70 Commits

Author SHA1 Message Date
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
e3c4d08021 Merge pull request '修正语法错误' (#11) from qbb0530/whale-town-front:main into main
Reviewed-on: #11
2026-01-05 11:28:13 +08:00
王浩
3bdda47191 修正语法错误 2026-01-04 17:17:34 +08:00
3d6c4e5356 Merge pull request 'feature/网格瓦片系统' (#9) from feature/网格瓦片系统 into main
Reviewed-on: #9
2026-01-03 22:40:55 +08:00
c621d70475 chore:清理空的占位文件
- 删除sprites目录下的空.gitkeep文件
- 删除tools目录下的空README.md文件
2026-01-03 22:37:04 +08:00
f527fa3c38 docs:添加网格瓦片系统功能文档
- 详细说明32x32网格系统的使用方法
- 包含核心组件介绍和API参考
- 提供编辑器和代码使用示例
2026-01-03 22:35:36 +08:00
e9fa21280e scene:创建广场地图场景并添加环境瓦片资源
- 新增square.tscn广场地图场景
- 添加多种环境瓦片纹理资源
- 包含草地、地板、路缘等瓦片素材
2026-01-03 22:35:13 +08:00
a3d384d39d style:统一代码文件末尾换行格式 2026-01-03 22:33:56 +08:00
ced69fd4b6 scene:创建草地瓦片预制体
- 实现GrassTile组件,支持32x32网格对齐
- 添加自动纹理验证和占位符生成
- 提供网格位置设置和世界坐标转换
- 包含位置变化信号和调试功能
2026-01-03 22:30:03 +08:00
7a6e5be4f8 config:更新核心配置支持网格系统
- EventNames添加网格相关事件定义
- ProjectPaths添加网格系统和地形资源路径
2026-01-03 22:28:29 +08:00
ba5b0daa13 feat:实现32x32网格系统核心功能
- 添加GridSystem类提供网格坐标转换
- 支持世界坐标与网格坐标互转
- 提供位置吸附和距离计算方法
- 包含网格区域和边界检查功能
2026-01-03 22:28:06 +08:00
83404d031e Merge pull request 'feature/auth-system-refactor' (#8) from feature/auth-system-refactor into main
Reviewed-on: #8
2026-01-02 21:25:30 +08:00
709242d223 docs:更新项目结构说明和路径配置
- 更新ProjectPaths.gd中的路径常量
- 更新项目结构说明文档
- 清理临时测试文件的uid引用

确保文档与实际项目结构保持一致
2026-01-02 21:20:31 +08:00
2f1ccbc2cd docs:为核心管理器添加详细中文注释
- GameManager.gd:游戏状态管理注释
- NetworkManager.gd:网络请求管理注释
- SceneManager.gd:场景切换管理注释
- StringUtils.gd:字符串工具函数注释

按照docs注释规范,添加文件头、函数说明、参数描述和使用示例
方便协同开发者快速理解和调用
2026-01-02 21:19:53 +08:00
aaaf2b31a8 fix:修复EventSystem中的GDScript语法错误
- 移除不支持的try/except语句
- 改为直接调用回调函数
- 确保EventSystem能正常编译运行
2026-01-02 21:19:25 +08:00
93baf1a5b5 refactor:统一AuthScene命名规范
- 将LoginWindow.tscn重命名为AuthScene.tscn
- 更新MainScene.tscn中的场景引用路径
- 实现命名一致性:
  - 场景文件:AuthScene.tscn
  - 脚本文件:AuthScene.gd
  - 节点名称:AuthScene
- AuthScene比LoginWindow更准确描述功能(登录+注册)
2026-01-02 21:19:04 +08:00
5f915c61b6 refactor:AuthScene解耦重构,实现视图与业务逻辑分离
- 创建AuthManager.gd:负责所有认证业务逻辑
  - 用户登录/注册逻辑
  - 表单验证逻辑
  - 验证码管理逻辑
  - 网络请求管理

- 创建ToastManager.gd:负责Toast消息管理
  - Toast创建和显示
  - 动画和生命周期管理
  - 支持成功/失败样式

- 重构AuthScene.gd:纯视图层实现
  - 只负责UI交互和显示
  - 通过信号与业务层通信
  - 移除所有业务逻辑代码

- 修复GDScript警告:
  - 未使用参数添加下划线前缀
  - 修复变量名与基类方法冲突
  - 修复EventSystem中的try语法错误
  - 修复AuthManager中的方法名不匹配错误

符合docs中的架构要求,实现完全解耦
2026-01-02 21:18:38 +08:00
d256249789 refactor:将MainScene移动到scenes根目录
- 将MainScene从scenes/Maps/移动到scenes/根目录
- 更新project.godot中的主场景路径配置
- 符合项目结构规范,MainScene作为图像显示入口文件
2026-01-02 21:17:56 +08:00
29c6740870 Merge pull request 'feature/project-structure-refactor' (#7) from feature/project-structure-refactor into main
Reviewed-on: #7
2026-01-02 01:03:07 +08:00
7b1affa360 Merge branch 'main' into feature/project-structure-refactor 2026-01-02 01:02:59 +08:00
fa360e1c78 docs:更新项目文档以反映新的结构变更
- 更新 README.md 中的项目结构说明
- 修订项目结构说明文档,反映最新的目录组织
- 确保文档与实际项目结构保持同步
2026-01-02 00:59:25 +08:00
d80feaa02b test:更新测试文件以适配新的项目结构
- 更新 auth_ui_test.tscn 中的场景引用路径
- 修复 enhanced_toast_test.gd 中的脚本路径引用
- 确保测试文件与重构后的项目结构保持一致
2026-01-02 00:59:05 +08:00
f1a60137e1 fix:修复代码警告和UID冲突问题
- 更新 ProjectPaths.gd 中的路径引用,适配新的目录结构
- 修复 SceneManager.gd 中的场景路径问题
- 更新 project.godot 配置,修复 AutoLoad 路径
- 修复 MainScene 相关文件的 UID 冲突
- 解决代码中的路径引用警告
2026-01-02 00:58:51 +08:00
3175c98ea3 refactor:实现新的项目结构组织
- 添加 _Core/components/ 和 _Core/utils/ 目录
- 重新组织 scenes/ 目录结构,按功能分类
- 迁移 StringUtils.gd 到新的 _Core/utils/ 位置
- 迁移 AuthScene.gd 到新的 scenes/ui/ 位置
- 添加 AI 文档支持目录 docs/AI_docs/
- 添加开发参考文档 claude.md
2026-01-02 00:58:34 +08:00
a18c7a54b1 refactor:重构项目结构,删除旧的文件组织
- 删除旧的 UI/Windows/ 目录下的认证相关文件
- 删除旧的 Utils/ 目录下的工具类文件
- 删除旧的 scenes/Components/ 目录结构
- 为新的目录结构让路
2026-01-02 00:58:16 +08:00
fca3eb79dd chore:清理临时文档文件
- 删除迁移完成标记文件 MIGRATION_COMPLETE.md
- 删除重构说明文件 REFACTORING.md
- 删除结构对比文件 STRUCTURE_COMPARISON.md
- 删除临时文档 cloude.md
2026-01-02 00:57:53 +08:00
e128328d93 Merge pull request 'fix: 修复GDScript警告和UID冲突问题' (#6) from fix/code-warnings-and-uid-conflicts into main
Reviewed-on: #6
2025-12-31 19:36:48 +08:00
fdedb21cbd fix: 修复GDScript警告和UID冲突问题
代码修复:
- NetworkManager.gd: 修复参数名冲突和未使用变量警告
- StringUtils.gd: 修复变量名与内置函数char冲突
- ResponseHandler.gd: 移除static关键字,改为实例方法
- AuthScene.gd: 恢复正确的ResponseHandler调用方式

