489 lines
13 KiB
C++
489 lines
13 KiB
C++
// ============================================================================
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// PlayScene.cpp - Push Box 游戏场景实现
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// ============================================================================
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#include "PlayScene.h"
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#include "StartScene.h"
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#include "SuccessScene.h"
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#include "audio_manager.h"
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#include "storage.h"
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#include <extra2d.h>
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#include <utils/object_pool.h>
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namespace pushbox {
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/**
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* @brief 加载字体
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* @param size 字体大小
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*/
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static extra2d::Ptr<extra2d::FontAtlas> loadFont(int size) {
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auto &resources = extra2d::Application::instance().resources();
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auto font = resources.loadFont("assets/font.ttf", size);
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return font;
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}
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PlayScene::PlayScene(int level) : BaseScene() {
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auto &app = extra2d::Application::instance();
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auto &resources = app.resources();
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E2D_LOG_INFO("PlayScene: Loading textures...");
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texWall_ = resources.loadTexture("assets/images/wall.gif");
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texPoint_ = resources.loadTexture("assets/images/point.gif");
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texFloor_ = resources.loadTexture("assets/images/floor.gif");
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texBox_ = resources.loadTexture("assets/images/box.gif");
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texBoxInPoint_ = resources.loadTexture("assets/images/boxinpoint.gif");
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texMan_[1] = resources.loadTexture("assets/images/player/manup.gif");
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texMan_[2] = resources.loadTexture("assets/images/player/mandown.gif");
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texMan_[3] = resources.loadTexture("assets/images/player/manleft.gif");
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texMan_[4] = resources.loadTexture("assets/images/player/manright.gif");
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texManPush_[1] = resources.loadTexture("assets/images/player/manhandup.gif");
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texManPush_[2] =
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resources.loadTexture("assets/images/player/manhanddown.gif");
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texManPush_[3] =
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resources.loadTexture("assets/images/player/manhandleft.gif");
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texManPush_[4] =
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resources.loadTexture("assets/images/player/manhandright.gif");
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font28_ = loadFont(28);
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font20_ = loadFont(20);
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// 使用游戏逻辑分辨率
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float screenW = GAME_WIDTH;
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float screenH = GAME_HEIGHT;
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// 计算游戏区域居中偏移
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float offsetX = (screenW - GAME_WIDTH) / 2.0f;
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float offsetY = (screenH - GAME_HEIGHT) / 2.0f;
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// 音效开关按钮(使用 Button 的切换模式)
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auto soundOn = resources.loadTexture("assets/images/soundon.png");
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auto soundOff = resources.loadTexture("assets/images/soundoff.png");
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if (soundOn && soundOff) {
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soundBtn_ = extra2d::Button::create();
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soundBtn_->setToggleMode(true);
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soundBtn_->setStateBackgroundImage(soundOff, soundOn);
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soundBtn_->setOn(g_SoundOpen);
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soundBtn_->setAnchor(0.0f, 0.0f);
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soundBtn_->setPosition(offsetX + 50.0f, offsetY + 50.0f);
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soundBtn_->setOnStateChange([](bool isOn) {
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g_SoundOpen = isOn;
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AudioManager::instance().setEnabled(isOn);
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});
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addChild(soundBtn_);
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}
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levelText_ = extra2d::Text::create("", font28_);
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levelText_->setPosition(offsetX + 520.0f, offsetY + 30.0f);
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levelText_->setTextColor(extra2d::Colors::White);
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addChild(levelText_);
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stepText_ = extra2d::Text::create("", font20_);
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stepText_->setPosition(offsetX + 520.0f, offsetY + 100.0f);
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stepText_->setTextColor(extra2d::Colors::White);
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addChild(stepText_);
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bestText_ = extra2d::Text::create("", font20_);
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bestText_->setPosition(offsetX + 520.0f, offsetY + 140.0f);
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bestText_->setTextColor(extra2d::Colors::White);
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addChild(bestText_);
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// 创建菜单文本(使用颜色变化指示选中)
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restartText_ = extra2d::Text::create("Y键重开", font20_);
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restartText_->setPosition(offsetX + 520.0f, offsetY + 290.0f);
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addChild(restartText_);
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soundToggleText_ = extra2d::Text::create("X键切换音效", font20_);
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soundToggleText_->setPosition(offsetX + 520.0f, offsetY + 330.0f);
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addChild(soundToggleText_);
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// 撤销提示(对象池使用示例)
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undoText_ = extra2d::Text::create("Z键撤销", font20_);
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undoText_->setPosition(offsetX + 520.0f, offsetY + 370.0f);
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addChild(undoText_);
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mapLayer_ = extra2d::makePtr<extra2d::Node>();
