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- import { _decorator, Component, Node, Vec2, Vec3, UITransform, Collider2D, Contact2DType, IPhysics2DContact, RigidBody2D, Prefab, instantiate, find, CircleCollider2D, PhysicsSystem2D } from 'cc';
- 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;
- // 球的移动速度
- @property
- public speed: number = 10;
- // 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;
- start() {
- console.log('🎮 === BallController 开始初始化 ===');
-
- // 计算游戏边界
- this.calculateGameBounds();
-
- // 检查子弹预制体是否已设置
- if (this.bulletPrefab) {
- console.log('✅ 子弹预制体已设置:', this.bulletPrefab.name);
- } else {
- console.error('❌ 子弹预制体未设置!请在编辑器中设置bulletPrefab属性');
- console.error('⚠️ 这将导致小球碰撞方块时无法发射子弹');
- }
-
- // 检查小球预制体是否已设置
- if (this.ballPrefab) {
- console.log('✅ 小球预制体已设置:', this.ballPrefab.name);
- } else {
- console.error('❌ 小球预制体未设置!请在编辑器中设置ballPrefab属性');
- }
-
- console.log('🎮 === BallController 初始化完成 ===');
-
- // 输出碰撞矩阵调试信息
- this.logCollisionMatrix();
- }
- // 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) {
- console.error('找不到GameArea节点');
- return;
- }
- const gameAreaUI = gameArea.getComponent(UITransform);
- if (!gameAreaUI) {
- console.error('GameArea节点没有UITransform组件');
- 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;
- console.log('GameArea Bounds:', this.gameBounds);
-
- }
- // 创建小球
- createBall() {
- if (!this.ballPrefab) {
- console.error('未设置Ball预制体');
- return;
- }
- // 如果已经有活动的球,先销毁它
- if (this.activeBall && this.activeBall.isValid) {
- this.activeBall.destroy();
- }
- // 实例化小球
- this.activeBall = instantiate(this.ballPrefab);
-
- // 将小球添加到GameArea中
- const gameArea = find('Canvas/GameLevelUI/GameArea');
- if (gameArea) {
- gameArea.addChild(this.activeBall);
- } else {
- 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;
- console.log('小球半径设置为:', this.radius);
- } else {
- this.radius = 25; // 默认半径
- console.warn('无法获取小球UITransform组件,使用默认半径:', this.radius);
- }
- // 确保有碰撞组件
- this.setupCollider();
- // 初始化方向
- this.initializeDirection();
- // 检查方块碰撞体状态
- this.checkBlockColliders();
- this.initialized = true;
- console.log('小球创建完成:', {
- position: this.activeBall.position,
- radius: this.radius,
- initialized: this.initialized
- });
- }
- // 检查所有已放置方块的碰撞体组件
- private checkBlockColliders() {
- console.log('🔍 === 检查方块碰撞体组件 ===');
-
- const placedBlocksContainer = find('Canvas/PlacedBlocks');
- if (!placedBlocksContainer) {
- console.log('❌ 找不到PlacedBlocks容器');
- return;
- }
-
- const blocks = [];
- for (let i = 0; i < placedBlocksContainer.children.length; i++) {
- const block = placedBlocksContainer.children[i];
- if (block.name.includes('Block') || block.getChildByName('B1')) {
- blocks.push(block);
- }
- }
-
- console.log(`找到 ${blocks.length} 个方块`);
-
- let fixedCount = 0;
-
- for (let i = 0; i < blocks.length; i++) {
- const block = blocks[i];
- console.log(`\n检查方块 ${i + 1}: ${block.name}`);
- console.log('方块路径:', this.getNodePath(block));
-
- // 检查方块本身的碰撞体
- const blockCollider = block.getComponent(Collider2D);
- console.log('方块有碰撞体:', !!blockCollider);
- if (blockCollider) {
- console.log('碰撞体类型:', blockCollider.constructor.name);
- console.log('碰撞组:', blockCollider.group);
- console.log('碰撞标签:', blockCollider.tag);
- console.log('是否为传感器:', blockCollider.sensor);
-
- // 🔧 自动修复碰撞组设置
- if (blockCollider.group !== 2) {
