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小球位置

181404010226 6 months ago
parent
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+ 105 - 1
assets/scripts/BallController.ts

@@ -136,7 +136,7 @@ export class BallController extends Component {
             this.node.addChild(this.activeBall);
         }
 
-        // 随机位置(在GameArea范围内)
+        // 随机位置小球
         this.positionBallRandomly();
 
         // 设置球的半径
@@ -175,7 +175,106 @@ export class BallController extends Component {
         const maxX = this.gameBounds.right - ballRadius - 20;
         const minY = this.gameBounds.bottom + ballRadius + 20;
         const maxY = this.gameBounds.top - ballRadius - 20;
+        
+        // 获取GameArea节点
+        const gameArea = find('Canvas/GameLevelUI/GameArea');
+        if (!gameArea) {
+            console.error('找不到GameArea节点');
+            return;
+        }
+        
+        // 查找GridContainer节点,它包含所有放置的方块
+        const gridContainer = gameArea.getChildByName('GridContainer');
+        if (!gridContainer) {
+            console.log('找不到GridContainer节点,使用默认随机位置');
+            this.setRandomPositionDefault(minX, maxX, minY, maxY);
+            return;
+        }
+        
+        // 获取所有已放置的方块
+        const placedBlocks = [];
+        for (let i = 0; i < gridContainer.children.length; i++) {
+            const cell = gridContainer.children[i];
+            // 检查单元格是否有子节点(放置的方块)
+            if (cell.children.length > 0) {
+                placedBlocks.push(cell);
+            }
+        }
+        
+        console.log(`找到 ${placedBlocks.length} 个已放置的方块`);
+        
+        // 如果没有方块,使用默认随机位置
+        if (placedBlocks.length === 0) {
+            this.setRandomPositionDefault(minX, maxX, minY, maxY);
+            return;
+        }
+        
+        // 尝试找到一个不与任何方块重叠的位置
+        let validPosition = false;
+        let attempts = 0;
+        const maxAttempts = 50; // 最大尝试次数
+        let randomX, randomY;
+        
+        while (!validPosition && attempts < maxAttempts) {
+            // 随机生成位置
+            randomX = Math.random() * (maxX - minX) + minX;
+            randomY = Math.random() * (maxY - minY) + minY;
+            
+            // 检查是否与任何方块重叠
+            let overlapping = false;
+            for (const block of placedBlocks) {
+                // 获取方块的世界坐标
+                const blockWorldPos = block.worldPosition;
+                
+                // 计算小球与方块的距离
+                const distance = Math.sqrt(
+                    Math.pow(randomX - blockWorldPos.x, 2) + 
+                    Math.pow(randomY - blockWorldPos.y, 2)
+                );
+                
+                // 获取方块的尺寸
+                const blockTransform = block.getComponent(UITransform);
+                const blockSize = blockTransform ? 
+                    Math.max(blockTransform.width, blockTransform.height) / 2 : 50;
+                
+                // 如果距离小于小球半径+方块尺寸的一半+安全距离,认为重叠
+                const safeDistance = 20; // 额外安全距离
+                if (distance < ballRadius + blockSize + safeDistance) {
+                    overlapping = true;
+                    break;
+                }
+            }
+            
+            // 如果没有重叠,找到了有效位置
+            if (!overlapping) {
+                validPosition = true;
+            }
+            
+            attempts++;
+        }
+        
+        // 如果找不到有效位置,使用默认位置(游戏区域底部中心)
+        if (!validPosition) {
+            console.log(`尝试 ${maxAttempts} 次后未找到有效位置,使用默认位置`);
+            randomX = (this.gameBounds.left + this.gameBounds.right) / 2;
+            randomY = this.gameBounds.bottom + ballRadius + 50; // 底部上方50单位
+        }
+        
+        // 将世界坐标转换为相对于GameArea的本地坐标
+        const localPos = gameArea.getComponent(UITransform).convertToNodeSpaceAR(new Vec3(randomX, randomY, 0));
+        this.activeBall.position = localPos;
+        
+        console.log('小球位置已设置:', {
+            worldX: randomX,
+            worldY: randomY,
+            localX: localPos.x,
+            localY: localPos.y,
+            overlapsWithBlock: !validPosition
+        });
+    }
 
+    // 设置默认随机位置
+    setRandomPositionDefault(minX, maxX, minY, maxY) {
         // 随机生成位置
         const randomX = Math.random() * (maxX - minX) + minX;
         const randomY = Math.random() * (maxY - minY) + minY;
@@ -189,6 +288,11 @@ export class BallController extends Component {
             // 直接设置位置(不太准确,但作为后备)
             this.activeBall.position = new Vec3(randomX - this.gameBounds.left, randomY - this.gameBounds.bottom, 0);
         }
+        
+        console.log('使用默认随机位置设置小球:', {
+            worldX: randomX,
+            worldY: randomY
+        });
     }
 
     // 设置碰撞组件