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- import { _decorator, Component, Node, Prefab, instantiate, Vec3, EventTouch, Vec2, UITransform, find, Rect, Label, Color, Size, Contact2DType, Collider2D, IPhysics2DContact } from 'cc';
- const { ccclass, property } = _decorator;
- @ccclass('BlockManager')
- export class BlockManager extends Component {
- // 预制体数组,存储5个预制体
- @property([Prefab])
- public blockPrefabs: Prefab[] = [];
-
- // 网格容器节点
- @property({
- type: Node,
- tooltip: '拖拽GridContainer节点到这里'
- })
- public gridContainer: Node = null;
-
- // 方块容器节点(kuang)
- @property({
- type: Node,
- tooltip: '拖拽kuang节点到这里'
- })
- public kuangContainer: Node = null;
-
- // 金币标签节点
- @property({
- type: Node,
- tooltip: '拖拽CoinLabel节点到这里'
- })
- public coinLabelNode: Node = null;
-
- // 子弹预制体
- @property({
- type: Prefab,
- tooltip: '拖拽子弹预制体到这里'
- })
- public bulletPrefab: Prefab = null;
-
- // 游戏是否已开始
- public gameStarted: boolean = false;
-
- // 方块移动冷却时间(秒)
- @property({
- tooltip: '游戏开始后方块移动的冷却时间(秒)'
- })
- public blockMoveCooldown: number = 10;
-
- // 子弹发射冷却时间(秒)
- @property({
- tooltip: '方块发射子弹的冷却时间(秒)'
- })
- public bulletCooldown: number = 0.5;
-
- // 玩家金币数量
- private playerCoins: number = 699;
-
- // 方块价格标签映射
- private blockPriceMap: Map<Node, Node> = new Map();
-
- // 已经生成的块
- private blocks: Node[] = [];
- // 当前拖拽的块
- private currentDragBlock: Node | null = null;
- // 拖拽起始位置
- private startPos = new Vec2();
- // 块的起始位置
- private blockStartPos: Vec3 = new Vec3();
- // 网格占用情况,用于控制台输出
- private gridOccupationMap: number[][] = [];
- // 网格行数和列数
- private readonly GRID_ROWS = 6;
- private readonly GRID_COLS = 11;
- // 是否已初始化网格信息
- private gridInitialized = false;
- // 存储网格节点信息
- private gridNodes: Node[][] = [];
- // 网格间距
- private gridSpacing = 54;
- // 不参与占用的节点名称列表
- private readonly NON_BLOCK_NODES: string[] = ['Weapon', 'Price'];
- // 临时保存方块的原始占用格子
- private tempRemovedOccupiedGrids: { block: Node, occupiedGrids: { row: number, col: number }[] }[] = [];
- // 方块原始位置(在kuang中的位置)
- private originalPositions: Map<Node, Vec3> = new Map();
- // 方块当前所在的区域
- private blockLocations: Map<Node, string> = new Map();
-
- // 方块移动冷却状态管理
- private blockCooldowns: Map<Node, number> = new Map(); // 存储每个方块的冷却结束时间
- private globalCooldownEndTime: number = 0; // 全局冷却结束时间
-
- // 子弹发射冷却状态
- private canFireBullet: boolean = true;
-
- // 碰撞的方块ID记录,避免重复发射
- private collidedBlockIds: Set<string> = new Set();
-
- // 检查方块是否可以移动(冷却检查)
- private canMoveBlock(block: Node): boolean {
- if (!this.gameStarted) {
- // 游戏未开始(备战阶段),可以自由移动
- return true;
- }
-
- const currentTime = Date.now() / 1000; // 转换为秒
-
- // 检查全局冷却
- if (currentTime < this.globalCooldownEndTime) {
- const remainingTime = Math.ceil(this.globalCooldownEndTime - currentTime);
- return false;
- }
-
- return true;
- }
-
- // 设置方块移动冷却
- private setBlockCooldown(block: Node) {
- if (!this.gameStarted) {
- // 游戏未开始,不设置冷却
- return;
- }
-
- const currentTime = Date.now() / 1000; // 转换为秒
- const cooldownEndTime = currentTime + this.blockMoveCooldown;
-
- // 设置全局冷却
- this.globalCooldownEndTime = cooldownEndTime;
- }
-
- // 清除所有冷却(游戏重置时调用)
- public clearAllCooldowns() {
- this.blockCooldowns.clear();
- this.globalCooldownEndTime = 0;
- }
-
- // 递归查找Weapon节点
- private findWeaponNode(node: Node): Node | null {
- // 直接检查当前节点的子节点
