合并主场景和个人小屋

This commit is contained in:
王浩
2026-02-07 14:11:00 +08:00
parent 603e7d9fc6
commit 326ab7ce5c
360 changed files with 4913 additions and 21701 deletions

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extends CharacterBody2D
signal interaction_happened(text)
@export var npc_name: String = "NPC"
@export var dialogue: String = "欢迎来到WhaleTown我是镇长范鲸晶"
func _ready():
$Sprite2D.texture = preload("res://assets/characters/npc_286_241.png")
$Sprite2D.hframes = 4
$Sprite2D.vframes = 4
# Start Idle Animation
if has_node("AnimationPlayer"):
$AnimationPlayer.play("idle")
# Ensure interaction layer
collision_layer = 3 # Layer 1 & 2 (Blocking)
collision_mask = 3
func interact():
show_bubble(dialogue)
interaction_happened.emit(dialogue)
return null
func show_bubble(text):
var bubble = preload("res://scenes/ui/ChatBubble.tscn").instantiate()
add_child(bubble)
bubble.set_text(text)

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uid://dy3uf1rlu4h1u

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extends CharacterBody2D
# 信号定义
signal player_moved(position: Vector2)
# 常量定义
const MOVE_SPEED = 200.0
# 节点引用
@onready var animation_player: AnimationPlayer = $AnimationPlayer
@onready var sprite: Sprite2D = $Sprite2D
@onready var ray_cast: RayCast2D = $RayCast2D
var last_direction := "down"
func _ready() -> void:
_reset_movement_input_state()
# 检查是否有初始位置设置
call_deferred("_check_spawn_position")
# 播放初始动画
if animation_player.has_animation("idle"):
animation_player.play("idle")
# Initialize RayCast
ray_cast.add_exception(self) # Ignore local player
ray_cast.enabled = true
ray_cast.target_position = Vector2(0, 60)
func _notification(what: int) -> void:
if what == NOTIFICATION_APPLICATION_FOCUS_IN:
_reset_movement_input_state()
func _reset_movement_input_state() -> void:
Input.action_release("move_left")
Input.action_release("move_right")
Input.action_release("move_up")
Input.action_release("move_down")
Input.flush_buffered_events()
func _check_spawn_position() -> void:
var spawn_pos = SceneManager.get_next_scene_position()
if spawn_pos != null:
global_position = spawn_pos
func _physics_process(delta: float) -> void:
_handle_movement(delta)
_handle_interaction()
func _handle_interaction() -> void:
if Input.is_action_just_pressed("interact"):
if ray_cast.is_colliding():
var collider = ray_cast.get_collider()
if collider and collider.has_method("interact"):
collider.interact()
func _handle_movement(_delta: float) -> void:
# 输入框获得焦点时禁止移动,避免聊天/表单输入影响角色
if _is_text_input_focused():
velocity = Vector2.ZERO
_play_idle_animation()
move_and_slide()
return
# 获取移动向量 (参考 docs/02-开发规范/输入映射配置.md)
var direction := Input.get_vector(
"move_left", "move_right",
"move_up", "move_down"
)
# 应用移动
if direction != Vector2.ZERO:
velocity = direction * MOVE_SPEED
_update_animation_state(direction)
else:
velocity = Vector2.ZERO
_play_idle_animation()
move_and_slide()
# 发送移动事件 (如果位置发生明显变化)
if velocity.length() > 0:
EventSystem.emit_event(EventNames.PLAYER_MOVED, {
"position": global_position
})
func _update_animation_state(direction: Vector2) -> void:
if not animation_player:
return
# Determine primary direction
if abs(direction.x) > abs(direction.y):
if direction.x > 0:
last_direction = "right"
ray_cast.target_position = Vector2(60, 0)
else:
last_direction = "left"
ray_cast.target_position = Vector2(-60, 0)
else:
if direction.y > 0:
last_direction = "down"
ray_cast.target_position = Vector2(0, 60)
else:
last_direction = "up"
ray_cast.target_position = Vector2(0, -60)
animation_player.play("walk_" + last_direction)
func _play_idle_animation() -> void:
if animation_player:
animation_player.play("idle_" + last_direction)
func _is_text_input_focused() -> bool:
var focus_owner: Control = get_viewport().gui_get_focus_owner()
return focus_owner is LineEdit or focus_owner is TextEdit

