2026-02-11 19:40:26 +08:00
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# 03. 节点系统
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Extra2D 的节点系统是构建游戏对象的基础。所有可见的游戏元素都是节点的子类。
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## 核心节点类型
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```
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Node (基类)
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├── Sprite (精灵)
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├── Text (文本)
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├── Button (按钮)
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├── Widget (UI控件基类)
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│ ├── Label (标签)
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│ ├── CheckBox (复选框)
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│ ├── RadioButton (单选按钮)
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│ ├── Slider (滑块)
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│ └── ProgressBar (进度条)
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└── 自定义节点...
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```
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## 基础节点操作
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### 创建和添加节点
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```cpp
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// 创建精灵
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auto sprite = Sprite::create(texture);
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sprite->setPosition(Vec2(100, 200));
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sprite->setAnchor(Vec2(0.5f, 0.5f)); // 中心锚点
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addChild(sprite);
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// 创建文本
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auto text = Text::create("Hello World", font);
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text->setPosition(Vec2(400, 300));
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text->setTextColor(Color(1, 1, 1, 1));
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addChild(text);
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```
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### 节点属性
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```cpp
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2026-02-12 21:57:41 +08:00
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// 位置(相对于父节点的本地坐标)
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node->setPosition(Vec2(x, y));
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Vec2 pos = node->getPosition();
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2026-02-12 21:57:41 +08:00
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// 旋转(角度,单位:度)
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node->setRotation(45.0f);
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float angle = node->getRotation();
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// 缩放
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node->setScale(Vec2(2.0f, 2.0f));
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Vec2 scale = node->getScale();
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// 锚点(0,0 左上角,0.5,0.5 中心,1,1 右下角)
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node->setAnchor(Vec2(0.5f, 0.5f));
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// 可见性
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node->setVisible(true);
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bool visible = node->isVisible();
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// Z轴顺序
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node->setZOrder(10);
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```
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2026-02-12 21:57:41 +08:00
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## ⚠️ 重要:坐标系与变换系统
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### 坐标系说明
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Extra2D 使用以下坐标系:
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1. **本地坐标系(Local Space)**:相对于父节点的坐标
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- 原点 `(0, 0)` 是父节点的锚点位置
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- `setPosition(x, y)` 设置的是本地坐标
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2. **世界坐标系(World Space)**:相对于场景根节点的绝对坐标
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- 通过 `convertToWorldSpace()` 转换
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- 通过 `getWorldTransform()` 获取变换矩阵
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3. **屏幕坐标系(Screen Space)**:相对于屏幕左上角的坐标
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- 原点 `(0, 0)` 在屏幕左上角
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- Y轴向下为正方向
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### 锚点(Anchor)机制
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**锚点定义了节点的原点位置**:
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```cpp
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// 锚点 (0, 0) - 左上角为原点
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sprite->setAnchor(Vec2(0.0f, 0.0f));
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sprite->setPosition(Vec2(100, 100)); // 左上角在 (100, 100)
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// 锚点 (0.5, 0.5) - 中心为原点(推荐)
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sprite->setAnchor(Vec2(0.5f, 0.5f));
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sprite->setPosition(Vec2(100, 100)); // 中心在 (100, 100)
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// 锚点 (1, 1) - 右下角为原点
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sprite->setAnchor(Vec2(1.0f, 1.0f));
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sprite->setPosition(Vec2(100, 100)); // 右下角在 (100, 100)
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2026-02-11 19:40:26 +08:00
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```
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2026-02-12 21:57:41 +08:00
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**⚠️ 重要:锚点偏移在渲染时处理,不在本地变换中**
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2026-02-12 21:57:41 +08:00
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这意味着:
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- `getLocalTransform()` 返回的矩阵**不包含**锚点偏移
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- 锚点偏移在 `GLSpriteBatch::addVertices()` 中应用
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- 这样可以避免锚点偏移被父节点的缩放影响
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### 父子变换传递