- const weapon = node.getChildByName('Weapon');
- if (weapon) {
- return weapon;
- }
-
- // 递归查找所有子节点
- for (let i = 0; i < node.children.length; i++) {
- const child = node.children[i];
- const found = this.findWeaponNode(child);
- if (found) {
- return found;
- }
- }
-
- return null;
- }
-
- // 发射子弹
- public fireBullet(blockNode: Node) {
- console.log('发射子弹!击中方块:', blockNode.name);
-
- // 检查冷却状态
- if (!this.canFireBullet) {
- console.log('子弹冷却中,无法发射');
- return;
- }
-
- // 检查是否已经对这个方块发射过子弹
- const blockId = blockNode.uuid;
- if (this.collidedBlockIds.has(blockId)) {
- console.log('已经对此方块发射过子弹');
- return;
- }
-
- // 记录此方块ID
- this.collidedBlockIds.add(blockId);
-
- // 设置冷却
- this.canFireBullet = false;
- this.scheduleOnce(() => {
- this.canFireBullet = true;
- // 清理碰撞记录
- this.collidedBlockIds.clear();
- }, this.bulletCooldown);
-
- // 检查是否有子弹预制体
- if (!this.bulletPrefab) {
- console.error('未设置子弹预制体');
- return;
- } else {
- console.log('子弹预制体已设置:', this.bulletPrefab.name);
- }
-
- // 查找Weapon节点 - 递归查找,因为Weapon可能在B1子节点下
- let weaponNode = this.findWeaponNode(blockNode);
-
- if (!weaponNode) {
- console.warn(`方块 ${blockNode.name} 没有找到Weapon子节点,创建一个`);
- // 如果没有找到Weapon节点,在B1节点下创建一个
- const b1Node = blockNode.getChildByName('B1');
- if (b1Node) {
- weaponNode = new Node('Weapon');
- // 确保Weapon节点有UITransform组件
- if (!weaponNode.getComponent(UITransform)) {
- weaponNode.addComponent(UITransform);
- }
- // 将Weapon添加到B1节点中
- b1Node.addChild(weaponNode);
- // 放置在B1中心
- weaponNode.position = new Vec3(0, 0, 0);
- } else {
- // 如果连B1节点都没有,直接添加到方块根节点
- weaponNode = new Node('Weapon');
- // 确保Weapon节点有UITransform组件
- if (!weaponNode.getComponent(UITransform)) {
- weaponNode.addComponent(UITransform);
- }
- // 将Weapon添加到方块中
- blockNode.addChild(weaponNode);
- // 放置在方块中心
- weaponNode.position = new Vec3(0, 0, 0);
- }
- } else {
- console.log(`找到方块 ${blockNode.name} 的Weapon子节点:`, weaponNode.name);
- }
-
- // 实例化子弹
- const bullet = instantiate(this.bulletPrefab);
-
- // 将子弹添加到GameArea中
- const gameArea = find('Canvas/GameLevelUI/GameArea');
- if (gameArea) {
- gameArea.addChild(bullet);
-
- // 设置子弹初始位置为Weapon节点的位置
- const weaponWorldPos = weaponNode.worldPosition;
- bullet.worldPosition = weaponWorldPos;
-
- // 子弹已经有BulletController组件,不需要再添加
- // 让子弹自己找到最近的敌人并攻击
- console.log('子弹已创建,将自动寻找并攻击最近的敌人');
- }
- }
- start() {
- // 如果没有指定GridContainer,尝试找到它
- if (!this.gridContainer) {
- this.gridContainer = find('Canvas/GameLevelUI/GameArea/GridContainer');
- if (!this.gridContainer) {
- console.error('找不到GridContainer节点');
- return;
- }
- }
-
- // 如果没有指定kuangContainer,尝试找到它
- if (!this.kuangContainer) {
- this.kuangContainer = find('Canvas/GameLevelUI/BlockSelectionUI/diban/kuang');
- if (!this.kuangContainer) {
- console.error('找不到kuang节点');
- return;
- }
- }
-
- // 如果没有指定coinLabelNode,尝试找到它
- if (!this.coinLabelNode) {
- this.coinLabelNode = find('Canvas/GameLevelUI/CoinNode/CoinLabel');
- if (!this.coinLabelNode) {
- console.error('找不到CoinLabel节点');
- return;
- }
- }
-
- // 确保有PlacedBlocks节点用于存放已放置的方块
- this.ensurePlacedBlocksNode();
-
- // 初始化玩家金币显示
- this.updateCoinDisplay();
-
- // 初始化网格信息
- this.initGridInfo();
-
- // 初始化网格占用情况
- this.initGridOccupationMap();
-
- // 在kuang下随机生成三个方块
- this.generateRandomBlocksInKuang();
- // 注册碰撞回调
- const collider = this.getComponent(Collider2D);
