12 Commits

Author SHA1 Message Date
14bd5e1b29 fix: 调整square上的物品与场景的yz轴排序 2026-01-11 12:02:12 +08:00
fecebbc4c1 fix: 调整npc与通知板、欢迎板的排序,修复气泡被板挡住的问题 2026-01-11 11:05:16 +08:00
75eb227b18 feat: 增加通知板场景
- 增加通知板与用户交互,点击E,弹出通知消息
- 预留前端调用后端获取通知的接口,当不可用时,使用mock data
2026-01-11 01:55:19 +08:00
449cd1e8f3 feat: 增加欢迎板
- 增加欢迎板场景
- 增加与玩家的交互,点击E弹出弹出框
2026-01-11 00:52:43 +08:00
8a5a4a0005 feat: 增加NPC范鲸晶
- player场景增加RayCast2D
- 增加npc场景
- 增加NPC对话气泡
2026-01-11 00:10:45 +08:00
ed7d89e39d feat:增加多角色在线功能
- 增加远程登录角色精灵
- 基于后端接口完成位置同步
- 实现多人在线以及跳转
- 增加个人房间功能
2026-01-10 21:26:15 +08:00
ce47bd6eeb Merge branch 'main' of https://gitea.xinghangee.icu/datawhale/whale-town-front into feature/whaletown-developer-ground 2026-01-10 21:22:31 +08:00
13e6553748 feat: 增加碰撞和空气墙 2026-01-10 02:30:45 +08:00
6a3823ad16 feat: 增加player从广场到房间互相跳转的动作逻辑 2026-01-10 00:44:01 +08:00
4bfe49d5b1 feat:增加room场景 2026-01-09 23:49:58 +08:00
1d3f580560 feat:增加Datawhale和喷泉 2026-01-09 23:29:23 +08:00
9259865e72 feat:替换角色资源并增加基础tilesetlayer
- 增加底纹、草坪、河堤、河、小码头以及公会的tilesetlayer
- 替换角色精灵图为 4 行 4 列格式
- 更新 player.tscn:配置上下左右的 idle 和 walk 动画
- 更新 player.gd:重构动画逻辑,支持四方向判断与播放
2026-01-07 23:07:54 +08:00
163 changed files with 3234 additions and 6905 deletions

View File

@@ -1,105 +0,0 @@
---
name: godot-cli-test-runner
description: Run Godot CLI commands for this project with emphasis on headless test execution, script runs, scene runs, and export/debug operations. Use when the user asks to run Godot tests or commands (for example “Godot 跑测试”, “执行 Godot 命令”, “检查 Godot 参数”), troubleshoot CLI failures, or request reusable terminal/CI command templates.
---
# Godot CLI Test Runner
## Overview
Use deterministic Godot CLI workflows for Windows terminal and CI-style execution. Prefer `--headless`, explicit `--path`, and `--log-file` for reproducible diagnostics.
## Quick Decision
1. Parse-only check script syntax: `--headless --path . --script <file> --check-only`.
2. If test logic depends on autoload singletons (for example `SceneManager`, `LocationManager`, `EventSystem`), do not use direct `--script` as primary validation; use scene/project context first.
3. For isolated script tests without autoload dependencies, run `--headless --path . --script <file>`.
4. Export build by using `--export-release` / `--export-debug` with an existing preset.
5. Diagnose CLI behavior by adding `--verbose` and always writing `--log-file`.
## Workflow
### 1. Resolve executable and project path
1. Prefer `godot` from PATH.
2. If not available, use explicit exe path (for this machine typically `D:\technology\biancheng\Godot\Godot_v4.5.1-stable_win64_console.exe` or `D:\technology\biancheng\Godot\Godot_v4.5.1-stable_win64.exe`).
3. Run from repository root and always pass `--path .` unless intentionally targeting another project.
### 2. Preflight checks
1. Confirm engine version: `godot --version`.
2. Confirm options when needed: `godot --help`.
3. Confirm project exists: ensure `project.godot` is present under `--path`.
4. Read `project.godot` `[autoload]` and check whether the target test script references those singleton names.
5. Prepare a log output path (for example `.godot/test_xxx.log`) and pass `--log-file`.
### 3. Execute task type
1. Autoload-dependent validation (preferred when script references global singleton names):
`godot --headless --path . --scene res://scenes/MainScene.tscn --quit-after 120 --log-file .godot/smoke_main.log`
2. Scene-specific validation:
`godot --headless --path . --scene res://scenes/Maps/square.tscn --quit-after 90 --log-file .godot/smoke_square.log`
3. Script test (only for isolated logic or known SceneTree tests):
`godot --headless --path . --script tests/unit/test_xxx.gd --log-file .godot/test_xxx.log`
4. Script syntax only:
`godot --headless --path . --script tests/unit/test_xxx.gd --check-only --log-file .godot/check_xxx.log`
5. Export:
`godot --headless --path . --export-release "Web" web_assets/index.html --log-file .godot/export_web_release.log`
### 4. Capture and report results
1. Report exit code, key stdout/stderr lines, and failed command.
2. For failures, include one retry variant (for example add `--verbose`, switch explicit exe path, or switch from `--script` to `--scene` context).
3. Keep output concise and actionable.
4. If `--script` fails with missing singleton identifiers, mark it as context mismatch first, not business regression.
## Command Templates
### Windows (explicit exe)
```powershell
& "D:\technology\biancheng\Godot\Godot_v4.5.1-stable_win64_console.exe" --headless --path . --log-file .godot\test_websocket_close_code.log --script tests/unit/test_websocket_close_code.gd
```
### Generic (PATH)
```powershell
godot --headless --path . --log-file .godot/test_websocket_close_code.log --script tests/unit/test_websocket_close_code.gd
```
### With extra app args
```powershell
godot --headless --path . --log-file .godot/test_runner.log --script tests/unit/test_runner.gd -- --case websocket --timeout 30
```
## Minimal Runnable Examples
Run from repository root (`--path .`).
1. Run one scene-level smoke test (autoload-safe):
```powershell
godot --headless --path . --scene res://scenes/MainScene.tscn --quit-after 120 --log-file .godot/smoke_main.log
```
2. Run one test script (isolated logic):
```powershell
godot --headless --path . --script tests/unit/test_websocket_close_code.gd --log-file .godot/test_websocket_close_code.log
```
3. Run one scene:
```powershell
godot --headless --path . --scene res://scenes/SomeScene.tscn --quit-after 90 --log-file .godot/smoke_scene.log
```
4. Parse script only (syntax check):
```powershell
godot --headless --path . --script tests/unit/test_websocket_close_code.gd --check-only --log-file .godot/check_websocket.log
```
If `godot` is not in PATH, replace `godot` with explicit exe call:
```powershell
& "D:\technology\biancheng\Godot\Godot_v4.5.1-stable_win64.exe" <same arguments>
```
## Option Summary Reference
Use `references/godot-cli-commands.md` for categorized option summary and quick recipes based on `godot --help` output.
## Guardrails
1. Prefer non-interactive commands.
2. Prefer `--headless` for tests and scripts.
3. For this environment, include `--log-file` for reproducible logs and to avoid console build logging issues.
4. Avoid assuming GUT addon exists; check `addons/gut/gut_cmdline.gd` before using GUT command.
5. Use `--check-only` when user requests parse/syntax validation only.
6. For long-running runs, include `--quit-after` when appropriate.
7. Do not classify missing autoload singleton errors in `--script` mode as product regressions until scene/project-context validation is also run.

View File

@@ -1,4 +0,0 @@
interface:
display_name: "Godot CLI Test Runner"
short_description: "Run Godot tests and command-line workflows"
default_prompt: "Use this skill to run Godot headless tests with autoload-aware strategy, check CLI options, and execute Godot commands with reproducible --log-file diagnostics."

View File

@@ -1,74 +0,0 @@
# Godot CLI Commands Summary
This reference summarizes the provided `godot --help` output for fast command selection.
## 1. Core inspection
- Help: `godot --help`
- Version: `godot --version`
- Verbose logs: `godot --verbose`
- Quiet mode: `godot --quiet`
## 2. Project targeting and run mode
- Point to project directory: `godot --path .`
- Run specific scene: `godot --path . --scene res://scenes/MainScene.tscn`
- Headless mode: `godot --headless --path . ...`
- Quit quickly: `godot --path . --quit`
- Quit after N frames: `godot --path . --quit-after 120`
## 3. Script execution and tests
- Run script: `godot --headless --path . --script tests/unit/test_xxx.gd`
- Parse-only script check: `godot --headless --path . --script tests/unit/test_xxx.gd --check-only`
- Pass custom user args to script:
`godot --headless --path . --script tests/unit/test_runner.gd -- --case websocket`
- Autoload-safe smoke test (preferred when test uses singleton globals):
`godot --headless --path . --scene res://scenes/MainScene.tscn --quit-after 120 --log-file .godot/smoke_main.log`
## 4. Debug and diagnostics
- Local debugger: `godot --debug --path .`
- Remote debug: `godot --remote-debug tcp://127.0.0.1:6007 --path .`
- Print FPS: `godot --path . --print-fps`
- Log to file: `godot --path . --log-file logs/godot.log`
- Disable VSync for profiling: `godot --path . --disable-vsync`
## 5. Display and runtime controls
- Fullscreen: `godot --path . --fullscreen`
- Windowed: `godot --path . --windowed`
- Resolution: `godot --path . --resolution 1920x1080`
- Max FPS: `godot --path . --max-fps 60`
- Fixed FPS: `godot --path . --fixed-fps 60`
- Time scale: `godot --path . --time-scale 0.5`
## 6. Export operations (editor build only)
- Release export:
`godot --path . --export-release "Web" build/web/index.html`
- Debug export:
`godot --path . --export-debug "Web" build/web/index.html`
- Pack export:
`godot --path . --export-pack "Web" build/web/game.pck`
- Check preset syntax only:
`godot --path . --export-debug "Web" --check-only`
## 7. Common quick recipes
- Run a unit test script (isolated logic):
`godot --headless --path . --script tests/unit/test_websocket_close_code.gd --log-file .godot/test_websocket_close_code.log`
- Validate script syntax without running:
`godot --headless --path . --script tests/unit/test_websocket_close_code.gd --check-only --log-file .godot/check_websocket.log`
- Run game with verbose logs:
`godot --verbose --path . --log-file .godot/main_verbose.log`
- Run scene and auto-exit after startup checks:
`godot --headless --path . --scene res://scenes/MainScene.tscn --quit-after 120 --log-file .godot/smoke_main.log`
## 8. Windows explicit executable pattern
When `godot` is not in PATH, call the executable directly:
```powershell
& "D:\technology\biancheng\Godot\Godot_v4.5.1-stable_win64.exe" --headless --path . --script tests/unit/test_websocket_close_code.gd
```
## 9. Notes for AI execution
- Prefer `--headless` for tests and scripts in terminal/CI.
- Always include `--path .` for reproducibility.
- Use `--check-only` for parse checks when execution is not needed.
- If a script depends on autoload singleton names from `project.godot` (`SceneManager`, `LocationManager`, `EventSystem`, etc.), validate in scene/project context before concluding regression.
- Prefer `--log-file` for reliable diagnostics and environment-specific logging issues.
- Add `--verbose` when failure context is insufficient.

3
.gitignore vendored
View File

@@ -56,6 +56,3 @@ coverage/
# Dependency directories
node_modules/
vendor/
*.uid
*.import

View File

@@ -58,14 +58,3 @@ const GRID_SNAP_REQUESTED = "grid_snap_requested"
# 测试事件
# ============================================================================
const TEST_EVENT = "test_event"
# ============================================================================
# 聊天事件
# ============================================================================
const CHAT_MESSAGE_SENT = "chat_message_sent"
const CHAT_MESSAGE_RECEIVED = "chat_message_received"
const CHAT_ERROR_OCCURRED = "chat_error_occurred"
const CHAT_CONNECTION_STATE_CHANGED = "chat_connection_state_changed"
const CHAT_POSITION_UPDATED = "chat_position_updated"
const CHAT_LOGIN_SUCCESS = "chat_login_success"
const CHAT_LOGIN_FAILED = "chat_login_failed"

