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- import { _decorator, Component, Node, ProgressBar, Label, Vec3, Prefab, instantiate, find, UITransform, BoxCollider2D, RigidBody2D, ERigidBody2DType } from 'cc';
- const { ccclass, property } = _decorator;
- // 前向声明EnemyInstance类型,避免循环引用
- class EnemyInstanceType {
- public health: number;
- public maxHealth: number;
- public speed: number;
- public attackPower: number;
- public movingDirection: number;
- public targetY: number;
- public changeDirectionTime: number;
- public controller: any;
- public node: Node;
- public updateHealthDisplay: () => void;
- public takeDamage: (damage: number) => void;
- }
- @ccclass('EnemyController')
- export class EnemyController extends Component {
- // 敌人预制体
- @property({
- type: Prefab,
- tooltip: '拖拽Enemy预制体到这里'
- })
- public enemyPrefab: Prefab = null;
- // 敌人生成参数
- @property({
- tooltip: '敌人生成间隔(秒)'
- })
- public spawnInterval: number = 3;
- // 敌人属性
- @property({
- tooltip: '敌人移动速度'
- })
- public enemySpeed: number = 50;
- @property({
- tooltip: '敌人攻击力'
- })
- public attackPower: number = 10;
- @property({
- tooltip: '敌人生命值'
- })
- public health: number = 30;
- // 墙体属性
- @property({
- tooltip: '墙体初始血量'
- })
- public wallHealth: number = 1200;
- @property({
- type: Node,
- tooltip: '墙体血量显示节点'
- })
- public wallHealthNode: Node = null;
- // 游戏区域边界 - 改为public,让敌人实例可以访问
- public gameBounds = {
- left: 0,
- right: 0,
- top: 0,
- bottom: 0
- };
- // 活跃的敌人列表
- private activeEnemies: Node[] = [];
-
- // 游戏是否已开始
- private gameStarted: boolean = false;
-
- // 墙体节点
- private wallNodes: Node[] = [];
- start() {
- // 获取游戏区域边界
- this.calculateGameBounds();
-
- // 查找墙体节点
- this.findWallNodes();
-
- // 初始化墙体血量显示
- this.initWallHealthDisplay();
-
- // 确保enemyContainer节点存在
- this.ensureEnemyContainer();
- }
- // 计算游戏区域边界
- 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);
- }
- // 查找墙体节点
- findWallNodes() {
- // 查找上下左右四个墙体节点
- const gameArea = find('Canvas/GameLevelUI/GameArea');
- if (gameArea) {
- const topFence = gameArea.getChildByName('TopFence');
- const bottomFence = gameArea.getChildByName('BottomFence');
- const leftFence = gameArea.getChildByName('JiguangL');
- const rightFence = gameArea.getChildByName('JiguangR');
- if (topFence) {
- this.wallNodes.push(topFence);
- }
- if (bottomFence) {
- this.wallNodes.push(bottomFence);
- }
- if (leftFence) this.wallNodes.push(leftFence);
- if (rightFence) this.wallNodes.push(rightFence);
- console.log(`找到 ${this.wallNodes.length} 个墙体节点`);
- }
- }
- // 初始化墙体血量显示
- initWallHealthDisplay() {
- if (!this.wallHealthNode) {
- // 尝试查找墙体血量显示节点
- this.wallHealthNode = find('Canvas/GameLevelUI/HeartNode');
- }
- if (this.wallHealthNode) {
- // 更新墙体血量显示
- this.updateWallHealthDisplay();
- } else {
- console.warn('未设置墙体血量显示节点');
- }
- }
- // 更新墙体血量显示
- updateWallHealthDisplay() {
- if (!this.wallHealthNode) return;
- // 查找Label组件
- const label = this.wallHealthNode.getComponent(Label);
- if (label) {
- label.string = this.wallHealth.toString();
- }
- }
- // 确保enemyContainer节点存在
- ensureEnemyContainer() {
- let enemyContainer = find('Canvas/GameLevelUI/enemyContainer');
-
- // 如果节点不存在,创建一个
- if (!enemyContainer) {
- // 获取GameLevelUI节点
- const gameLevelUI = find('Canvas/GameLevelUI');
- if (!gameLevelUI) {
- console.error('找不到GameLevelUI节点,无法创建enemyContainer');
- return;
- }
-
- // 创建enemyContainer节点
- enemyContainer = new Node('enemyContainer');
- gameLevelUI.addChild(enemyContainer);
-
- // 确保enemyContainer有UITransform组件
- if (!enemyContainer.getComponent(UITransform)) {
- const uiTransform = enemyContainer.addComponent(UITransform);
- uiTransform.width = 1000;
- uiTransform.height = 1000;