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mapLayer_->setAnchor(0.0f, 0.0f);
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mapLayer_->setPosition(0.0f, 0.0f);
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addChild(mapLayer_);
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setLevel(level);
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}
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void PlayScene::onEnter() {
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BaseScene::onEnter();
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if (soundBtn_) {
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soundBtn_->setOn(g_SoundOpen);
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}
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updateMenuColors();
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}
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/**
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* @brief 更新菜单颜色
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*/
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void PlayScene::updateMenuColors() {
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// 选中的项用红色,未选中的用白色
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if (restartText_) {
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restartText_->setTextColor(menuIndex_ == 0 ? extra2d::Colors::Red
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: extra2d::Colors::White);
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}
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if (soundToggleText_) {
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soundToggleText_->setTextColor(menuIndex_ == 1 ? extra2d::Colors::Red
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: extra2d::Colors::White);
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}
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if (undoText_) {
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undoText_->setTextColor(menuIndex_ == 2 ? extra2d::Colors::Red
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: extra2d::Colors::White);
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}
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}
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void PlayScene::onUpdate(float dt) {
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BaseScene::onUpdate(dt);
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auto &app = extra2d::Application::instance();
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auto &input = app.input();
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// B 键返回主菜单
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if (input.isButtonPressed(extra2d::GamepadButton::B)) {
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app.scenes().replaceScene(extra2d::makePtr<StartScene>(),
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extra2d::TransitionType::Fade, 0.5f);
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return;
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}
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// Y 键重开
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if (input.isButtonPressed(extra2d::GamepadButton::Y)) {
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setLevel(g_CurrentLevel);
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return;
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}
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// X键直接切换音效(备用,按钮也可点击切换)
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if (input.isButtonPressed(extra2d::GamepadButton::X)) {
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g_SoundOpen = !g_SoundOpen;
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AudioManager::instance().setEnabled(g_SoundOpen);
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if (soundBtn_) {
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soundBtn_->setOn(g_SoundOpen);
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}
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return;
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}
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// Z 键撤销(对象池使用示例)
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if (input.isKeyPressed(extra2d::Key::Z)) {
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undoMove();
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return;
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}
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// A 键执行选中的菜单项
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if (input.isButtonPressed(extra2d::GamepadButton::A)) {
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executeMenuItem();
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return;
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}
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// 方向键移动
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if (input.isButtonPressed(extra2d::GamepadButton::DPadUp)) {
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move(0, -1, 1);
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flush();
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} else if (input.isButtonPressed(extra2d::GamepadButton::DPadDown)) {
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move(0, 1, 2);
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flush();
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} else if (input.isButtonPressed(extra2d::GamepadButton::DPadLeft)) {
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move(-1, 0, 3);
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flush();
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} else if (input.isButtonPressed(extra2d::GamepadButton::DPadRight)) {
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move(1, 0, 4);
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flush();
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} else {
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return;
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}
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// 检查是否通关
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for (int i = 0; i < map_.width; i++) {
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for (int j = 0; j < map_.height; j++) {
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Piece p = map_.value[j][i];
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if (p.type == TYPE::Box && p.isPoint == false) {
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return;
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}
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}
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}
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gameOver();
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}
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/**
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* @brief 执行选中的菜单项
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*/
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void PlayScene::executeMenuItem() {
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switch (menuIndex_) {
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case 0: // 重开
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setLevel(g_CurrentLevel);
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break;
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case 1: // 切换音效
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g_SoundOpen = !g_SoundOpen;
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AudioManager::instance().setEnabled(g_SoundOpen);
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if (soundBtn_) {
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soundBtn_->setOn(g_SoundOpen);
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}
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break;
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case 2: // 撤销
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undoMove();
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break;
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}
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}