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**变换层级**:
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```
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Scene (世界坐标系)
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└── GameOverLayer (本地坐标 + 父变换 = 世界坐标)
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└── Panel (本地坐标 + 父变换 = 世界坐标)
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└── ScoreNumber (本地坐标 + 父变换 = 世界坐标)
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```
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**关键方法**:
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```cpp
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// 获取本地变换矩阵(不包含锚点偏移)
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glm::mat4 localTransform = node->getLocalTransform();
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2026-02-12 21:57:41 +08:00
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// 获取世界变换矩阵(包含所有父节点的变换)
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glm::mat4 worldTransform = node->getWorldTransform();
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2026-02-12 21:57:41 +08:00
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// 本地坐标转世界坐标
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Vec2 worldPos = node->convertToWorldSpace(Vec2::Zero());
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// 世界坐标转本地坐标
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Vec2 localPos = node->convertToNodeSpace(worldPos);
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```
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2026-02-12 21:57:41 +08:00
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**变换更新流程**:
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1. **标记脏状态**:当位置、旋转、缩放改变时
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```cpp
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void Node::setPosition(const Vec2& pos) {
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position_ = pos;
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markTransformDirty(); // 标记变换需要更新
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}
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```
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2. **递归标记**:`markTransformDirty()` 会递归标记所有子节点
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```cpp
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void Node::markTransformDirty() {
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transformDirty_ = true;
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worldTransformDirty_ = true;
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for (auto& child : children_) {
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child->markTransformDirty(); // 递归标记子节点
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}
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}
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```
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3. **批量更新**:在渲染前,`Scene::renderContent()` 调用 `batchUpdateTransforms()`
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```cpp
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void Scene::renderContent(RenderBackend& renderer) {
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batchUpdateTransforms(); // 更新所有节点的世界变换
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// ... 渲染
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}
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```
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### 正确使用变换的示例
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```cpp
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// 创建层级结构
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auto panel = Sprite::create(panelTexture);
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panel->setAnchor(Vec2(0.5f, 0.5f)); // 中心锚点
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panel->setPosition(Vec2(0, 256)); // 相对于父节点的中心
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addChild(panel);
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// 添加子节点到 panel
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auto scoreNumber = makePtr<Number>();
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scoreNumber->setPosition(Vec2(95.0f, 10.0f)); // 相对于 panel 中心
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panel->addChild(scoreNumber);
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// 当 panel 移动时,scoreNumber 会自动跟随
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// 因为 scoreNumber 的世界变换包含了 panel 的世界变换
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```
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### 常见错误
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**错误1:混淆本地坐标和世界坐标**
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```cpp
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// ❌ 错误:在世界坐标系中设置位置,但节点是子节点
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child->setPosition(worldPos); // 这会被解释为本地坐标
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// ✅ 正确:使用 convertToNodeSpace 转换
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child->setPosition(parent->convertToNodeSpace(worldPos));
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```
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2026-02-12 21:57:41 +08:00
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**错误2:锚点设置不当**
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```cpp
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// ❌ 错误:锚点 (0,0) 但期望中心对齐
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sprite->setAnchor(Vec2(0.0f, 0.0f));
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sprite->setPosition(Vec2(100, 100)); // 左上角在 (100, 100)
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2026-02-12 21:57:41 +08:00
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// ✅ 正确:使用中心锚点
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sprite->setAnchor(Vec2(0.5f, 0.5f));
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sprite->setPosition(Vec2(100, 100)); // 中心在 (100, 100)
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```
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2026-02-11 19:40:26 +08:00
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2026-02-12 21:57:41 +08:00
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**错误3:忽略父节点变换**
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```cpp
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// ❌ 错误:直接设置世界坐标,忽略父节点
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child->setPosition(Vec2(100, 100)); // 这是本地坐标!