1
_Core/EventNames.gd.uid Normal file
View File

@@ -0,0 +1 @@
uid://qn0imbklx1m0

View File

@@ -0,0 +1 @@
uid://dybcuscku7tyl

View File

@@ -29,7 +29,7 @@ extends RefCounted
# ============ 信号定义 ============
# 登录成功信号
signal login_success(username: String)
signal login_success(username: String, token: String)
# 登录失败信号
signal login_failed(message: String)
@@ -68,9 +68,6 @@ enum LoginMode {
# ============ 成员变量 ============
# 当前用户ID静态变量用于BaseLevel等场景访问
static var current_user_id: String = ""
# 登录状态
var current_login_mode: LoginMode = LoginMode.PASSWORD
var is_processing: bool = false
@@ -83,191 +80,22 @@ var current_email: String = ""
# 网络请求管理
var active_request_ids: Array = []
# ============ Token 管理 ============
# 本地存储路径常量
const AUTH_CONFIG_PATH: String = "user://auth.cfg"
# Token 存储(内存中,用于快速访问)
var _access_token: String = "" # JWT访问令牌短期用于API和WebSocket
var _refresh_token: String = "" # JWT刷新令牌长期用于获取新access_token
var _user_info: Dictionary = {} # 用户信息
var _token_expiry: float = 0.0 # access_token过期时间Unix时间戳
# 游戏 token废弃保留供旧接口
var _game_token: String = "" # @deprecated 使用 _access_token 替代
# 当前登录用户ID (静态变量,全局访问)
static var current_user_id: String = ""
# ============ 生命周期方法 ============
# 初始化管理器
func _init() -> void:
_load_auth_data()
_connect_network_signals()
func _init():
print("AuthManager 初始化完成")
# 清理资源
func cleanup() -> void:
func cleanup():
# 取消所有活动的网络请求
for request_id in active_request_ids:
NetworkManager.cancel_request(request_id)
active_request_ids.clear()
_disconnect_network_signals()
# ============ Token 管理 ============
# 保存 Token 到内存
#
# 参数:
# data: Dictionary - 登录响应数据
#
# 功能:
# - 从登录响应中提取 access_token 和 refresh_token
# - 保存到内存变量中
# - 保存用户信息
func _save_tokens_to_memory(data: Dictionary) -> void:
if not data.has("data"):
push_warning("AuthManager: 登录响应中没有 data 字段")
return
var token_data: Dictionary = data.data
_access_token = token_data.get("access_token", "")
_refresh_token = token_data.get("refresh_token", "")
_user_info = token_data.get("user", {})
_token_expiry = Time.get_unix_time_from_system() + float(token_data.get("expires_in", 0))
# 设置当前用户ID用于BaseLevel等场景
if _user_info.has("id"):
AuthManager.current_user_id = str(_user_info.id)
_game_token = _access_token
# 保存 Token 到本地ConfigFile
#
# 参数:
# data: Dictionary - 登录响应数据
#
# 功能:
# - 将 refresh_token 和用户信息保存到 ConfigFile
# - access_token 不保存到本地,仅保存在内存中
func _save_tokens_to_local(data: Dictionary) -> void:
if not data.has("data"):
return
var token_data: Dictionary = data.data
var auth_data: Dictionary = {
"refresh_token": token_data.get("refresh_token", ""),
"user_id": token_data.get("user", {}).get("id", ""),
"username": token_data.get("user", {}).get("username", ""),
"saved_at": Time.get_unix_time_from_system()
}
var config: ConfigFile = ConfigFile.new()
config.load(AUTH_CONFIG_PATH)
config.set_value("auth", "refresh_token", auth_data["refresh_token"])
config.set_value("auth", "user_id", auth_data["user_id"])
config.set_value("auth", "username", auth_data["username"])
config.set_value("auth", "saved_at", auth_data["saved_at"])
var error: Error = config.save(AUTH_CONFIG_PATH)
if error != OK:
push_error("AuthManager: 保存Token到本地失败错误码: %d" % error)
# 从本地加载 Token游戏启动时调用
#
# 功能:
# - 从 ConfigFile 加载 refresh_token 和用户信息
# - access_token 需要通过 refresh_token 刷新获取
func _load_auth_data() -> void:
if not FileAccess.file_exists(AUTH_CONFIG_PATH):
return
var config: ConfigFile = ConfigFile.new()
var error: Error = config.load(AUTH_CONFIG_PATH)
if error != OK:
push_error("AuthManager: 加载本地认证数据失败,错误码: %d" % error)
return
_refresh_token = config.get_value("auth", "refresh_token", "")
var user_id: String = config.get_value("auth", "user_id", "")
var username: String = config.get_value("auth", "username", "")
if not _refresh_token.is_empty():
_user_info = {
"id": user_id,
"username": username
}
else:
push_warning("AuthManager: 本地认证数据无效(没有 refresh_token")
# 清除本地认证数据(登出时调用)
#
# 功能:
# - 清除内存中的 Token
# - 删除本地 ConfigFile
func _clear_auth_data() -> void:
_access_token = ""
_refresh_token = ""
_user_info = {}
_token_expiry = 0.0
_game_token = ""
if FileAccess.file_exists(AUTH_CONFIG_PATH):
DirAccess.remove_absolute(AUTH_CONFIG_PATH)
# ============ Token 访问方法 ============
# 设置游戏 token建议优先使用 _save_tokens_to_memory
#
# 参数:
# token: String - 游戏认证 token
#
# 使用场景:
# - 登录成功后设置 token
# - 从服务器响应中获取 token
func set_game_token(token: String) -> void:
_game_token = token
_access_token = token # 同步更新 access_token
# 获取游戏 token
#
# 返回值:
# String - access_token如果未设置则返回空字符串
#
# 使用场景:
# - ChatManager 连接 WebSocket 时需要 token
# - 其他需要游戏认证的场景
func get_game_token() -> String:
return _access_token
# 获取 access token
#
# 返回值:
# String - JWT访问令牌
#
# 使用场景:
# - API请求认证
# - WebSocket聊天认证
func get_access_token() -> String:
return _access_token
# 获取 refresh token
#
# 返回值:
# String - JWT刷新令牌
#
# 使用场景:
# - 刷新过期的 access token
func get_refresh_token() -> String:
return _refresh_token
# 获取用户信息
#
# 返回值:
# Dictionary - 用户信息字典
func get_user_info() -> Dictionary:
return _user_info
# ============ 登录相关方法 ============
# 执行密码登录
@@ -596,7 +424,7 @@ func validate_verification_code(code: String) -> Dictionary:
# ============ 网络响应处理 ============
# 处理登录响应
func _on_login_response(success: bool, data: Dictionary, error_info: Dictionary) -> void:
func _on_login_response(success: bool, data: Dictionary, error_info: Dictionary):
_reset_login_state()
var result = ResponseHandler.handle_login_response(success, data, error_info)
@@ -605,20 +433,26 @@ func _on_login_response(success: bool, data: Dictionary, error_info: Dictionary)
show_toast_message.emit(result.message, result.success)
if result.success:
# 保存 Token 到内存和本地
_save_tokens_to_memory(data)
_save_tokens_to_local(data)
var username: String = _user_info.get("username", "")
var username = ""
if data.has("data") and data.data.has("user"):
var user_data = data.data.user
if user_data.has("username"):
username = user_data.username
if user_data.has("id"):
current_user_id = user_data.id
print("AuthManager: Current User ID set to ", current_user_id)
# 延迟发送登录成功信号
await Engine.get_main_loop().create_timer(1.0).timeout
login_success.emit(username)
var token = ""
if data.has("data") and data.data.has("access_token"):
token = data.data.access_token
login_success.emit(username, token)
else:
login_failed.emit(result.message)
# 处理验证码登录响应
func _on_verification_login_response(success: bool, data: Dictionary, error_info: Dictionary) -> void:
func _on_verification_login_response(success: bool, data: Dictionary, error_info: Dictionary):
_reset_login_state()
var result = ResponseHandler.handle_verification_code_login_response(success, data, error_info)
@@ -627,14 +461,17 @@ func _on_verification_login_response(success: bool, data: Dictionary, error_info
show_toast_message.emit(result.message, result.success)
if result.success:
# 保存 Token 到内存和本地
_save_tokens_to_memory(data)
_save_tokens_to_local(data)
var username: String = _user_info.get("username", "")
var username = ""
if data.has("data") and data.data.has("user"):
var user_data = data.data.user
if user_data.has("username"):
username = user_data.username
if user_data.has("id"):
current_user_id = user_data.id
print("AuthManager: Current User ID set to ", current_user_id)
await Engine.get_main_loop().create_timer(1.0).timeout
login_success.emit(username)
login_success.emit(username, data.get("access_token", ""))
else:
login_failed.emit(result.message)
@@ -678,7 +515,7 @@ func _on_send_login_code_response(success: bool, data: Dictionary, error_info: D
func _on_forgot_password_response(success: bool, data: Dictionary, error_info: Dictionary):
button_state_changed.emit("forgot_password_btn", false, "忘记密码")
var result = ResponseHandler.handle_forgot_password_response(success, data, error_info)
var result = ResponseHandler.handle_send_login_code_response(success, data, error_info)
if result.should_show_toast:
show_toast_message.emit(result.message, result.success)
@@ -717,10 +554,10 @@ func _can_send_verification_code(email: String) -> bool:
if not email_data.sent:
return true
var current_timestamp: int = int(Time.get_unix_time_from_system())
var sent_timestamp: int = int(email_data.get("time", 0))
var current_time = Time.get_time_dict_from_system()
var current_timestamp = current_time.hour * 3600 + current_time.minute * 60 + current_time.second
return float(current_timestamp - sent_timestamp) >= code_cooldown
return (current_timestamp - email_data.time) >= code_cooldown
# 获取剩余冷却时间
func get_remaining_cooldown_time(email: String) -> int:
@@ -728,15 +565,15 @@ func get_remaining_cooldown_time(email: String) -> int:
return 0
var email_data = verification_codes_sent[email]
var current_timestamp: int = int(Time.get_unix_time_from_system())
var sent_timestamp: int = int(email_data.get("time", 0))
var remaining: int = int(code_cooldown - float(current_timestamp - sent_timestamp))
var current_time = Time.get_time_dict_from_system()
var current_timestamp = current_time.hour * 3600 + current_time.minute * 60 + current_time.second
return maxi(0, remaining)
return int(code_cooldown - (current_timestamp - email_data.time))
# 记录验证码发送状态
func _record_verification_code_sent(email: String):
var current_timestamp: int = int(Time.get_unix_time_from_system())
var current_time = Time.get_time_dict_from_system()
var current_timestamp = current_time.hour * 3600 + current_time.minute * 60 + current_time.second
if not verification_codes_sent.has(email):
verification_codes_sent[email] = {}
@@ -761,30 +598,6 @@ func _has_sent_verification_code(email: String) -> bool:
func _is_valid_identifier(identifier: String) -> bool:
return StringUtils.is_valid_email(identifier) or _is_valid_phone(identifier)
# 连接/断开 NetworkManager 请求信号,用于回收 active_request_ids
func _connect_network_signals() -> void:
if not NetworkManager.request_completed.is_connected(_on_network_request_completed):
NetworkManager.request_completed.connect(_on_network_request_completed)
if not NetworkManager.request_failed.is_connected(_on_network_request_failed):
NetworkManager.request_failed.connect(_on_network_request_failed)
func _disconnect_network_signals() -> void:
if NetworkManager.request_completed.is_connected(_on_network_request_completed):
NetworkManager.request_completed.disconnect(_on_network_request_completed)
if NetworkManager.request_failed.is_connected(_on_network_request_failed):
NetworkManager.request_failed.disconnect(_on_network_request_failed)
func _on_network_request_completed(request_id: String, _success: bool, _data: Dictionary) -> void:
_remove_active_request_id(request_id)
func _on_network_request_failed(request_id: String, _error_type: String, _message: String) -> void:
_remove_active_request_id(request_id)
func _remove_active_request_id(request_id: String) -> void:
var index: int = active_request_ids.find(request_id)
if index != -1:
active_request_ids.remove_at(index)
# 验证手机号格式
func _is_valid_phone(phone: String) -> bool:
var regex = RegEx.new()

