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- import { _decorator, Component, Node, Vec2, Vec3, UITransform, Collider2D, Contact2DType, IPhysics2DContact, RigidBody2D, Prefab, instantiate, find, CircleCollider2D } from 'cc';
- import { PhysicsManager } from '../Core/PhysicsManager';
- import { WeaponBullet, BulletInitData, WeaponConfig } from './WeaponBullet';
- import EventBus, { GameEvents } from '../Core/EventBus';
- import { PersistentSkillManager } from '../FourUI/SkillSystem/PersistentSkillManager';
- const { ccclass, property } = _decorator;
- @ccclass('BallController')
- export class BallController extends Component {
- // 球的预制体
- @property({
- type: Prefab,
- tooltip: '拖拽Ball预制体到这里'
- })
- public ballPrefab: Prefab = null;
- // 已放置方块容器节点
- @property({
- type: Node,
- tooltip: '拖拽PlacedBlocks节点到这里(Canvas/GameLevelUI/PlacedBlocks)'
- })
- public placedBlocksContainer: Node = null;
- // 球的移动速度
- @property
- public baseSpeed: number = 60; // 原speed改为baseSpeed
- public currentSpeed: number = 60;
-
- // 反弹随机偏移最大角度(弧度)
- @property
- public maxReflectionRandomness: number = 0.2;
-
- // 当前活动的球
- private activeBall: Node = null;
- // 球的方向向量
- private direction: Vec2 = new Vec2();
-
- // GameArea区域边界
- private gameBounds = {
- left: 0,
- right: 0,
- top: 0,
- bottom: 0
- };
- // 球的半径
- private radius: number = 0;
- // 是否已初始化
- private initialized: boolean = false;
-
- // 子弹预制体
- @property({
- type: Prefab,
- tooltip: '拖拽子弹预制体到这里'
- })
- public bulletPrefab: Prefab = null;
- // 小球是否已开始运动
- private ballStarted: boolean = false;
- // 小球暂停时记录的速度
- private pausedVelocity: Vec2 = new Vec2();
- // 标记是否处于暂停状态
- private isPaused: boolean = false;
- // 在类字段区添加
- private blockFireCooldown: Map<string, number> = new Map();
- private FIRE_COOLDOWN = 0.05;
- // 带尾部特效的子弹容器预制体
- @property({
- type: Prefab,
- tooltip: '拖拽带尾部特效的子弹容器预制体到这里(例如 PelletContainer)'
- })
- public bulletContainerPrefab: Prefab = null;
- start() {
- // 如果没有指定placedBlocksContainer,尝试找到它
- if (!this.placedBlocksContainer) {
- this.placedBlocksContainer = find('Canvas/GameLevelUI/PlacedBlocks');
- if (!this.placedBlocksContainer) {
- // 找不到PlacedBlocks节点,某些功能可能无法正常工作
- }
- }
-
- // 只进行初始设置,不创建小球
- this.calculateGameBounds();
- // 监听游戏事件
- this.setupEventListeners();
-
- // 监听球速技能变化并更新球速
- this.updateBallSpeed();
- }
- /**
- * 设置事件监听器
- */
- private setupEventListeners() {
- const eventBus = EventBus.getInstance();
-
- // 监听暂停事件
- eventBus.on(GameEvents.GAME_PAUSE, this.onGamePauseEvent, this);
-
- // 监听恢复事件
- eventBus.on(GameEvents.GAME_RESUME, this.onGameResumeEvent, this);
-
- // 监听重置球控制器事件
- eventBus.on(GameEvents.RESET_BALL_CONTROLLER, this.onResetBallControllerEvent, this);
-
- // 监听球创建事件
- eventBus.on(GameEvents.BALL_CREATE, this.onBallCreateEvent, this);
-
- // 监听球启动事件
- eventBus.on(GameEvents.BALL_START, this.onBallStartEvent, this);
-
- // 监听创建额外球事件
- eventBus.on(GameEvents.BALL_CREATE_ADDITIONAL, this.onBallCreateAdditionalEvent, this);
- }
- /**
- * 处理游戏暂停事件
- */
- private onGamePauseEvent() {
- console.log('[BallController] 接收到游戏暂停事件');
- // 根据需求,暂停时小球继续运动但不发射子弹
- // 子弹发射的控制已经通过GamePause.isBulletFireEnabled()实现
- // 这里可以添加其他暂停相关的逻辑
- }
- /**
- * 处理游戏恢复事件
- */
- private onGameResumeEvent() {
- console.log('[BallController] 接收到游戏恢复事件');
- // 恢复时重新启用子弹发射
- // 子弹发射的控制已经通过GamePause.isBulletFireEnabled()实现
- // 这里可以添加其他恢复相关的逻辑
- }
-
- /**
- * 处理重置球控制器事件
- */
- private onResetBallControllerEvent() {
- console.log('[BallController] 接收到重置球控制器事件');
- this.resetBallController();
- }
-
- /**
- * 处理球创建事件
- */
- private onBallCreateEvent() {
