734 lines
21 KiB
Markdown
734 lines
21 KiB
Markdown
# 场景管理完整指南
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场景(Scene)是ECS框架中管理游戏对象和系统的核心容器。本指南将详细介绍如何有效地使用场景来构建和管理你的游戏。
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## 场景基础概念
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### 什么是场景?
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场景是一个完整的游戏世界容器,它包含:
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- 🎮 **实体集合** - 所有游戏对象
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- ⚙️ **系统集合** - 处理游戏逻辑的系统
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- 📊 **事件系统** - 场景内的事件通信
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- 🔍 **查询系统** - 高效的实体查询
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- 📈 **性能监控** - 场景级别的性能统计
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```typescript
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import { Scene, Core } from '@esengine/ecs-framework';
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// 创建场景
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const gameScene = new Scene();
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// 设置为当前活动场景
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Core.scene = gameScene;
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```
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### 场景的生命周期
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```typescript
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class GameScene extends Scene {
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// 场景开始时调用
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onStart() {
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console.log("场景开始");
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this.initializeScene();
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}
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// 场景更新时调用(每帧)
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update() {
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super.update(); // 调用父类更新
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// 自定义更新逻辑
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this.updateGameLogic();
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}
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// 场景结束时调用
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onDestroy() {
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console.log("场景结束");
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this.cleanup();
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super.onDestroy();
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}
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}
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```
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## 基础场景操作
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### 1. 创建和配置场景
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```typescript
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class MenuScene extends Scene {
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private backgroundMusic: AudioClip;
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onStart() {
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this.setupUI();
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this.setupSystems();
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this.setupInput();
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this.playBackgroundMusic();
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}
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private setupUI() {
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// 创建菜单UI实体
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const titleEntity = this.createEntity("Title");
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titleEntity.addComponent(new TextComponent("我的游戏", 48));
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titleEntity.addComponent(new PositionComponent(400, 100));
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const startButton = this.createEntity("StartButton");
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startButton.addComponent(new ButtonComponent("开始游戏"));
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startButton.addComponent(new PositionComponent(400, 300));
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const settingsButton = this.createEntity("SettingsButton");
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settingsButton.addComponent(new ButtonComponent("设置"));
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settingsButton.addComponent(new PositionComponent(400, 400));
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const exitButton = this.createEntity("ExitButton");
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exitButton.addComponent(new ButtonComponent("退出"));
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exitButton.addComponent(new PositionComponent(400, 500));
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}
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private setupSystems() {
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// 添加UI相关系统
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this.addEntityProcessor(new UIRenderSystem());
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this.addEntityProcessor(new ButtonClickSystem());
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this.addEntityProcessor(new MenuTransitionSystem());
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}
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private setupInput() {
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// 监听按钮点击事件
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this.eventBus.on('button:clicked', this.onButtonClicked, this);
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}
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private onButtonClicked(data: { buttonName: string }) {
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switch (data.buttonName) {
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case "开始游戏":
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this.transitionToGame();
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break;
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case "设置":
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this.showSettings();
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break;
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case "退出":
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this.exitGame();
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break;
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}
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}
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private transitionToGame() {
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// 切换到游戏场景
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const gameScene = new GameScene();
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Core.scene = gameScene;
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}
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}
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```
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### 2. 游戏主场景
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```typescript
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class GameScene extends Scene {
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private player: Entity;
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private enemySpawner: Entity;
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private ui: Entity;
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onStart() {
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this.setupWorld();
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this.setupPlayer();