- console.log(`🔧 修复方块碰撞组: ${blockCollider.group} -> 2`);
- blockCollider.group = 2; // 设置为Block组
- fixedCount++;
- }
-
- // 确保不是传感器
- if (blockCollider.sensor) {
- console.log(`🔧 修复方块传感器设置: true -> false`);
- 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);
- console.log('B1子节点有碰撞体:', !!b1Collider);
- if (b1Collider) {
- console.log('B1碰撞体类型:', b1Collider.constructor.name);
- console.log('B1碰撞组:', b1Collider.group);
- console.log('B1碰撞标签:', b1Collider.tag);
- console.log('B1是否为传感器:', b1Collider.sensor);
-
- // 🔧 修复B1子节点的碰撞设置
- if (b1Collider.group !== 2) {
- console.log(`🔧 修复B1碰撞组: ${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) {
- console.log(`🔧 修复B1传感器设置: true -> false`);
- b1Collider.sensor = false;
- }
- }
- }
-
- // 检查Weapon子节点
- const weaponNode = this.findWeaponNode(block);
- console.log('方块有Weapon节点:', !!weaponNode);
- if (weaponNode) {
- console.log('Weapon节点路径:', this.getNodePath(weaponNode));
- }
- }
-
- if (fixedCount > 0) {
- console.log(`✅ 已修复 ${fixedCount} 个碰撞组设置`);
- }
-
- console.log('🔍 === 方块碰撞体检查完成 ===');
- }
- // 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) {
- console.error('找不到GameArea节点');
- return;
- }
-
- // 查找PlacedBlocks节点,它包含所有放置的方块
- const placedBlocksContainer = find('Canvas/PlacedBlocks');
- if (!placedBlocksContainer) {
- console.log('找不到PlacedBlocks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 < placedBlocksContainer.children.length; i++) {
- const block = 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);
- }
- }
-
- 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;
- // 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);
- }
-
- console.log('使用默认随机位置设置小球:', {
- worldX: randomX,
- worldY: randomY
- });
- }
- // 设置碰撞组件
- setupCollider() {
- if (!this.activeBall) return;
- console.log('⚙️ === 开始设置小球碰撞组件 ===');
- console.log('小球节点:', this.activeBall.name);
- // 确保小球有刚体组件
- let rigidBody = this.activeBall.getComponent(RigidBody2D);
- if (!rigidBody) {
- console.log('🔧 添加RigidBody2D组件...');
- 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
- console.log('✅ RigidBody2D组件已添加');
- } else {
- console.log('✅ RigidBody2D组件已存在,更新设置...');
- // 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) {
- console.log('🔧 添加CircleCollider2D组件...');
- 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
- console.log('✅ CircleCollider2D组件已添加');
- } else {
- console.log('✅ CircleCollider2D组件已存在,更新设置...');
- // 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
- }
- console.log('🔧 小球碰撞组件设置完成:', {
- hasRigidBody: !!rigidBody,
- hasCollider: !!collider,
- radius: collider ? collider.radius : 'unknown',
- contactListener: rigidBody ? rigidBody.enabledContactListener : false,
- group: collider ? collider.group : 'unknown',
- tag: collider ? collider.tag : 'unknown'
- });
- // 移除可能存在的事件监听
- this.activeBall.off(Contact2DType.BEGIN_CONTACT);
- this.activeBall.off(Contact2DType.END_CONTACT);
- this.activeBall.off(Contact2DType.PRE_SOLVE);
- this.activeBall.off(Contact2DType.POST_SOLVE);
-
- // 注册单个碰撞体的回调函数
- this.activeBall.on(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this);
- this.activeBall.on(Contact2DType.END_CONTACT, this.onEndContact, this);
- this.activeBall.on(Contact2DType.PRE_SOLVE, this.onPreSolve, this);
- this.activeBall.on(Contact2DType.POST_SOLVE, this.onPostSolve, this);
-
- // 注册全局碰撞回调函数
- if (PhysicsSystem2D.instance) {
- // 移除可能存在的全局监听器