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// ✅ 正确:考虑父节点的世界变换
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// 如果父节点在 (50, 50),子节点相对于父节点应该是 (50, 50)
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child->setPosition(Vec2(50, 50));
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```
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2026-02-12 21:57:41 +08:00
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## 精灵(Sprite)
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2026-02-12 21:57:41 +08:00
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### 创建精灵
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```cpp
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auto& resources = Application::instance().resources();
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// 从纹理创建
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auto texture = resources.loadTexture("assets/player.png");
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auto sprite = Sprite::create(texture);
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// 设置精灵属性
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sprite->setPosition(Vec2(400, 300));
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sprite->setAnchor(Vec2(0.5f, 0.5f));
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// 切换纹理
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auto newTexture = resources.loadTexture("assets/player2.png");
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sprite->setTexture(newTexture);
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```
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2026-02-12 21:57:41 +08:00
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### 从图集创建精灵(Texture Atlas)
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```cpp
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// 加载图集纹理
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auto atlasTexture = resources.loadTexture("assets/atlas.png");
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// 创建精灵,指定图集中的矩形区域
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Rect spriteRect(100, 100, 32, 32); // x, y, width, height
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auto sprite = Sprite::create(atlasTexture, spriteRect);
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```
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### 精灵渲染流程
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```cpp
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void Sprite::onDraw(RenderBackend& renderer) {
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// 1. 获取世界变换矩阵
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auto worldTransform = getWorldTransform();
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// 2. 从世界变换中提取位置和缩放
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|
|
|
float worldX = worldTransform[3][0];
|
|
|
|
|
|
float worldY = worldTransform[3][1];
|
|
|
|
|
|
float worldScaleX = glm::length(glm::vec2(worldTransform[0][0], worldTransform[0][1]));
|
|
|
|
|
|
float worldScaleY = glm::length(glm::vec2(worldTransform[1][0], worldTransform[1][1]));
|
|
|
|
|
|
|
|
|
|
|
|
// 3. 计算目标矩形(不包含锚点偏移)
|
|
|
|
|
|
Rect destRect(worldX, worldY, width * worldScaleX, height * worldScaleY);
|
|
|
|