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/**
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* @brief 刷新地图显示
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*/
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void PlayScene::flush() {
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mapLayer_->removeAllChildren();
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int tileW = texFloor_ ? texFloor_->width() : 32;
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int tileH = texFloor_ ? texFloor_->height() : 32;
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// 使用游戏逻辑分辨率
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float gameWidth = GAME_WIDTH;
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float gameHeight = GAME_HEIGHT;
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float baseOffsetX = 0.0f;
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float baseOffsetY = 0.0f;
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// 在 12x12 网格中居中地图
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float mapOffsetX = static_cast<float>((12.0f - map_.width) / 2.0f) * tileW;
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float mapOffsetY = static_cast<float>((12.0f - map_.height) / 2.0f) * tileH;
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float offsetX = baseOffsetX + mapOffsetX;
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float offsetY = baseOffsetY + mapOffsetY;
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for (int i = 0; i < map_.width; i++) {
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for (int j = 0; j < map_.height; j++) {
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Piece piece = map_.value[j][i];
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extra2d::Ptr<extra2d::Texture> tex;
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if (piece.type == TYPE::Wall) {
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tex = texWall_;
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} else if (piece.type == TYPE::Ground && piece.isPoint) {
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tex = texPoint_;
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} else if (piece.type == TYPE::Ground) {
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tex = texFloor_;
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} else if (piece.type == TYPE::Box && piece.isPoint) {
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tex = texBoxInPoint_;
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} else if (piece.type == TYPE::Box) {
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tex = texBox_;
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} else if (piece.type == TYPE::Man && g_Pushing) {
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tex = texManPush_[g_Direct];
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} else if (piece.type == TYPE::Man) {
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tex = texMan_[g_Direct];
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} else {
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continue;
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}
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if (!tex) {
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continue;
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}
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auto sprite = extra2d::Sprite::create(tex);
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sprite->setAnchor(0.0f, 0.0f);
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sprite->setPosition(offsetX + static_cast<float>(i * tileW),
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offsetY + static_cast<float>(j * tileH));
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mapLayer_->addChild(sprite);
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}
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}
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}
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/**
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* @brief 设置关卡
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* @param level 关卡编号
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*/
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void PlayScene::setLevel(int level) {
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g_CurrentLevel = level;
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saveCurrentLevel(g_CurrentLevel);
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// 清空移动历史(智能指针自动回收到对象池)
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while (!moveHistory_.empty()) {
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moveHistory_.pop();
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}
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if (levelText_) {
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levelText_->setText("第" + std::to_string(level) + "关");
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}
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setStep(0);
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int bestStep = loadBestStep(level, 0);
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if (bestText_) {
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if (bestStep != 0) {
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bestText_->setText("最佳" + std::to_string(bestStep) + "步");
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} else {
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bestText_->setText("");
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}
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}
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// 深拷贝地图数据
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Map &sourceMap = g_Maps[level - 1];
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map_.width = sourceMap.width;
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map_.height = sourceMap.height;
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map_.roleX = sourceMap.roleX;
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map_.roleY = sourceMap.roleY;
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for (int i = 0; i < 12; i++) {
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for (int j = 0; j < 12; j++) {
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map_.value[i][j] = sourceMap.value[i][j];
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}
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}
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g_Direct = 2;
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g_Pushing = false;
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flush();
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}
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/**
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* @brief 设置步数
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* @param step 步数
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*/
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void PlayScene::setStep(int step) {
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step_ = step;
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if (stepText_) {
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stepText_->setText("当前" + std::to_string(step) + "步");
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}
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}
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/**
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* @brief 移动玩家
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* @param dx X方向偏移
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* @param dy Y方向偏移
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* @param direct 方向(1=上,2=下,3=左,4=右)
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*/
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void PlayScene::move(int dx, int dy, int direct) {
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int targetX = dx + map_.roleX;
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int targetY = dy + map_.roleY;
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g_Direct = direct;