View File

@@ -0,0 +1 @@
uid://bpdyraefv0yta

View File

@@ -1,726 +0,0 @@
extends Node
# ============================================================================
# ChatManager.gd - 聊天系统业务逻辑核心
# ============================================================================
# 管理聊天功能的核心业务逻辑
#
# 核心职责:
# - 聊天消息发送/接收协调
# - 客户端频率限制10条/分钟)
# - 消息历史管理最多100条
# - Signal Up: 通过信号和 EventSystem 向上通知
# - 整合 AuthManager 获取 token
#
# 使用方式:
# ChatManager.connect_to_chat_server()
# ChatManager.send_chat_message("Hello", "local")
# ChatManager.chat_message_received.connect(_on_message_received)
#
# 注意事项:
# - 作为自动加载单例,全局可访问
# - 遵循 "Signal Up, Call Down" 架构
# - 所有聊天事件通过 EventSystem 广播
# ============================================================================
# ============================================================================
# 信号定义 (Signal Up)
# ============================================================================
# 聊天消息已发送信号
# 参数:
# message_id: String - 消息 ID
# timestamp: float - 时间戳
signal chat_message_sent(message_id: String, timestamp: float)
# 聊天消息已接收信号
# 参数:
# from_user: String - 发送者用户名
# content: String - 消息内容
# show_bubble: bool - 是否显示气泡
# timestamp: float - 时间戳
signal chat_message_received(from_user: String, content: String, show_bubble: bool, timestamp: float)
# 聊天错误发生信号
# 参数:
# error_code: String - 错误代码
# message: String - 错误消息
signal chat_error_occurred(error_code: String, message: String)
# 聊天连接状态变化信号
# 参数:
# state: int - 连接状态0=DISCONNECTED, 1=CONNECTING, 2=CONNECTED, 3=RECONNECTING, 4=ERROR
signal chat_connection_state_changed(state: int)
# 位置更新成功信号
# 参数:
# stream: String - Stream 名称
# topic: String - Topic 名称
signal chat_position_updated(stream: String, topic: String)
# ============================================================================
# 常量定义
# ============================================================================
# WebSocket 服务器 URL原生 WebSocket
const WEBSOCKET_URL: String = "wss://whaletownend.xinghangee.icu/game"
# 重连配置
const RECONNECT_MAX_ATTEMPTS: int = 5
const RECONNECT_BASE_DELAY: float = 3.0
# 频率限制配置
const RATE_LIMIT_MESSAGES: int = 10
const RATE_LIMIT_WINDOW: float = 60.0 # 秒
# 消息限制
const MAX_MESSAGE_LENGTH: int = 1000
# 当前会话消息限制(当前游戏会话,超过后删除最旧的)
const MAX_SESSION_MESSAGES: int = 100
# 历史消息分页大小(从 Zulip 后端每次加载的数量)
const HISTORY_PAGE_SIZE: int = 100
# 错误消息映射
const CHAT_ERROR_MESSAGES: Dictionary = {
"AUTH_FAILED": "聊天认证失败,请重新登录",
"RATE_LIMIT": "消息发送过于频繁,请稍后再试",
"CONTENT_FILTERED": "消息内容包含违规内容",
"CONTENT_TOO_LONG": "消息内容过长最大1000字符",
"PERMISSION_DENIED": "您没有权限发送消息",
"SESSION_EXPIRED": "会话已过期,请重新连接",
"ZULIP_ERROR": "消息服务暂时不可用",
"INTERNAL_ERROR": "服务器内部错误"
}
# ============================================================================
# 成员变量
# ============================================================================
# WebSocket 管理器
var _websocket_manager: ChatWebSocketManager
# 是否已登录
var _is_logged_in: bool = false
# 消息历史记录当前会话最多100条超过后删除最旧的
var _message_history: Array[Dictionary] = []
# 历史消息加载状态
var _history_loading: bool = false
var _has_more_history: bool = true
var _oldest_message_timestamp: float = 0.0
# 消息发送时间戳(用于频率限制)
var _message_timestamps: Array[float] = []
# 当前用户信息
var _current_username: String = ""
var _current_map: String = ""
# 游戏 token
var _game_token: String = ""
# 发送后本地回显去重(避免服务端也回发导致重复显示)
const SELF_ECHO_DEDUPE_WINDOW: float = 10.0
var _pending_self_messages: Array[Dictionary] = []
# ============================================================================
# 生命周期方法
# ============================================================================
# 初始化
func _ready() -> void:
# 创建 WebSocket 管理器
_websocket_manager = ChatWebSocketManager.new()
add_child(_websocket_manager)
# 连接信号
_connect_signals()
# 清理
func _exit_tree() -> void:
if is_instance_valid(_websocket_manager):
_websocket_manager.queue_free()
# ============================================================================
# 公共 API - Token 管理
# ============================================================================
# 设置游戏 token
#
# 参数:
# token: String - 游戏认证 token
#
# 使用示例:
# ChatManager.set_game_token("your_game_token")
func set_game_token(token: String) -> void:
_game_token = token
# 获取游戏 token
#
# 返回值:
# String - 当前游戏 token
func get_game_token() -> String:
return _game_token
# ============================================================================
# 公共 API - 连接管理
# ============================================================================
# 连接到聊天服务器
func connect_to_chat_server() -> void:
if _websocket_manager.is_websocket_connected():
push_warning("聊天服务器已连接")
return
_websocket_manager.connect_to_game_server()
# 断开聊天服务器
func disconnect_from_chat_server() -> void:
# 发送登出消息
if _is_logged_in:
var logout_data := {"type": "logout"}
_websocket_manager.send_message(JSON.stringify(logout_data))
_is_logged_in = false
# 断开连接
_websocket_manager.disconnect_websocket()
# 检查是否已连接
#
# 返回值:
# bool - 是否已连接
func is_chat_connected() -> bool:
return _websocket_manager.is_websocket_connected()
# ============================================================================
# 公共 API - 聊天操作
# ============================================================================
# 发送聊天消息
#
# 参数:
# content: String - 消息内容
# scope: String - 消息范围("local" 或具体 topic 名称)
#
# 使用示例:
# ChatManager.send_chat_message("Hello, world!", "local")
func send_chat_message(content: String, scope: String = "local") -> void:
# 检查连接状态
if not _websocket_manager.is_websocket_connected():
_handle_error("NOT_CONNECTED", "未连接到聊天服务器")
return
# 检查登录状态
if not _is_logged_in:
_handle_error("NOT_LOGGED_IN", "尚未登录聊天服务器")
return
# 检查消息长度
if content.length() > MAX_MESSAGE_LENGTH:
_handle_error("CONTENT_TOO_LONG", "消息内容过长")
return
# 检查频率限制
if not can_send_message():
var wait_time := get_time_until_next_message()
_handle_error("RATE_LIMIT", "请等待 %.1f 秒后再试" % wait_time)
return
# 构建消息数据
var message_data := {
"type": "chat",
"content": content,
"scope": scope
}
# 发送消息JSON 字符串)
var json_string := JSON.stringify(message_data)
var send_err: Error = _websocket_manager.send_message(json_string)
if send_err != OK:
_handle_error("SEND_FAILED", "WebSocket send failed: %s" % error_string(send_err))
return
# 记录发送时间
_record_message_timestamp()
# 添加到历史
_add_message_to_history({
"from_user": _current_username,
"content": content,
"timestamp": Time.get_unix_time_from_system(),
"is_self": true
})
var now_timestamp: float = Time.get_unix_time_from_system()
# 记录待去重的“自己消息”(如果服务端也回发 chat_render则避免重复显示
_pending_self_messages.append({
"content": content,
"expires_at": now_timestamp + SELF_ECHO_DEDUPE_WINDOW
})
# 本地回显UI 目前只订阅 CHAT_MESSAGE_RECEIVED所以这里也发一次 received
chat_message_received.emit(_current_username, content, true, now_timestamp)
EventSystem.emit_event(EventNames.CHAT_MESSAGE_RECEIVED, {
"from_user": _current_username,
"content": content,
"show_bubble": true,
"timestamp": now_timestamp,
"is_self": true
})
# 消息发送完成回调
func _on_chat_message_sent(_request_id: String, success: bool, data: Dictionary, error_info: Dictionary) -> void:
if success:
var message_id: String = str(data.get("data", {}).get("id", ""))
var timestamp: float = Time.get_unix_time_from_system()
chat_message_sent.emit(message_id, timestamp)
EventSystem.emit_event(EventNames.CHAT_MESSAGE_SENT, {
"message_id": message_id,
"timestamp": timestamp
})
else:
_handle_error("SEND_FAILED", error_info.get("message", "发送失败"))
# 更新玩家位置
#
# 参数:
# x: float - X 坐标
# y: float - Y 坐标
# map_id: String - 地图 ID
#
# 使用示例:
# ChatManager.update_player_position(150.0, 200.0, "novice_village")
func update_player_position(x: float, y: float, map_id: String) -> void:
if not _websocket_manager.is_websocket_connected():
return
var position_data := {
"type": "position",
"x": x,
"y": y,
"mapId": map_id
}
# 发送消息JSON 字符串)
var json_string := JSON.stringify(position_data)
_websocket_manager.send_message(json_string)
# ============================================================================
# 公共 API - 频率限制
# ============================================================================
# 检查是否可以发送消息
#
# 返回值:
# bool - 是否可以发送
func can_send_message() -> bool:
var current_time := Time.get_unix_time_from_system()
# 清理过期的时间戳
var filter_func := func(timestamp: float) -> bool:
return current_time - timestamp < RATE_LIMIT_WINDOW
_message_timestamps = _message_timestamps.filter(filter_func)
# 检查数量
return _message_timestamps.size() < RATE_LIMIT_MESSAGES
# 获取距离下次可发送消息的时间
#
# 返回值:
# float - 等待时间(秒)
func get_time_until_next_message() -> float:
if _message_timestamps.is_empty():
return 0.0
if _message_timestamps.size() < RATE_LIMIT_MESSAGES:
return 0.0
# 找到最早的时间戳
var earliest_timestamp: float = _message_timestamps[0]
var current_time := Time.get_unix_time_from_system()
var elapsed := current_time - earliest_timestamp
if elapsed >= RATE_LIMIT_WINDOW:
return 0.0
return RATE_LIMIT_WINDOW - elapsed
# ============================================================================
# 公共 API - 消息历史
# ============================================================================
# 获取消息历史
#
# 返回值:
# Array[Dictionary] - 消息历史数组
func get_message_history() -> Array[Dictionary]:
return _message_history.duplicate()
# 清空消息历史
func clear_message_history() -> void:
_message_history.clear()
# 重置当前会话(每次登录/重连时调用)
#
# 功能:
# - 清空当前会话消息缓存
# - 重置历史消息加载状态
# - 不影响 Zulip 后端的历史消息
#
# 使用场景:
# - 用户登录成功后
# - 重新连接到聊天服务器后
func reset_session() -> void:
_message_history.clear()
_history_loading = false
_has_more_history = true
_oldest_message_timestamp = 0.0
# 加载历史消息(按需从 Zulip 后端获取)
#
# 参数:
# count: int - 要加载的消息数量(默认 HISTORY_PAGE_SIZE
#
# 功能:
# - 从 Zulip 后端获取历史消息
# - 添加到当前会话历史开头
# - 触发 CHAT_MESSAGE_RECEIVED 事件显示消息
#
# 使用场景:
# - 用户滚动到聊天窗口顶部
# - 用户主动点击"加载历史"按钮
#
# 注意:
# - 这是异步操作,需要通过 Zulip API 实现
# - 当前实现为占位符,需要后端 API 支持
func load_history(_count: int = HISTORY_PAGE_SIZE) -> void:
if _history_loading:
return
if not _has_more_history:
return
_history_loading = true
# TODO: 实现从 Zulip 后端获取历史消息
# NetworkManager.get_chat_history(_oldest_message_timestamp, count, _on_history_loaded)
# 历史消息加载完成回调
func _on_history_loaded(messages: Array) -> void:
_history_loading = false
if messages.is_empty():
_has_more_history = false
return
# 将历史消息插入到当前会话历史开头
for i in range(messages.size() - 1, -1, -1):
var message: Dictionary = messages[i]
_message_history.push_front(message)
# 触发事件显示消息Signal Up
EventSystem.emit_event(EventNames.CHAT_MESSAGE_RECEIVED, {
"from_user": message.get("from_user", ""),
"content": message.get("content", ""),
"show_bubble": false,
"timestamp": message.get("timestamp", 0.0),
"is_self": (not _current_username.is_empty() and message.get("from_user", "") == _current_username),
"is_history": true # 标记为历史消息
})
# 更新最旧消息时间戳
var oldest: Dictionary = messages.back()
if oldest.has("timestamp"):
_oldest_message_timestamp = oldest.timestamp
# 检查是否还有更多历史
if messages.size() < HISTORY_PAGE_SIZE:
_has_more_history = false
# ============================================================================
# 内部方法 - 信号连接
# ============================================================================
# 连接信号
func _connect_signals() -> void:
# WebSocket 管理器信号
_websocket_manager.connection_state_changed.connect(_on_connection_state_changed)
_websocket_manager.data_received.connect(_on_data_received)
# 发送登录消息
func _send_login_message() -> void:
var login_data := {
"type": "login",
"token": _game_token
}
var json_string := JSON.stringify(login_data)
_websocket_manager.send_message(json_string)
# 连接状态变化
func _on_connection_state_changed(state: int) -> void:
# 发射信号
chat_connection_state_changed.emit(state)
# 通过 EventSystem 广播Signal Up
EventSystem.emit_event(EventNames.CHAT_CONNECTION_STATE_CHANGED, {
"state": state
})
# 如果连接成功,发送登录消息
if state == 2: # CONNECTED
_send_login_message()
# ============================================================================
# 内部方法 - 消息处理
# ============================================================================
# WebSocket 数据接收
func _on_data_received(message: String) -> void:
# 解析 JSON 消息
var json := JSON.new()
var parse_result := json.parse(message)
if parse_result != OK:
push_error("ChatManager: JSON 解析失败")
return
var data: Dictionary = json.data
# 检查消息类型字段
var message_type: String = data.get("t", "")
match message_type:
"login_success":
_handle_login_success(data)
"login_error":
_handle_login_error(data)
"chat":
_handle_chat_render(data)
"chat_sent":
_handle_chat_sent(data)
"chat_error":
_handle_chat_error(data)
"chat_render":
_handle_chat_render(data)
"position_updated":
_handle_position_updated(data)
_:
push_warning("ChatManager: 未处理的消息类型 %s" % message_type)
# 处理登录成功
func _handle_login_success(data: Dictionary) -> void:
_is_logged_in = true
_current_username = data.get("username", "")
_current_map = data.get("currentMap", "")
# 重置当前会话缓存(每次登录/重连都清空,重新开始接收消息)
reset_session()
# 通过 EventSystem 广播Signal Up
EventSystem.emit_event(EventNames.CHAT_LOGIN_SUCCESS, {
"username": _current_username,
"current_map": _current_map
})
# 处理登录失败
func _handle_login_error(data: Dictionary) -> void:
var error_message: String = data.get("message", "登录失败")
_is_logged_in = false
# 通过 EventSystem 广播错误Signal Up
EventSystem.emit_event(EventNames.CHAT_LOGIN_FAILED, {
"error_code": "LOGIN_FAILED",
"message": error_message
})
# 处理聊天消息发送成功
func _handle_chat_sent(data: Dictionary) -> void:
var message_id: String = str(data.get("messageId", ""))
var timestamp: float = data.get("timestamp", 0.0)
# 发射信号
chat_message_sent.emit(message_id, timestamp)
# 通过 EventSystem 广播Signal Up
EventSystem.emit_event(EventNames.CHAT_MESSAGE_SENT, {
"message_id": message_id,
"timestamp": timestamp
})
# 处理聊天消息发送失败
func _handle_chat_error(data: Dictionary) -> void:
var error_message: String = data.get("message", "消息发送失败")
# 通过 EventSystem 广播错误Signal Up
EventSystem.emit_event(EventNames.CHAT_ERROR_OCCURRED, {
"error_code": "CHAT_SEND_FAILED",
"message": error_message
})
# 处理接收到的聊天消息
func _handle_chat_render(data: Dictionary) -> void:
# 兼容不同后端字段命名:
# - chat_render: {from, txt, bubble, timestamp}
# - chat: {content, scope, (可选 from/username/timestamp)}
var from_user: String = data.get("from", data.get("from_user", data.get("username", "")))
var content: String = data.get("txt", data.get("content", ""))
var show_bubble: bool = bool(data.get("bubble", data.get("show_bubble", false)))
var timestamp: float = _parse_chat_timestamp_to_unix(data.get("timestamp", 0.0))
var is_self: bool = (not _current_username.is_empty() and from_user == _current_username)
if is_self and _consume_pending_self_message(content):
# 已经本地回显过,避免重复显示
return
# 如果服务端没带发送者信息,但内容匹配最近自己发送的消息,则认为是自己消息
if from_user.is_empty() and _consume_pending_self_message(content):
from_user = _current_username
is_self = true
# 添加到历史
_add_message_to_history({
"from_user": from_user,
"content": content,
"timestamp": timestamp,
"is_self": is_self
})
# 发射信号
chat_message_received.emit(from_user, content, show_bubble, timestamp)
# 通过 EventSystem 广播Signal Up
EventSystem.emit_event(EventNames.CHAT_MESSAGE_RECEIVED, {
"from_user": from_user,
"content": content,
"show_bubble": show_bubble,
"timestamp": timestamp,
"is_self": is_self
})
# 解析聊天消息时间戳(兼容 unix 秒 / ISO 8601 字符串)
func _parse_chat_timestamp_to_unix(timestamp_raw: Variant) -> float:
if typeof(timestamp_raw) == TYPE_INT or typeof(timestamp_raw) == TYPE_FLOAT:
var ts := float(timestamp_raw)
return ts if ts > 0.0 else Time.get_unix_time_from_system()
var ts_str := str(timestamp_raw)
if ts_str.strip_edges().is_empty():
return Time.get_unix_time_from_system()
# 纯数字字符串(必须整串都是数字/小数点,避免把 ISO 字符串前缀 "2026" 误判成时间戳)
var numeric_regex := RegEx.new()
numeric_regex.compile("^\\s*-?\\d+(?:\\.\\d+)?\\s*$")
if numeric_regex.search(ts_str) != null:
var ts_num := float(ts_str)
return ts_num if ts_num > 0.0 else Time.get_unix_time_from_system()
# ISO 8601: 2026-01-19T15:15:43.930Z
var regex := RegEx.new()
regex.compile("(\\d{4})-(\\d{2})-(\\d{2})T(\\d{2}):(\\d{2}):(\\d{2})")
var result := regex.search(ts_str)
if result == null:
return Time.get_unix_time_from_system()
var utc_dict := {
"year": int(result.get_string(1)),
"month": int(result.get_string(2)),
"day": int(result.get_string(3)),
"hour": int(result.get_string(4)),
"minute": int(result.get_string(5)),
"second": int(result.get_string(6))
}
return Time.get_unix_time_from_datetime_dict(utc_dict)
# 处理位置更新成功
func _handle_position_updated(data: Dictionary) -> void:
var stream: String = data.get("stream", "")
var topic: String = data.get("topic", "")
# 发射信号
chat_position_updated.emit(stream, topic)
# 通过 EventSystem 广播Signal Up
EventSystem.emit_event(EventNames.CHAT_POSITION_UPDATED, {
"stream": stream,
"topic": topic
})
# 处理错误响应(如果需要)
func _handle_error_response(data: Dictionary) -> void:
var error_code: String = data.get("code", "")
var error_message: String = data.get("message", "")
_handle_error(error_code, error_message)
# 处理 Socket 错误(如果需要)
func _on_socket_error(error: String) -> void:
_handle_error("SOCKET_ERROR", error)
# ============================================================================
# 内部方法 - 工具函数
# ============================================================================
# 处理错误
func _handle_error(error_code: String, error_message: String) -> void:
push_error("ChatManager: [%s] %s" % [error_code, error_message])
# 获取用户友好的错误消息
var user_message: String = CHAT_ERROR_MESSAGES.get(error_code, error_message) as String
# 发射信号
chat_error_occurred.emit(error_code, user_message)
# 通过 EventSystem 广播Signal Up
EventSystem.emit_event(EventNames.CHAT_ERROR_OCCURRED, {
"error_code": error_code,
"message": user_message
})
# 特殊处理认证失败
if error_code == "AUTH_FAILED" or error_code == "SESSION_EXPIRED":
_is_logged_in = false
EventSystem.emit_event(EventNames.CHAT_LOGIN_FAILED, {
"error_code": error_code
})
# 记录消息发送时间戳
func _record_message_timestamp() -> void:
var current_time := Time.get_unix_time_from_system()
_message_timestamps.append(current_time)
# 消费一个待去重的“自己消息”(允许相同内容多次发送:每次消费一个)
func _consume_pending_self_message(content: String) -> bool:
var now := Time.get_unix_time_from_system()
# 先清理过期项
for i in range(_pending_self_messages.size() - 1, -1, -1):
var item: Dictionary = _pending_self_messages[i]
if float(item.get("expires_at", 0.0)) < now:
_pending_self_messages.remove_at(i)
# 再匹配内容
for i in range(_pending_self_messages.size() - 1, -1, -1):
if str(_pending_self_messages[i].get("content", "")) == content:
_pending_self_messages.remove_at(i)
return true
return false
# 添加消息到当前会话历史
func _add_message_to_history(message: Dictionary) -> void:
_message_history.append(message)
# 更新最旧消息时间戳(用于历史消息加载)
if _oldest_message_timestamp == 0.0 or message.timestamp < _oldest_message_timestamp:
_oldest_message_timestamp = message.timestamp
# 限制当前会话消息数量(超过后删除最旧的)
if _message_history.size() > MAX_SESSION_MESSAGES:
_message_history.pop_front()