- console.log('[BallController] 接收到球创建事件');
- this.createBall();
- }
-
- /**
- * 处理球启动事件
- */
- private onBallStartEvent() {
- console.log('[BallController] 接收到球启动事件');
- this.startBall();
- }
-
- /**
- * 处理创建额外球事件
- */
- private onBallCreateAdditionalEvent() {
- console.log('[BallController] 接收到创建额外球事件');
- this.createAdditionalBall();
- }
- // 计算游戏边界(使用GameArea节点)
- calculateGameBounds() {
- // 获取GameArea节点
- const gameArea = find('Canvas/GameLevelUI/GameArea');
- if (!gameArea) {
- return;
- }
- const gameAreaUI = gameArea.getComponent(UITransform);
- if (!gameAreaUI) {
- return;
- }
- // 获取GameArea的尺寸
- const areaWidth = gameAreaUI.width;
- const areaHeight = gameAreaUI.height;
-
- // 获取GameArea的世界坐标位置
- const worldPos = gameArea.worldPosition;
- // 计算GameArea的世界坐标边界
- this.gameBounds.left = worldPos.x - areaWidth / 2;
- this.gameBounds.right = worldPos.x + areaWidth / 2;
- this.gameBounds.bottom = worldPos.y - areaHeight / 2;
- this.gameBounds.top = worldPos.y + areaHeight / 2;
-
- }
- // 创建小球
- createBall() {
- if (!this.ballPrefab) {
- console.error('[BallController] ballPrefab 未设置,无法创建小球');
- return;
- }
- // 实例化小球
- this.activeBall = instantiate(this.ballPrefab);
-
- if (!this.activeBall) {
- console.error('[BallController] 小球实例化失败');
- return;
- }
-
- // 将小球添加到GameArea中
- const gameArea = find('Canvas/GameLevelUI/GameArea');
- if (gameArea) {
- gameArea.addChild(this.activeBall);
- } else {
- console.warn('[BallController] 未找到GameArea,将小球添加到当前节点');
- this.node.addChild(this.activeBall);
- }
- // 随机位置小球
- this.positionBallRandomly();
- // 设置球的半径
- const transform = this.activeBall.getComponent(UITransform);
- if (transform) {
- this.radius = transform.width / 2;
- } else {
- this.radius = 25; // 默认半径
- }
- // 确保有碰撞组件
- this.setupCollider();
- // 注意:不在这里初始化方向,等待 startBall() 调用
- this.initialized = true;
- }
-
- // 创建额外的小球(不替换现有的小球)
- public createAdditionalBall() {
- if (!this.ballPrefab) {
- console.error('无法创建额外小球:ballPrefab 未设置');
- return;
- }
- // 实例化新的小球
- const newBall = instantiate(this.ballPrefab);
- newBall.name = 'AdditionalBall';
-
- // 将小球添加到GameArea中
- const gameArea = find('Canvas/GameLevelUI/GameArea');
- if (gameArea) {
- gameArea.addChild(newBall);
- } else {
- this.node.addChild(newBall);
- }
- // 随机位置小球
- this.positionAdditionalBall(newBall);
- // 设置球的碰撞组件
- this.setupBallCollider(newBall);
-
- // 设置初始方向和速度
- this.initializeBallDirection(newBall);
-
- console.log('创建了额外的小球');
- return newBall;
- }
- // 为额外小球设置随机位置
- private positionAdditionalBall(ball: Node) {
- if (!ball) return;
- const transform = ball.getComponent(UITransform);
- const ballRadius = transform ? transform.width / 2 : 25;
-
- // 计算可生成的范围(考虑小球半径,避免生成在边缘)
- const minX = this.gameBounds.left + ballRadius + 20;
- 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) {
- return;
- }
-
- // 随机生成位置
- const randomX = Math.random() * (maxX - minX) + minX;
- const randomY = Math.random() * (maxY - minY) + minY;
-
- // 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));
- ball.position = localPos;
- }
- // 为额外小球设置碰撞组件
- private setupBallCollider(ball: Node) {
- // 确保有碰撞组件
- let collider = ball.getComponent(CircleCollider2D);
- if (!collider) {
- collider = ball.addComponent(CircleCollider2D);
- }
-
- // 设置碰撞属性
- collider.radius = ball.getComponent(UITransform)?.width / 2 || 25;
- collider.group = 1; // 设置为球的碰撞组
- collider.tag = 1; // 小球标签
- collider.sensor = false;
- collider.friction = 0; // 无摩擦
- collider.restitution = 1; // 完全弹性碰撞
-
- // 添加刚体组件
- let rigidBody = ball.getComponent(RigidBody2D);