- }
-
- console.log('已创建enemyContainer节点');
- }
- }
- // 游戏开始
- startGame() {
- this.gameStarted = true;
-
- // 确保enemyContainer节点存在
- this.ensureEnemyContainer();
-
- // 开始生成敌人
- this.schedule(this.spawnEnemy, this.spawnInterval);
-
- console.log('开始生成敌人');
- }
- // 游戏结束
- stopGame() {
- this.gameStarted = false;
-
- // 停止生成敌人
- this.unschedule(this.spawnEnemy);
-
- // 清除所有敌人
- this.clearAllEnemies();
-
- console.log('停止生成敌人');
- }
- // 生成敌人
- spawnEnemy() {
- if (!this.gameStarted || !this.enemyPrefab) return;
-
- // 随机决定从上方还是下方生成
- const fromTop = Math.random() > 0.5;
-
- // 实例化敌人
- const enemy = instantiate(this.enemyPrefab);
- enemy.name = 'Enemy'; // 确保敌人节点名称为Enemy
-
- // 添加到场景中
- const enemyContainer = find('Canvas/GameLevelUI/enemyContainer');
- if (!enemyContainer) {
- console.error('找不到enemyContainer节点');
- return;
- }
-
- enemyContainer.addChild(enemy);
-
- // 设置敌人位置
- const xPos = this.gameBounds.left + Math.random() * (this.gameBounds.right - this.gameBounds.left);
- const yPos = fromTop ? this.gameBounds.top + 100 : this.gameBounds.bottom - 100;
-
- // 将世界坐标转换为相对于enemyContainer的本地坐标
- const localPos = enemyContainer.getComponent(UITransform).convertToNodeSpaceAR(new Vec3(xPos, yPos, 0));
- enemy.position = localPos;
-
- // 设置敌人属性 - 直接使用组件而不是自定义属性
- const enemyComp = enemy.addComponent('EnemyInstance') as any;
- enemyComp.health = this.health;
- enemyComp.maxHealth = this.health;
- enemyComp.speed = this.enemySpeed;
- enemyComp.attackPower = this.attackPower;
- enemyComp.movingDirection = Math.random() > 0.5 ? 1 : -1; // 随机初始移动方向
- enemyComp.targetY = fromTop ? this.gameBounds.top - 50 : this.gameBounds.bottom + 50; // 目标Y位置
- enemyComp.changeDirectionTime = 0; // 下次改变方向的时间
- enemyComp.controller = this; // 设置对控制器的引用
-
- // 更新敌人血量显示
- enemyComp.updateHealthDisplay();
-
- // 添加到活跃敌人列表
- this.activeEnemies.push(enemy);
-
- console.log(`生成敌人,当前共有 ${this.activeEnemies.length} 个敌人`);
- }
- // 清除所有敌人
- clearAllEnemies() {
- for (const enemy of this.activeEnemies) {
- if (enemy && enemy.isValid) {
- enemy.destroy();
- }
- }
- this.activeEnemies = [];
- }
- // 获取所有活跃的敌人
- getActiveEnemies(): Node[] {
- // 过滤掉已经无效的敌人
- this.activeEnemies = this.activeEnemies.filter(enemy => enemy && enemy.isValid);
- return this.activeEnemies;
- }
- // 敌人受到伤害
- damageEnemy(enemy: Node, damage: number) {
- if (!enemy || !enemy.isValid) return;
-
- // 获取敌人组件
- const enemyComp = enemy.getComponent('EnemyInstance') as any;
- if (!enemyComp) return;
-
- // 减少敌人血量
- enemyComp.takeDamage(damage);
-
- // 检查敌人是否死亡
- if (enemyComp.health <= 0) {
- // 从活跃敌人列表中移除
- const index = this.activeEnemies.indexOf(enemy);
- if (index !== -1) {
- this.activeEnemies.splice(index, 1);
- }
-
- // 销毁敌人
- enemy.destroy();
-
- console.log(`敌人被消灭,剩余 ${this.activeEnemies.length} 个敌人`);
- }
- }
- // 墙体受到伤害
- damageWall(damage: number) {
- // 减少墙体血量
- this.wallHealth -= damage;
-
- // 更新墙体血量显示
- this.updateWallHealthDisplay();
-
- // 检查墙体是否被摧毁
- if (this.wallHealth <= 0) {
- // 游戏结束
- this.gameOver();
- }
- }
- // 游戏结束
- gameOver() {
- // 停止游戏
- this.stopGame();
-
- // 通知GameManager游戏结束
- const gameManager = find('Canvas').getComponent('GameManager');
- if (gameManager) {
- (gameManager as any).gameOver();
- }
-
- console.log('游戏结束,墙体被摧毁');
- }
- update(dt: number) {
- if (!this.gameStarted) return;
-
- // 更新所有敌人
- for (let i = this.activeEnemies.length - 1; i >= 0; i--) {
- const enemy = this.activeEnemies[i];
- if (!enemy || !enemy.isValid) {
- this.activeEnemies.splice(i, 1);
- continue;
- }
-
- // 敌人更新由各自的组件处理
- // 不再需要检查敌人是否到达墙体,因为敌人到达游戏区域后会自动攻击
- // 敌人的攻击逻辑已经在EnemyInstance中处理
- }
- }
- }
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