- PhysicsSystem2D.instance.off(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this);
- PhysicsSystem2D.instance.off(Contact2DType.END_CONTACT, this.onEndContact, this);
-
- // 注册全局监听器
- PhysicsSystem2D.instance.on(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this);
- PhysicsSystem2D.instance.on(Contact2DType.END_CONTACT, this.onEndContact, this);
- console.log('✅ 已注册全局碰撞监听器');
- }
-
- console.log('✅ 已注册所有碰撞事件监听器');
- console.log('⚙️ === 碰撞组件设置完成 ===');
- }
- // 碰撞回调 - 简化版本用于测试
- onBeginContact(selfCollider: Collider2D, otherCollider: Collider2D, contact: IPhysics2DContact | null) {
- console.log('🎯 碰撞成功...');
- console.log('碰撞对象:', {
- self: selfCollider.node.name,
- other: otherCollider.node.name,
- otherGroup: otherCollider.group,
- selfGroup: selfCollider.group
- });
-
- // 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) {
- console.log('❌ 未检测到小球参与的碰撞');
- return;
- }
-
- console.log('✅ 检测到小球与方块碰撞:', {
- ball: ballNode.name,
- block: blockNode.name
- });
-
- // 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;
-
- console.log('判定为方块:', isBlock);
-
- if (isBlock) {
- console.log(`🎯 检测到方块碰撞: ${nodeName}, 路径: ${nodePath}`);
- console.log('🚀 方块武器被激活,发射子弹攻击敌人...');
- this.fireBullet(blockNode);
- console.log('✅ 子弹发射完成');
- }
- }
- // 碰撞结束事件 - 简化版本
- onEndContact(selfCollider: Collider2D, otherCollider: Collider2D, contact: IPhysics2DContact | null) {
- console.log('🔚 碰撞结束:', {
- self: selfCollider.node.name,
- other: otherCollider.node.name
- });
- }
-
- // 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();
- console.log('反射方向:', {
- original: direction,
- normal: normal,
- reflection: reflection,
- randomized: randomizedReflection
- });
-
- return randomizedReflection;
- }
- // 从方块武器发射子弹攻击敌人
- fireBullet(blockNode: Node) {
- console.log('🔫 === 方块武器发射子弹流程 ===');
- console.log('激活的方块:', blockNode.name);
- console.log('方块路径:', this.getNodePath(blockNode));
-
- // 检查子弹预制体是否存在
- if (!this.bulletPrefab) {
- console.error('❌ 子弹预制体未设置');
- return;
- }
- // 查找方块中的Weapon节点
- console.log('🔍 开始查找方块中的Weapon节点...');
- const weaponNode = this.findWeaponNode(blockNode);
- if (!weaponNode) {
- console.error('❌ 在方块中找不到Weapon节点:', blockNode.name);
- console.log('方块结构:');
- this.logNodeStructure(blockNode, 0);
- return;
- }
- console.log('✅ 找到Weapon节点:', weaponNode.name);
- console.log('Weapon节点路径:', this.getNodePath(weaponNode));
-
- // 实例化子弹
- console.log('🏗️ 开始创建攻击敌人的子弹...');
- const bullet = instantiate(this.bulletPrefab);
- console.log('✅ 子弹创建成功:', bullet.name);
-
- // 将子弹添加到GameArea中
- const gameArea = find('Canvas/GameLevelUI/GameArea');
- if (gameArea) {
- gameArea.addChild(bullet);
- console.log('✅ 子弹已添加到GameArea');
-
- // 设置子弹初始位置 - 简化版本
- try {
- // 直接使用方块的位置作为发射起点
- const blockWorldPos = blockNode.worldPosition;
- console.log('方块世界坐标:', blockWorldPos);
-
- // 延迟设置位置,确保节点已完全添加到场景树
- this.scheduleOnce(() => {
- try {
- // 将世界坐标转换为GameArea的本地坐标
- const gameAreaTransform = gameArea.getComponent(UITransform);
- const localPos = gameAreaTransform.convertToNodeSpaceAR(blockWorldPos);
- bullet.position = localPos;
- console.log('✅ 子弹位置已设置:', {
- blockWorldPos: blockWorldPos,
- bulletLocalPos: localPos
- });
- } catch (error) {
- console.error('❌ 设置子弹位置失败:', error);
- // 备用方案:设置为GameArea中心
- bullet.position = new Vec3(0, 0, 0);
- console.log('✅ 使用默认位置设置子弹');
- }
- }, 0.02); // 延迟两帧
-
- } catch (error) {