- if (!rigidBody) {
- rigidBody = ball.addComponent(RigidBody2D);
- }
-
- // 设置刚体属性
- rigidBody.type = 2; // 2 = 动态刚体
- rigidBody.allowSleep = false;
- rigidBody.gravityScale = 0;
- rigidBody.linearDamping = 0; // 无线性阻尼,保持速度不衰减
- rigidBody.angularDamping = 0; // 无角阻尼
- rigidBody.fixedRotation = true;
- rigidBody.enabledContactListener = true; // 启用碰撞监听
-
- // 注意:不需要为每个小球单独添加碰撞回调,
- // 因为我们使用的是全局物理系统回调
- }
- // 为额外小球初始化方向和速度
- private initializeBallDirection(ball: Node) {
- // 随机初始方向
- const angle = Math.random() * Math.PI * 2; // 0-2π之间的随机角度
- const direction = new Vec2(Math.cos(angle), Math.sin(angle)).normalize();
-
- // 设置初始速度
- const rigidBody = ball.getComponent(RigidBody2D);
- if (rigidBody) {
- rigidBody.linearVelocity = new Vec2(
- direction.x * this.currentSpeed,
- direction.y * this.currentSpeed
- );
- }
- }
-
-
- // 检查所有已放置方块的碰撞体组件
- private checkBlockColliders() {
-
- if (!this.placedBlocksContainer) {
- return;
- }
-
- if (!this.placedBlocksContainer.isValid) {
- return;
- }
-
- const blocks = [];
- for (let i = 0; i < this.placedBlocksContainer.children.length; i++) {
- const block = this.placedBlocksContainer.children[i];
- if (block.name.includes('Block') || block.getChildByName('B1')) {
- blocks.push(block);
- }
- }
-
- let fixedCount = 0;
-
- for (let i = 0; i < blocks.length; i++) {
- const block = blocks[i];
-
- // 检查方块本身的碰撞体
- const blockCollider = block.getComponent(Collider2D);
- if (blockCollider) {
- // 🔧 自动修复碰撞组设置
- if (blockCollider.group !== 2) {
- blockCollider.group = 2; // 设置为Block组
- fixedCount++;
- }
-
- // 确保不是传感器
- if (blockCollider.sensor) {
- blockCollider.sensor = false;
- }
- }
-
- // 检查B1子节点的碰撞体
- const b1Node = block.getChildByName('B1');
- if (b1Node) {
- const b1Collider = b1Node.getComponent(Collider2D);
- if (b1Collider) {
- // 🔧 修复B1子节点的碰撞设置
- if (b1Collider.group !== 2) {
- b1Collider.group = 2; // 设置为Block组
- fixedCount++;
- }
-
- // 确保B1不是传感器(需要实际碰撞)
- if (b1Collider.sensor) {
- b1Collider.sensor = false;
- }
- }
- }
-
- // 检查Weapon子节点
- const weaponNode = this.findWeaponNode(block);
- if (weaponNode) {
- // 武器节点存在
- }
- }
- }
- // 随机位置小球
- positionBallRandomly() {
- if (!this.activeBall) return;
- const transform = this.activeBall.getComponent(UITransform);
- const ballRadius = transform ? transform.width / 2 : 25;
-
- // 计算可生成的范围(考虑小球半径,避免生成在边缘)
- const minX = this.gameBounds.left + ballRadius + 20; // 额外偏移,避免生成在边缘
- 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) {
- return;
- }
-
- // 查找PlacedBlocks节点,它包含所有放置的方块
- if (!this.placedBlocksContainer) {
- this.setRandomPositionDefault(minX, maxX, minY, maxY);
- return;
- }
-
- if (!this.placedBlocksContainer.isValid) {
- this.setRandomPositionDefault(minX, maxX, minY, maxY);
- return;
- }
-
- // 获取所有已放置的方块
- const placedBlocks = [];
- for (let i = 0; i < this.placedBlocksContainer.children.length; i++) {
- const block = this.placedBlocksContainer.children[i];
- // 检查是否是方块节点(通常以Block命名或有特定标识)
- if (block.name.includes('Block') || block.getChildByName('B1')) {
- placedBlocks.push(block);
- }
- }
-
- // 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) {
- 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;
- }
- // 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;
- // 将世界坐标转换为相对于GameArea的本地坐标
- const gameArea = find('Canvas/GameLevelUI/GameArea');
- if (gameArea) {
- const localPos = gameArea.getComponent(UITransform).convertToNodeSpaceAR(new Vec3(randomX, randomY, 0));
- this.activeBall.position = localPos;
- } else {
- // 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);