 资源清理:
- 删除assets/sprites/icon/下的重复图标文件
- 删除UI/Theme/下的重复字体和主题文件
- 统一使用assets/路径下的资源文件

 配置修复:
- 修复LoginWindow.tscn和main_scene.tscn中的UID引用
- 更新chinese_theme.tres中的字体路径引用
- 添加project.godot调试设置以减少渲染器警告

 文档更新:
- 更新项目设置指南中的主题和字体路径引用

解决问题:
-  修复所有GDScript编译警告
-  解决UID重复冲突警告
-  统一资源文件路径结构
-  保持Web部署兼容性
2025-12-31 19:35:20 +08:00
d49983079a Merge pull request 'fix/verification-code-button-state' (#5) from fix/verification-code-button-state into main
Reviewed-on: #5
2025-12-31 19:00:19 +08:00
51e79c6c6d Merge branch 'main' into fix/verification-code-button-state 2025-12-31 19:00:09 +08:00
0edd1c740b docs: 完善项目文档和README,修复字符显示问题
- 修复README.md中的emoji字符显示问题
- 移除文档质量评级系统
- 添加贡献者致谢部分,创建详细的CONTRIBUTORS.md
- 创建核心系统文件EventNames.gd和ProjectPaths.gd
- 更新项目配置文件project.godot,添加输入映射
- 完善各模块文档,修正路径引用问题
- 创建文档更新日志CHANGELOG.md
- 优化文档结构和导航系统
2025-12-31 18:58:38 +08:00
a85a7b4d0e docs: 完善项目入门README,强调输入映射配置的重要性
发现的关键问题:
- 项目代码中使用了输入映射,但project.godot中未配置
- 缺少输入映射会导致游戏无法正常运行

 主要改进:
- 强调输入映射配置为必需步骤
- 添加重要提醒和警告标识
- 新增常见启动问题排查指南
- 明确列出必需的6个输入动作
- 完善完成检查清单

 问题排查:
- 游戏无法响应输入  输入映射未配置
- Invalid action错误  缺少必需输入动作
- AutoLoad单例报错  配置验证问题

 确保新人成功:
- 明确标注必需步骤的优先级
- 提供具体的错误解决方案
- 强调验证配置的重要性
2025-12-31 18:17:58 +08:00
51d2ad1629 docs: 修正项目设置指南,确保信息准确
修正的问题:
- 路径错误: core/managers/  _Core/managers/
- 补充完整的AutoLoad配置列表 (5个单例)
- 修正NetworkManager.login()方法调用方式
- 添加实际的project.godot配置验证

 新增内容:
- 完整的AutoLoad配置表格
- 其他重要项目设置 (主题、渲染、窗口)
- 详细的验证测试代码
- 常见问题排查指南
- 配置检查清单

 确保准确性:
- 所有路径基于实际项目结构验证
- 代码示例基于实际API接口
- 配置信息与project.godot文件一致
2025-12-31 18:13:08 +08:00
6f545b04e9 docs: 更新项目结构说明,匹配实际项目结构
主要更新:
- 根据实际项目目录结构重写文档
- 明确三类团队协作模式:开发、美术、策划
- 详细说明每个目录的职责和使用方式
- 添加团队协作指南和工作流程
- 提供实际的代码示例和配置示例

 新增内容:
- 团队协作模式说明 (开发/美术/策划)
- 详细的目录结构和文件说明
- 开发工作流和版本发布流程
- 最佳实践和规范要求

 确保准确性:
- 所有目录结构都基于实际项目检查
- 文件路径和命名完全匹配当前状态
- 团队职责划分清晰明确
2025-12-31 18:08:31 +08:00
1ff677b3b2 docs: 重新组织文档结构,按开发阶段分类
新的目录结构:
  01-项目入门/     # 新人必读,项目基础
  02-开发规范/     # 编码标准和规范
  03-技术实现/     # 具体开发指导
  04-高级开发/     # 进阶开发技巧
  05-部署运维/     # 发布和部署
  06-功能模块/     # 特定功能文档

 新增导航文档:
- docs/README.md - 完整的文档导航和使用指南
- 各目录下的README.md - 分类说明和使用指导

 优化效果:
- 开发者可以按阶段快速定位需要的文档
- 新人有清晰的学习路径
- 不同角色有针对性的文档推荐
- 提供了问题导向的快速查找功能
2025-12-31 18:02:16 +08:00
2998fd2d11 docs: 补充开发规范相关文档
新增文档:
- docs/输入映射配置.md - 游戏输入配置指南
- docs/架构与通信规范.md - 项目架构和组件通信规范
- docs/实现细节规范.md - 游戏对象具体实现要求
- docs/开发哲学与最佳实践.md - 开发理念和编程最佳实践

 覆盖内容:
- 输入映射的配置方法和验证
- EventSystem事件系统使用规范
- 玩家、NPC、TileMap的实现标准
- 代码质量标准和审查清单
- 性能优化和资源管理指导

这些文档补充了开发规范.md中提到但在docs目录中缺失的内容
2025-12-31 17:50:19 +08:00
60edcc9868 docs: 文档中文化和清理
新增:
- 开发规范.md (翻译自CLAUDE.md)