View File

@@ -57,6 +57,7 @@ var game_version: String = "1.0.0" # 游戏版本号
# 初始化游戏管理器
# 在节点准备就绪时调用,设置初始状态
func _ready():
print("GameManager 初始化完成")
change_state(GameState.AUTH) # 启动时进入认证状态
# ============ 状态管理方法 ============
@@ -80,6 +81,9 @@ func change_state(new_state: GameState):
previous_state = current_state
current_state = new_state
# 输出状态变更日志
print("游戏状态变更: ", GameState.keys()[previous_state], " -> ", GameState.keys()[current_state])
# 发送状态变更信号
game_state_changed.emit(new_state)
@@ -96,7 +100,7 @@ func get_current_state() -> GameState:
# GameState - 上一个游戏状态
#
# 使用场景:
# - 从暂停状态恢复时,返回到暂停前状态
# - 从暂停状态恢复时,返回到之前的状态
# - 错误处理时回退到安全状态
func get_previous_state() -> GameState:
return previous_state
@@ -110,12 +114,14 @@ func get_previous_state() -> GameState:
#
# 功能:
# - 存储当前登录用户信息
# - 输出用户设置日志
#
# 注意事项:
# - 用户登录成功后调用此方法
# - 用户登出时应传入空字符串
func set_current_user(username: String):
current_user = username
print("当前用户设置为: ", username)
# 获取当前登录用户
#

View File

@@ -0,0 +1 @@
uid://cd8fn73ysjxh8

View File

@@ -1,155 +0,0 @@
extends Node
# ============================================================================
# LocationManager.gd - 位置同步管理器
# ============================================================================
# 负责与后端 WebSocket 服务进行位置同步和多人会话管理
#
# 协议文档: new_docs/game_architecture_design.md
# 后端地址: wss://whaletownend.xinghangee.icu/location-broadcast
# ============================================================================
signal connected_to_server()
signal connection_closed()
signal connection_error()
signal session_joined(data: Dictionary)
signal user_joined(data: Dictionary)
signal user_left(data: Dictionary)
signal position_updated(data: Dictionary)
const WS_URL = "wss://whaletownend.xinghangee.icu/location-broadcast"
const PING_INTERVAL = 25.0 # 秒
var _socket: WebSocketPeer
var _connected: bool = false
var _ping_timer: float = 0.0
var _auth_token: String = ""
func _ready():
_socket = WebSocketPeer.new()
process_mode = Node.PROCESS_MODE_ALWAYS # 保证暂停时也能处理网络
func _process(delta):
_socket.poll()
var state = _socket.get_ready_state()
if state == WebSocketPeer.STATE_OPEN:
if not _connected:
_on_connected()
# 处理接收到的数据包
while _socket.get_available_packet_count() > 0:
var packet = _socket.get_packet()
_handle_packet(packet)
# 心跳处理
_ping_timer += delta
if _ping_timer >= PING_INTERVAL:
_send_heartbeat()
_ping_timer = 0.0
elif state == WebSocketPeer.STATE_CLOSED:
if _connected:
_on_disconnected()
func connect_to_server():
if _socket.get_ready_state() == WebSocketPeer.STATE_OPEN:
return
var err = _socket.connect_to_url(WS_URL)
if err != OK:
push_error("LocationManager: WebSocket 连接请求失败,错误码: %d" % err)
connection_error.emit()
else:
# Godot WebSocket connect is non-blocking, wait for state change in _process
pass
func close_connection():
_socket.close()
func set_auth_token(token: String):
_auth_token = token
# ============ 协议发送 ============
func send_packet(event: String, data: Dictionary):
if _socket.get_ready_state() != WebSocketPeer.STATE_OPEN:
return
var message = {
"event": event,
"data": data
}
var json_str = JSON.stringify(message)
_socket.put_packet(json_str.to_utf8_buffer())
func join_session(map_id: String, initial_pos: Vector2):
var data = {
"sessionId": map_id,
"initialPosition": {
"x": initial_pos.x,
"y": initial_pos.y,
"mapId": map_id
},
"token": _auth_token
}
send_packet("join_session", data)
func leave_session(map_id: String):
send_packet("leave_session", {"sessionId": map_id})
func send_position_update(map_id: String, pos: Vector2, anim_data: Dictionary = {}):
var data = {
"x": pos.x,
"y": pos.y,
"mapId": map_id,
"metadata": anim_data
}
if map_id == "":
push_warning("LocationManager: position_update 的 map_id 为空")
send_packet("position_update", data)
func _send_heartbeat():
send_packet("heartbeat", {"timestamp": Time.get_unix_time_from_system()})
# ============ 事件处理 ============
func _on_connected():
_connected = true
connected_to_server.emit()
func _on_disconnected():
_connected = false
connection_closed.emit()
func _handle_packet(packet: PackedByteArray):
var json_str = packet.get_string_from_utf8()
var json = JSON.new()
var err = json.parse(json_str)
if err != OK:
push_error("LocationManager: JSON 解析失败 - %s" % json.get_error_message())
return
var message = json.data
if not message is Dictionary or not message.has("event"):
return
var event = message["event"]
var data = message.get("data", {})
match event:
"session_joined":
session_joined.emit(data)
"user_joined":
user_joined.emit(data)
"user_left":
user_left.emit(data)
"position_update":
position_updated.emit(data)
"heartbeat_response":
pass # 静默处理
"error":
push_error("LocationManager: WebSocket 错误事件 - %s" % JSON.stringify(data))
_:
push_warning("LocationManager: 未处理的 WebSocket 事件 %s" % event)

View File

@@ -38,10 +38,17 @@ signal request_completed(request_id: String, success: bool, data: Dictionary)
# message: String - 错误消息
signal request_failed(request_id: String, error_type: String, message: String)
# 公告列表接收信号
signal notices_received(data: Array)
# ============ 常量定义 ============
# API基础URL - 所有请求的根地址
const API_BASE_URL = "https://whaletownend.xinghangee.icu"
# [Remote] 正式环境地址 (实际正式项目用此地址)
# const API_BASE_URL = "https://whaletownend.xinghangee.icu"
# [Local] 本地调试地址 (本地调试用此地址)
const API_BASE_URL = "http://localhost:3000"
# 默认请求超时时间(秒)
const DEFAULT_TIMEOUT = 30.0
@@ -109,6 +116,14 @@ class RequestInfo:
var active_requests: Dictionary = {} # 存储所有活动请求 {request_id: RequestInfo}
var request_counter: int = 0 # 请求计数器用于生成唯一ID
# ============ 生命周期方法 ============
# 初始化网络管理器
# 在节点准备就绪时调用
func _ready():
process_mode = Node.PROCESS_MODE_ALWAYS
print("NetworkManager 已初始化")
# ============ 公共API接口 ============
# 发送GET请求
@@ -186,6 +201,14 @@ func delete_request(endpoint: String, callback: Callable = Callable(), timeout:
#
# 回调函数签名:
# func callback(success: bool, data: Dictionary, error_info: Dictionary)
#
# 使用示例:
# NetworkManager.login("user@example.com", "password123", func(success, data, error):
# if success:
# print("登录成功: ", data)
# else:
# print("登录失败: ", error.message)
# )
func login(identifier: String, password: String, callback: Callable = Callable()) -> String:
var data = {
"identifier": identifier,
@@ -421,6 +444,18 @@ func github_login(github_id: String, username: String, nickname: String, email:
return post_request("/auth/github", data, callback)
# TODO: 获取公告列表
func request_notices():
# 发送 GET 请求到 /notices 接口
get_request("/notices", _on_notices_response)
func _on_notices_response(success: bool, data: Dictionary, error_info: Dictionary):
if success and data.has("data"):
notices_received.emit(data["data"])
else:
# 失败或无数据时发送空数组
notices_received.emit([])
# ============ 核心请求处理 ============
# 发送请求的核心方法
@@ -457,24 +492,41 @@ func send_request(endpoint: String, method: RequestType, headers: PackedStringAr
var godot_method = _convert_to_godot_method(method)
var error = http_request.request(full_url, headers, godot_method, body)
print("=== 发送网络请求 ===")
print("请求ID: ", request_id)
print("URL: ", full_url)
print("方法: ", RequestType.keys()[method])
print("Headers: ", headers)
print("Body: ", body if body.length() < 200 else body.substr(0, 200) + "...")
print("发送结果: ", error)
if error != OK:
push_error("NetworkManager: 请求发送失败,错误码: %d" % error)
print("请求发送失败,错误码: ", error)
_handle_request_error(request_id, ErrorType.NETWORK_ERROR, "网络请求发送失败: " + str(error))
return ""
return request_id
# 请求完成回调
func _on_request_completed(request_id: String, _result: int, response_code: int,
_headers: PackedStringArray, body: PackedByteArray):
func _on_request_completed(request_id: String, result: int, response_code: int,
headers: PackedStringArray, body: PackedByteArray):
print("=== 网络请求完成 ===")
print("请求ID: ", request_id)
print("结果: ", result)
print("状态码: ", response_code)
print("响应头: ", headers)
# 获取请求信息
if not active_requests.has(request_id):
push_warning("NetworkManager: 未找到请求ID %s" % request_id)
print("警告: 未找到请求ID ", request_id)
return
var _request_info = active_requests[request_id]
var response_text = body.get_string_from_utf8()
print("响应体长度: ", body.size(), " 字节")
print("响应内容: ", response_text if response_text.length() < 500 else response_text.substr(0, 500) + "...")
# 处理网络连接失败
if response_code == 0:
_handle_request_error(request_id, ErrorType.NETWORK_ERROR, "网络连接失败,请检查网络连接")
@@ -510,11 +562,13 @@ func _handle_response(request_id: String, response_code: int, data: Dictionary):
# 特殊情况206测试模式 - 根据API文档这是成功的测试模式响应
elif response_code == 206 and error_code == "TEST_MODE_ONLY":
is_success = true
print("🧪 测试模式响应: ", message)
# 201创建成功
elif response_code == 201:
is_success = true
if is_success:
print("✅ 请求成功: ", request_id)
# 发送成功信号
request_completed.emit(request_id, true, data)
@@ -522,6 +576,8 @@ func _handle_response(request_id: String, response_code: int, data: Dictionary):
if request_info.callback.is_valid():
request_info.callback.call(true, data, {})
else:
print("❌ 请求失败: ", request_id, " - HTTP:", response_code, " 错误码:", error_code, " 消息:", message)
# 确定错误类型
var error_type = _determine_error_type(response_code, error_code)
@@ -543,7 +599,7 @@ func _handle_response(request_id: String, response_code: int, data: Dictionary):
# 处理请求错误
func _handle_request_error(request_id: String, error_type: ErrorType, message: String):
push_error("NetworkManager: 请求错误 %s - %s" % [request_id, message])
print(" 请求错误: ", request_id, " - ", message)
# 发送错误信号
request_failed.emit(request_id, ErrorType.keys()[error_type], message)
@@ -603,6 +659,8 @@ func _cleanup_request(request_id: String):
# 从活动请求中移除
active_requests.erase(request_id)
print("🧹 清理请求: ", request_id)
# 转换请求方法
func _convert_to_godot_method(method: RequestType) -> HTTPClient.Method:
match method:
@@ -624,12 +682,14 @@ func _convert_to_godot_method(method: RequestType) -> HTTPClient.Method:
# 取消请求
func cancel_request(request_id: String) -> bool:
if active_requests.has(request_id):
print("🚫 取消请求: ", request_id)
_cleanup_request(request_id)
return true
return false
# 取消所有请求
func cancel_all_requests():
print("🚫 取消所有请求")
var request_ids = active_requests.keys()
for request_id in request_ids:
cancel_request(request_id)