- }
- }
- // 设置碰撞组件
- setupCollider() {
- if (!this.activeBall) return;
- // 确保小球有刚体组件
- let rigidBody = this.activeBall.getComponent(RigidBody2D);
- if (!rigidBody) {
- rigidBody = this.activeBall.addComponent(RigidBody2D);
- rigidBody.type = 2; // Dynamic
- rigidBody.gravityScale = 0; // 不受重力影响
- rigidBody.enabledContactListener = true; // 启用碰撞监听
- rigidBody.fixedRotation = true; // 固定旋转
- rigidBody.allowSleep = false; // 不允许休眠
- rigidBody.linearDamping = 0; // 无线性阻尼,保持速度不衰减
- rigidBody.angularDamping = 0; // 无角阻尼
- } else {
- // 确保已有的刚体组件设置正确
- rigidBody.enabledContactListener = true;
- rigidBody.gravityScale = 0;
- rigidBody.linearDamping = 0; // 确保无线性阻尼,保持速度不衰减
- rigidBody.angularDamping = 0; // 确保无角阻尼
- rigidBody.allowSleep = false; // 不允许休眠
- }
- // 确保小球有碰撞组件
- let collider = this.activeBall.getComponent(CircleCollider2D);
- if (!collider) {
- collider = this.activeBall.addComponent(CircleCollider2D);
- collider.radius = this.radius || 25; // 使用已计算的半径或默认值
- collider.tag = 1; // 小球标签
- collider.group = 1; // 碰撞组1 - Ball组
- collider.sensor = false; // 非传感器(实际碰撞)
- collider.friction = 0; // 无摩擦
- collider.restitution = 1; // 完全弹性碰撞
- } else {
- // 确保已有的碰撞组件设置正确
- collider.sensor = false;
- collider.restitution = 1;
- collider.group = 1; // 确保是Ball组
- collider.tag = 1; // 确保标签正确
- }
- // === 使用全局回调监听器 ===
- const physics = PhysicsManager.getInstance()?.getSystem();
- if (physics) {
- // 先移除旧监听,避免重复注册
- physics.off(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this);
- physics.off(Contact2DType.END_CONTACT, this.onEndContact, this);
- physics.off(Contact2DType.PRE_SOLVE, this.onPreSolve, this);
- physics.off(Contact2DType.POST_SOLVE, this.onPostSolve, this);
- physics.on(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this);
- physics.on(Contact2DType.END_CONTACT, this.onEndContact, this);
- physics.on(Contact2DType.PRE_SOLVE, this.onPreSolve, this);
- physics.on(Contact2DType.POST_SOLVE, this.onPostSolve, this);
- }
- }
- // 碰撞回调 - 处理小球与方块以及小球之间的碰撞
- onBeginContact(selfCollider: Collider2D, otherCollider: Collider2D, contact: IPhysics2DContact | null) {
- // 检查是否为小球之间的碰撞
- if (selfCollider.group === 1 && otherCollider.group === 1) {
- // 小球之间的碰撞 - 防止速度改变
- this.handleBallToBallCollision(selfCollider, otherCollider, contact);
- return;
- }
-
- // 通过事件检查是否可以发射子弹
- const eventBus = EventBus.getInstance();
- let canFire = true;
-
- // 发送检查事件,如果有监听器返回false则不发射
- eventBus.emit(GameEvents.BALL_FIRE_BULLET, { canFire: (value: boolean) => { canFire = value; } });
-
- if (!canFire) {
- return;
- }
-
- // 判断哪个是小球,哪个是方块
- let ballNode: Node = null;
- let blockNode: Node = null;
-
- // 检查self是否为小球(组1)
- if (selfCollider.group === 1) {
- ballNode = selfCollider.node;
- blockNode = otherCollider.node;
- }
- // 检查other是否为小球(组1)
- else if (otherCollider.group === 1) {
- ballNode = otherCollider.node;
- blockNode = selfCollider.node;
- }
-
- // 如果没有找到小球,跳过处理
- if (!ballNode || !blockNode) {
- return;
- }
-
- // 检查碰撞对象是否为方块
- const nodeName = blockNode.name;
- const nodePath = this.getNodePath(blockNode);
-
- // 检查是否有Weapon子节点(判断是否为方块)
- const hasWeaponChild = blockNode.getChildByName('Weapon') !== null;
- const isBlock =
- nodeName.includes('Block') ||
- nodePath.includes('Block') ||
- hasWeaponChild;
-
- if (isBlock) {
- // trigger bullet without verbose logging
- // 计算碰撞世界坐标,默认用接触点
- let contactPos: Vec3 = null;
- if (contact && (contact as any).getWorldManifold) {
- const wm = (contact as any).getWorldManifold();
- if (wm && wm.points && wm.points.length > 0) {
- contactPos = new Vec3(wm.points[0].x, wm.points[0].y, 0);