 重命名为中文:
- project_structure.md  项目结构说明.md
- naming_convention.md  命名规范.md
- code_comment_guide.md  代码注释规范.md
- git_commit_guide.md  Git提交规范.md
- api-documentation.md  API接口文档.md
- network_manager_setup.md  网络管理器设置.md
- setup.md  项目设置指南.md
- testing_guide.md  测试指南.md
- web_deployment_guide.md  Web部署指南.md
- module_development.md  模块开发指南.md
- performance_optimization.md  性能优化指南.md
- scene_design.md  场景设计规范.md
- auth/form_validation.md  auth/表单验证规范.md
- auth/testing_guide.md  auth/认证测试指南.md

 删除总结性文档:
- final_update_summary.md
- web_deployment_changelog.md
- CLAUDE.md
2025-12-31 17:45:04 +08:00
d25d8d4dd3 Merge pull request 'fix/verification-code-button-state' (#4) from fix/verification-code-button-state into main
Reviewed-on: #4
2025-12-31 17:28:45 +08:00
190b6c9a66 docs: 清理总结性文档,保留规范类文档
- 删除 docs/CONTRIBUTORS.md (总结性文档)
- 删除 docs/api_update_log.md (已不存在)
- 删除 docs/cleanup_summary.md (已不存在)
- 保留 docs/module_development.md (开发规范)
- 保留 docs/performance_optimization.md (性能规范)
- 保留 docs/scene_design.md (设计规范)
2025-12-31 17:27:13 +08:00
899bc5d5d0 merge: 解决README.md合并冲突,保留main分支内容并整合当前分支特性 2025-12-31 17:21:53 +08:00
e657cfce0e Merge pull request 'refactor:重构项目架构为分层结构' (#3) from qbb0530/whale-town-front:refactor/项目结构重构 into main
Reviewed-on: #3
2025-12-31 16:35:24 +08:00
王浩
b9182bbc2e docs:完善 CLAUDE.md 为 AI 开发规范文档
## 🎯 主要改进

### 1. 明确项目定位
- 清晰定义 "WhaleTown" 为 2D 俯视像素风 RPG
- 指定 Godot 4.2+ 引擎(禁止 3.x 语法)
- 强调分层架构:`_Core`(框架)、`Scenes`(玩法)、`UI`(界面)

### 2. 完善开发规范
-  添加 Input Map 配置(WASD、交互键、暂停键)
-  明确文件路径规则(STRICT LOWERCASE)
-  添加 EventNames.gd 示例代码
-  完善测试代码示例(GUT 框架)
-  优化代码模板(分区注释)

### 3. 强化技术约束
- 📋 严格类型系统(强制静态类型)
- 🏛 事件驱动架构(EventSystem 解耦)
- 🚫 禁止模式列表(yield、Linear Filter 等)
-  必须测试覆盖(所有 Core 管理器)

### 4. 代码模板改进
- 添加结构化注释(Exports、References、Lifecycle、Methods)
- 展示最佳实践(@onready、%UniqueName、私有方法前缀)
- 包含完整的玩家移动示例

### 5. AI 指令优化
- 直接对 AI 说话("Claude: Root folders MUST be lowercase")
- 明确的优先级(STRICT、The Law、MANDATORY)
- 提供决策指南(Area2D vs Body、Enum vs StateChart)

## 📊 文档结构
- 90 行,精炼完整
- Emoji 视觉层级(🛠 命令、📂 文件、📋 标准、🏛 架构)
- 覆盖:文件组织、编码标准、架构设计、测试要求、代码模板

##  质量提升
- 统一路径大小写(tests/ 而非 Tests/)
- 添加 EventNames.gd 完整示例
- 完善测试代码(watch_signals、assert_signal_emitted)
- 明确 Godot 版本约束(4.2+)

## 🎯 目标
为 AI 提供清晰、严格、可执行的开发规范,
确保代码质量和架构一致性。

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
2025-12-31 16:32:54 +08:00
王浩
642a99970c docs:添加项目开发规范文档 CLAUDE.md
## 📋 新增内容

添加了完整的 Claude Code 开发规范文档,包括:

### 核心规范
- **项目概述**: 2D 俯视像素风 RPG 游戏架构
- **编码标准**:
  - 严格类型系统
  - 统一命名规范(PascalCase, snake_case, SCREAMING_SNAKE_CASE)
  - 节点访问规范(@onready, %UniqueName)
  - 最佳实践(await, Callable, Signal Up/Call Down)

### 架构规则
- **解耦原则**: 低层级实体通过 EventSystem 通信
- **场景管理**: 统一使用 SceneManager.change_scene()
- **组件化**: 可复用逻辑封装到 Scenes/Components/

### 实现规范
- **实体结构**:
  - Player: CharacterBody2D + Camera2D
  - NPC: StaticBody2D/CharacterBody2D + InteractionArea
  - Interactables: 共享 InteractableComponent
- **交互系统**: 通过 EventSystem.notify_interaction_triggered()
- **TileMap 规则**: 分层设计(地面、障碍、装饰)

### 文件组织
- 地图: Scenes/Maps/[map_name].tscn
- 实体: Scenes/Entities/[entity_name]/[entity_name].tscn
- 脚本: 与场景文件同目录
- 资源: res://Assets/Sprites/

### 测试标准
- 使用 GUT 测试框架
- 测试文件位置: res://test/unit/ 或 res://test/integration/
- 文件命名: test_*.gd
- 核心逻辑必须有单元测试
- 玩家移动和 NPC 交互需要集成测试

### 开发理念
- 简约至上:函数单一职责
- "栅栏后规则": 即使不可见的代码也要干净优美
- 反馈循环:每个交互都要有特效/音效占位
- 零硬编码:所有路径和配置使用常量或 @export
- "自动工作"的相机:自动检测 TileMap 边界

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
2025-12-31 16:07:54 +08:00
王浩
0b533189ec refactor:重构项目架构为分层结构
## 🏗️ 主要变更

### 目录结构重构
- 将 core/ 迁移到 _Core/(框架层)
- 将 scenes/ 重构为 Scenes/(玩法层)和 UI/(界面层)
- 将 data/ 迁移到 Config/(配置层)
- 添加 Assets/ 资源层和 Utils/ 工具层
- 将 scripts/ 迁移到 tools/(开发工具)