- if (collider) {
- collider.on(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this);
- console.log('方块碰撞监听器已注册');
- }
- }
-
- // 确保有PlacedBlocks节点
- ensurePlacedBlocksNode() {
- const canvas = find('Canvas');
- if (!canvas) {
- console.error('找不到Canvas节点');
- return;
- }
-
- let placedBlocksNode = find('Canvas/PlacedBlocks');
- if (!placedBlocksNode) {
- placedBlocksNode = new Node('PlacedBlocks');
- canvas.addChild(placedBlocksNode);
- if (!placedBlocksNode.getComponent(UITransform)) {
- placedBlocksNode.addComponent(UITransform);
- }
- console.log('已创建PlacedBlocks节点');
- }
- }
-
- // 初始化网格信息
- initGridInfo() {
- if (!this.gridContainer || this.gridInitialized) return;
-
- this.gridNodes = [];
- for (let row = 0; row < this.GRID_ROWS; row++) {
- this.gridNodes[row] = [];
- }
-
- for (let i = 0; i < this.gridContainer.children.length; i++) {
- const grid = this.gridContainer.children[i];
- if (grid.name.startsWith('Grid_')) {
- const parts = grid.name.split('_');
- if (parts.length === 3) {
- const row = parseInt(parts[1]);
- const col = parseInt(parts[2]);
-
- if (row >= 0 && row < this.GRID_ROWS && col >= 0 && col < this.GRID_COLS) {
- this.gridNodes[row][col] = grid;
- }
- }
- }
- }
-
- if (this.GRID_ROWS > 1 && this.GRID_COLS > 0) {
- if (this.gridNodes[0][0] && this.gridNodes[1][0]) {
- const pos1 = this.gridNodes[0][0].position;
- const pos2 = this.gridNodes[1][0].position;
- this.gridSpacing = Math.abs(pos2.y - pos1.y);
- }
- }
-
- this.gridInitialized = true;
- }
-
- // 初始化网格占用情况
- initGridOccupationMap() {
- this.gridOccupationMap = [];
- for (let row = 0; row < this.GRID_ROWS; row++) {
- const rowArray: number[] = [];
- for (let col = 0; col < this.GRID_COLS; col++) {
- rowArray.push(0);
- }
- this.gridOccupationMap.push(rowArray);
- }
- }
-
- // 在kuang下随机生成三个方块
- private generateRandomBlocksInKuang() {
- this.clearBlocks();
-
- if (this.blockPrefabs.length === 0) {
- console.error('没有可用的预制体');
- return;
- }
-
- const kuangNode = this.kuangContainer;
- if (!kuangNode) {
- console.error('找不到kuang节点');
- return;
- }
-
- const offsets = [
- new Vec3(-200, 0, 0),
- new Vec3(0, 0, 0),
- new Vec3(200, 0, 0)
- ];
-
- const dbNodes = [
- kuangNode.getChildByName('db01'),
- kuangNode.getChildByName('db02'),
- kuangNode.getChildByName('db03')
- ];
-
- console.log('开始在kuang容器中生成随机方块');
-
- for (let i = 0; i < 3; i++) {
- const randomIndex = Math.floor(Math.random() * this.blockPrefabs.length);
- const prefab = this.blockPrefabs[randomIndex];
-
- if (!prefab) {
- console.error(`方块预制体索引 ${randomIndex} 无效`);
- continue;
- }
-
- const block = instantiate(prefab);
- kuangNode.addChild(block);
-
- block.position = offsets[i];
-
- this.originalPositions.set(block, offsets[i].clone());
- this.blockLocations.set(block, 'kuang');
- this.blocks.push(block);
-
- if (dbNodes[i]) {
- const priceNode = dbNodes[i].getChildByName('Price');
- if (priceNode) {
- this.blockPriceMap.set(block, priceNode);
- priceNode.active = true;
- }
-
- this.associateDbNodeWithBlock(block, dbNodes[i]);
- }
-
- this.setupDragEvents(block);
-
- console.log(`生成方块 ${i + 1}/3: ${prefab.name} 在位置 (${offsets[i].x.toFixed(2)}, ${offsets[i].y.toFixed(2)})`);
- }
-
- console.log(`成功在kuang容器中生成了 ${this.blocks.length} 个方块`);
- this.updateCoinDisplay();
- }
-
- // 将db节点与方块关联