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this.setupEnemies();
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this.setupSystems();
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this.setupUI();
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}
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private setupWorld() {
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// 创建背景
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const background = this.createEntity("Background");
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background.addComponent(new SpriteComponent("background.png"));
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background.addComponent(new PositionComponent(0, 0));
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// 创建边界
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this.createWorldBounds();
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}
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private setupPlayer() {
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this.player = this.createEntity("Player");
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this.player.addComponent(new PositionComponent(400, 300));
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this.player.addComponent(new VelocityComponent());
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this.player.addComponent(new HealthComponent(100));
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this.player.addComponent(new SpriteComponent("player.png"));
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this.player.addComponent(new PlayerInputComponent());
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this.player.addComponent(new WeaponComponent());
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this.player.tag = EntityTags.PLAYER;
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}
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private setupEnemies() {
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this.enemySpawner = this.createEntity("EnemySpawner");
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this.enemySpawner.addComponent(new SpawnerComponent());
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this.enemySpawner.addComponent(new PositionComponent(0, 0));
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}
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private setupSystems() {
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// 输入系统
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this.addEntityProcessor(new PlayerInputSystem()).updateOrder = 0;
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// 游戏逻辑系统
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this.addEntityProcessor(new MovementSystem()).updateOrder = 10;
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this.addEntityProcessor(new AISystem()).updateOrder = 15;
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this.addEntityProcessor(new WeaponSystem()).updateOrder = 20;
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this.addEntityProcessor(new CollisionSystem()).updateOrder = 30;
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this.addEntityProcessor(new HealthSystem()).updateOrder = 40;
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// 生成和清理系统
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this.addEntityProcessor(new EnemySpawnSystem()).updateOrder = 50;
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this.addEntityProcessor(new EntityCleanupSystem()).updateOrder = 60;
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// 渲染系统
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this.addEntityProcessor(new RenderSystem()).updateOrder = 100;
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this.addEntityProcessor(new UIRenderSystem()).updateOrder = 110;
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// 特效和音频系统
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this.addEntityProcessor(new ParticleSystem()).updateOrder = 120;
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this.addEntityProcessor(new AudioSystem()).updateOrder = 130;
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}
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private setupUI() {
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this.ui = this.createEntity("GameUI");
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this.ui.addComponent(new HealthBarComponent());
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this.ui.addComponent(new ScoreDisplayComponent());
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this.ui.addComponent(new AmmoDisplayComponent());
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}
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private createWorldBounds() {
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// 创建世界边界,防止实体跑出屏幕
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const bounds = [
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{ x: 0, y: 0, width: 10, height: 600 }, // 左边界
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{ x: 790, y: 0, width: 10, height: 600 }, // 右边界
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{ x: 0, y: 0, width: 800, height: 10 }, // 上边界
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{ x: 0, y: 590, width: 800, height: 10 } // 下边界
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];
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bounds.forEach((bound, index) => {
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const wall = this.createEntity(`Wall_${index}`);
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wall.addComponent(new PositionComponent(bound.x, bound.y));
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wall.addComponent(new ColliderComponent(bound.width, bound.height));
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wall.addComponent(new WallComponent());
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wall.tag = EntityTags.WALL;
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});
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}
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}
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```
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## 场景切换和管理
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### 1. 场景管理器
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> **注意:** 以下的 SceneManager、TransitionManager 等是自定义的场景管理类示例,不是ECS框架提供的内置API。你可以基于这些示例实现自己的场景管理系统。
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```typescript
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enum SceneType {
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MENU = "menu",
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GAME = "game",
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PAUSE = "pause",
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GAME_OVER = "game_over",
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SETTINGS = "settings"
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}
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// 自定义场景管理器(示例实现)
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class SceneManager {
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private static instance: SceneManager;
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private currentScene: Scene | null = null;
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private previousScene: Scene | null = null;
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private sceneHistory: Scene[] = [];
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static getInstance(): SceneManager {
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if (!this.instance) {
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this.instance = new SceneManager();