View File

@@ -0,0 +1 @@
uid://dr7v30wheetca

View File

@@ -128,15 +128,21 @@ func handle_send_verification_code_response(success: bool, data: Dictionary, err
var error_code = data.get("error_code", "")
if error_code == "TEST_MODE_ONLY":
result.success = true
result.message = "🧪 测试模式:验证码已生成"
result.message = "🧪 测试模式:验证码已生成,请查看控制台"
result.toast_type = "success"
# 在控制台显示验证码
if data.has("data") and data.data.has("verification_code"):
print("🔑 测试模式验证码: ", data.data.verification_code)
result.message += "\n验证码: " + str(data.data.verification_code)
else:
result.success = true
result.message = "📧 验证码已发送到您的邮箱,请查收"
result.toast_type = "success"
# 开发环境下显示验证码
if data.has("data") and data.data.has("verification_code"):
print("🔑 开发环境验证码: ", data.data.verification_code)
else:
result = _handle_send_code_error(data, error_info)
@@ -150,15 +156,18 @@ func handle_send_login_code_response(success: bool, data: Dictionary, error_info
var error_code = data.get("error_code", "")
if error_code == "TEST_MODE_ONLY":
result.success = true
result.message = "测试模式:登录验证码已生成"
result.message = "测试模式:登录验证码已生成,请查看控制台"
result.toast_type = "success"
if data.has("data") and data.data.has("verification_code"):
result.message += "\n验证码: " + str(data.data.verification_code)
print("测试模式登录验证码: ", data.data.verification_code)
else:
result.success = true
result.message = "登录验证码已发送,请查收"
result.toast_type = "success"
if data.has("data") and data.data.has("verification_code"):
print("开发环境登录验证码: ", data.data.verification_code)
else:
result = _handle_send_login_code_error(data, error_info)
@@ -205,15 +214,18 @@ func handle_resend_email_verification_response(success: bool, data: Dictionary,
var error_code = data.get("error_code", "")
if error_code == "TEST_MODE_ONLY":
result.success = true
result.message = "🧪 测试模式:验证码已重新生成"
result.message = "🧪 测试模式:验证码已重新生成,请查看控制台"
result.toast_type = "success"
if data.has("data") and data.data.has("verification_code"):
result.message += "\n验证码: " + str(data.data.verification_code)
print("🔑 测试模式重新发送验证码: ", data.data.verification_code)
else:
result.success = true
result.message = "📧 验证码已重新发送到您的邮箱,请查收"
result.toast_type = "success"
if data.has("data") and data.data.has("verification_code"):
print("🔑 开发环境重新发送验证码: ", data.data.verification_code)
else:
result = _handle_resend_email_verification_error(data, error_info)
@@ -227,15 +239,18 @@ func handle_forgot_password_response(success: bool, data: Dictionary, error_info
var error_code = data.get("error_code", "")
if error_code == "TEST_MODE_ONLY":
result.success = true
result.message = "🧪 测试模式:重置验证码已生成"
result.message = "🧪 测试模式:重置验证码已生成,请查看控制台"
result.toast_type = "success"
if data.has("data") and data.data.has("verification_code"):
result.message += "\n验证码: " + str(data.data.verification_code)
print("🔑 测试模式重置验证码: ", data.data.verification_code)
else:
result.success = true
result.message = "📧 重置验证码已发送,请查收"
result.toast_type = "success"
if data.has("data") and data.data.has("verification_code"):
print("🔑 开发环境重置验证码: ", data.data.verification_code)
else:
result = _handle_forgot_password_error(data, error_info)

View File

@@ -0,0 +1 @@
uid://nseguk2ytiw6

View File

@@ -44,13 +44,23 @@ var _next_spawn_name: String = "" # 下一个场景的出生
# 便于统一管理和修改场景路径
var scene_paths: Dictionary = {
"main": "res://scenes/MainScene.tscn", # 主场景 - 游戏入口
"square": "res://scenes/Maps/square.tscn", # 广场地图
"room": "res://scenes/Maps/room.tscn", # 房间地图
"fountain": "res://scenes/Maps/fountain.tscn", # 喷泉地图
"datawhale_home": "res://scenes/Maps/datawhale_home.tscn", # 数据鲸鱼之家
"community": "res://scenes/Maps/community.tscn" # 社区地图
"auth": "res://scenes/ui/LoginWindow.tscn", # 认证场景 - 登录窗口
"game": "res://scenes/maps/game_scene.tscn", # 游戏场景 - 主要游戏内容
"battle": "res://scenes/maps/battle_scene.tscn", # 战斗场景 - 战斗系统
"inventory": "res://scenes/ui/InventoryWindow.tscn", # 背包界面
"shop": "res://scenes/ui/ShopWindow.tscn", # 商店界面
"settings": "res://scenes/ui/SettingsWindow.tscn", # 设置界面
"room": "res://scenes/Maps/room.tscn", # 房间场景
"square": "res://scenes/Maps/square.tscn" # 广场场景
}
# ============ 生命周期方法 ============
# 初始化场景管理器
# 在节点准备就绪时调用
func _ready():
print("SceneManager 初始化完成")
# ============ 场景切换方法 ============
# 切换到指定场景
@@ -71,6 +81,8 @@ var scene_paths: Dictionary = {
#
# 使用示例:
# var success = SceneManager.change_scene("main", true)
# if success:
# print("场景切换成功")
#
# 注意事项:
# - 场景切换是异步操作
@@ -79,15 +91,16 @@ var scene_paths: Dictionary = {
func change_scene(scene_name: String, use_transition: bool = true):
# 防止重复切换
if is_changing_scene:
push_warning("SceneManager: 场景切换中,忽略新的切换请求")
print("场景切换中,忽略新的切换请求")
return false
# 检查场景是否存在
if not scene_paths.has(scene_name):
push_error("SceneManager: 未找到场景 %s" % scene_name)
print("错误: 未找到场景 ", scene_name)
return false
var scene_path = scene_paths[scene_name]
print("开始切换场景: ", current_scene_name, " -> ", scene_name)
# 设置切换状态
is_changing_scene = true
@@ -97,15 +110,18 @@ func change_scene(scene_name: String, use_transition: bool = true):
if use_transition:
await show_transition()
# 更新场景名称(在切换之前设置,确保新场景的 _ready 能获取正确的名称)
current_scene_name = scene_name
# 执行场景切换
var error = get_tree().change_scene_to_file(scene_path)
if error != OK:
push_error("SceneManager: 场景切换失败 %s -> %s, 错误码: %d" % [current_scene_name, scene_name, error])
print("场景切换失败: ", error)
current_scene_name = "" # 恢复为空
is_changing_scene = false
return false
# 更新状态
current_scene_name = scene_name
is_changing_scene = false
scene_changed.emit(scene_name)
@@ -113,6 +129,7 @@ func change_scene(scene_name: String, use_transition: bool = true):
if use_transition:
await hide_transition()
print("场景切换完成: ", scene_name)
return true
# ============ 查询方法 ============
@@ -124,72 +141,27 @@ func change_scene(scene_name: String, use_transition: bool = true):
func get_current_scene_name() -> String:
return current_scene_name
# ============ 场景位置和出生点管理 ============
# 设置下一个场景的初始位置
#
# 参数:
# pos: Vector2 - 玩家在下一个场景的初始位置
#
# 功能:
# - 用于场景切换时传递玩家位置信息
# - 配合 DoorTeleport 等传送机制使用
#
# 使用示例:
# SceneManager.set_next_scene_position(Vector2(100, 200))
# SceneManager.change_scene("room")
func set_next_scene_position(pos: Vector2) -> void:
_next_scene_position = pos
# 获取并清除下一个场景的初始位置
#
# 返回值:
# Variant - Vector2 位置或 null如果未设置
#
# 功能:
# - 获取预设的场景初始位置
# - 获取后自动清除,避免影响后续场景切换
#
# 注意事项:
# - 此方法会清除存储的位置,只能获取一次
# - 如果未设置位置,返回 null
func get_next_scene_position() -> Variant:
var pos = _next_scene_position
_next_scene_position = null
return pos
# 设置下一个场景的出生点名称
#
# 参数:
# spawn_name: String - 出生点节点的名称
#
# 功能:
# - 指定玩家在下一个场景应该出现在哪个出生点
# - 配合场景中的 Marker2D 出生点使用
#
# 使用示例:
# SceneManager.set_next_spawn_name("DoorExit")
# SceneManager.change_scene("square")
func set_next_spawn_name(spawn_name: String) -> void:
_next_spawn_name = spawn_name
# 获取并清除下一个场景的出生点名称
#
# 返回值:
# String - 出生点名称(如果未设置则返回空字符串)
#
# 功能:
# - 获取预设的出生点名称
# - 获取后自动清除,避免影响后续场景切换
#
# 注意事项:
# - 此方法会清除存储的名称,只能获取一次
# - 如果未设置名称,返回空字符串
func get_next_spawn_name() -> String:
var name = _next_spawn_name
_next_spawn_name = ""
return name
# ============ 场景注册方法 ============
# 注册新场景
@@ -206,6 +178,7 @@ func get_next_spawn_name() -> String:
# SceneManager.register_scene("boss_battle", "res://scenes/boss/boss_battle.tscn")
func register_scene(scene_name: String, scene_path: String):
scene_paths[scene_name] = scene_path
print("注册场景: ", scene_name, " -> ", scene_path)
# ============ 过渡效果方法 ============
@@ -221,7 +194,8 @@ func register_scene(scene_name: String, scene_path: String):
#
# TODO: 实现淡入淡出、滑动等过渡效果
func show_transition():
# TODO: 实现场景切换过渡效果(当前仅占位延时)
# TODO: 实现场景切换过渡效果
print("显示场景切换过渡效果")
await get_tree().create_timer(0.2).timeout
# 隐藏场景切换过渡效果
@@ -236,5 +210,6 @@ func show_transition():
#
# TODO: 实现与show_transition()对应的隐藏效果
func hide_transition():
# TODO: 隐藏场景切换过渡效果(当前仅占位延时)
# TODO: 隐藏场景切换过渡效果
print("隐藏场景切换过渡效果")
await get_tree().create_timer(0.2).timeout

View File

@@ -0,0 +1 @@
uid://d3l286ti5gqhw

View File

@@ -40,6 +40,7 @@ var toast_counter: int = 0 # Toast计数器用于生成
# container: Control - Toast消息的容器节点
func setup(container: Control):
toast_container = container
print("ToastManager 初始化完成")
# ============ 公共方法 ============
@@ -50,9 +51,10 @@ func setup(container: Control):
# is_success: bool - 是否为成功消息(影响颜色)
func show_toast(message: String, is_success: bool = true):
if toast_container == null:
push_error("ToastManager: toast_container 节点不存在")
print("错误: toast_container 节点不存在")
return
print("显示Toast消息: ", message, " 成功: ", is_success)
_create_toast_instance(message, is_success)
# 清理所有Toast
@@ -121,17 +123,21 @@ func _create_toast_instance(message: String, is_success: bool):
# 平台特定的字体处理
if is_web:
print("Web平台Toast字体处理")
# Web平台使用主题文件
var chinese_theme = load("res://assets/ui/chinese_theme.tres")
if chinese_theme:
text_label.theme = chinese_theme
print("Web平台应用中文主题")
else:
push_warning("ToastManager: Web平台中文主题加载失败,使用默认字体")
print("Web平台中文主题加载失败")
else:
print("桌面平台Toast字体处理")
# 桌面平台直接加载中文字体
var desktop_chinese_font = load("res://assets/fonts/msyh.ttc")
if desktop_chinese_font:
text_label.add_theme_font_override("font", desktop_chinese_font)
print("桌面平台使用中文字体")
text_label.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
text_label.custom_minimum_size = Vector2(280, 0)