- console.error('❌ 获取方块坐标失败:', error);
- // 备用方案:设置为默认位置
- bullet.position = new Vec3(0, 0, 0);
- }
-
- console.log('🎯 子弹已创建,将自动寻找并攻击最近的敌人');
- } else {
- console.error('❌ 找不到GameArea节点');
- }
- console.log('🔫 === 方块武器发射子弹流程结束 ===');
- }
-
- // 递归查找Weapon节点
- private findWeaponNode(node: Node): Node | null {
- console.log(`🔍 在节点 ${node.name} 中查找Weapon...`);
-
- // 先检查当前节点是否有Weapon子节点
- const weaponNode = node.getChildByName('Weapon');
- if (weaponNode) {
- console.log(`✅ 在 ${node.name} 中找到Weapon节点`);
- 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];
- console.log(` 🔍 检查子节点: ${child.name}`);
- const foundWeapon = this.findWeaponNode(child);
- if (foundWeapon) {
- console.log(`✅ 在 ${child.name} 的子节点中找到Weapon`);
- return foundWeapon;
- }
- }
-
- // 如果都没找到,返回null
- console.log(`❌ 在 ${node.name} 及其子节点中未找到Weapon`);
- return null;
- }
- // 辅助方法:打印节点结构
- private logNodeStructure(node: Node, depth: number) {
- const indent = ' '.repeat(depth);
- console.log(`${indent}${node.name}`);
- for (let i = 0; i < node.children.length; i++) {
- this.logNodeStructure(node.children[i], depth + 1);
- }
- }
- // 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) {
- // 小球速度保持不变,无需检测速度衰减
- // 物理引擎通过刚体组件的零阻尼设置来维持恒定速度
- if (!this.initialized || !this.activeBall || !this.activeBall.isValid) return;
-
- // 使用刚体组件控制小球移动,而不是直接设置位置
- const rigidBody = this.activeBall.getComponent(RigidBody2D);
- if (rigidBody) {
- // 获取当前速度并确保方向向量与实际速度方向一致
- const currentVelocity = rigidBody.linearVelocity;
- const speed = Math.sqrt(currentVelocity.x * currentVelocity.x + currentVelocity.y * currentVelocity.y);
-
- // 确保方向向量与实际速度方向一致
- if (speed > 1.0) {
- this.direction.x = currentVelocity.x / speed;
- this.direction.y = currentVelocity.y / speed;
- }
-
- // 如果速度过低,重新设置速度以维持恒定运动
- if (speed < this.speed * 0.9) {
- rigidBody.linearVelocity = new Vec2(
- this.direction.x * this.speed,
- this.direction.y * this.speed
- );
- }
-
- // 定期检查小球是否接近方块但没有触发碰撞(调试用)
- this.debugCheckNearBlocks();
- }
- }
-
- // 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;
- const placedBlocksContainer = find('Canvas/PlacedBlocks');
- if (!placedBlocksContainer) return;
-
- let nearestDistance = Infinity;
- let nearestBlock = null;
-
- for (let i = 0; i < placedBlocksContainer.children.length; i++) {
- const block = 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) {
- console.log(`⚠️ 小球接近方块但无物理碰撞: 距离=${nearestDistance.toFixed(1)}, 方块=${nearestBlock.name}`);
- console.log('小球位置:', ballPos);
- console.log('方块位置:', nearestBlock.worldPosition);
-
- // 检查小球的碰撞体状态
- console.log('=== 小球碰撞体详细检查 ===');
- const ballCollider = this.activeBall.getComponent(Collider2D);
- console.log('小球有碰撞体:', !!ballCollider);
- if (ballCollider) {
- console.log('小球碰撞体类型:', ballCollider.constructor.name);
- console.log('小球碰撞组:', ballCollider.group);
- console.log('小球碰撞标签:', ballCollider.tag);
- console.log('小球是否为传感器:', ballCollider.sensor);
- console.log('小球碰撞体是否启用:', ballCollider.enabled);
- if (ballCollider instanceof CircleCollider2D) {
- console.log('小球碰撞半径:', ballCollider.radius);
- }
- }
-
- // 检查小球的刚体状态
- const ballRigidBody = this.activeBall.getComponent(RigidBody2D);
- console.log('小球有刚体:', !!ballRigidBody);
- if (ballRigidBody) {
- console.log('小球刚体类型:', ballRigidBody.type);
- console.log('小球刚体启用碰撞监听:', ballRigidBody.enabledContactListener);
- console.log('小球刚体是否启用:', ballRigidBody.enabled);