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}
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return this.instance;
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}
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switchToScene(sceneType: SceneType, data?: any) {
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// 保存当前场景到历史
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if (this.currentScene) {
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this.previousScene = this.currentScene;
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this.sceneHistory.push(this.currentScene);
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this.currentScene.onDestroy();
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}
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// 创建新场景
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this.currentScene = this.createScene(sceneType, data);
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Core.scene = this.currentScene;
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console.log(`切换到场景: ${sceneType}`);
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}
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goBack(): boolean {
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if (this.sceneHistory.length > 0) {
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const previousScene = this.sceneHistory.pop()!;
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if (this.currentScene) {
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this.currentScene.onDestroy();
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}
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this.currentScene = previousScene;
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Core.scene = this.currentScene;
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return true;
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}
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return false;
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}
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pushScene(sceneType: SceneType, data?: any) {
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// 暂停当前场景,不销毁
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if (this.currentScene) {
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this.previousScene = this.currentScene;
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this.sceneHistory.push(this.currentScene);
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this.pauseScene(this.currentScene);
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}
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this.currentScene = this.createScene(sceneType, data);
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Core.scene = this.currentScene;
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}
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popScene() {
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if (this.sceneHistory.length > 0) {
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if (this.currentScene) {
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this.currentScene.onDestroy();
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}
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this.currentScene = this.sceneHistory.pop()!;
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this.resumeScene(this.currentScene);
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Core.scene = this.currentScene;
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}
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}
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private createScene(sceneType: SceneType, data?: any): Scene {
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switch (sceneType) {
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case SceneType.MENU:
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return new MenuScene();
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case SceneType.GAME:
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return new GameScene(data);
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case SceneType.PAUSE:
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return new PauseScene();
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case SceneType.GAME_OVER:
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return new GameOverScene(data);
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case SceneType.SETTINGS:
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return new SettingsScene();
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default:
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throw new Error(`Unknown scene type: ${sceneType}`);
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}
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}
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private pauseScene(scene: Scene) {
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// 暂停场景的所有系统
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scene.systems.forEach(system => {
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system.enabled = false;
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});
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}
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private resumeScene(scene: Scene) {
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// 恢复场景的所有系统
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scene.systems.forEach(system => {
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system.enabled = true;
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});
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}
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}
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// 使用场景管理器
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const sceneManager = SceneManager.getInstance();
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// 切换场景
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sceneManager.switchToScene(SceneType.MENU);
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// 推入场景(用于暂停菜单等)
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sceneManager.pushScene(SceneType.PAUSE);
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// 弹出场景(返回游戏)
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sceneManager.popScene();
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```
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### 2. 场景转场效果
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```typescript
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class TransitionManager {
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private isTransitioning: boolean = false;
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async fadeTransition(fromScene: Scene, toScene: Scene, duration: number = 1.0) {
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if (this.isTransitioning) return;
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this.isTransitioning = true;
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// 创建转场覆盖层
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const overlay = this.createFadeOverlay();
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// 淡出当前场景
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await this.fadeOut(overlay, duration / 2);
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// 切换场景
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fromScene.onDestroy();
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Core.scene = toScene;
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// 淡入新场景
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await this.fadeIn(overlay, duration / 2);
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// 清理覆盖层