- associateDbNodeWithBlock(block: Node, dbNode: Node) {
- block['dbNode'] = dbNode;
-
- block.on(Node.EventType.TRANSFORM_CHANGED, () => {
- if (dbNode && block.parent) {
- const location = this.blockLocations.get(block);
-
- if (location === 'grid') {
- dbNode.active = false;
- return;
- }
-
- dbNode.active = true;
-
- const worldPos = block.parent.getComponent(UITransform).convertToWorldSpaceAR(block.position);
- const localPos = dbNode.parent.getComponent(UITransform).convertToNodeSpaceAR(worldPos);
-
- dbNode.position = new Vec3(localPos.x, localPos.y - 80, localPos.z);
- }
- });
- }
-
- // 更新金币显示
- updateCoinDisplay() {
- if (this.coinLabelNode) {
- const label = this.coinLabelNode.getComponent(Label);
- if (label) {
- label.string = this.playerCoins.toString();
- }
- }
- }
-
- // 获取方块价格
- getBlockPrice(block: Node): number {
- const priceNode = this.blockPriceMap.get(block);
- if (priceNode) {
- const label = priceNode.getComponent(Label);
- if (label) {
- const price = parseInt(label.string);
- if (!isNaN(price)) {
- return price;
- }
- }
- }
- return 50;
- }
-
- // 隐藏价格标签
- hidePriceLabel(block: Node) {
- const priceNode = this.blockPriceMap.get(block);
- if (priceNode) {
- priceNode.active = false;
- }
- }
-
- // 显示价格标签
- showPriceLabel(block: Node) {
- const priceNode = this.blockPriceMap.get(block);
- if (priceNode) {
- priceNode.active = true;
- }
- }
-
- // 扣除玩家金币
- deductPlayerCoins(amount: number): boolean {
- if (this.playerCoins >= amount) {
- this.playerCoins -= amount;
- this.updateCoinDisplay();
- return true;
- }
- return false;
- }
-
- // 归还玩家金币
- refundPlayerCoins(amount: number) {
- this.playerCoins += amount;
- this.updateCoinDisplay();
- }
-
- // 设置拖拽事件
- setupDragEvents(block: Node) {
- block.on(Node.EventType.TOUCH_START, (event: EventTouch) => {
- if (this.gameStarted && this.blockLocations.get(block) === 'grid') {
- if (!this.canMoveBlock(block)) {
- return;
- }
- }
-
- this.currentDragBlock = block;
- this.startPos = event.getUILocation();
- this.blockStartPos.set(block.position);
- this.currentDragBlock['startLocation'] = this.blockLocations.get(block);
-
- block.setSiblingIndex(block.parent.children.length - 1);
- this.tempStoreBlockOccupiedGrids(block);
- }, this);
-
- block.on(Node.EventType.TOUCH_MOVE, (event: EventTouch) => {
- if (this.gameStarted && this.blockLocations.get(block) === 'grid') {
- if (!this.canMoveBlock(block)) {
- return;
- }
- }
-
- if (!this.currentDragBlock) return;
-
- const location = event.getUILocation();
- const deltaX = location.x - this.startPos.x;
- const deltaY = location.y - this.startPos.y;
-
- this.currentDragBlock.position = new Vec3(
- this.blockStartPos.x + deltaX,
- this.blockStartPos.y + deltaY,
- this.blockStartPos.z
- );
- }, this);
-
- block.on(Node.EventType.TOUCH_END, (event: EventTouch) => {
- if (this.gameStarted && this.blockLocations.get(block) === 'grid') {
- if (!this.canMoveBlock(block)) {
- return;
- }
- }
-
- if (this.currentDragBlock) {
- this.handleBlockDrop(event);
-
- // 如果成功移动且游戏已开始,设置冷却
- if (this.gameStarted && this.blockLocations.get(this.currentDragBlock) === 'grid') {
- this.setBlockCooldown(this.currentDragBlock);
- }
-
- this.currentDragBlock = null;
- }
- }, this);
-
- block.on(Node.EventType.TOUCH_CANCEL, () => {
- if (this.currentDragBlock) {