|
|
|
|
|
|
|
|
// 4. 提取旋转角度
|
|
|
|
|
|
float worldRotation = std::atan2(worldTransform[0][1], worldTransform[0][0]);
|
|
|
|
|
|
|
|
|
|
|
|
// 5. 绘制精灵(锚点偏移在 GLSpriteBatch 中处理)
|
|
|
|
|
|
renderer.drawSprite(*texture_, destRect, srcRect, color_, worldRotation, anchor);
|
|
|
|
|
|
}
|
2026-02-11 19:40:26 +08:00
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
|
|
## 按钮(Button)
|
|
|
|
|
|
|
|
|
|
|
|
### 创建按钮
|
|
|
|
|
|
|
|
|
|
|
|
```cpp
|
|
|
|
|
|
auto button = Button::create();
|
|
|
|
|
|
button->setFont(font);
|
|
|
|
|
|
button->setText("点击我");
|
|
|
|
|
|
button->setPosition(Vec2(400, 300));
|
|
|
|
|
|
button->setCustomSize(200.0f, 60.0f);
|
|
|
|
|
|
|
|
|
|
|
|
// 设置颜色
|
|
|
|
|
|
button->setTextColor(Colors::White);
|
|
|
|
|
|
button->setBackgroundColor(
|
|
|
|
|
|
Colors::Blue, // 正常状态
|
|
|
|
|
|
Colors::Green, // 悬停状态
|
|
|
|
|
|
Colors::Red // 按下状态
|
|
|
|
|
|
);
|
|
|
|
|
|
|
|
|
|
|
|
// 设置点击回调
|
2026-02-12 21:57:41 +08:00
|
|
|
|
button->setOnClick([]() {
|
2026-02-11 19:40:26 +08:00
|
|
|
|
E2D_LOG_INFO("按钮被点击!");
|
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
|
|
addChild(button);
|
|
|
|
|
|
```
|
|
|
|
|
|
|
2026-02-12 21:57:41 +08:00
|
|
|
|
### 使用图片按钮
|
2026-02-11 19:40:26 +08:00
|
|
|
|
|
|
|
|
|
|
```cpp
|
2026-02-12 21:57:41 +08:00
|
|
|
|
// 从图集创建按钮
|
|
|
|
|
|
auto buttonFrame = ResLoader::getKeyFrame("button_play");
|
|
|
|
|
|
if (buttonFrame) {
|
|
|
|
|
|
auto button = Button::create();
|
|
|
|
|
|
button->setBackgroundImage(
|
|
|
|
|
|
buttonFrame->getTexture(),
|
|
|
|
|
|
buttonFrame->getRect() // 使用图集中的矩形区域
|
|
|
|
|
|
);
|
|
|
|
|
|
button->setPosition(Vec2(screenWidth / 2, 300));
|
|
|
|
|
|
button->setOnClick([]() {
|
|
|
|
|
|
// 处理点击
|
|
|
|
|
|
});
|
|
|
|
|
|
addChild(button);
|
|
|
|
|
|
}
|
|
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
|
|
### 按钮坐标空间
|
|
|
|
|
|
|
|
|
|
|
|
**按钮使用世界坐标空间(World Space)**:
|
|
|
|
|
|
|
|
|
|
|
|
```cpp
|
|
|
|
|
|
// Button::getBoundingBox() 返回世界坐标系的包围盒
|
|
|
|
|
|
Rect Button::getBoundingBox() const {
|
|
|
|
|
|
auto pos = getRenderPosition(); // 获取世界坐标位置
|
|
|
|
|
|
// ... 计算包围盒
|
|
|
|
|
|
return Rect(x0, y0, w, h); // 世界坐标
|
|
|
|
|
|
}
|
|
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
|
|
**这意味着**:
|
|
|
|
|
|
- 按钮的位置是相对于父节点的本地坐标
|
|
|
|
|
|
- 但按钮的点击检测使用世界坐标
|
|
|
|
|
|
- 父节点的变换会自动应用到按钮
|
|
|
|
|
|
|
|
|
|
|
|
### 按钮事件处理
|
|
|
|
|
|
|
|
|
|
|
|
```cpp
|
|
|
|
|
|
// 在 onUpdate 中检测手柄按键
|
|
|
|
|
|
void GameOverLayer::onUpdate(float dt) {
|
|
|
|
|
|
Node::onUpdate(dt);
|
|
|
|
|
|
|
|
|
|
|
|
auto& input = Application::instance().input();
|
|
|
|
|
|
|
|
|
|
|
|
// A 键触发重新开始按钮
|
|
|
|
|
|
if (input.isButtonPressed(GamepadButton::A)) {
|
|
|
|
|
|
restartBtn_->getEventDispatcher().dispatch(EventType::UIClicked);
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
2026-02-11 19:40:26 +08:00
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
|
|
## 节点层级管理
|
|
|
|
|
|
|
|
|
|
|
|
### 父子关系
|
|
|
|
|
|
|
|
|
|
|
|
```cpp
|
|
|
|
|
|
// 添加子节点
|
|
|
|
|
|
parent->addChild(child);
|
|
|
|
|
|
|
|
|
|
|
|
// 移除子节点
|
|
|
|
|
|
parent->removeChild(child);
|
|
|
|
|
|
|
|
|
|
|
|
// 移除所有子节点
|
|
|
|
|
|
parent->removeAllChildren();
|
|
|
|
|
|
|
|
|
|
|
|
// 获取父节点
|
|
|
|
|
|
Node* parent = child->getParent();
|
|
|
|
|