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overlay.destroy();
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this.isTransitioning = false;
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}
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async slideTransition(fromScene: Scene, toScene: Scene, direction: 'left' | 'right' | 'up' | 'down') {
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if (this.isTransitioning) return;
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this.isTransitioning = true;
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// 实现滑动转场效果
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const slideDistance = this.getSlideDistance(direction);
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// 移动当前场景
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await this.slideScene(fromScene, slideDistance);
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// 切换场景
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fromScene.onDestroy();
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Core.scene = toScene;
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// 从相反方向滑入新场景
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await this.slideScene(toScene, -slideDistance);
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this.isTransitioning = false;
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}
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private createFadeOverlay(): Entity {
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const overlay = Core.scene.createEntity("TransitionOverlay");
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overlay.addComponent(new SpriteComponent("black_pixel.png"));
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overlay.addComponent(new PositionComponent(0, 0));
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const sprite = overlay.getComponent(SpriteComponent);
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sprite.width = 800;
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sprite.height = 600;
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sprite.alpha = 0;
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return overlay;
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}
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}
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```
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## 场景数据管理
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### 1. 场景间数据传递
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```typescript
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interface GameData {
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score: number;
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level: number;
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playerName: string;
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difficulty: string;
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}
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class GameScene extends Scene {
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private gameData: GameData;
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constructor(data?: GameData) {
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super();
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this.gameData = data || {
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score: 0,
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level: 1,
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playerName: "Player",
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difficulty: "normal"
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};
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}
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onStart() {
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super.onStart();
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// 根据传入数据配置场景
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this.setupPlayerWithData();
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this.setupLevelWithDifficulty();
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}
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private setupPlayerWithData() {
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const player = this.createEntity("Player");
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player.addComponent(new NameComponent(this.gameData.playerName));
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player.addComponent(new ScoreComponent(this.gameData.score));
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// ... 其他组件
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}
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private setupLevelWithDifficulty() {
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const difficultySettings = {
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easy: { enemySpawnRate: 2.0, enemyHealth: 50 },
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normal: { enemySpawnRate: 1.5, enemyHealth: 75 },
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hard: { enemySpawnRate: 1.0, enemyHealth: 100 }
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};
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const settings = difficultySettings[this.gameData.difficulty];
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const spawner = this.createEntity("EnemySpawner");
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const spawnerComp = new SpawnerComponent();
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spawnerComp.spawnInterval = settings.enemySpawnRate;
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spawnerComp.enemyHealth = settings.enemyHealth;
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spawner.addComponent(spawnerComp);
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}
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// 游戏结束时传递数据到下一个场景
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gameOver() {
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const finalScore = this.getPlayerScore();
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const sceneManager = SceneManager.getInstance();
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sceneManager.switchToScene(SceneType.GAME_OVER, {
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score: finalScore,
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level: this.gameData.level,
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playerName: this.gameData.playerName
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});
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}
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}
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class GameOverScene extends Scene {
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constructor(private gameData: GameData) {
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super();
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}
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onStart() {
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this.displayResults();
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this.setupRestartButton();
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}
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private displayResults() {
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const scoreText = this.createEntity("ScoreText");
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scoreText.addComponent(new TextComponent(`最终分数: ${this.gameData.score}`));
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scoreText.addComponent(new PositionComponent(400, 200));
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const levelText = this.createEntity("LevelText");