- this.returnBlockToOriginalPosition();
- this.currentDragBlock = null;
- }
- }, this);
- }
-
- // 处理方块放下
- handleBlockDrop(event: EventTouch) {
- const touchPos = event.getUILocation();
- const startLocation = this.currentDragBlock['startLocation'];
-
- if (this.isInKuangArea(touchPos)) {
- this.returnBlockToKuang(startLocation);
- } else if (this.tryPlaceBlockToGrid(this.currentDragBlock)) {
- this.handleSuccessfulPlacement(startLocation);
- console.log('成功放置,移动到网格');
- } else {
- this.returnBlockToOriginalPosition();
- }
- }
-
- // 返回方块到kuang区域
- returnBlockToKuang(startLocation: string) {
- const originalPos = this.originalPositions.get(this.currentDragBlock);
- if (originalPos) {
- const kuangNode = this.kuangContainer;
- if (kuangNode && this.currentDragBlock.parent !== kuangNode) {
- this.currentDragBlock.removeFromParent();
- kuangNode.addChild(this.currentDragBlock);
- }
-
- this.currentDragBlock.position = originalPos.clone();
- }
-
- this.restoreBlockOccupiedGrids(this.currentDragBlock);
- this.blockLocations.set(this.currentDragBlock, 'kuang');
- this.showPriceLabel(this.currentDragBlock);
-
- if (startLocation === 'grid') {
- const price = this.getBlockPrice(this.currentDragBlock);
- this.refundPlayerCoins(price);
- this.currentDragBlock['placedBefore'] = false;
- }
-
- const dbNode = this.currentDragBlock['dbNode'];
- if (dbNode) {
- dbNode.active = true;
- this.currentDragBlock.emit(Node.EventType.TRANSFORM_CHANGED);
- }
- }
-
- // 处理成功放置
- handleSuccessfulPlacement(startLocation: string) {
- const price = this.getBlockPrice(this.currentDragBlock);
-
- if (startLocation === 'grid') {
- this.clearTempStoredOccupiedGrids(this.currentDragBlock);
- this.blockLocations.set(this.currentDragBlock, 'grid');
- this.hidePriceLabel(this.currentDragBlock);
-
- const dbNode = this.currentDragBlock['dbNode'];
- if (dbNode) {
- dbNode.active = false;
- }
-
- // 立即将方块移动到PlacedBlocks节点下,不等游戏开始
- this.moveBlockToPlacedBlocks(this.currentDragBlock);
-
- // 如果游戏已开始,添加锁定视觉提示
- if (this.gameStarted) {
- this.addLockedVisualHint(this.currentDragBlock);
- }
- } else {
- if (this.deductPlayerCoins(price)) {
- this.clearTempStoredOccupiedGrids(this.currentDragBlock);
- this.blockLocations.set(this.currentDragBlock, 'grid');
- this.hidePriceLabel(this.currentDragBlock);
-
- const dbNode = this.currentDragBlock['dbNode'];
- if (dbNode) {
- dbNode.active = false;
- }
-
- this.currentDragBlock['placedBefore'] = true;
-
- // 立即将方块移动到PlacedBlocks节点下,不等游戏开始
- this.moveBlockToPlacedBlocks(this.currentDragBlock);
-
- // 如果游戏已开始,添加锁定视觉提示
- if (this.gameStarted) {
- this.addLockedVisualHint(this.currentDragBlock);
- }
- } else {
- this.returnBlockToOriginalPosition();
- }
- }
- }
-
- // 返回方块到原位置
- returnBlockToOriginalPosition() {
- const currentLocation = this.blockLocations.get(this.currentDragBlock);
- if (currentLocation === 'kuang') {
- const originalPos = this.originalPositions.get(this.currentDragBlock);
- if (originalPos) {
- this.currentDragBlock.position = originalPos.clone();
- }
- } else {
- this.currentDragBlock.position = this.blockStartPos.clone();
- }
-
- this.restoreBlockOccupiedGrids(this.currentDragBlock);
- this.showPriceLabel(this.currentDragBlock);
-
- const dbNode = this.currentDragBlock['dbNode'];
- if (dbNode) {
- dbNode.active = true;