- }
-
- // 检查最近的方块碰撞体
- console.log('=== 方块碰撞体详细检查 ===');
- const blockCollider = nearestBlock.getComponent(Collider2D);
- console.log('方块有碰撞体:', !!blockCollider);
- if (blockCollider) {
- console.log('方块碰撞体类型:', blockCollider.constructor.name);
- console.log('方块碰撞组:', blockCollider.group);
- console.log('方块碰撞标签:', blockCollider.tag);
- console.log('方块是否为传感器:', blockCollider.sensor);
- console.log('方块碰撞体是否启用:', blockCollider.enabled);
- }
-
- // 检查碰撞矩阵
- console.log('=== 碰撞矩阵检查 ===');
- if (ballCollider && blockCollider) {
- console.log(`小球组${ballCollider.group} 是否能与方块组${blockCollider.group} 碰撞: ${this.checkCollisionMatrix(ballCollider.group, blockCollider.group)}`);
- }
-
- // 检查物理引擎状态
- console.log('=== 物理引擎状态检查 ===');
- console.log('物理引擎是否启用:', PhysicsSystem2D.instance.enable);
- console.log('物理引擎重力:', PhysicsSystem2D.instance.gravity);
- }
- }
-
- // 检查碰撞矩阵
- private checkCollisionMatrix(group1: number, group2: number): boolean {
- // 根据项目配置检查碰撞矩阵
- // "collisionMatrix": { "0": 3, "1": 39, "2": 6, "3": 16, "4": 40, "5": 18 }
- const collisionMatrix: { [key: string]: number } = {
- "0": 3,
- "1": 39,
- "2": 6,
- "3": 16,
- "4": 40,
- "5": 18
- };
-
- const mask1 = collisionMatrix[group1.toString()];
- const mask2 = collisionMatrix[group2.toString()];
-
- console.log(`组${group1}的碰撞掩码: ${mask1} (二进制: ${mask1?.toString(2)})`);
- console.log(`组${group2}的碰撞掩码: ${mask2} (二进制: ${mask2?.toString(2)})`);
-
- // 检查group1是否能与group2碰撞
- const canCollide1to2 = mask1 && (mask1 & (1 << group2)) !== 0;
- // 检查group2是否能与group1碰撞
- const canCollide2to1 = mask2 && (mask2 & (1 << group1)) !== 0;
-
- console.log(`组${group1}->组${group2}: ${canCollide1to2}`);
- console.log(`组${group2}->组${group1}: ${canCollide2to1}`);
-
- return canCollide1to2 && canCollide2to1;
- }
- // 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();
- console.log('Ball initialized with direction:', this.direction);
-
- // 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.speed,
- this.direction.y * this.speed
- );
- console.log('Ball initial velocity set:', rigidBody.linearVelocity);
- } else {
- console.error('无法找到小球的RigidBody2D组件');
- }
- }
- }
- // 初始化球的参数 - 公开方法,供GameManager调用
- initialize() {
- this.calculateGameBounds();
- this.createBall();
- }
- // 输出碰撞矩阵调试信息
- private logCollisionMatrix() {
- // 根据项目配置检查碰撞矩阵
- // "collisionMatrix": { "0": 3, "1": 39, "2": 6, "3": 16, "4": 40, "5": 18 }
- const collisionMatrix: { [key: string]: number } = {
- "0": 3,
- "1": 39,
- "2": 6,
- "3": 16,
- "4": 40,
- "5": 18
- };
-
- console.log('🔍 === 碰撞矩阵配置 ===');
- for (const group in collisionMatrix) {
- const mask = collisionMatrix[group];
- console.log(`组 ${group}: 掩码 ${mask} (二进制: ${mask?.toString(2)})`);
- }
-
- // 测试Ball组(1)和Block组(2)是否能碰撞
- const ballMask = collisionMatrix["1"]; // 39
- const blockMask = collisionMatrix["2"]; // 6
-
- const ballCanCollideWithBlock = (ballMask & (1 << 2)) !== 0; // 检查Ball能否与组2碰撞
- const blockCanCollideWithBall = (blockMask & (1 << 1)) !== 0; // 检查Block能否与组1碰撞
-
- console.log('🎯 碰撞测试结果:');
- console.log(`Ball组(1) -> Block组(2): ${ballCanCollideWithBlock}`);
- console.log(`Block组(2) -> Ball组(1): ${blockCanCollideWithBall}`);
- console.log(`双向碰撞可用: ${ballCanCollideWithBlock && blockCanCollideWithBall}`);
- console.log('🔍 === 碰撞矩阵分析完成 ===');
- }
- }
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