### 架构分层
- **_Core/**: 框架层 - 全局单例和管理器
- **Scenes/**: 玩法层 - 游戏场景和实体
- **UI/**: 界面层 - HUD、窗口、对话系统
- **Assets/**: 资源层 - 精灵图、音频、字体
- **Config/**: 配置层 - 游戏配置和本地化
- **Utils/**: 工具层 - 通用辅助脚本

### 文件更新
- 更新 project.godot 中的所有路径引用
- 更新自动加载脚本路径
- 更新测试文件的引用路径
- 添加 REFACTORING.md 详细说明
- 添加 MIGRATION_COMPLETE.md 迁移完成标记
- 更新 README.md 反映新架构

### 设计原则
-  清晰的分层(框架/玩法/界面)
-  场景内聚(脚本紧邻场景文件)
-  组件化设计(可复用组件)
-  职责单一(每个目录职责明确)

## 📋 详细信息
查看 REFACTORING.md 了解完整的重构说明和迁移映射表

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
2025-12-31 11:36:01 +08:00
b1f3c0feff Merge pull request 'feature/网络管理和Web部署系统' (#2) from feature/网络管理和Web部署系统 into main
Reviewed-on: #2
2025-12-25 23:17:30 +08:00
021c8623f8 docs:更新主要项目文档
- 更新README添加Web部署说明
- 精简API文档,移除冗余内容
- 添加新功能使用指南
- 完善项目架构说明
2025-12-25 23:14:29 +08:00
a1b867dfd7 chore:清理废弃的网络测试文件
- 删除旧的NetworkTest.gd测试文件
- 移除对应的UID文件
- 统一使用新的ApiTestScript替代
2025-12-25 23:14:09 +08:00
d17c766246 test:增强认证模块测试覆盖
- 添加认证UI自动化测试
- 实现增强型Toast消息测试
- 完善用户交互测试用例
- 提高测试代码覆盖率
2025-12-25 23:13:49 +08:00
92c4eaed07 refactor:重构认证场景和网络集成
- 重构AuthScene脚本,集成新的NetworkManager
- 优化用户界面布局和交互逻辑
- 改进错误处理和用户反馈机制
- 统一网络请求处理流程
2025-12-25 23:12:49 +08:00
abd683c766 config:更新项目配置支持Web导出
- 启用Web导出功能
- 配置中文字体支持
- 更新项目设置和资源路径
- 优化Web版本性能配置
2025-12-25 23:10:28 +08:00
a05bac6f05 docs:添加完整的项目文档体系
- 添加Web部署完整指南和更新日志
- 创建网络管理器配置文档
- 完善项目设置和测试指南
- 添加API更新日志和清理总结
- 更新脚本使用说明文档
2025-12-25 23:09:59 +08:00
77af0bda39 test:完善API测试框架
- 添加Godot内置API测试脚本
- 实现Python API客户端测试套件
- 添加快速测试和完整测试脚本
- 支持跨平台测试运行(Windows/Linux)
- 更新测试文档和使用指南
2025-12-25 23:09:12 +08:00
8980e3d558 feat:添加字符串工具类
- 实现邮箱格式验证功能
- 添加密码强度检查
- 提供字符串清理和格式化方法
- 支持中文字符处理
2025-12-25 23:07:47 +08:00
1294529d13 asset:添加UI资源和中文字体支持
- 添加微软雅黑字体文件支持中文显示
- 导入Datawhale官方Logo图标
- 创建中文主题配置文件
- 完善游戏图标资源目录
2025-12-25 23:06:50 +08:00
0935c5fd76 feat:添加Web版本自动化部署系统
- 实现跨平台Web导出脚本(Windows/Linux/macOS)
- 添加本地测试服务器启动脚本
- 配置Godot Web导出预设
- 创建Web资源目录结构
- 支持一键导出和本地测试
2025-12-25 23:06:29 +08:00
405710bdde feat:实现统一网络请求管理系统
- 添加NetworkManager核心网络管理器
- 实现ResponseHandler统一响应处理
- 支持GET、POST、PUT、DELETE、PATCH请求类型
- 完善错误处理和超时机制
- 提供统一的信号回调接口
2025-12-25 23:05:49 +08:00
7413574672 Merge pull request 'fix/verification-code-button-state' (#1) from fix/verification-code-button-state into main
Reviewed-on: #1
2025-12-24 20:58:43 +08:00
c0f5d6a537 docs:添加性能优化指南
- 创建全面的性能优化文档
- 涵盖渲染、内存、脚本、网络等各方面优化
- 提供具体的代码示例和最佳实践
- 包含性能监控和调试工具使用方法
- 为开发者提供系统的性能优化指导
2025-12-24 20:51:45 +08:00
0b6b1c2040 docs:完善前端项目文档体系
- 重构README文档,参考后端结构优化内容组织
- 添加模块开发指南,详细说明模块化开发流程
- 创建场景设计规范,规范场景架构和最佳实践
- 建立贡献者名单,记录团队成员和贡献统计
- 完善技术栈介绍和功能特性说明
- 优化文档结构和导航,提升开发者体验
2025-12-24 20:50:31 +08:00
8d071cb2ed chore:清理空目录占位文件
- 删除不再需要的.gitkeep文件
- 目录结构已通过实际文件维护,无需占位符
2025-12-24 20:40:26 +08:00
370cffbdd8 config:更新项目配置和文档
- 更新Godot项目配置,添加自动加载脚本
- 完善.gitignore文件,排除不必要的文件
- 更新README文档,添加项目介绍和使用说明
- 更新主场景配置,集成认证系统
- 添加开发规范文档和项目结构说明
2025-12-24 20:39:33 +08:00
5b67771bbc asset:添加游戏资源目录和测试框架
- 创建音频、字体、材质、着色器等资源目录
- 添加精灵图片资源管理结构
- 建立集成测试、性能测试、单元测试框架
- 为后续资源导入和测试开发做准备
2025-12-24 20:39:14 +08:00
73478c0500 chore:完善项目目录结构和基础框架
- 添加核心系统框架目录结构
- 创建游戏模块化组织架构
- 添加数据配置和本地化支持
- 建立脚本分类管理体系
- 创建场景预制件管理目录
2025-12-24 20:38:57 +08:00
15548ebb52 docs:添加API接口文档
- 详细记录认证相关API接口规范
- 包含请求参数、响应格式和错误代码说明
- 提供完整的使用示例和测试用例
- 涵盖登录、注册、验证码等核心功能接口
2025-12-24 20:38:40 +08:00
47cfc14f68 test:添加认证系统测试套件
- 添加UI测试场景,支持模拟各种认证场景
- 实现API测试脚本,覆盖登录、注册、验证码等接口
- 添加测试文档,说明测试用例和预期结果
- 支持自动化测试和手动测试验证
2025-12-24 20:37:33 +08:00
c6bcca4e7f feat:实现用户认证系统核心功能
- 实现用户登录和注册的完整流程
- 添加邮箱验证码发送和验证功能
- 实现基于邮箱地址的验证码冷却机制
- 添加表单验证和错误提示系统
- 集成Toast消息提示系统
- 支持网络请求处理和错误处理
- 实现按钮状态管理和加载状态显示
2025-12-24 20:37:00 +08:00
f11479f2cc scene:创建用户认证场景和UI资源
- 添加认证场景 auth_scene.tscn,包含登录和注册界面
- 添加认证相关的UI背景图片和框架素材
- 实现响应式布局,支持登录/注册界面切换
- 包含完整的表单输入控件和验证码输入区域
2025-12-24 20:36:35 +08:00
248 changed files with 24061 additions and 91 deletions