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uid://fdswi18nel8n

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extends CharacterBody2D
# 远程玩家脚本
# 负责处理位置同步和动画播放
# 严格遵循 Visual Only 原则:无输入处理,无物理碰撞
# 公共属性 (snake_case)
var user_id: String = ""
var target_position: Vector2 = Vector2.ZERO
# 内部状态
var last_direction: String = "down"
@onready var animation_player: AnimationPlayer = $AnimationPlayer
@onready var sprite: Sprite2D = $Sprite2D
func _ready():
# 初始化时确保无物理处理
set_physics_process(false)
# 初始位置设为当前位置
target_position = global_position
# 确保禁用物理碰撞 (双重保险)
if has_node("CollisionShape2D"):
$CollisionShape2D.disabled = true
func _process(delta: float):
# 1. 平滑移动插值
var current_pos = global_position
var dist = current_pos.distance_to(target_position)
if dist > 1.0:
# 简单的线性插值,速度系数 10.0 可根据需要调整
var new_pos = current_pos.lerp(target_position, 10.0 * delta)
# 计算移动向量用于动画朝向
var move_vec = new_pos - current_pos
_update_animation(move_vec)
global_position = new_pos
else:
# 距离很近时直接吸附并播放待机动画
global_position = target_position
_play_idle_animation()
# 统一初始化方法
# data: 包含 camelCase 字段的字典 (userId, username, position 等)
func setup(data: Dictionary):
if data.has("userId"):
user_id = data.userId
if data.has("position"):
var pos_data = data.position
if pos_data.has("x") and pos_data.has("y"):
var new_pos = Vector2(pos_data.x, pos_data.y)
global_position = new_pos
target_position = new_pos
# 更新目标位置
func update_position(new_pos: Vector2):
target_position = new_pos
func _update_animation(move_vec: Vector2):
if not animation_player:
return
# 确定主方向
if abs(move_vec.x) > abs(move_vec.y):
if move_vec.x > 0:
last_direction = "right"
else:
last_direction = "left"
else:
if move_vec.y > 0:
last_direction = "down"
else:
last_direction = "up"
animation_player.play("walk_" + last_direction)
func _play_idle_animation():
if animation_player:
animation_player.play("idle_" + last_direction)

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uid://dtbajfsljdht5

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[ext_resource type="Script" uid="uid://dy3uf1rlu4h1u" path="res://scenes/characters/NPCController.gd" id="1_script"]
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size = Vector2(48, 24)
[sub_resource type="Animation" id="Animation_2r34a"]
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tracks/0/type = "value"
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tracks/0/enabled = true
tracks/0/path = NodePath("Sprite2D:frame")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
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}
[sub_resource type="AnimationLibrary" id="AnimationLibrary_npc"]
_data = {
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&"idle": SubResource("Animation_idle")
}
[node name="NPC" type="CharacterBody2D"]
position = Vector2(-8, 0)
script = ExtResource("1_script")
[node name="Sprite2D" type="Sprite2D" parent="."]
texture = ExtResource("1_2r34a")
hframes = 4
vframes = 4
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
light_mask = 5
visibility_layer = 5
shape = SubResource("RectangleShape2D_npc")
[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
libraries = {
&"": SubResource("AnimationLibrary_npc")
}

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uid://btka26hrcvgen

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[gd_scene load_steps=13 format=3 uid="uid://b2f8e24plwqgj"]
[ext_resource type="Script" uid="uid://fdswi18nel8n" path="res://scenes/characters/PlayerController.gd" id="1_script"]
[ext_resource type="Texture2D" uid="uid://cghab1hkx5lg5" path="res://assets/characters/player_spritesheet.png" id="2_texture"]
[sub_resource type="CapsuleShape2D" id="CapsuleShape2D_1"]
radius = 21.0
height = 48.0
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tracks/0/type = "value"
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tracks/0/enabled = true
tracks/0/path = NodePath("Sprite2D:frame")
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[sub_resource type="Animation" id="Animation_idle_right"]
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tracks/0/type = "value"
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tracks/0/enabled = true
tracks/0/path = NodePath("Sprite2D:frame")
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&"idle_left": SubResource("Animation_idle_left"),
&"idle_right": SubResource("Animation_idle_right"),
&"idle_up": SubResource("Animation_idle_up"),
&"walk_down": SubResource("Animation_walk_down"),
&"walk_left": SubResource("Animation_walk_left"),
&"walk_right": SubResource("Animation_walk_right"),
&"walk_up": SubResource("Animation_walk_up")
}
[node name="Player" type="CharacterBody2D"]
script = ExtResource("1_script")
[node name="Sprite2D" type="Sprite2D" parent="."]
position = Vector2(1.5000005, -24.5)
texture = ExtResource("2_texture")
hframes = 4
vframes = 4
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
position = Vector2(2, -24)
shape = SubResource("CapsuleShape2D_1")
[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
libraries = {
&"": SubResource("AnimationLibrary_1")
}
[node name="Camera2D" type="Camera2D" parent="."]
zoom = Vector2(2, 2)
[node name="RayCast2D" type="RayCast2D" parent="."]

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