- this.currentDragBlock.emit(Node.EventType.TRANSFORM_CHANGED);
- }
- }
-
- // 检查是否在kuang区域内
- isInKuangArea(touchPos: Vec2): boolean {
- if (!this.kuangContainer) return false;
-
- const kuangTransform = this.kuangContainer.getComponent(UITransform);
- if (!kuangTransform) return false;
-
- const kuangBoundingBox = new Rect(
- this.kuangContainer.worldPosition.x - kuangTransform.width * kuangTransform.anchorX,
- this.kuangContainer.worldPosition.y - kuangTransform.height * kuangTransform.anchorY,
- kuangTransform.width,
- kuangTransform.height
- );
-
- return kuangBoundingBox.contains(new Vec2(touchPos.x, touchPos.y));
- }
-
- // 临时保存方块占用的网格
- tempStoreBlockOccupiedGrids(block: Node) {
- const occupiedGrids = block['occupiedGrids'];
- if (!occupiedGrids || occupiedGrids.length === 0) return;
-
- this.tempRemovedOccupiedGrids.push({
- block: block,
- occupiedGrids: [...occupiedGrids]
- });
-
- for (const grid of occupiedGrids) {
- if (grid.row >= 0 && grid.row < this.GRID_ROWS &&
- grid.col >= 0 && grid.col < this.GRID_COLS) {
- this.gridOccupationMap[grid.row][grid.col] = 0;
- }
- }
-
- block['occupiedGrids'] = [];
- }
-
- // 恢复方块原来的占用状态
- restoreBlockOccupiedGrids(block: Node) {
- const index = this.tempRemovedOccupiedGrids.findIndex(item => item.block === block);
- if (index === -1) return;
-
- const savedItem = this.tempRemovedOccupiedGrids[index];
-
- for (const grid of savedItem.occupiedGrids) {
- if (grid.row >= 0 && grid.row < this.GRID_ROWS &&
- grid.col >= 0 && grid.col < this.GRID_COLS) {
- this.gridOccupationMap[grid.row][grid.col] = 1;
- }
- }
-
- block['occupiedGrids'] = [...savedItem.occupiedGrids];
- this.tempRemovedOccupiedGrids.splice(index, 1);
- }
-
- // 清除临时保存的占用状态
- clearTempStoredOccupiedGrids(block: Node) {
- const index = this.tempRemovedOccupiedGrids.findIndex(item => item.block === block);
- if (index === -1) return;
-
- this.tempRemovedOccupiedGrids.splice(index, 1);
- }
-
- // 尝试将方块放置到网格中
- tryPlaceBlockToGrid(block: Node): boolean {
- if (!this.gridContainer || !this.gridInitialized) return false;
-
- let b1Node = block;
- if (block.name !== 'B1') {
- b1Node = block.getChildByName('B1');
- if (!b1Node) {
- return false;
- }
- }
-
- const b1WorldPos = b1Node.parent.getComponent(UITransform).convertToWorldSpaceAR(b1Node.position);
- const gridPos = this.gridContainer.getComponent(UITransform).convertToNodeSpaceAR(b1WorldPos);
-
- const gridSize = this.gridContainer.getComponent(UITransform).contentSize;
- const halfWidth = gridSize.width / 2;
- const halfHeight = gridSize.height / 2;
-
- const tolerance = this.gridSpacing * 0.5;
- if (gridPos.x < -halfWidth - tolerance || gridPos.x > halfWidth + tolerance ||
- gridPos.y < -halfHeight - tolerance || gridPos.y > halfHeight + tolerance) {
- return false;
- }
-
- const nearestGrid = this.findNearestGridNode(gridPos);
- if (!nearestGrid) {
- return false;
- }
-
- return this.tryPlaceBlockToSpecificGrid(block, nearestGrid);
- }
-
- // 找到最近的网格节点
- findNearestGridNode(position: Vec3): Node {
- if (!this.gridContainer || !this.gridInitialized) return null;
-
- let nearestNode: Node = null;
- let minDistance = Number.MAX_VALUE;
-
- for (let row = 0; row < this.GRID_ROWS; row++) {
- for (let col = 0; col < this.GRID_COLS; col++) {
- const grid = this.gridNodes[row][col];
- if (grid) {