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if (targetX < 0 || targetX >= map_.width || targetY < 0 ||
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targetY >= map_.height) {
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return;
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}
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if (map_.value[targetY][targetX].type == TYPE::Wall) {
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return;
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}
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// 使用对象池创建移动记录(自动管理内存)
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auto record = E2D_MAKE_POOLED(MoveRecord, map_.roleX, map_.roleY, targetX,
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targetY, false);
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if (map_.value[targetY][targetX].type == TYPE::Ground) {
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g_Pushing = false;
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map_.value[map_.roleY][map_.roleX].type = TYPE::Ground;
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map_.value[targetY][targetX].type = TYPE::Man;
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AudioManager::instance().playManMove();
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} else if (map_.value[targetY][targetX].type == TYPE::Box) {
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g_Pushing = true;
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int boxX = 0;
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int boxY = 0;
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switch (g_Direct) {
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case 1:
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boxX = targetX;
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boxY = targetY - 1;
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break;
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case 2:
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boxX = targetX;
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boxY = targetY + 1;
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break;
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case 3:
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boxX = targetX - 1;
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boxY = targetY;
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break;
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case 4:
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boxX = targetX + 1;
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boxY = targetY;
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break;
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default:
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return;
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}
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if (boxX < 0 || boxX >= map_.width || boxY < 0 || boxY >= map_.height) {
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return;
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}
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if (map_.value[boxY][boxX].type == TYPE::Wall ||
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map_.value[boxY][boxX].type == TYPE::Box) {
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return;
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}
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// 记录箱子移动
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record->pushedBox = true;
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record->boxFromX = targetX;
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record->boxFromY = targetY;
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record->boxToX = boxX;
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record->boxToY = boxY;
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map_.value[boxY][boxX].type = TYPE::Box;
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map_.value[targetY][targetX].type = TYPE::Man;
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map_.value[map_.roleY][map_.roleX].type = TYPE::Ground;
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AudioManager::instance().playBoxMove();
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} else {
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return;
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}
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// 保存移动记录到历史栈
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moveHistory_.push(record);
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map_.roleX = targetX;
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map_.roleY = targetY;
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setStep(step_ + 1);
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}
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/**
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* @brief 游戏通关
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*/
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void PlayScene::gameOver() {
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int bestStep = loadBestStep(g_CurrentLevel, 0);
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if (bestStep == 0 || step_ < bestStep) {
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saveBestStep(g_CurrentLevel, step_);
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}
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if (g_CurrentLevel == MAX_LEVEL) {
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extra2d::Application::instance().scenes().pushScene(
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extra2d::makePtr<SuccessScene>(), extra2d::TransitionType::Fade, 0.5f);
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return;
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}
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setLevel(g_CurrentLevel + 1);
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}
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/**
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* @brief 撤销上一步移动(对象池使用示例)
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* 智能指针离开作用域时自动回收到对象池
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*/
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void PlayScene::undoMove() {
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if (moveHistory_.empty()) {
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E2D_LOG_INFO("No moves to undo");
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return;
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}
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auto record = moveHistory_.top();
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moveHistory_.pop();
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// 恢复玩家位置
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map_.value[map_.roleY][map_.roleX].type = TYPE::Ground;
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map_.value[record->fromY][record->fromX].type = TYPE::Man;
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map_.roleX = record->fromX;
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map_.roleY = record->fromY;
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// 如果推了箱子,恢复箱子位置
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if (record->pushedBox) {
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map_.value[record->boxToY][record->boxToX].type = TYPE::Ground;
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map_.value[record->boxFromY][record->boxFromX].type = TYPE::Box;
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}
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// record 智能指针离开作用域后自动回收到对象池
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setStep(step_ - 1);
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flush();
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E2D_LOG_INFO("Undo move, step: {}", step_);
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}
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} // namespace pushbox
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