- }
- }
- if (!contactPos) {
- contactPos = blockNode.worldPosition.clone();
- }
- const now = performance.now();
- const lastTime = this.blockFireCooldown.get(blockNode.uuid) || 0;
- if (now - lastTime > this.FIRE_COOLDOWN * 1000) {
- this.blockFireCooldown.set(blockNode.uuid, now);
- this.fireBulletAt(blockNode, contactPos);
- }
- }
- }
- /**
- * 处理小球之间的碰撞 - 保持恒定速度
- */
- private handleBallToBallCollision(selfCollider: Collider2D, otherCollider: Collider2D, contact: IPhysics2DContact | null) {
- const ball1 = selfCollider.node;
- const ball2 = otherCollider.node;
-
- const rigidBody1 = ball1.getComponent(RigidBody2D);
- const rigidBody2 = ball2.getComponent(RigidBody2D);
-
- if (!rigidBody1 || !rigidBody2) {
- return;
- }
-
- // 获取碰撞前的速度
- const velocity1 = rigidBody1.linearVelocity.clone();
- const velocity2 = rigidBody2.linearVelocity.clone();
-
- // 计算速度大小
- const speed1 = Math.sqrt(velocity1.x * velocity1.x + velocity1.y * velocity1.y);
- const speed2 = Math.sqrt(velocity2.x * velocity2.x + velocity2.y * velocity2.y);
-
- // 延迟一帧后恢复正确的速度,避免物理引擎的速度改变
- this.scheduleOnce(() => {
- if (ball1.isValid && rigidBody1.isValid) {
- const currentVel1 = rigidBody1.linearVelocity;
- const currentSpeed1 = Math.sqrt(currentVel1.x * currentVel1.x + currentVel1.y * currentVel1.y);
-
- // 如果速度发生了显著变化,恢复到目标速度
- if (Math.abs(currentSpeed1 - this.currentSpeed) > 5) {
- const normalizedVel1 = currentVel1.clone().normalize();
- rigidBody1.linearVelocity = new Vec2(
- normalizedVel1.x * this.currentSpeed,
- normalizedVel1.y * this.currentSpeed
- );
- }
- }
-
- if (ball2.isValid && rigidBody2.isValid) {
- const currentVel2 = rigidBody2.linearVelocity;
- const currentSpeed2 = Math.sqrt(currentVel2.x * currentVel2.x + currentVel2.y * currentVel2.y);
-
- // 如果速度发生了显著变化,恢复到目标速度
- if (Math.abs(currentSpeed2 - this.currentSpeed) > 5) {
- const normalizedVel2 = currentVel2.clone().normalize();
- rigidBody2.linearVelocity = new Vec2(
- normalizedVel2.x * this.currentSpeed,
- normalizedVel2.y * this.currentSpeed
- );
- }
- }
- }, 0.016); // 约一帧的时间
- }
-
- // 碰撞结束事件 - 简化版本
- onEndContact(selfCollider: Collider2D, otherCollider: Collider2D, contact: IPhysics2DContact | null) {
- // Debug log removed
- }
-
- // 碰撞预处理事件 - 简化版本
- onPreSolve(selfCollider: Collider2D, otherCollider: Collider2D, contact: IPhysics2DContact | null) {
- // console.log('⚙️ 碰撞预处理:', otherCollider.node.name);
- }
-
- // 碰撞后处理事件 - 简化版本
- onPostSolve(selfCollider: Collider2D, otherCollider: Collider2D, contact: IPhysics2DContact | null) {
- // console.log('✅ 碰撞后处理:', otherCollider.node.name);
- }
- // 计算反射向量
- calculateReflection(direction: Vec2, normal: Vec2): Vec2 {
- // 使用反射公式: R = V - 2(V·N)N
- const dot = direction.x * normal.x + direction.y * normal.y;
- const reflection = new Vec2(
- direction.x - 2 * dot * normal.x,
- direction.y - 2 * dot * normal.y
- );
- reflection.normalize();
-
- // 添加一些随机性,避免重复的反弹路径
- const randomAngle = (Math.random() - 0.5) * this.maxReflectionRandomness; // 随机角度
- const cos = Math.cos(randomAngle);
- const sin = Math.sin(randomAngle);
-
- // 应用随机旋转
- const randomizedReflection = new Vec2(
- reflection.x * cos - reflection.y * sin,
- reflection.x * sin + reflection.y * cos
- );
-
- // 确保反射方向不会太接近水平或垂直方向
- // 这有助于避免球在水平或垂直方向上来回反弹
- const minAngleFromAxis = 0.1; // 约5.7度
-
- // 检查是否接近水平方向
- if (Math.abs(randomizedReflection.y) < minAngleFromAxis) {
- // 调整y分量,使其远离水平方向
- const sign = randomizedReflection.y >= 0 ? 1 : -1;
- randomizedReflection.y = sign * (minAngleFromAxis + Math.random() * 0.1);