- const distance = Vec3.distance(position, grid.position);
- if (distance < minDistance) {
- minDistance = distance;
- nearestNode = grid;
- }
- }
- }
- }
-
- if (minDistance > this.gridSpacing * 2) {
- return null;
- }
-
- return nearestNode;
- }
-
- // 尝试将方块放置到指定的网格节点
- tryPlaceBlockToSpecificGrid(block: Node, targetGrid: Node): boolean {
- let b1Node = block;
- if (block.name !== 'B1') {
- b1Node = block.getChildByName('B1');
- if (!b1Node) {
- return false;
- }
- }
-
- if (!this.canPlaceBlockAt(block, targetGrid)) {
- return false;
- }
-
- const gridCenterWorldPos = this.gridContainer.getComponent(UITransform).convertToWorldSpaceAR(targetGrid.position);
- const targetWorldPos = gridCenterWorldPos.clone();
-
- const b1LocalPos = b1Node.position.clone();
-
- let rootTargetWorldPos;
- if (b1Node === block) {
- rootTargetWorldPos = targetWorldPos.clone();
- } else {
- rootTargetWorldPos = new Vec3(
- targetWorldPos.x - b1LocalPos.x,
- targetWorldPos.y - b1LocalPos.y,
- targetWorldPos.z
- );
- }
-
- const rootTargetLocalPos = block.parent.getComponent(UITransform).convertToNodeSpaceAR(rootTargetWorldPos);
-
- block.position = rootTargetLocalPos;
- this.markOccupiedPositions(block, targetGrid);
-
- return true;
- }
-
- // 检查方块是否可以放置在指定位置
- canPlaceBlockAt(block: Node, targetGrid: Node): boolean {
- if (!this.gridInitialized) return false;
-
- const targetRowCol = this.getGridRowCol(targetGrid);
- if (!targetRowCol) return false;
-
- const parts = this.getBlockParts(block);
-
- for (const part of parts) {
- const row = targetRowCol.row - part.y;
- const col = targetRowCol.col + part.x;
-
- if (row < 0 || row >= this.GRID_ROWS || col < 0 || col >= this.GRID_COLS) {
- return false;
- }
-
- if (this.gridOccupationMap[row][col] === 1) {
- return false;
- }
- }
-
- return true;
- }
-
- // 获取网格行列索引
- getGridRowCol(gridNode: Node): { row: number, col: number } | null {
- if (!gridNode || !gridNode.name.startsWith('Grid_')) return null;
-
- const parts = gridNode.name.split('_');
- if (parts.length === 3) {
- const row = parseInt(parts[1]);
- const col = parseInt(parts[2]);
-
- if (row >= 0 && row < this.GRID_ROWS && col >= 0 && col < this.GRID_COLS) {
- return { row, col };
- }
- }
-
- return null;
- }
-
- // 获取方块的所有部分节点及其相对坐标
- getBlockParts(block: Node): { node: Node, x: number, y: number }[] {
- const parts: { node: Node, x: number, y: number }[] = [];
-
- parts.push({ node: block, x: 0, y: 0 });
- this.findBlockParts(block, parts, 0, 0);
-
- return parts;
- }
-
- // 递归查找方块的所有部分
- findBlockParts(node: Node, result: { node: Node, x: number, y: number }[], parentX: number, parentY: number) {
- for (let i = 0; i < node.children.length; i++) {
- const child = node.children[i];
-
- if (this.NON_BLOCK_NODES.indexOf(child.name) !== -1) {
- continue;
- }
-
- let x = parentX;
- let y = parentY;
-
- const match = child.name.match(/^\((-?\d+),(-?\d+)\)$/);
- if (match) {
- x = parseInt(match[1]);
- y = parseInt(match[2]);
- result.push({ node: child, x, y });
- } else if (child.name.startsWith('B')) {
- const relativeX = Math.round(child.position.x / this.gridSpacing);
- const relativeY = -Math.round(child.position.y / this.gridSpacing);
-
- x = parentX + relativeX;
- y = parentY + relativeY;
-
- result.push({ node: child, x, y });
- }
-
- this.findBlockParts(child, result, x, y);