55
.gitignore vendored
View File

@@ -1,3 +1,58 @@
# Godot 4+ specific ignores
.godot/
/android/
# Python cache files
__pycache__/
*.pyc
*.pyo
*.pyd
.Python
*.so
# IDE and editor files
.vscode/
.idea/
*.swp
*.swo
*~
# OS generated files
.DS_Store
.DS_Store?
._*
.Spotlight-V100
.Trashes
ehthumbs.db
Thumbs.db
# Godot executable files (should not be in version control)
Godot/
*.exe
*.app
*.dmg
# Logs and temporary files
*.log
*.tmp
*.temp
# Build outputs
build/
dist/
*.zip
*.tar.gz
# Environment files
.env
.env.local
.env.*.local
# Test coverage reports
coverage/
*.coverage
.nyc_output/
# Dependency directories
node_modules/
vendor/

29
Config/game_config.json Normal file
View File

@@ -0,0 +1,29 @@
{
"game": {
"name": "whaleTown",
"version": "1.0.0",
"debug_mode": true
},
"network": {
"api_base_url": "https://whaletownend.xinghangee.icu",
"timeout": 30,
"retry_count": 3
},
"ui": {
"default_font_size": 14,
"toast_duration": 2.0,
"transition_duration": 0.3
},
"gameplay": {
"auto_save_interval": 300,
"max_inventory_slots": 50,
"default_player_stats": {
"level": 1,
"coins": 100,
"exp": 0,
"max_exp": 100,
"energy": 100,
"max_energy": 100
}
}
}

36
Config/zh_CN.json Normal file
View File

@@ -0,0 +1,36 @@
{
"ui": {
"login": "登录",
"register": "注册",
"username": "用户名",
"password": "密码",
"email": "邮箱",
"confirm_password": "确认密码",
"verification_code": "验证码",
"send_code": "发送验证码",
"forgot_password": "忘记密码",
"enter_town": "进入小镇",
"logout": "退出登录"
},
"messages": {
"login_success": "登录成功!正在进入鲸鱼镇...",
"register_success": "注册成功!欢迎加入鲸鱼镇",
"network_error": "网络连接失败,请检查网络连接",
"invalid_username": "用户名只能包含字母、数字和下划线",
"invalid_email": "请输入有效的邮箱地址",
"password_too_short": "密码长度至少8位",
"password_mismatch": "两次输入的密码不一致",
"verification_code_sent": "验证码已发送到您的邮箱,请查收"
},
"game": {
"level": "等级",
"coins": "金币",
"experience": "经验",
"energy": "体力",
"explore": "探索小镇",
"inventory": "背包",
"shop": "商店",
"friends": "好友",
"settings": "设置"
}
}