|
|
|
|
|
|
|
// 获取子节点列表
|
|
|
|
|
|
const auto& children = parent->getChildren();
|
|
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
|
|
### Z轴顺序
|
|
|
|
|
|
|
|
|
|
|
|
```cpp
|
|
|
|
|
|
// 设置Z轴顺序(值越大越在上层)
|
|
|
|
|
|
node->setZOrder(10);
|
|
|
|
|
|
|
|
|
|
|
|
// 重新排序子节点
|
|
|
|
|
|
parent->reorderChild(child, newZOrder);
|
|
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
|
|
## 自定义节点
|
|
|
|
|
|
|
|
|
|
|
|
### 继承 Node 创建自定义节点
|
|
|
|
|
|
|
|
|
|
|
|
```cpp
|
|
|
|
|
|
class Player : public Node {
|
|
|
|
|
|
public:
|
|
|
|
|
|
static Ptr<Player> create(Ptr<Texture> texture) {
|
|
|
|
|
|
auto player = makePtr<Player>();
|
|
|
|
|
|
if (player->init(texture)) {
|
|
|
|
|
|
return player;
|
|
|
|
|
|
}
|
|
|
|
|
|
return nullptr;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
bool init(Ptr<Texture> texture) {
|
|
|
|
|
|
sprite_ = Sprite::create(texture);
|
|
|
|
|
|
addChild(sprite_);
|
|
|
|
|
|
return true;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
2026-02-12 21:57:41 +08:00
|
|
|
|
void onUpdate(float dt) override {
|
2026-02-11 19:40:26 +08:00
|
|
|
|
// 更新逻辑
|
|
|
|
|
|
velocity_.y += gravity_ * dt;
|
|
|
|
|
|
setPosition(getPosition() + velocity_ * dt);
|
2026-02-12 21:57:41 +08:00
|
|
|
|
|
|
|
|
|
|
// 重要:调用父类的 onUpdate,确保子节点也被更新
|
|
|
|
|
|
Node::onUpdate(dt);
|
2026-02-11 19:40:26 +08:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void jump() {
|
|
|
|
|
|
velocity_.y = jumpForce_;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
private:
|
|
|
|
|
|
Ptr<Sprite> sprite_;
|
|
|
|
|
|
Vec2 velocity_;
|
|
|
|
|
|
float gravity_ = -980.0f;
|
|
|
|
|
|
float jumpForce_ = 500.0f;
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
// 使用
|
|
|
|
|
|
auto player = Player::create(texture);
|
|
|
|
|
|
scene->addChild(player);
|
|
|
|
|
|
```
|
|
|
|
|
|
|
2026-02-12 21:57:41 +08:00
|
|
|
|
## 完整示例:GameOverLayer
|
2026-02-11 19:40:26 +08:00
|
|
|
|
|
|
|
|
|
|
```cpp
|
2026-02-12 21:57:41 +08:00
|
|
|
|
void GameOverLayer::onEnter() {
|
|
|
|
|
|
Node::onEnter();
|
|
|
|
|
|
|
|
|
|
|
|
auto& app = extra2d::Application::instance();
|
|
|
|
|
|
float screenWidth = static_cast<float>(app.getConfig().width);
|
|
|
|
|
|
float screenHeight = static_cast<float>(app.getConfig().height);
|
2026-02-11 19:40:26 +08:00
|
|
|
|
|
2026-02-12 21:57:41 +08:00
|
|
|
|
// 整体居中(x 坐标相对于屏幕中心)
|
|
|
|
|
|
setPosition(extra2d::Vec2(screenWidth / 2.0f, screenHeight));
|
|
|
|
|
|
|
|
|
|
|
|
// 显示 "Game Over" 文字
|
|
|
|
|
|
auto gameOverFrame = ResLoader::getKeyFrame("text_game_over");
|
|
|
|
|
|
if (gameOverFrame) {
|
|
|
|
|
|
auto gameOver = extra2d::Sprite::create(
|
|
|
|
|
|
gameOverFrame->getTexture(),
|
|
|
|
|
|
gameOverFrame->getRect()
|
|
|
|
|
|
);
|
|
|
|
|
|
gameOver->setAnchor(extra2d::Vec2(0.5f, 0.0f));
|
|
|
|
|
|
gameOver->setPosition(extra2d::Vec2(0.0f, 120.0f));
|
|
|
|
|
|
addChild(gameOver);
|
2026-02-11 19:40:26 +08:00
|
|
|
|
}
|
2026-02-12 21:57:41 +08:00
|
|
|
|
|
|
|
|
|
|
// 初始化得分面板
|
|
|
|
|
|
initPanel(score_, screenHeight);
|
|
|
|
|
|
|
|
|
|
|
|
// 初始化按钮
|
|
|
|
|
|
initButtons();
|
|
|
|
|
|
|
|
|
|
|
|
// 创建向上移动的动画
|
|
|
|
|
|
auto moveAction = extra2d::makePtr<extra2d::MoveBy>(
|
|
|
|
|
|
1.0f, extra2d::Vec2(0.0f, -screenHeight)
|
|
|
|
|
|
);
|
|
|
|
|
|