- // 重新归一化
- randomizedReflection.normalize();
- }
-
- // 检查是否接近垂直方向
- if (Math.abs(randomizedReflection.x) < minAngleFromAxis) {
- // 调整x分量,使其远离垂直方向
- const sign = randomizedReflection.x >= 0 ? 1 : -1;
- randomizedReflection.x = sign * (minAngleFromAxis + Math.random() * 0.1);
- // 重新归一化
- randomizedReflection.normalize();
- }
-
- randomizedReflection.normalize();
- // Debug log removed
-
- return randomizedReflection;
- }
- /**
- * 从方块武器发射子弹攻击敌人 - 重构版本
- * 现在直接创建子弹实例并使用BulletController的实例方法
- * @param blockNode 激活的方块节点
- */
- fireBullet(blockNode: Node) {
- // Debug logs removed
-
- // 检查子弹预制体是否存在
- if (!this.bulletPrefab) {
- return;
- }
-
- // 查找方块中的Weapon节点
- const weaponNode = this.findWeaponNode(blockNode);
- if (!weaponNode) {
- const blockWorldPos = blockNode.worldPosition;
- const weaponConfig2: WeaponConfig | null = (blockNode as any)['weaponConfig'] || null;
- this.createAndFireBullet(blockWorldPos, weaponConfig2);
- return;
- }
-
- // 获取武器的世界坐标作为发射位置
- let firePosition: Vec3;
- try {
- firePosition = weaponNode.worldPosition;
- } catch (error) {
- // 备用方案:使用方块坐标
- firePosition = blockNode.worldPosition;
- }
-
- // 创建并发射子弹
- const weaponConfig: WeaponConfig | null = (blockNode as any)['weaponConfig'] || null;
- this.createAndFireBullet(firePosition, weaponConfig);
- }
-
- /**
- * 创建并发射子弹 - 使用新的WeaponBullet系统
- * @param firePosition 发射位置(世界坐标)
- * @param weaponConfig 武器配置
- */
- private createAndFireBullet(firePosition: Vec3, weaponConfig: WeaponConfig | null) {
-
- // 确保武器配置加载
- WeaponBullet.loadWeaponsData().then(() => {
- // 默认使用毛豆射手配置,后续可以根据方块类型动态选择
- const defaultWeaponId = 'pea_shooter';
- const finalConfig = weaponConfig || WeaponBullet.getWeaponConfig(defaultWeaponId);
-
- if (!finalConfig) {
- return;
- }
-
- // 创建子弹初始化数据
- const initData: BulletInitData = {
- weaponId: finalConfig.id,
- firePosition: firePosition,
- autoTarget: true,
- weaponConfig: finalConfig
- };
-
- // 验证初始化数据
- if (!WeaponBullet.validateInitData(initData)) {
- return;
- }
-
- // 判断是否为多发子弹(散射/连发等)
- const countCfg = finalConfig.bulletConfig.count;
- const isMultiShot = countCfg && countCfg.type !== 'single' && countCfg.amount > 1;
- // 查找GameArea(子弹统一添加到此节点)
- const gameArea = find('Canvas/GameLevelUI/GameArea');
- if (!gameArea) {
- return;
- }
- // === 根据武器配置选择合适的预制体 ===
- const needsTrail = !!(finalConfig.bulletConfig?.visual?.trailEffect);
- const prefabToUse: Prefab = (needsTrail && this.bulletContainerPrefab) ? this.bulletContainerPrefab : this.bulletPrefab;
- if (!prefabToUse) {
- return; // 如果没有可用的预制体则直接退出
- }
- if (isMultiShot) {
- // 使用批量创建逻辑
- const bullets = WeaponBullet.createBullets(initData, prefabToUse as any);
- bullets.forEach(b => {
- gameArea.addChild(b);
- });
- } else {
- // 单发逻辑(沿用原流程)
- const bullet = instantiate(prefabToUse);
- if (!bullet) {
- return;
- }
- gameArea.addChild(bullet);
- let weaponBullet = bullet.getComponent(WeaponBullet);
- if (!weaponBullet) {
- weaponBullet = bullet.addComponent(WeaponBullet);
- }
- weaponBullet.init(initData);
- }
-
- }).catch(error => {
- // 武器配置加载失败
- });
- }
-
- // 递归查找Weapon节点
- private findWeaponNode(node: Node): Node | null {
- // logs removed
-
- // 先检查当前节点是否有Weapon子节点
- const weaponNode = node.getChildByName('Weapon');
- if (weaponNode) {
- return weaponNode;
- }
-
- // 如果没有,递归检查所有子节点
- for (let i = 0; i < node.children.length; i++) {
- const child = node.children[i];
- const foundWeapon = this.findWeaponNode(child);
- if (foundWeapon) {
- return foundWeapon;
- }
- }
-
- // 如果都没找到,返回null
- return null;
- }
- // 获取节点的完整路径