View File

@@ -0,0 +1 @@
uid://buk7d21cag262

View File

@@ -1,460 +1,172 @@
extends Node
# ============================================================================
# WebSocketManager.gd - WebSocket 连接生命周期管理(原生 WebSocket 版本)
# WebSocketManager.gd - WebSocket连接管理器
# ============================================================================
# 管理 WebSocket 连接状态、自动重连和错误恢复
# 负责与后端 Native WebSocket 服务进行实时通信
#
# 核心职责:
# - 连接状态管理(断开、连接中、已连接、重连中)
# - 自动重连机制(指数退避)
# - 连接错误恢复
# - WebSocket 消息发送/接收
# ============================================================================
# 使用方式:
# WebSocketManager.connect_to_game_server()
# WebSocketManager.connection_state_changed.connect(_on_state_changed)
#
# 注意事项:
# - 作为自动加载单例,全局可访问
# - 自动处理连接断开和重连
# - 通过信号通知连接状态变化
# 协议文档: new_docs/game_architecture_design.md
# 后端地址: ws://localhost:3000/location-broadcast
# ============================================================================
class_name ChatWebSocketManager
signal connected_to_server()
signal connection_closed()
signal connection_error()
signal session_joined(data: Dictionary)
signal user_joined(data: Dictionary)
signal user_left(data: Dictionary)
signal position_updated(data: Dictionary)
# ============================================================================
# 信号定义
# ============================================================================
const WS_URL = "wss://whaletownend.xinghangee.icu/location-broadcast"
const PING_INTERVAL = 25.0 # 秒
# 连接状态变化信号
# 参数:
# new_state: ConnectionState - 新的连接状态
signal connection_state_changed(new_state: ConnectionState)
var _socket: WebSocketPeer
var _connected: bool = false
var _ping_timer: float = 0.0
var _auth_token: String = ""
# 连接丢失信号
signal connection_lost()
func _ready():
_socket = WebSocketPeer.new()
process_mode = Node.PROCESS_MODE_ALWAYS # 保证暂停时也能处理网络
print("WebSocketManager Initialized")
# 重连成功信号
signal reconnection_succeeded()
# 重连失败信号
# 参数:
# attempt: int - 当前重连尝试次数
# max_attempts: int - 最大重连次数
signal reconnection_failed(attempt: int, max_attempts: int)
# WebSocket 消息接收信号
# 参数:
# message: String - 接收到的消息内容JSON 字符串)
signal data_received(message: String)
# ============================================================================
# 枚举定义
# ============================================================================
# 连接状态枚举
enum ConnectionState {
DISCONNECTED, # 未连接
CONNECTING, # 连接中
CONNECTED, # 已连接
RECONNECTING, # 重连中
ERROR # 错误状态
}
# ============================================================================
# 常量定义
# ============================================================================
# WebSocket 服务器 URL原生 WebSocket
const WEBSOCKET_URL: String = "wss://whaletownend.xinghangee.icu/game"
# 默认最大重连次数
const DEFAULT_MAX_RECONNECT_ATTEMPTS: int = 5
# 默认重连基础延迟(秒)
const DEFAULT_RECONNECT_BASE_DELAY: float = 3.0
# 最大重连延迟(秒)
const MAX_RECONNECT_DELAY: float = 30.0
# ============================================================================
# 成员变量
# ============================================================================
# WebSocket peer
var _websocket_peer: WebSocketPeer = WebSocketPeer.new()
# 当前连接状态
var _connection_state: ConnectionState = ConnectionState.DISCONNECTED
# 自动重连启用标志
var _auto_reconnect_enabled: bool = true
# 最大重连次数
var _max_reconnect_attempts: int = DEFAULT_MAX_RECONNECT_ATTEMPTS
# 重连基础延迟
var _reconnect_base_delay: float = DEFAULT_RECONNECT_BASE_DELAY
# 当前重连尝试次数
var _reconnect_attempt: int = 0
# 重连定时器
var _reconnect_timer: Timer = Timer.new()
# 是否为正常关闭(非异常断开)
var _clean_close: bool = true
# 当前 CLOSED 状态是否已经处理过(防止每帧重复处理 close 事件)
var _closed_state_handled: bool = false
# 心跳定时器
var _heartbeat_timer: Timer = Timer.new()
# 心跳间隔(秒)
const HEARTBEAT_INTERVAL: float = 30.0
# ============================================================================
# 生命周期方法
# ============================================================================
# 初始化
func _ready() -> void:
# 设置重连定时器
_setup_reconnect_timer()
# 设置心跳定时器
_setup_heartbeat_timer()
# 启动处理循环
set_process(true)
# 处理每帧
func _process(_delta: float) -> void:
# 检查 WebSocket 状态变化
_check_websocket_state()
var state: WebSocketPeer.State = _websocket_peer.get_ready_state()
func _process(delta):
_socket.poll()
var state = _socket.get_ready_state()
if state == WebSocketPeer.STATE_OPEN:
# 接收数据
_websocket_peer.poll()
if not _connected:
_on_connected()
# 处理收到的数据
while _websocket_peer.get_available_packet_count() > 0:
var packet: PackedByteArray = _websocket_peer.get_packet()
var message: String = packet.get_string_from_utf8()
# 处理收到的数据
while _socket.get_available_packet_count() > 0:
var packet = _socket.get_packet()
_handle_packet(packet)
# 发射消息接收信号
data_received.emit(message)
# 心跳处理
_ping_timer += delta
if _ping_timer >= PING_INTERVAL:
_send_heartbeat()
_ping_timer = 0.0
# 清理
func _exit_tree() -> void:
_disconnect()
elif state == WebSocketPeer.STATE_CLOSED:
if _connected:
_on_disconnected()
if is_instance_valid(_reconnect_timer):
_reconnect_timer.stop()
_reconnect_timer.queue_free()
if is_instance_valid(_heartbeat_timer):
_heartbeat_timer.stop()
_heartbeat_timer.queue_free()
# ============================================================================
# 公共 API - 连接管理
# ============================================================================
# 连接到游戏服务器
func connect_to_game_server(is_reconnect_attempt: bool = false) -> void:
if _connection_state == ConnectionState.CONNECTED or _connection_state == ConnectionState.CONNECTING:
push_warning("已经在连接或已连接状态")
func connect_to_server():
if _socket.get_ready_state() == WebSocketPeer.STATE_OPEN:
print("WebSocket 已经是连接状态")
return
if is_reconnect_attempt:
_set_connection_state(ConnectionState.RECONNECTING)
print("正在连接 WebSocket: ", WS_URL)
var err = _socket.connect_to_url(WS_URL)
if err != OK:
print("WebSocket 连接请求失败: ", err)
connection_error.emit()
else:
_set_connection_state(ConnectionState.CONNECTING)
_clean_close = true
_closed_state_handled = false
# 仅在首次/手动连接时重置重连计数,重连流程保持累计尝试次数
if not is_reconnect_attempt:
_reconnect_attempt = 0
# Godot WebSocket connect is non-blocking, wait for state change in _process
pass
var err: Error = _websocket_peer.connect_to_url(WEBSOCKET_URL)
if err != OK:
push_error("WebSocketManager: 连接失败 - %s" % error_string(err))
_set_connection_state(ConnectionState.ERROR)
func close_connection():
_socket.close()
func set_auth_token(token: String):
_auth_token = token
# ============ 协议发送 ============
func send_packet(event: String, data: Dictionary):
if _socket.get_ready_state() != WebSocketPeer.STATE_OPEN:
return
# 启动心跳
_start_heartbeat()
# 断开 WebSocket 连接
func disconnect_websocket() -> void:
_disconnect()
# 断开连接(内部方法)
func _disconnect() -> void:
_clean_close = true
# 停止重连定时器
_reconnect_timer.stop()
# 停止心跳
_heartbeat_timer.stop()
# 关闭 WebSocket
if _websocket_peer.get_ready_state() == WebSocketPeer.STATE_OPEN:
_websocket_peer.close()
_set_connection_state(ConnectionState.DISCONNECTED)
# 检查 WebSocket 是否已连接
#
# 返回值:
# bool - WebSocket 是否已连接
func is_websocket_connected() -> bool:
return _connection_state == ConnectionState.CONNECTED
# 获取当前连接状态
#
# 返回值:
# ConnectionState - 当前连接状态
func get_connection_state() -> ConnectionState:
return _connection_state
# ============================================================================
# 公共 API - 消息发送
# ============================================================================
# 发送 WebSocket 消息
#
# 参数:
# message: String - 要发送的消息内容JSON 字符串)
#
# 返回值:
# Error - 错误码OK 表示成功
func send_message(message: String) -> Error:
if _websocket_peer.get_ready_state() != WebSocketPeer.STATE_OPEN:
push_warning("WebSocketManager: 未连接,无法发送消息")
return ERR_UNCONFIGURED
var err: Error = _websocket_peer.send_text(message)
if err != OK:
push_error("WebSocketManager: 发送消息失败 - %s" % error_string(err))
return err
return OK
# ============================================================================
# 公共 API - 自动重连
# ============================================================================
# 启用/禁用自动重连
#
# 参数:
# enabled: bool - 是否启用自动重连
# max_attempts: int - 最大重连次数(默认 5
# base_delay: float - 基础重连延迟,秒(默认 3.0
#
# 使用示例:
# WebSocketManager.enable_auto_reconnect(true, 5, 3.0)
func enable_auto_reconnect(enabled: bool, max_attempts: int = DEFAULT_MAX_RECONNECT_ATTEMPTS, base_delay: float = DEFAULT_RECONNECT_BASE_DELAY) -> void:
_auto_reconnect_enabled = enabled
_max_reconnect_attempts = max_attempts
_reconnect_base_delay = base_delay
# 获取重连信息
#
# 返回值:
# Dictionary - 重连信息 {enabled, attempt, max_attempts, delay}
func get_reconnect_info() -> Dictionary:
return {
"enabled": _auto_reconnect_enabled,
"attempt": _reconnect_attempt,
"max_attempts": _max_reconnect_attempts,
"next_delay": _calculate_reconnect_delay() if _connection_state == ConnectionState.RECONNECTING else 0.0
var message = {
"event": event,
"data": data
}
var json_str = JSON.stringify(message)
_socket.put_packet(json_str.to_utf8_buffer())
# ============================================================================
# 内部方法 - 连接状态管理
# ============================================================================
func join_session(map_id: String, initial_pos: Vector2):
var data = {
"sessionId": map_id,
"initialPosition": {
"x": initial_pos.x,
"y": initial_pos.y,
"mapId": map_id
},
"token": _auth_token
}
print("发送加入会话请求: ", map_id, " mapId Payload: ", data.initialPosition.mapId)
send_packet("join_session", data)
# 设置连接状态
func _set_connection_state(new_state: ConnectionState) -> void:
if _connection_state == new_state:
func leave_session(map_id: String):
print("发送离开会话请求: ", map_id)
send_packet("leave_session", {"sessionId": map_id})
func send_position_update(map_id: String, pos: Vector2, anim_data: Dictionary = {}):
var data = {
"x": pos.x,
"y": pos.y,
"mapId": map_id,
"metadata": anim_data
}
# print("发送位置更新: ", map_id)
if map_id == "":
print("WARNING: Sending position update with EMPTY mapId! Pos: ", pos)
send_packet("position_update", data)
func _send_heartbeat():
send_packet("heartbeat", {"timestamp": Time.get_unix_time_from_system()})
# ============ 事件处理 ============
func _on_connected():
_connected = true
print("WebSocket 连接成功!")
connected_to_server.emit()
func _on_disconnected():
_connected = false
var code = _socket.get_close_code()
var reason = _socket.get_close_reason()
print("WebSocket 连接断开. Code: %d, Reason: %s" % [code, reason])
connection_closed.emit()
func _handle_packet(packet: PackedByteArray):
var json_str = packet.get_string_from_utf8()
var json = JSON.new()
var err = json.parse(json_str)
if err != OK:
print("JSON 解析失败: ", json.get_error_message())
return
_connection_state = new_state
# 发射信号
connection_state_changed.emit(new_state)
# ============================================================================
# 内部方法 - WebSocket 状态监控
# ============================================================================
# 检查 WebSocket 状态变化
func _check_websocket_state() -> void:
# 必须先 poll 才能获取最新状态
_websocket_peer.poll()
var state: WebSocketPeer.State = _websocket_peer.get_ready_state()
match state:
WebSocketPeer.STATE_CONNECTING:
_closed_state_handled = false
# 正在连接
if _connection_state != ConnectionState.CONNECTING and _connection_state != ConnectionState.RECONNECTING:
_set_connection_state(ConnectionState.CONNECTING)
WebSocketPeer.STATE_OPEN:
_closed_state_handled = false
# 连接成功
if _connection_state != ConnectionState.CONNECTED:
_on_websocket_connected()
WebSocketPeer.STATE_CLOSING:
_closed_state_handled = false
# 正在关闭
pass
WebSocketPeer.STATE_CLOSED:
if _closed_state_handled:
var message = json.data
if not message is Dictionary or not message.has("event"):
return
_closed_state_handled = true
var event = message["event"]
var data = message.get("data", {})
# 仅在连接生命周期中发生的关闭才触发关闭处理
var should_handle_close: bool = (
_connection_state == ConnectionState.CONNECTED
or _connection_state == ConnectionState.CONNECTING
or _connection_state == ConnectionState.RECONNECTING
)
if should_handle_close:
var close_code: int = _websocket_peer.get_close_code()
_on_websocket_closed(_is_clean_close_code(close_code))
if event != "heartbeat_response":
print("WebSocket Rx: ", event) # Debug logs for all events
# WebSocket 连接成功处理
func _on_websocket_connected() -> void:
# 如果是重连,发射重连成功信号
if _connection_state == ConnectionState.RECONNECTING:
_reconnect_attempt = 0
reconnection_succeeded.emit()
_set_connection_state(ConnectionState.CONNECTED)
# WebSocket 连接关闭处理
func _on_websocket_closed(clean_close: bool) -> void:
_clean_close = clean_close
# 如果是异常断开且启用了自动重连
if not clean_close and _auto_reconnect_enabled:
connection_lost.emit()
_attempt_reconnect()
else:
_set_connection_state(ConnectionState.DISCONNECTED)
# 判断关闭码是否为干净关闭
# Godot 中 close_code == -1 表示非干净关闭(异常断开)
func _is_clean_close_code(close_code: int) -> bool:
return close_code != -1
# ============================================================================
# 内部方法 - 重连机制
# ============================================================================
# 设置重连定时器
func _setup_reconnect_timer() -> void:
_reconnect_timer = Timer.new()
_reconnect_timer.one_shot = true
_reconnect_timer.autostart = false
add_child(_reconnect_timer)
_reconnect_timer.timeout.connect(_on_reconnect_timeout)
# 尝试重连
func _attempt_reconnect() -> void:
# 检查是否超过最大重连次数
if _reconnect_attempt >= _max_reconnect_attempts:
push_error("WebSocketManager: 达到最大重连次数 (%d),停止重连" % _max_reconnect_attempts)
reconnection_failed.emit(_reconnect_attempt, _max_reconnect_attempts)
_set_connection_state(ConnectionState.ERROR)
return
_reconnect_attempt += 1
_set_connection_state(ConnectionState.RECONNECTING)
# 计算重连延迟(指数退避)
var delay: float = _calculate_reconnect_delay()
# 启动重连定时器
_reconnect_timer.start(delay)
# 计算重连延迟(指数退避)
func _calculate_reconnect_delay() -> float:
# 指数退避: base_delay * 2^(attempt-1)
var delay: float = _reconnect_base_delay * pow(2.0, _reconnect_attempt - 1)
# 限制最大延迟
return min(delay, MAX_RECONNECT_DELAY)
# 重连定时器超时处理
func _on_reconnect_timeout() -> void:
_clean_close = false
connect_to_game_server(true)
# ============================================================================
# 内部方法 - 心跳机制
# ============================================================================
# 设置心跳定时器
func _setup_heartbeat_timer() -> void:
_heartbeat_timer = Timer.new()
_heartbeat_timer.wait_time = HEARTBEAT_INTERVAL
_heartbeat_timer.one_shot = false
_heartbeat_timer.autostart = false
add_child(_heartbeat_timer)
_heartbeat_timer.timeout.connect(_on_heartbeat)
# 启动心跳
func _start_heartbeat() -> void:
_heartbeat_timer.start()
# 停止心跳
func _stop_heartbeat() -> void:
_heartbeat_timer.stop()
# 心跳超时处理
func _on_heartbeat() -> void:
# 不发送心跳,避免服务器返回 "消息格式错误"
# 如果需要心跳,服务器应该支持特定格式
pass
# ============================================================================
# 工具方法
# ============================================================================
# 获取连接状态描述
#
# 返回值:
# String - 连接状态描述
func get_state_description() -> String:
match _connection_state:
ConnectionState.DISCONNECTED:
return "未连接"
ConnectionState.CONNECTING:
return "连接中"
ConnectionState.CONNECTED:
return "已连接"
ConnectionState.RECONNECTING:
return "重连中 (%d/%d)" % [_reconnect_attempt, _max_reconnect_attempts]
ConnectionState.ERROR:
return "错误"
match event:
"session_joined":
session_joined.emit(data)
print("加入会话成功,当前房间人数: ", data.get("users", []).size())
"user_joined":
user_joined.emit(data)
print("用户加入: ", data.get("userId"))
"user_left":
user_left.emit(data)
print("用户离开: ", data.get("userId"))
"position_update":
print("WebSocket Rx position_update: ", data.get("userId", "unknown"))
position_updated.emit(data)
"heartbeat_response":
pass # 静默处理
"error":
print("WebSocket 错误事件: ", JSON.stringify(data))
_:
return "未知状态"
print("未处理的 WebSocket 事件: ", event)