460
README.md
View File

@@ -1,101 +1,395 @@
# whaleTown
# 🐋 WhaleTown - 现代化像素游戏
一个使用 Godot 4.5 引擎开发的游戏项目
> 一个基于 Godot 4.5 引擎开发的企业级 2D 像素风游戏,采用模块化架构设计,集成完整的用户认证系统和游戏核心功能
## 项目信息
[![Godot](https://img.shields.io/badge/Godot-4.5+-blue.svg)](https://godotengine.org/)
[![GDScript](https://img.shields.io/badge/GDScript-Latest-green.svg)](https://docs.godotengine.org/en/stable/tutorials/scripting/gdscript/index.html)
[![Documentation](https://img.shields.io/badge/Documentation-Complete-brightgreen.svg)](./docs/)
[![Platform](https://img.shields.io/badge/Platform-Windows%20%7C%20Linux%20%7C%20macOS%20%7C%20Web-lightgrey.svg)](https://godotengine.org/download)
- **引擎版本**: Godot 4.5
- **渲染器**: Forward Plus
- **项目类型**: 2D 游戏
## 🎯 项目简介
## 项目结构
WhaleTown 是一个功能完整的现代化像素游戏,具有以下特色:
```
whaleTown/
├── addons/ # Godot 插件目录
├── assets/ # 游戏资源文件(图片、音频等)
├── data/ # 游戏数据文件(配置、关卡数据等)
├── docs/ # 项目文档
├── scenes/ # 游戏场景文件
│ └── main_scene.tscn # 主场景
├── scripts/ # GDScript 脚本文件
├── tests/ # 测试文件
├── icon.svg # 项目图标
└── project.godot # Godot 项目配置文件
```
- 🏗️ **企业级架构** - 模块化设计,高度解耦,易于扩展
- 🔐 **完整认证系统** - 登录、注册、邮箱验证、密码管理
- 🎮 **丰富游戏功能** - 角色系统、场景管理、事件通信
- 🌐 **网络通信** - RESTful API集成支持实时数据交互
- 📚 **企业级文档** - 18个文档覆盖开发全流程
- 🧪 **完整测试体系** - API测试、UI测试、性能测试
- 🚀 **一键部署** - 支持Web、桌面多平台发布
## 开始使用
---
### 前置要求
## 🚀 5分钟快速体验
- [Godot Engine 4.5](https://godotengine.org/download) 或更高版本
### 📋 准备工作
### 运行项目
**你需要安装:**
- [Godot Engine 4.5+](https://godotengine.org/download) - 游戏引擎
- [Git](https://git-scm.com/) - 版本控制工具
1. 克隆或下载此项目
2. 使用 Godot 编辑器打开项目
3. 在编辑器中点击"运行"按钮或按 F5 键启动游戏
### 开发指南
- **场景文件**: 所有场景文件存放在 `scenes/` 目录
- **脚本文件**: 所有 GDScript 脚本存放在 `scripts/` 目录
- **资源文件**: 图片、音频等资源存放在 `assets/` 目录
- **游戏数据**: 配置文件、关卡数据等存放在 `data/` 目录
### 命名规范
本项目遵循统一的命名规范以保持代码一致性:
**核心规则**
- **场景文件**`下划线_scene.tscn``下划线_prefab.tscn`
- 示例:`main_scene.tscn``player_prefab.tscn`
- **脚本文件**`PascalCase.gd`(大驼峰)
- 示例:`PlayerController.gd``UI_MainMenu.gd`
- **节点名称**`camelCase`(小驼峰)
- 示例:`playerHpBar``startButton`
- **变量/函数**`camelCase`(小驼峰)
- 示例:`var moveSpeed``func getPlayerPos()`
- **常量**`UPPER_CASE`(全大写 + 下划线)
- 示例:`const MAX_HEALTH = 100`
- **资源文件**`lower_case`(小写 + 下划线)
- 示例:`bg_main_menu.png``sound_jump.wav`
📖 查看完整的 [命名规范文档](docs/naming_convention.md)
### Git 提交规范
本项目遵循统一的 Git 提交信息格式:`<类型><描述>`
**常用提交类型**
- `init`:项目初始化
- `feat`:新增功能
- `fix`:修复 Bug
- `docs`:文档更新
- `scene`:场景文件相关
- `asset`:资源文件相关
- `ui`UI 界面相关
- `gameplay`:游戏玩法相关
- `refactor`:代码重构
- `perf`:性能优化
**提交示例**
### 🛠️ 启动项目
```bash
git commit -m "init项目初始化搭建Godot文件结构"
git commit -m "feat实现玩家角色的移动和跳跃"
git commit -m "fix修复敌人穿墙的碰撞问题"
git commit -m "scene创建战斗场景并配置相机"
# 1⃣ 获取项目
git clone <repository-url>
cd whale-town
# 2⃣ 打开项目
# 双击 project.godot 文件或在Godot编辑器中选择"导入项目"
# 3⃣ 运行游戏
# 在Godot编辑器中按 F5 或点击"运行项目"按钮
```
📖 查看完整的 [Git 提交规范文档](docs/git_commit_guide.md)
🎉 **成功!** 你应该看到游戏的认证界面
## 贡献
### 🎮 体验功能
欢迎提交 Issue 和 Pull Request
1. **注册新用户** - 体验完整的邮箱验证流程
2. **登录系统** - 尝试用户名/邮箱登录
3. **游戏界面** - 探索主游戏场景
## 许可证
### 🧪 测试API可选
[在此添加许可证信息]
```bash
# 安装Python依赖
pip install requests
# 快速API测试
python tests/api/quick_test.py
# 完整功能测试
python tests/api/api_client_test.py
```
---
## 📚 新手开发指南
### 🎯 第一步:了解项目
**⚠️ 重要:开始开发前必读**
1. **[📖 项目入门总览](docs/01-项目入门/README.md)** - 5分钟了解项目
2. **[🏗️ 项目结构说明](docs/01-项目入门/项目结构说明.md)** - 理解架构设计
3. **[⚙️ 项目设置指南](docs/01-项目入门/项目设置指南.md)** - 配置开发环境
4. **[🤖 AI开发指南](docs/AI_docs/README.md)** - AI编程助手专用文档
### 🎯 第二步:学习规范
**代码质量保证**
1. **[📝 命名规范](docs/02-开发规范/命名规范.md)** - 统一命名标准
2. **[🏛️ 架构与通信规范](docs/02-开发规范/架构与通信规范.md)** - 组件通信方式
3. **[💬 代码注释规范](docs/02-开发规范/代码注释规范.md)** - 注释标准
4. **[🔄 Git提交规范](docs/02-开发规范/Git提交规范.md)** - 版本控制规范
### 🎯 第三步:开始开发
**技术实现指导**
1. **[🔧 实现细节规范](docs/03-技术实现/实现细节规范.md)** - 游戏对象实现
2. **[🌐 API接口文档](docs/03-技术实现/API接口文档.md)** - 后端接口使用
3. **[🧪 测试指南](docs/03-技术实现/测试指南.md)** - 测试方法和工具
### 🎯 第四步:高级开发
**进阶技能**
1. **[🚀 性能优化指南](docs/04-高级开发/性能优化指南.md)** - 性能调优
2. **[🎬 场景设计规范](docs/04-高级开发/场景设计规范.md)** - 场景架构
3. **[🧩 模块开发指南](docs/04-高级开发/模块开发指南.md)** - 模块化开发
### 🎯 第五步:项目发布
**部署和运维**
1. **[🌐 Web部署指南](docs/05-部署运维/Web部署指南.md)** - 完整部署流程
---
## 🏗️ 项目架构一览
### 📁 目录结构
```
WhaleTown/ # 🐋 项目根目录
├── 📚 docs/ # 📖 完整文档系统18个文档
│ ├── 01-项目入门/ # 👋 新人必读
│ ├── 02-开发规范/ # 📋 编码标准
│ ├── 03-技术实现/ # 🔧 开发指导
│ ├── 04-高级开发/ # 🚀 进阶技巧
│ ├── 05-部署运维/ # 🌐 发布部署
│ ├── 06-功能模块/ # 🎮 功能文档
│ └── AI_docs/ # 🤖 AI专用文档执行规范、代码模板
├── 🔧 _Core/ # ⚙️ 核心底层实现
│ ├── managers/ # 🎯 全局管理器(游戏状态、场景、网络等)
│ ├── systems/ # 🔄 系统组件(事件系统、输入系统等)
│ ├── components/ # 🧩 基础组件实现
│ ├── utils/ # <20> 核件心工具类(字符串处理、数学计算等)
│ ├── EventNames.gd # 📝 事件名称定义
│ └── ProjectPaths.gd # <20> 路径组统一管理
├── 🎬 scenes/ # 🎭 场景与视觉呈现
│ ├── maps/ # <20> 地图一场景(游戏关卡、世界地图)
│ ├── characters/ # 👤 人物场景角色、NPC、敌人
│ ├── ui/ # 🖼️ UI界面场景菜单、HUD、对话框
│ ├── effects/ # ✨ 特效场景(粒子效果、动画)
│ └── prefabs/ # 🧩 预制体组件
├── 🎨 assets/ # 🖼️ 静态资源存储
│ ├── sprites/ # 🎨 精灵图片(角色、物品、环境)
│ ├── audio/ # 🎵 音频资源(音乐、音效)
│ ├── fonts/ # 🔤 字体文件
│ ├── materials/ # 🎭 材质资源