- }
- }
-
- // 标记方块占用的格子
- markOccupiedPositions(block: Node, targetGrid: Node) {
- if (!this.gridInitialized) return;
-
- const targetRowCol = this.getGridRowCol(targetGrid);
- if (!targetRowCol) return;
-
- const parts = this.getBlockParts(block);
-
- block['occupiedGrids'] = [];
-
- for (const part of parts) {
- const row = targetRowCol.row - part.y;
- const col = targetRowCol.col + part.x;
-
- if (row >= 0 && row < this.GRID_ROWS && col >= 0 && col < this.GRID_COLS) {
- this.gridOccupationMap[row][col] = 1;
-
- block['occupiedGrids'] = block['occupiedGrids'] || [];
- block['occupiedGrids'].push({ row, col });
- }
- }
- }
-
- // 清除方块
- clearBlocks() {
- const blocksToRemove = [];
-
- for (const block of this.blocks) {
- if (block.isValid) {
- const location = this.blockLocations.get(block);
- if (location === 'kuang') {
- blocksToRemove.push(block);
- }
- }
- }
-
- for (const block of blocksToRemove) {
- const dbNode = block['dbNode'];
- if (dbNode && dbNode.isValid) {
- block.off(Node.EventType.TRANSFORM_CHANGED);
-
- const kuangNode = this.kuangContainer;
- if (kuangNode) {
- const dbName = dbNode.name;
- if (!kuangNode.getChildByName(dbName)) {
- dbNode.parent = kuangNode;
- }
- }
- }
-
- const index = this.blocks.indexOf(block);
- if (index !== -1) {
- this.blocks.splice(index, 1);
- }
-
- this.originalPositions.delete(block);
- this.blockLocations.delete(block);
- this.blockPriceMap.delete(block);
-
- block.destroy();
- }
- }
-
- // 游戏开始时调用
- onGameStart() {
- this.gameStarted = true;
- console.log('游戏已开始,已放置的方块将有移动冷却时间');
-
- for (const block of this.blocks) {
- if (block.isValid) {
- const location = this.blockLocations.get(block);
-
- if (location === 'grid') {
- this.hidePriceLabel(block);
-
- const dbNode = block['dbNode'];
- if (dbNode) {
- dbNode.active = false;
- }
-
- this.moveBlockToPlacedBlocks(block);
- this.addLockedVisualHint(block);
- }
- }
- }
- }
-
- // 游戏重置时调用
- onGameReset() {
- this.gameStarted = false;
- this.clearAllCooldowns();
- console.log('游戏已重置,方块可以自由移动');
- }
-
- // 添加视觉提示,表明方块已锁定
- addLockedVisualHint(block: Node) {
- const children = block.children;
- for (let i = 0; i < children.length; i++) {
- const child = children[i];
- if (this.NON_BLOCK_NODES.indexOf(child.name) !== -1) {
- continue;
- }
-
- child.setScale(new Vec3(0.95, 0.95, 1));
- }
-
- }
-
- // 将方块移动到PlacedBlocks节点下
- moveBlockToPlacedBlocks(block: Node) {
- const placedBlocksNode = find('Canvas/PlacedBlocks');
- if (!placedBlocksNode) {
- console.error('找不到PlacedBlocks节点');
- return;
- }
-
- const worldPosition = new Vec3();
- block.getWorldPosition(worldPosition);
-
- block.removeFromParent();
- placedBlocksNode.addChild(block);
- block.setWorldPosition(worldPosition);
-
- }
- // 碰撞回调
- onBeginContact(selfCollider: Collider2D, otherCollider: Collider2D, contact: IPhysics2DContact | null) {
- console.log('方块碰到了:', otherCollider.node.name);
-
- // 如果碰到球,发射子弹
- if (otherCollider.node.name === 'Ball') {
- console.log('方块被球击中!');
-
- // 获取被击中的方块节点
- const hitBlock = selfCollider.node;
-
- // 检查是否是已放置的方块(在网格中的方块)
- const blockLocation = this.blockLocations.get(hitBlock);
- if (blockLocation === 'grid') {
- // 发射子弹
- this.fireBullet(hitBlock);
- } else {
- console.log('只有已放置在网格中的方块才能发射子弹');
- }
- }
- }
- }
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