput(entity: Entity, playerInput: PlayerInputComponent): void {
// 空格键 - 跳跃或攻击
if (playerInput.isKeyPressed('Space')) {
console.log(`玩家 ${entity.name} 执行动作:攻击/跳跃`);
// 这里可以触发攻击组件或添加跳跃效果
}
// ESC键 - 暂停游戏
if (playerInput.isKeyPressed('Escape')) {
console.log("玩家请求暂停游戏");
// 可以发送暂停事件给游戏管理系统
}
}
/**
* 将键码转换为字符串
*/
private getKeyName(keyCode: KeyCode): string {
const keyMap: { [key: number]: string } = {
[KeyCode.KEY_A]: 'A',
[KeyCode.KEY_D]: 'D',
[KeyCode.KEY_S]: 'S',
[KeyCode.KEY_W]: 'W',
[KeyCode.ARROW_LEFT]: 'ArrowLeft',
[KeyCode.ARROW_RIGHT]: 'ArrowRight',
[KeyCode.ARROW_UP]: 'ArrowUp',
[KeyCode.ARROW_DOWN]: 'ArrowDown',
[KeyCode.SPACE]: 'Space',
[KeyCode.ESCAPE]: 'Escape'
};
return keyMap[keyCode] || `Key_${keyCode}`;
}
/**
* 系统清理
*/
public onDestroy(): void {
// 移除事件监听器
input.off(Input.EventType.KEY_DOWN, this.onKeyDown, this);
input.off(Input.EventType.KEY_UP, this.onKeyUp, this);
console.log("PlayerInputSystem 已清理");
}
}

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