│ ├── shaders/ # 🌈 着色器文件
│ ├── ui/ # 🖼️ UI素材按钮、图标、背景
│ └── icon/ # 📱 应用图标
├── ⚙️ Config/ # 📋 配置文件管理
│ ├── game_config.json # 🎮 游戏配置(难度、设置等)
│ ├── zh_CN.json # 🌐 本地化配置
│ └── environment/ # 🔧 环境配置(开发、测试、生产)
├── 🧪 tests/ # 🔬 测试文件系统
│ ├── unit/ # 🔍 单元测试(组件功能测试)
│ ├── integration/ # 🔗 集成测试(系统交互测试)
│ ├── performance/ # ⚡ 性能测试(帧率、内存优化)
│ └── api/ # 🌐 API接口测试
└── 🌐 web_assets/ # 🌍 Web导出资源
├── html/ # 📄 HTML模板文件
├── css/ # 🎨 样式文件
└── js/ # 📜 JavaScript脚本
```
### 🔧 核心架构说明
| 目录 | 作用 | 详细说明 |
|------|------|----------|
| **_Core** | 🔧 功能实现与组件实现 | 项目最基本的底层实现,包含所有核心系统和基础组件 |
| **scenes** | 🎭 场景与视觉呈现 | 包含地图场景、人物场景等一系列视觉呈现部分主要是UI的实现 |
| **assets** | 🎨 静态资源存储 | 所有静态资源的存储,包括图片、音乐、视频、贴图等素材 |
| **Config** | ⚙️ 配置文件管理 | 主要用来配置各类环境,包括游戏设置、本地化等配置 |
| **tests** | 🧪 测试文件系统 | 放置所有对应组件的测试代码,方便快速进行功能性与性能测试 |
| **web_assets** | 🌐 Web导出资源 | 专门用于Web平台导出的相关资源和配置文件 |
| **docs/AI_docs** | 🤖 AI专用文档 | 专门为AI编程助手准备的执行规范和代码模板提升vibe coding效率 |
### 🎮 核心组件
| 组件 | 位置 | 作用 | 文档链接 |
|------|------|------|----------|
| **EventSystem** | _Core/systems/ | 全局事件通信系统 | [架构规范](docs/02-开发规范/架构与通信规范.md) |
| **GameManager** | _Core/managers/ | 游戏状态管理器 | [实现细节](docs/03-技术实现/实现细节规范.md) |
| **SceneManager** | _Core/managers/ | 场景切换管理器 | [场景设计](docs/04-高级开发/场景设计规范.md) |
| **NetworkManager** | _Core/managers/ | 网络请求管理器 | [网络管理器](docs/03-技术实现/网络管理器设置.md) |
| **ProjectPaths** | _Core/ | 路径统一管理工具 | [项目结构](docs/01-项目入门/项目结构说明.md) |
---
## 🎮 核心功能
### 🔐 用户认证系统
**完整的用户管理功能**
- ✅ 用户注册(用户名+邮箱验证)
- ✅ 多方式登录(用户名/邮箱/验证码)
- ✅ 密码管理(修改/重置)
- ✅ 表单验证(实时验证+友好提示)
- ✅ 错误处理(网络异常+业务错误)
**技术特色**
- 📱 响应式UI设计
- 🔄 实时表单验证
- ⏰ 验证码冷却机制
- 🎨 流畅动画效果
### 🎮 游戏核心系统
**模块化游戏架构**
- 🎭 场景管理系统
- 🔄 事件通信系统
- 🎯 状态管理系统
- 🌐 网络通信系统
**开发友好特性**
- 🧩 高度模块化
- 📝 完整文档覆盖
- 🧪 测试用例齐全
- 🔧 开发工具完善
---
## 🧪 测试系统
### 🔬 测试类型
| 测试类型 | 工具 | 覆盖范围 | 文档 |
|----------|------|----------|------|
| **API测试** | Python脚本 | 17个接口全覆盖 | [测试指南](docs/03-技术实现/测试指南.md) |
| **UI测试** | Godot场景 | 认证流程完整测试 | [认证测试](docs/06-功能模块/auth/认证测试指南.md) |
| **单元测试** | GUT框架 | 核心组件测试 | [测试指南](docs/03-技术实现/测试指南.md) |
### 🚀 快速测试
```bash
# 🔌 API接口测试30秒
python tests/api/quick_test.py
# 🔍 完整功能测试2-3分钟
python tests/api/api_client_test.py
# 🎮 UI交互测试在Godot中运行
# 打开 tests/auth/auth_ui_test.tscn 场景
```
---
## 🚀 部署发布
### 🖥️ 桌面版本
```bash
# Windows
godot --export "Windows Desktop" build/WhaleTown.exe
# Linux
godot --export "Linux/X11" build/WhaleTown.x86_64
# macOS
godot --export "macOS" build/WhaleTown.app
```
### 🌐 Web版本
```bash
# 使用自动化脚本
scripts/build_web.bat # Windows
scripts/build_web.sh # Linux/macOS
# 本地测试
scripts/serve_web.bat # 启动本地服务器
```
**详细部署流程**: [Web部署指南](docs/05-部署运维/Web部署指南.md)
---
## 📊 项目统计
### 📚 文档系统
| 类别 | 文档数 | 完成度 |
|------|--------|--------|
| 项目入门 | 3 | 100% |
| 开发规范 | 5 | 100% |
| 技术实现 | 4 | 100% |
| 高级开发 | 3 | 100% |
| 部署运维 | 1 | 100% |
| 功能模块 | 2 | 100% |
| **总计** | **18** | **100%** |
### 🧪 测试覆盖
- **API接口**: 17个接口 ✅
- **认证流程**: 完整测试 ✅
- **错误处理**: 边界测试 ✅
- **性能监控**: 帧率/内存 ✅
---
## 🤝 参与贡献
### 🌟 贡献方式
1. **🐛 Bug修复** - 发现并修复问题
2. **✨ 新功能** - 添加有价值的功能
3. **📚 文档改进** - 完善项目文档
4. **🧪 测试用例** - 提高代码覆盖率
5. **🎨 UI/UX改进** - 提升用户体验
### 📋 贡献流程
```bash
# 1⃣ Fork项目到你的账户
# 2⃣ 克隆到本地
git clone <your-fork-url>
cd whale-town
# 3⃣ 创建功能分支
git checkout -b feature/your-feature
# 4⃣ 开发功能(遵循项目规范)
# 参考: docs/02-开发规范/
# 5⃣ 添加测试用例
# 参考: docs/03-技术实现/测试指南.md
# 6⃣ 提交代码
git commit -m "feat添加新功能"
# 参考: docs/02-开发规范/Git提交规范.md
# 7⃣ 推送分支
git push origin feature/your-feature
# 8⃣ 创建Pull Request
```
### 📖 开发规范
**必读文档**
- [命名规范](docs/02-开发规范/命名规范.md) - 代码命名标准
- [Git提交规范](docs/02-开发规范/Git提交规范.md) - 提交信息格式
- [代码注释规范](docs/02-开发规范/代码注释规范.md) - 注释标准
### 🙏 贡献者致谢
感谢所有为 WhaleTown 项目做出贡献的开发者们!详细的贡献者信息和统计请查看:
**[📖 贡献者详细信息](docs/CONTRIBUTORS.md)**
---
## 📞 获取帮助
### 🔍 问题解决
| 问题类型 | 解决方案 |
|----------|----------|
| **🤔 不知道从哪开始** | [项目入门总览](docs/01-项目入门/README.md) |
| **🏗️ 不理解项目架构** | [项目结构说明](docs/01-项目入门/项目结构说明.md) |
| **🔧 开发环境问题** | [项目设置指南](docs/01-项目入门/项目设置指南.md) |
| **📝 不知道怎么命名** | [命名规范](docs/02-开发规范/命名规范.md) |
| **🔄 组件通信问题** | [架构与通信规范](docs/02-开发规范/架构与通信规范.md) |
| **🌐 API调用问题** | [API接口文档](docs/03-技术实现/API接口文档.md) |
| **🧪 测试相关问题** | [测试指南](docs/03-技术实现/测试指南.md) |
| **🚀 部署发布问题** | [Web部署指南](docs/05-部署运维/Web部署指南.md) |
### 📚 文档导航
- **[📖 完整文档中心](docs/README.md)** - 所有文档的导航页面
- **[📋 文档更新日志](docs/CHANGELOG.md)** - 文档版本变更记录
### 💬 联系方式
- **项目地址**: [Gitea Repository](https://gitea.xinghangee.icu/datawhale/whale-town)
- **问题反馈**: [Issues](https://gitea.xinghangee.icu/datawhale/whale-town/issues)
- **功能建议**: [Discussions](https://gitea.xinghangee.icu/datawhale/whale-town/discussions)
---
## 📄 许可证
本项目采用 [MIT License](./LICENSE) 开源协议。
---
<div align="center">
**🐋 WhaleTown - 企业级像素游戏开发框架**
*让游戏开发更简单,让代码质量更优秀*
[⭐ Star](https://gitea.xinghangee.icu/datawhale/whale-town) | [🍴 Fork](https://gitea.xinghangee.icu/datawhale/whale-town/fork) | [📖 文档](./docs/) | [🐛 反馈](https://gitea.xinghangee.icu/datawhale/whale-town/issues)
**文档版本**: v1.2.0 | **最后更新**: 2025-12-31
</div>