- private getNodePath(node: Node): string {
- let path = node.name;
- let current = node;
-
- while (current.parent) {
- current = current.parent;
- path = current.name + '/' + path;
- }
-
- return path;
- }
- update(dt: number) {
- // 只有当小球已启动时才执行运动逻辑
- if (!this.ballStarted || !this.initialized) {
- return;
- }
-
- // 维持所有小球的恒定速度
- this.maintainAllBallsSpeed();
-
- // 定期检查小球是否接近方块但没有触发碰撞(调试用)
- if (this.activeBall && this.activeBall.isValid) {
- this.debugCheckNearBlocks();
- }
- }
-
- /**
- * 维持所有小球的恒定速度
- */
- private maintainAllBallsSpeed() {
- // 维持主小球速度
- if (this.activeBall && this.activeBall.isValid) {
- this.maintainBallSpeed(this.activeBall);
- }
-
- // 维持额外小球的速度
- const gameArea = find('Canvas/GameLevelUI/GameArea');
- if (gameArea) {
- const additionalBalls = gameArea.children.filter(child =>
- child.name === 'AdditionalBall' && child.isValid
- );
-
- for (const ball of additionalBalls) {
- this.maintainBallSpeed(ball);
- }
- }
- }
-
- /**
- * 维持单个小球的恒定速度
- */
- private maintainBallSpeed(ball: Node) {
- const rigidBody = ball.getComponent(RigidBody2D);
- if (!rigidBody) return;
-
- // 获取当前速度
- const currentVelocity = rigidBody.linearVelocity;
- const speed = Math.sqrt(currentVelocity.x * currentVelocity.x + currentVelocity.y * currentVelocity.y);
-
- // 如果速度过低或过高,重新设置速度以维持恒定运动
- if (speed < this.currentSpeed * 0.85 || speed > this.currentSpeed * 1.15) {
- // 保持当前方向,但调整速度大小
- if (speed > 0.1) {
- const normalizedVelocity = currentVelocity.clone().normalize();
- rigidBody.linearVelocity = new Vec2(
- normalizedVelocity.x * this.currentSpeed,
- normalizedVelocity.y * this.currentSpeed
- );
- } else {
- // 如果速度几乎为0,给一个随机方向
- const angle = Math.random() * Math.PI * 2;
- rigidBody.linearVelocity = new Vec2(
- Math.cos(angle) * this.currentSpeed,
- Math.sin(angle) * this.currentSpeed
- );
- }
- }
-
- // 更新主小球的方向向量(用于其他逻辑)
- if (ball === this.activeBall && speed > 1.0) {
- this.direction.x = currentVelocity.x / speed;
- this.direction.y = currentVelocity.y / speed;
- }
- }
-
- // 调试方法:检查小球是否接近方块但没有触发物理碰撞
- private debugCheckCounter = 0;
- private debugCheckNearBlocks() {
- this.debugCheckCounter++;
- // 每60帧(约1秒)检查一次
- if (this.debugCheckCounter % 60 !== 0) return;
-
- const ballPos = this.activeBall.worldPosition;
- if (!this.placedBlocksContainer || !this.placedBlocksContainer.isValid) return;
-
- let nearestDistance = Infinity;
- let nearestBlock = null;
-
- for (let i = 0; i < this.placedBlocksContainer.children.length; i++) {
- const block = this.placedBlocksContainer.children[i];
- if (block.name.includes('Block') || block.getChildByName('B1')) {
- const blockPos = block.worldPosition;
- const distance = Math.sqrt(
- Math.pow(ballPos.x - blockPos.x, 2) +
- Math.pow(ballPos.y - blockPos.y, 2)
- );
-
- if (distance < nearestDistance) {
- nearestDistance = distance;
- nearestBlock = block;
- }
- }
- }
-
- if (nearestBlock && nearestDistance < 100) {
- // 检查小球的碰撞体状态
- const ballCollider = this.activeBall.getComponent(Collider2D);
- if (ballCollider) {
- if (ballCollider instanceof CircleCollider2D) {
- // 小球碰撞半径检查
- }
- }
-
- // 检查小球的刚体状态
- const ballRigidBody = this.activeBall.getComponent(RigidBody2D);
- if (ballRigidBody) {
- // 刚体状态检查
- }
-
- // 检查最近的方块碰撞体
- const blockCollider = nearestBlock.getComponent(Collider2D);
- if (blockCollider) {
- // 方块碰撞体检查
- }
- }
- }
- // 初始化方向
- initializeDirection() {
- // 随机初始方向
- const angle = Math.random() * Math.PI * 2; // 0-2π之间的随机角度
- this.direction.x = Math.cos(angle);
- this.direction.y = Math.sin(angle);
- this.direction.normalize();
-
- // 设置初始速度