runAction(moveAction);
|
2026-02-11 19:40:26 +08:00
|
|
|
|
}
|
|
|
|
|
|
|
2026-02-12 21:57:41 +08:00
|
|
|
|
void GameOverLayer::initPanel(int score, float screenHeight) {
|
|
|
|
|
|
// 显示得分板
|
|
|
|
|
|
auto panelFrame = ResLoader::getKeyFrame("score_panel");
|
|
|
|
|
|
if (!panelFrame) return;
|
2026-02-11 19:40:26 +08:00
|
|
|
|
|
2026-02-12 21:57:41 +08:00
|
|
|
|
auto panel = extra2d::Sprite::create(
|
|
|
|
|
|
panelFrame->getTexture(),
|
|
|
|
|
|
panelFrame->getRect()
|
|
|
|
|
|
);
|
|
|
|
|
|
panel->setAnchor(extra2d::Vec2(0.5f, 0.5f));
|
|
|
|
|
|
panel->setPosition(extra2d::Vec2(0.0f, screenHeight / 2.0f));
|
|
|
|
|
|
addChild(panel);
|
2026-02-11 19:40:26 +08:00
|
|
|
|
|
2026-02-12 21:57:41 +08:00
|
|
|
|
// 显示本局得分(相对于 panel 的本地坐标)
|
|
|
|
|
|
auto scoreNumber = extra2d::makePtr<Number>();
|
|
|
|
|
|
scoreNumber->setLittleNumber(score);
|
|
|
|
|
|
scoreNumber->setPosition(extra2d::Vec2(95.0f, 10.0f));
|
|
|
|
|
|
panel->addChild(scoreNumber);
|
2026-02-11 19:40:26 +08:00
|
|
|
|
|
2026-02-12 21:57:41 +08:00
|
|
|
|
// 显示最高分
|
|
|
|
|
|
static int bestScore = 0;
|
|
|
|
|
|
if (score > bestScore) bestScore = score;
|
2026-02-11 19:40:26 +08:00
|
|
|
|
|
2026-02-12 21:57:41 +08:00
|
|
|
|
auto bestNumber = extra2d::makePtr<Number>();
|
|
|
|
|
|
bestNumber->setLittleNumber(bestScore);
|
|
|
|
|
|
bestNumber->setPosition(extra2d::Vec2(95.0f, 50.0f));
|
|
|
|
|
|
panel->addChild(bestNumber);
|
|
|
|
|
|
|
|
|
|
|
|
// 显示 "New" 标记(如果破了记录)
|
|
|
|
|
|
if (score >= bestScore && score > 0) {
|
|
|
|
|
|
auto newFrame = ResLoader::getKeyFrame("new");
|
|
|
|
|
|
if (newFrame) {
|
|
|
|
|
|
auto newSprite = extra2d::Sprite::create(
|
|
|
|
|
|
newFrame->getTexture(),
|
|
|
|
|
|
newFrame->getRect()
|
|
|
|
|
|
);
|
|
|
|
|
|
newSprite->setAnchor(extra2d::Vec2(0.5f, 0.5f));
|
|
|
|
|
|
newSprite->setPosition(extra2d::Vec2(80.0f, 25.0f));
|
|
|
|
|
|
panel->addChild(newSprite);
|
2026-02-11 19:40:26 +08:00
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
```
|
|
|
|
|
|
|
2026-02-12 21:57:41 +08:00
|
|
|
|
## 最佳实践
|
|
|
|
|
|
|
|
|
|
|
|
1. **始终使用中心锚点(0.5, 0.5)**:除非有特殊需求,否则使用中心锚点可以使定位更直观
|
|
|
|
|
|
|
|
|
|
|
|
2. **理解本地坐标和世界坐标**:
|
|
|
|
|
|
- `setPosition()` 设置的是本地坐标
|
|
|
|
|
|
- 使用 `convertToWorldSpace()` 和 `convertToNodeSpace()` 进行转换
|
|
|
|
|
|
|
|
|
|
|
|
3. **利用父子关系**:
|
|
|
|
|
|
- 将相关的 UI 元素组织为父子关系
|
|
|
|
|
|
- 父节点移动时,子节点会自动跟随
|
|
|
|
|
|
|
|
|
|
|
|
4. **在 onEnter 中初始化**:
|
|
|
|
|
|
- 不要在构造函数中创建子节点
|
|
|
|
|
|
- 在 `onEnter()` 中初始化,此时 `weak_from_this()` 可用
|
|
|
|
|
|
|
|
|
|
|
|
5. **调用父类的虚函数**:
|
|
|
|
|
|
- 重写 `onUpdate()` 时,记得调用 `Node::onUpdate(dt)`
|
|
|
|
|
|
- 重写 `onEnter()` 时,记得调用 `Node::onEnter()`
|
|
|
|
|
|
|
|
|
|
|
|
6. **使用 batchUpdateTransforms**:
|
|
|
|
|
|
- 引擎会自动在渲染前调用
|
|
|
|
|
|
- 如果需要强制更新变换,可以手动调用
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2026-02-11 19:40:26 +08:00
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## 下一步
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- [04. 资源管理](./04_Resource_Management.md) - 深入了解资源加载
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- [05. 输入处理](./05_Input_Handling.md) - 学习输入处理
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- [06. 碰撞检测](./06_Collision_Detection.md) - 学习碰撞检测系统
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