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levelText.addComponent(new TextComponent(`到达关卡: ${this.gameData.level}`));
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levelText.addComponent(new PositionComponent(400, 250));
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}
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}
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```
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### 2. 持久化数据管理
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||
```typescript
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class SaveManager {
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private static SAVE_KEY = "game_save_data";
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static saveScene(scene: Scene): void {
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const saveData = {
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playerData: this.extractPlayerData(scene),
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sceneState: this.extractSceneState(scene),
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timestamp: Date.now()
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};
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localStorage.setItem(this.SAVE_KEY, JSON.stringify(saveData));
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console.log("游戏已保存");
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}
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static loadScene(): Scene | null {
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const saveDataStr = localStorage.getItem(this.SAVE_KEY);
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if (!saveDataStr) return null;
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try {
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const saveData = JSON.parse(saveDataStr);
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return this.recreateScene(saveData);
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} catch (error) {
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||
console.error("读取存档失败:", error);
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return null;
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||
}
|
||
}
|
||
|
||
private static extractPlayerData(scene: Scene): any {
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const player = scene.findEntitiesWithTag(EntityTags.PLAYER)[0];
|
||
if (!player) return null;
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||
|
||
return {
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position: player.getComponent(PositionComponent),
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health: player.getComponent(HealthComponent),
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inventory: player.getComponent(InventoryComponent)?.getItems(),
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score: player.getComponent(ScoreComponent)?.score
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||
};
|
||
}
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private static extractSceneState(scene: Scene): any {
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return {
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enemies: this.extractEnemiesData(scene),
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||
items: this.extractItemsData(scene),
|
||
level: this.getCurrentLevel(scene)
|
||
};
|
||
}
|
||
|
||
private static recreateScene(saveData: any): Scene {
|
||
const scene = new GameScene();
|
||
|
||
// 重建玩家
|
||
this.recreatePlayer(scene, saveData.playerData);
|
||
|
||
// 重建场景状态
|
||
this.recreateSceneState(scene, saveData.sceneState);
|
||
|
||
return scene;
|
||
}
|
||
}
|
||
|
||
// 自动保存系统
|
||
class AutoSaveSystem extends IntervalSystem {
|
||
constructor() {
|
||
super(30.0); // 每30秒自动保存
|
||
}
|
||
|
||
processSystem() {
|
||
SaveManager.saveScene(this.scene);
|
||
}
|
||
}
|
||
```
|
||
|
||
## 场景性能优化
|
||
|
||
### 1. 实体管理优化
|
||
|
||
```typescript
|
||
class OptimizedScene extends Scene {
|
||
private activeEntities: Set<Entity> = new Set();
|
||
private inactiveEntities: Set<Entity> = new Set();
|
||
|
||
createEntity(name?: string): Entity {
|
||
const entity = super.createEntity(name);
|
||
this.activeEntities.add(entity);
|
||
return entity;
|
||
}
|
||
|
||
destroyEntity(entity: Entity) {
|
||
this.activeEntities.delete(entity);
|
||
super.destroyEntity(entity);
|
||
}
|
||
|
||
// 暂时禁用实体而不销毁
|
||
deactivateEntity(entity: Entity) {
|
||
if (this.activeEntities.has(entity)) {
|
||
this.activeEntities.delete(entity);
|
||
this.inactiveEntities.add(entity);
|
||
entity.enabled = false;
|
||
}
|
||
}
|
||
|
||
// 重新激活实体
|
||
activateEntity(entity: Entity) {
|
||
if (this.inactiveEntities.has(entity)) {
|
||
this.inactiveEntities.delete(entity);
|
||
this.activeEntities.add(entity);
|
||
entity.enabled = true;
|
||
}
|
||
}
|
||
|
||
// 只更新活跃实体
|
||
update() {
|
||
for (const entity of this.activeEntities) {
|
||
if (entity.enabled) {
|
||
entity.update();
|
||
}
|
||
}
|
||
|
||
this.updateEntitySystems();
|
||
}
|
||
|
||
// 批量操作
|
||
deactivateAllEnemies() {
|
||
const enemies = this.findEntitiesWithTag(EntityTags.ENEMY);
|
||
enemies.forEach(enemy => this.deactivateEntity(enemy));
|
||
}
|
||
|
||
activateAllEnemies() {
|
||
const enemies = Array.from(this.inactiveEntities)
|
||
.filter(entity => entity.hasTag(EntityTags.ENEMY));
|
||
enemies.forEach(enemy => this.activateEntity(enemy));
|
||
}
|
||
}
|
||
```
|
||
|
||
### 2. 系统性能监控
|
||
|
||
```typescript
|
||
class PerformanceMonitoredScene extends Scene {
|
||
private systemPerformance: Map<string, number[]> = new Map();
|
||
|
||
addEntityProcessor<T extends EntitySystem>(system: T): T {
|
||
const wrappedSystem = this.wrapSystemWithMonitoring(system);
|
||
return super.addEntityProcessor(wrappedSystem);
|
||
}
|
||
|
||
private wrapSystemWithMonitoring<T extends EntitySystem>(system: T): T {
|
||
const originalUpdate = system.update.bind(system);
|
||
const systemName = system.constructor.name;
|
||
|
||
system.update = () => {
|
||
const startTime = performance.now();
|
||
originalUpdate();
|
||
const endTime = performance.now();
|
||
|
||
this.recordSystemPerformance(systemName, endTime - startTime);
|
||
};
|
||
|
||
return system;
|
||
}
|
||
|
||
private recordSystemPerformance(systemName: string, duration: number) {
|
||
if (!this.systemPerformance.has(systemName)) {
|
||
this.systemPerformance.set(systemName, []);
|
||
}
|
||
|
||
const records = this.systemPerformance.get(systemName)!;
|
||
records.push(duration);
|
||
|
||
// 只保留最近100次记录
|
||
if (records.length > 100) {
|
||
records.shift();
|
||
}
|
||
}
|
||
|
||
getPerformanceReport(): any {
|
||
const report = {};
|
||
|
||
this.systemPerformance.forEach((durations, systemName) => {
|
||
const avgDuration = durations.reduce((a, b) => a + b, 0) / durations.length;
|
||
const maxDuration = Math.max(...durations);
|
||
const minDuration = Math.min(...durations);
|
||
|
||
report[systemName] = {
|
||
average: avgDuration.toFixed(2) + 'ms',
|
||
max: maxDuration.toFixed(2) + 'ms',
|
||
min: minDuration.toFixed(2) + 'ms',
|
||
samples: durations.length
|
||
};
|
||
});
|
||
|
||
return report;
|
||
}
|
||
|
||
// 定期输出性能报告
|
||
private performanceReportTimer() {
|
||
Core.schedule(5.0, true, this, () => {
|
||
console.table(this.getPerformanceReport());
|
||
});
|
||
}
|
||
}
|
||
```
|
||
|
||
## 常见问题和最佳实践
|
||
|
||
### Q: 何时创建新场景?
|
||
|
||
A:
|
||
- 游戏的不同阶段(菜单、游戏、设置)
|
||
- 不同的关卡
|
||
- 需要完全不同系统配置的情况
|
||
- 需要清理大量实体时
|
||
|
||
### Q: 场景切换时如何保持数据?
|
||
|
||
A:
|
||
1. 使用场景构造函数传递数据
|
||
2. 使用全局数据管理器
|
||
3. 使用本地存储进行持久化
|
||
|
||
### Q: 如何优化场景性能?
|
||
|
||
A:
|
||
1. 合理使用实体的启用/禁用
|
||
2. 监控系统性能
|
||
3. 批量操作实体
|
||
4. 使用对象池减少垃圾回收
|
||
|
||
### Q: 多个场景可以同时存在吗?
|
||
|
||
A: 框架同时只支持一个活跃场景,但可以通过场景栈实现多场景管理(如暂停菜单)。
|
||
|
||
通过合理使用场景系统,你可以构建出结构清晰、性能优良的游戏架构! |