- if (this.activeBall) {
- const rigidBody = this.activeBall.getComponent(RigidBody2D);
- if (rigidBody) {
- rigidBody.linearVelocity = new Vec2(
- this.direction.x * this.currentSpeed,
- this.direction.y * this.currentSpeed
- );
- }
- }
- }
- // 初始化球的参数 - 公开方法,供GameManager调用
- public initialize() {
- this.calculateGameBounds();
- this.createBall();
-
- // 检查方块碰撞体(延迟执行,确保方块已放置)
- this.scheduleOnce(() => {
- this.checkBlockColliders();
- }, 0.5);
- }
-
- // 启动小球 - 公开方法,在确定按钮点击后调用
- public startBall() {
- // 检查ballPrefab是否设置
- if (!this.ballPrefab) {
- console.error('[BallController] ballPrefab 未设置,无法创建小球');
- return;
- }
-
- // 如果还没有初始化,先初始化
- if (!this.initialized) {
- this.initialize();
- }
-
- // 确保小球存在且有效
- if (!this.activeBall || !this.activeBall.isValid) {
- this.createBall();
- }
-
- // 检查小球是否成功创建
- if (!this.activeBall) {
- console.error('[BallController] 小球创建失败');
- return;
- }
-
- // 重新定位小球,避免与方块重叠
- this.positionBallRandomly();
-
- // 确保物理组件设置正确
- this.setupCollider();
-
- // 初始化运动方向并开始运动
- this.initializeDirection();
-
- // 设置运动状态
- this.ballStarted = true;
-
- console.log('[BallController] 小球启动完成');
- }
- /**
- * 暂停小球运动:记录当前速度并停止刚体
- */
- public pauseBall() {
- if (this.isPaused) return;
- this.isPaused = true;
- this.ballStarted = false;
- if (this.activeBall && this.activeBall.isValid) {
- const rb = this.activeBall.getComponent(RigidBody2D);
- if (rb) {
- this.pausedVelocity = rb.linearVelocity.clone();
- rb.linearVelocity = new Vec2(0, 0);
- rb.sleep();
- }
- }
- }
- /**
- * 恢复小球运动:恢复暂停前的速度
- */
- public resumeBall() {
- if (!this.isPaused) return;
- this.isPaused = false;
- this.ballStarted = true;
- console.log('恢复小球运动');
- if (this.activeBall && this.activeBall.isValid) {
- const rb = this.activeBall.getComponent(RigidBody2D);
- if (rb) {
- rb.wakeUp();
- const hasPrevVelocity = this.pausedVelocity && (this.pausedVelocity.x !== 0 || this.pausedVelocity.y !== 0);
- if (hasPrevVelocity) {
- rb.linearVelocity = this.pausedVelocity.clone();
- } else {
- // 若没有记录速度,则重新初始化方向
- this.initializeDirection();
- }
- }
- }
- }
- /**
- * 从给定世界坐标发射子弹
- */
- private fireBulletAt(blockNode: Node, fireWorldPos: Vec3) {
-
- // 检查子弹预制体是否存在
- if (!this.bulletPrefab) {
- return;
- }
-
- // 直接使用碰撞世界坐标作为发射点
- const weaponConfig: WeaponConfig | null = (blockNode as any)['weaponConfig'] || null;
- this.createAndFireBullet(fireWorldPos, weaponConfig);
- }
- /**
- * 重置球控制器状态 - 游戏重置时调用
- */
- public resetBallController() {
- console.log('[BallController] 重置球控制器状态');
-
- // 停止球的运动
- this.ballStarted = false;
- this.isPaused = false;
-
- // 清理暂停状态
- this.pausedVelocity = new Vec2();
-
- // 销毁当前活动的球
- if (this.activeBall && this.activeBall.isValid) {
- console.log('[BallController] 销毁当前活动的球');
- this.activeBall.destroy();
- }
- this.activeBall = null;
-
- // 重置初始化状态
- this.initialized = false;
-
- // 清理冷却时间
- this.blockFireCooldown.clear();
-
- // 重置球速
- this.updateBallSpeed();
-
- console.log('[BallController] 球控制器重置完成');
- }
- onDestroy() {
- // 清理事件监听
- const eventBus = EventBus.getInstance();
- eventBus.off(GameEvents.GAME_PAUSE, this.onGamePauseEvent, this);
- eventBus.off(GameEvents.GAME_RESUME, this.onGameResumeEvent, this);
- eventBus.off(GameEvents.RESET_BALL_CONTROLLER, this.onResetBallControllerEvent, this);
- }
- private updateBallSpeed() {
- const skillManager = PersistentSkillManager.getInstance();
- if (skillManager) {
- this.currentSpeed = skillManager.applyBallSpeedBonus(this.baseSpeed);
- } else {
- this.currentSpeed = this.baseSpeed;
- }
- }
- }
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