View File

@@ -0,0 +1 @@
uid://stpl2jdeqo0d

View File

@@ -27,6 +27,13 @@ extends Node
# 结构: {event_name: [{"callback": Callable, "target": Node}, ...]}
var event_listeners: Dictionary = {}
# ============ 生命周期方法 ============
# 初始化事件系统
# 在节点准备就绪时调用
func _ready():
print("EventSystem 初始化完成")
# ============ 事件监听器管理 ============
# 注册事件监听器
@@ -52,11 +59,6 @@ func connect_event(event_name: String, callback: Callable, target: Node = null):
if not event_listeners.has(event_name):
event_listeners[event_name] = []
# 避免重复注册同一个监听器
for listener in event_listeners[event_name]:
if listener.callback == callback and listener.target == target:
return
# 创建监听器信息
var listener_info = {
"callback": callback,
@@ -65,6 +67,7 @@ func connect_event(event_name: String, callback: Callable, target: Node = null):
# 添加到监听器列表
event_listeners[event_name].append(listener_info)
print("注册事件监听器: ", event_name, " -> ", callback)
# 移除事件监听器
#
@@ -90,6 +93,7 @@ func disconnect_event(event_name: String, callback: Callable, target: Node = nul
# 匹配callback和target
if listener.callback == callback and listener.target == target:
listeners.remove_at(i)
print("移除事件监听器: ", event_name, " -> ", callback)
break
# ============ 事件发送 ============
@@ -113,11 +117,13 @@ func disconnect_event(event_name: String, callback: Callable, target: Node = nul
# - 事件发送是同步的,所有监听器会立即执行
# - 如果监听器执行出错,不会影响其他监听器
func emit_event(event_name: String, data: Variant = null):
print("发送事件: ", event_name, " 数据: ", data)
# 检查是否有监听器
if not event_listeners.has(event_name):
return
var listeners = event_listeners[event_name].duplicate()
var listeners = event_listeners[event_name]
for listener_info in listeners:
var target = listener_info.target
var callback = listener_info.callback
@@ -155,6 +161,7 @@ func cleanup_invalid_listeners():
# 如果目标节点无效,移除监听器
if target != null and not is_instance_valid(target):
listeners.remove_at(i)
print("清理无效监听器: ", event_name)
# ============ 查询方法 ============
@@ -185,3 +192,4 @@ func get_listener_count(event_name: String) -> int:
# - 使用前请确保所有模块都能正确处理监听器丢失
func clear_all_listeners():
event_listeners.clear()
print("清空所有事件监听器")

View File

@@ -0,0 +1 @@
uid://bfheblucmti24

View File

@@ -131,14 +131,13 @@ static func get_grid_rect(grid_pos: Vector2i) -> Rect2:
var world_pos = grid_to_world(grid_pos)
return Rect2(world_pos, Vector2(GRID_SIZE, GRID_SIZE))
# 获取网格信息(调试辅助
static func print_grid_info(world_pos: Vector2) -> Dictionary:
# 打印网格信息(调试
static func print_grid_info(world_pos: Vector2) -> void:
var grid_pos = world_to_grid(world_pos)
var snapped_pos = snap_to_grid(world_pos)
var center_pos = grid_to_world_center(grid_pos)
return {
"world_position": world_pos,
"grid_position": grid_pos,
"snapped_position": snapped_pos,
"center_position": center_pos
}
print("世界坐标: ", world_pos)
print("网格坐标: ", grid_pos)
print("吸附位置: ", snapped_pos)
print("网格中心: ", center_pos)

View File

@@ -0,0 +1 @@
uid://dceqpffgti4jb

View File

@@ -39,7 +39,7 @@ class_name StringUtils
#
# 使用示例:
# if StringUtils.is_valid_email("user@example.com"):
# # 邮箱格式正确
# print("邮箱格式正确")
static func is_valid_email(email: String) -> bool:
var regex = RegEx.new()
regex.compile("^[a-zA-Z0-9._%+-]+@[a-zA-Z0-9.-]+\\.[a-zA-Z]{2,}$")
@@ -60,7 +60,7 @@ static func is_valid_email(email: String) -> bool:
#
# 使用示例:
# if StringUtils.is_valid_username("user_123"):
# # 用户名格式正确
# print("用户名格式正确")
static func is_valid_username(username: String) -> bool:
# 检查长度
if username.is_empty() or username.length() > 50:
@@ -92,7 +92,7 @@ static func is_valid_username(username: String) -> bool:
# 使用示例:
# var result = StringUtils.validate_password_strength("MyPass123!")
# if result.valid:
# # 可按需展示 result.message
# print("密码强度: ", result.message)
static func validate_password_strength(password: String) -> Dictionary:
var result = {"valid": false, "message": "", "strength": 0}

View File

@@ -0,0 +1 @@
uid://bu8onmk6q8wic

Binary file not shown.

Binary file not shown.

Before

Width:  |  Height:  |  Size: 105 KiB

View File

@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://brko2ik6t6ib5"
path="res://.godot/imported/npc_286_241.png-dfe6daef11d0f27f7902e69d6057828f.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/characters/npc_286_241.png"
dest_files=["res://.godot/imported/npc_286_241.png-dfe6daef11d0f27f7902e69d6057828f.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

View File

@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://krfed1r4qmnp"
path="res://.godot/imported/payer_44_30.png-100395b4756c93dec9ce9baa5c5df0f3.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/characters/payer_44_30.png"
dest_files=["res://.godot/imported/payer_44_30.png-100395b4756c93dec9ce9baa5c5df0f3.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

View File

@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://cghab1hkx5lg5"
path="res://.godot/imported/player_spritesheet.png-7e76f97a17946ec512358d45f2527da8.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/characters/player_spritesheet.png"
dest_files=["res://.godot/imported/player_spritesheet.png-7e76f97a17946ec512358d45f2527da8.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

View File

@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://dyimi462hj6r2"
path="res://.godot/imported/player_spritesheet_backup.png-6d8c966a56b0ced39cf1ecf0c772847f.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/characters/player_spritesheet_backup.png"
dest_files=["res://.godot/imported/player_spritesheet_backup.png-6d8c966a56b0ced39cf1ecf0c772847f.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

View File

@@ -0,0 +1,41 @@
[remap]
importer="font_data_dynamic"
type="FontFile"
uid="uid://ce7ujbeobblyr"
path="res://.godot/imported/msyh.ttc-1f7944f6d1cff8092894a3525ec5156c.fontdata"
[deps]
source_file="res://assets/fonts/msyh.ttc"
dest_files=["res://.godot/imported/msyh.ttc-1f7944f6d1cff8092894a3525ec5156c.fontdata"]
[params]
Rendering=null
antialiasing=1
generate_mipmaps=false
disable_embedded_bitmaps=true
multichannel_signed_distance_field=false
msdf_pixel_range=8
msdf_size=48
allow_system_fallback=true
force_autohinter=false
modulate_color_glyphs=false
hinting=1
subpixel_positioning=4
keep_rounding_remainders=true
oversampling=0.0
Fallbacks=null
fallbacks=[]
Compress=null
compress=false
preload=[{
"chars": "0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz!@#$%^&*()_+-=[]{}|;':\",./<>?`~一二三四五六七八九十百千万亿用户名密码登录注册验证码邮箱小镇鲸鱼欢迎来到开始你的之旅请输入不能为空获取发送忘记返回居民身份确认再次已被使用换个等待分钟后试稍后正在创建账户测试模式生成查看控制台网络连接失败系统维护中升级稍后再试频繁联系管理员禁用审核先邮箱后使用成功进入镇错误或过期未找到存在",
"glyphs": [],
"name": "Web预加载",
"size": Vector2i(16, 0)
}]
language_support={}
script_support={}
opentype_features={}

View File

@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://bwy5r7soxi76a"
path="res://.godot/imported/icon144.png-ae9d1f30a88beaab449c2cad89283dd3.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/icon/icon144.png"
dest_files=["res://.godot/imported/icon144.png-ae9d1f30a88beaab449c2cad89283dd3.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

View File

@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://bqg5e8qn1j74u"
path="res://.godot/imported/icon16.png-3099ad8a609f90c382508b9c073ffd76.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/icon/icon16.png"
dest_files=["res://.godot/imported/icon16.png-3099ad8a609f90c382508b9c073ffd76.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

View File

@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://drpllpsjdiaex"
path="res://.godot/imported/icon180.png-20a9d7b98bfb315dd470e3635f315a17.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/icon/icon180.png"
dest_files=["res://.godot/imported/icon180.png-20a9d7b98bfb315dd470e3635f315a17.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

View File

@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://dt24j6p0cijqo"
path="res://.godot/imported/icon32.png-9a0aceb23d191139c34540a188bf8c91.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/icon/icon32.png"
dest_files=["res://.godot/imported/icon32.png-9a0aceb23d191139c34540a188bf8c91.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

View File

@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://dt817lem3dwee"
path="res://.godot/imported/icon512.png-1c1c4b424489de87a542c89bec6eb15b.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/icon/icon512.png"
dest_files=["res://.godot/imported/icon512.png-1c1c4b424489de87a542c89bec6eb15b.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

View File

@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://ci42rd5qe6icl"
path="res://.godot/imported/icon64.png-da8a1a20e3bf4dcf06c8ff6c558caaff.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/icon/icon64.png"
dest_files=["res://.godot/imported/icon64.png-da8a1a20e3bf4dcf06c8ff6c558caaff.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

View File

@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://cnw6e3wmy0ea4"
path="res://.godot/imported/image(1).png-c89cc92103e50aaba40bf38c797be77f.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/icon/image(1).png"
dest_files=["res://.godot/imported/image(1).png-c89cc92103e50aaba40bf38c797be77f.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

View File

@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://c7v22i1hgo1x6"
path="res://.godot/imported/image.png-3f16548595ba9fb08c5e50ef3251d148.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/icon/image.png"
dest_files=["res://.godot/imported/image.png-3f16548595ba9fb08c5e50ef3251d148.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

View File

@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://b4aildrnhbpl4"
path="res://.godot/imported/NoticeBoard.png-038eefee12f116fb9502ed755594cede.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/materials/NoticeBoard.png"
dest_files=["res://.godot/imported/NoticeBoard.png-038eefee12f116fb9502ed755594cede.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

View File

@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://v7loa3smfkrd"
path="res://.godot/imported/WelcomeBoard.png-bcff7f9bf968cb5d7630e2ad47f2fb42.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/materials/WelcomeBoard.png"
dest_files=["res://.godot/imported/WelcomeBoard.png-bcff7f9bf968cb5d7630e2ad47f2fb42.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

View File

@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://c7jx40leuy6q1"
path="res://.godot/imported/board.png-4f7a101e7a1b1cbdc8a75666c78e8907.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/sprites/environment/board.png"
dest_files=["res://.godot/imported/board.png-4f7a101e7a1b1cbdc8a75666c78e8907.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

View File

@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://7j3n0nhg8atb"
path="res://.godot/imported/community.png-a8c4bd53b7eaad8a751801ba0eb4ea69.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/sprites/environment/community.png"
dest_files=["res://.godot/imported/community.png-a8c4bd53b7eaad8a751801ba0eb4ea69.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

View File

@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://cle66our01dq1"
path="res://.godot/imported/community_512_512.png-fa162180b6884ce89074ec9b8b445a11.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/sprites/environment/community_512_512.png"
dest_files=["res://.godot/imported/community_512_512.png-fa162180b6884ce89074ec9b8b445a11.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

View File

@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://b2gci3tcylfiw"
path="res://.godot/imported/curb.png-aea973bea0e48d7135256b05941024a3.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/sprites/environment/curb.png"
dest_files=["res://.godot/imported/curb.png-aea973bea0e48d7135256b05941024a3.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

View File

@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://bxk7qx15ks23n"
path="res://.godot/imported/deck_256_111.png-1f5516606f281e4ce47eda14a0f195f6.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/sprites/environment/deck_256_111.png"
dest_files=["res://.godot/imported/deck_256_111.png-1f5516606f281e4ce47eda14a0f195f6.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

View File

@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://cuoondqo7wpvm"
path="res://.godot/imported/deck_256_93.png-53cc7596920e943ad680f551cecde9c5.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/sprites/environment/deck_256_93.png"
dest_files=["res://.godot/imported/deck_256_93.png-53cc7596920e943ad680f551cecde9c5.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

View File

@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://dth4pwye1huv1"
path="res://.godot/imported/deck_2784_1536.png-7209e3c01bcb29b96850c5bfe2118eb5.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/sprites/environment/deck_2784_1536.png"
dest_files=["res://.godot/imported/deck_2784_1536.png-7209e3c01bcb29b96850c5bfe2118eb5.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

View File

@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://d3w3fncsm32oi"
path="res://.godot/imported/deck_384_167.png-f28a21a5574e4d3fa7c0565d6c292757.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/sprites/environment/deck_384_167.png"
dest_files=["res://.godot/imported/deck_384_167.png-f28a21a5574e4d3fa7c0565d6c292757.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

View File

@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://j0twhfkpj15i"
path="res://.godot/imported/deck_512_164.png-c98703495d73d104671911f6dada9aca.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/sprites/environment/deck_512_164.png"
dest_files=["res://.godot/imported/deck_512_164.png-c98703495d73d104671911f6dada9aca.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

View File

@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://blre1srim52hs"
path="res://.godot/imported/deck_512_282.png-ec2cdd543ebb499e3623cd89dff86aa4.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/sprites/environment/deck_512_282.png"
dest_files=["res://.godot/imported/deck_512_282.png-ec2cdd543ebb499e3623cd89dff86aa4.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

View File

@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://drdfggxi5ecw7"
path="res://.godot/imported/deck_512_512.png-14cca0360b4e43a84ff23febdf688dce.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/sprites/environment/deck_512_512.png"
dest_files=["res://.godot/imported/deck_512_512.png-14cca0360b4e43a84ff23febdf688dce.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

View File

@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://djmpsp6t8vbra"
path="res://.godot/imported/download_1767426187137.png-a7252aa9f644c4f3ab14cefb1a59847c.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/sprites/environment/download_1767426187137.png"
dest_files=["res://.godot/imported/download_1767426187137.png-a7252aa9f644c4f3ab14cefb1a59847c.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

View File

@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://ci5myym3wxvej"
path="res://.godot/imported/e2f5aff78fae12f979d3456eca0896b4.jpg-09ffb25e15f901ba90adc883741736d3.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/sprites/environment/e2f5aff78fae12f979d3456eca0896b4.jpg"
dest_files=["res://.godot/imported/e2f5aff78fae12f979d3456eca0896b4.jpg-09ffb25e15f901ba90adc883741736d3.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

View File

@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://c3yr7cietnip3"
path="res://.godot/imported/floor_tile.png-922ec9c726f71491a3ebe25e6696192d.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/sprites/environment/floor_tile.png"
dest_files=["res://.godot/imported/floor_tile.png-922ec9c726f71491a3ebe25e6696192d.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

View File

@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://dujutnr03apoj"
path="res://.godot/imported/fountain_256_192.png-6fb4e69b74642a426b29631ef7156f53.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/sprites/environment/fountain_256_192.png"
dest_files=["res://.godot/imported/fountain_256_192.png-6fb4e69b74642a426b29631ef7156f53.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

View File

@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://h1kqvkvshfxo"
path="res://.godot/imported/grass_128_128.png-f99428f7721484fc94b70ea8f73a140d.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/sprites/environment/grass_128_128.png"
dest_files=["res://.godot/imported/grass_128_128.png-f99428f7721484fc94b70ea8f73a140d.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

View File

@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://dwlnclqw6lsa7"
path="res://.godot/imported/grass_256_256.png-480baf97b2b792db085b32018ac813a5.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/sprites/environment/grass_256_256.png"
dest_files=["res://.godot/imported/grass_256_256.png-480baf97b2b792db085b32018ac813a5.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

View File

@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://ccqxsarxnnf4e"
path="res://.godot/imported/ground.png-2205e043de9d3b8a38f01788dff375d3.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/sprites/environment/ground.png"
dest_files=["res://.godot/imported/ground.png-2205e043de9d3b8a38f01788dff375d3.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

View File

@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://dtev6yddbjtvp"
path="res://.godot/imported/house_256_192.png-939b43001a6826dd2fb03b0e500d6b91.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/sprites/environment/house_256_192.png"
dest_files=["res://.godot/imported/house_256_192.png-939b43001a6826dd2fb03b0e500d6b91.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

View File

@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://bxmbnywn7pd35"
path="res://.godot/imported/house_384_256.png-9c21ec19000d397cf04e3d4c46d9fd67.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/sprites/environment/house_384_256.png"
dest_files=["res://.godot/imported/house_384_256.png-9c21ec19000d397cf04e3d4c46d9fd67.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

View File

@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://drl6vecqinsgw"
path="res://.godot/imported/house_384_288.png-2c4bb2980ec70d9c801e9d8f5c9da5e2.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/sprites/environment/house_384_288.png"
dest_files=["res://.godot/imported/house_384_288.png-2c4bb2980ec70d9c801e9d8f5c9da5e2.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

View File

@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://c7v86fkrcb4go"
path="res://.godot/imported/river.png-5a4acbf78dd4e08f27a3192f37afc708.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/sprites/environment/river.png"
dest_files=["res://.godot/imported/river.png-5a4acbf78dd4e08f27a3192f37afc708.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

View File

@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://df3klfat72qro"
path="res://.godot/imported/river2_256_256.png-4b34411e3a9844aea328c2b5fdd9f6d7.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/sprites/environment/river2_256_256.png"
dest_files=["res://.godot/imported/river2_256_256.png-4b34411e3a9844aea328c2b5fdd9f6d7.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

View File

@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://5r75q24ww18f"
path="res://.godot/imported/river2_512_512.png-af87f8da62bcadc69167d888dc2932d0.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/sprites/environment/river2_512_512.png"
dest_files=["res://.godot/imported/river2_512_512.png-af87f8da62bcadc69167d888dc2932d0.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

View File

@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://devfvbybifga6"
path="res://.godot/imported/river_256_256.png-9a57f752ac6003da70cffda69b91371a.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/sprites/environment/river_256_256.png"
dest_files=["res://.godot/imported/river_256_256.png-9a57f752ac6003da70cffda69b91371a.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

View File

@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://b4wt8paqrevg2"
path="res://.godot/imported/river_512_512.png-218f1dc6fae57e80762824a68b0c08f6.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/sprites/environment/river_512_512.png"
dest_files=["res://.godot/imported/river_512_512.png-218f1dc6fae57e80762824a68b0c08f6.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

View File

@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://bjcij2ncikeyw"
path="res://.godot/imported/room_512_384.png-339d4ab4d8dc5972ef1c8a09d0380694.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/sprites/environment/room_512_384.png"
dest_files=["res://.godot/imported/room_512_384.png-339d4ab4d8dc5972ef1c8a09d0380694.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

View File

@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://7o0xyqmqbvov"
path="res://.godot/imported/square.png-f3b8edd32d9382a7b98d24fd60e1b771.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/sprites/environment/square.png"
dest_files=["res://.godot/imported/square.png-f3b8edd32d9382a7b98d24fd60e1b771.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

View File

@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://dt33hewme0p1k"
path="res://.godot/imported/square1.png-5d845f041b32e4a2880ddc03c7e210e2.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/sprites/environment/square1.png"
dest_files=["res://.godot/imported/square1.png-5d845f041b32e4a2880ddc03c7e210e2.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

View File

@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://icto1uyw4hj1"
path="res://.godot/imported/standard_brick.png.png-f806a78b5dfedf81aa2e413ced30aa6a.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/sprites/environment/standard_brick.png.png"
dest_files=["res://.godot/imported/standard_brick.png.png-f806a78b5dfedf81aa2e413ced30aa6a.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

View File

@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://baa5wkuyqouh6"
path="res://.godot/imported/standard_brick_128_128.jpg-0dc76f792db60d64e5610aa75364c4ef.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/sprites/environment/standard_brick_128_128.jpg"
dest_files=["res://.godot/imported/standard_brick_128_128.jpg-0dc76f792db60d64e5610aa75364c4ef.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

View File

@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://balpojbve2n4f"
path="res://.godot/imported/water.png-28a245d0248e5e7513f6a266dcca901f.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/sprites/environment/water.png"
dest_files=["res://.godot/imported/water.png-28a245d0248e5e7513f6a266dcca901f.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

View File

@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://ignbtjvnp5k7"
path="res://.godot/imported/广场瓦片集.png-b224b40553b9f690e690f67a89e2b520.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/sprites/environment/广场瓦片集.png"
dest_files=["res://.godot/imported/广场瓦片集.png-b224b40553b9f690e690f67a89e2b520.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

View File

@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://dvsb51jintro"
path="res://.godot/imported/草地.png-2fa7f2346d7dc837788dd21e5693cec7.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/sprites/environment/草地.png"
dest_files=["res://.godot/imported/草地.png-2fa7f2346d7dc837788dd21e5693cec7.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

Binary file not shown.

Before

Width:  |  Height:  |  Size: 1000 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 1.0 MiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 902 KiB

View File

@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://bx17oy8lvaca4"
path="res://.godot/imported/bg_auth_scene.png-818065fcc20397e855c75507c1313623.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/ui/auth/bg_auth_scene.png"
dest_files=["res://.godot/imported/bg_auth_scene.png-818065fcc20397e855c75507c1313623.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

View File

@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://de4q4s1gxivtf"
path="res://.godot/imported/login_frame_smart_transparent.png-e5d0fd05b4713ddd3beae8223f2abb80.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/ui/auth/login_frame_smart_transparent.png"
dest_files=["res://.godot/imported/login_frame_smart_transparent.png-e5d0fd05b4713ddd3beae8223f2abb80.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

Binary file not shown.

Before

Width:  |  Height:  |  Size: 992 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 690 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 206 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 104 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 198 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 276 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 281 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 3.6 KiB

View File

@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://gr7vud1lee4m"
path="res://.godot/imported/datawhale_logo.png-ddb5e2c04419eb84cfa8605bcbf64fbd.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/ui/datawhale_logo.png"
dest_files=["res://.godot/imported/datawhale_logo.png-ddb5e2c04419eb84cfa8605bcbf64fbd.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

View File

@@ -159,16 +159,3 @@ func _move(_delta: float) -> void:
var dir := Input.get_vector("move_left", "move_right", "move_up", "move_down")
velocity = dir * move_speed
move_and_slide()
```
## 10. 🔄 Plan Mode Protocol (MANDATORY)
- **Planning Phase**:
- Whenever using **Plan Mode** to outline a task, a TODO list MUST be outputted to `docs/ai_docs/plan/[feature_name].md`.
- **Execution & Reporting**:
- Every time a TODO item is completed, the corresponding `.md` document MUST be updated.
- After updating the document, report to the user with the following:
1. **Completed Items**: What was just finished.
2. **User Acceptance Rules**: Instructions on how the user can test/verify the current progress.
3. **Next Step**: The next TODO item to be tackled.
- **Strict Confirmation**:
- After reporting progress, **Claude MUST stop and wait**.
- Do NOT proceed to the next TODO until the user has replied with confirmation/approval.

File diff suppressed because it is too large Load Diff

View File

@@ -3,6 +3,7 @@
name="Web"
platform="Web"
runnable=true
advanced_options=false
dedicated_server=false
custom_features=""
export_filter="all_resources"
@@ -10,11 +11,6 @@ include_filter=""
exclude_filter=""
export_path="web_assets/index.html"
patches=PackedStringArray()
patch_delta_encoding=false
patch_delta_compression_level_zstd=19
patch_delta_min_reduction=0.1
patch_delta_include_filters="*"
patch_delta_exclude_filters=""
encryption_include_filters=""
encryption_exclude_filters=""
seed=0
@@ -44,6 +40,6 @@ progressive_web_app/orientation=0
progressive_web_app/icon_144x144="uid://bwy5r7soxi76a"
progressive_web_app/icon_180x180="uid://drpllpsjdiaex"
progressive_web_app/icon_512x512="uid://dt817lem3dwee"
progressive_web_app/background_color=Color(0.07450981, 0.28627452, 1, 1)
progressive_web_app/background_color=Color(0.19215687, 0.42352942, 1, 1)
threads/emscripten_pool_size=8
threads/godot_pool_size=4

43
icon.svg.import Normal file
View File

@@ -0,0 +1,43 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://0h40lbuc63pp"
path="res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://icon.svg"
dest_files=["res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
svg/scale=1.0
editor/scale_with_editor_scale=false
editor/convert_colors_with_editor_theme=false

View File

@@ -8,15 +8,11 @@
config_version=5
[animation]
compatibility/default_parent_skeleton_in_mesh_instance_3d=true
[application]
config/name="whaleTown"
run/main_scene="res://scenes/MainScene.tscn"
config/features=PackedStringArray("4.6", "Forward Plus")
config/features=PackedStringArray("4.5", "Forward Plus")
config/icon="res://icon.svg"
[autoload]
@@ -26,8 +22,7 @@ SceneManager="*res://_Core/managers/SceneManager.gd"
EventSystem="*res://_Core/systems/EventSystem.gd"
NetworkManager="*res://_Core/managers/NetworkManager.gd"
ResponseHandler="*res://_Core/managers/ResponseHandler.gd"
ChatManager="*res://_Core/managers/ChatManager.gd"
LocationManager="*res://_Core/managers/LocationManager.gd"
WebSocketManager="*res://_Core/managers/WebSocketManager.gd"
[debug]

View File

@@ -14,7 +14,6 @@ extends Control
# 场景节点引用
@onready var auth_scene: Control = $AuthScene
@onready var main_game_ui: Control = $MainGameUI
@onready var chat_ui: Control = %ChatUI
@onready var user_label: Label = $MainGameUI/TopBar/HBoxContainer/UserLabel
@onready var logout_button: Button = $MainGameUI/TopBar/HBoxContainer/LogoutButton
@@ -51,6 +50,9 @@ func _ready():
# 初始化游戏状态
setup_game()
# [TEST] 临时绕过登录
# call_deferred("_on_login_success", "LocalTester")
# 连接登录成功信号
auth_scene.login_success.connect(_on_login_success)
@@ -75,7 +77,36 @@ func show_main_game():
auth_scene.visible = false
main_game_ui.visible = true
user_label.text = "当前用户: " + current_user
update_player_status()
# update_player_status()
# print("进入主游戏界面")
# [TEST] 进入测试环境
_setup_test_environment()
func _setup_test_environment():
print("正在初始化测试环境: 广场 + 玩家")
# 1. 隐藏UI
current_state = GameState.MAIN_GAME
auth_scene.visible = false
main_game_ui.visible = false
# 2. 加载地图
var map_res = load("res://Scenes/Maps/square.tscn")
if map_res:
var map_instance = map_res.instantiate()
add_child(map_instance)
# 3. 加载玩家 - 交由 BaseLevel 或场景脚本动态处理
# var player_res = load("res://Scenes/characters/player.tscn")
# if player_res:
# var player_instance = player_res.instantiate()
# player_instance.position = Vector2(800, 600) # 设置初始位置
# map_instance.add_child(player_instance)
# else:
# print("错误: 无法加载玩家场景")
else:
print("错误: 无法加载广场地图")
func update_player_status():
level_label.text = "等级: " + str(player_level)
@@ -83,69 +114,42 @@ func update_player_status():
exp_label.text = "经验: " + str(player_exp) + "/" + str(player_max_exp)
energy_label.text = "体力: " + str(player_energy) + "/" + str(player_max_energy)
func _on_login_success(username: String):
func _on_login_success(username: String, token: String):
# 登录成功后的处理
current_user = username
print("用户 ", username, " 登录成功!")
# 连接到聊天服务器(在进入游戏界面之前)
# 注意token 已在 AuthScene._on_controller_login_success 中设置
ChatManager.connect_to_chat_server()
# 连接到游戏服务器
WebSocketManager.set_auth_token(token)
WebSocketManager.connect_to_server()
# 连接到位置同步服务器
LocationManager.connect_to_server()
# 直接进入游戏地图不显示MainGameUI
_setup_game_environment()
show_main_game()
func _on_logout_pressed():
# 登出处理
current_user = ""
# 断开聊天服务器连接
ChatManager.disconnect_from_chat_server()
show_auth_scene()
# 游戏功能按钮处理
func _on_explore_pressed():
print("探索小镇功能")
show_game_message("🗺️ 探索功能开发中...")
func _on_inventory_pressed():
print("背包功能")
show_game_message("🎒 背包功能开发中...")
func _on_shop_pressed():
print("商店功能")
show_game_message("🏪 商店功能开发中...")
func _on_friends_pressed():
print("好友功能")
show_game_message("👥 好友功能开发中...")
func show_game_message(_message: String):
# TODO: 用 Toast 或游戏内提示框替代占位实现
pass
# 设置游戏环境(登录后直接加载地图)
func _setup_game_environment():
# 防止登录切场景时输入状态残留导致角色“卡移动键”
_release_movement_actions()
# 1. 隐藏UI
current_state = GameState.MAIN_GAME
auth_scene.visible = false
main_game_ui.visible = false
# 2. 隐藏聊天框需要按Enter才显示
if is_instance_valid(chat_ui) and chat_ui.has_method("hide_chat"):
chat_ui.hide_chat()
# 3. 使用 SceneManager 切换到广场地图
SceneManager.change_scene("square", false) # false = 不使用过渡效果
func _release_movement_actions() -> 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 show_game_message(message: String):
print("游戏消息: ", message)
# 这里可以添加UI提示框显示消息
# 处理全局输入
func _input(event):
@@ -156,4 +160,5 @@ func _input(event):
get_tree().quit()
GameState.MAIN_GAME:
# 在游戏中按ESC可能显示菜单或返回登录
show_auth_scene()
# show_auth_scene()
pass

Some files were not shown because too many files have changed in this diff Show More