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# ============================================================================
# 事件名称定义 - EventNames.gd
#
# 定义项目中所有事件的名称常量,确保事件名称的一致性和可维护性
#
# 使用方式:
# EventSystem.emit_event(EventNames.PLAYER_MOVED, data)
# EventSystem.connect_event(EventNames.INTERACT_PRESSED, callback)
# ============================================================================
class_name EventNames
# ============================================================================
# 玩家相关事件
# ============================================================================
const PLAYER_MOVED = "player_moved"
const PLAYER_SPAWNED = "player_spawned"
const PLAYER_HEALTH_CHANGED = "player_health_changed"
const PLAYER_DIED = "player_died"
const PLAYER_RESPAWNED = "player_respawned"
const PLAYER_ATTACK = "player_attack"
# ============================================================================
# 交互事件
# ============================================================================
const INTERACT_PRESSED = "interact_pressed"
const NPC_TALKED = "npc_talked"
const ITEM_COLLECTED = "item_collected"
const OBJECT_INTERACTED = "object_interacted"
# ============================================================================
# UI事件
# ============================================================================
const UI_BUTTON_CLICKED = "ui_button_clicked"
const DIALOG_OPENED = "dialog_opened"
const DIALOG_CLOSED = "dialog_closed"
const MENU_OPENED = "menu_opened"
const MENU_CLOSED = "menu_closed"
# ============================================================================
# 游戏状态事件
# ============================================================================
const GAME_PAUSED = "game_paused"
const GAME_RESUMED = "game_resumed"
const SCENE_CHANGED = "scene_changed"
const SCENE_DATA_TRANSFER = "scene_data_transfer"
# ============================================================================
# 系统事件
# ============================================================================
const TILEMAP_READY = "tilemap_ready"
const COMPONENT_MESSAGE = "component_message"
const POSITION_UPDATE = "position_update"
const GRID_POSITION_CHANGED = "grid_position_changed"
const GRID_SNAP_REQUESTED = "grid_snap_requested"
# ============================================================================
# 测试事件
# ============================================================================
const TEST_EVENT = "test_event"

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# ============================================================================
# 项目路径配置 - ProjectPaths.gd
#
# 统一管理项目中所有路径常量,确保路径的一致性和可维护性
#
# 使用方式:
# var scene_path = ProjectPaths.SCENES_COMPONENTS + "ui/Button.tscn"
# var config_path = ProjectPaths.DATA_CONFIG + "game_config.json"
# ============================================================================
class_name ProjectPaths
# ============================================================================
# 核心系统路径
# ============================================================================
const CORE_ROOT = "res://_Core/"
const CORE_MANAGERS = CORE_ROOT + "managers/"
const CORE_SYSTEMS = CORE_ROOT + "systems/"
const CORE_COMPONENTS = CORE_ROOT + "components/"
const CORE_UTILS = CORE_ROOT + "utils/"
# 系统文件路径
const GRID_SYSTEM = CORE_SYSTEMS + "GridSystem.gd"
const EVENT_SYSTEM = CORE_SYSTEMS + "EventSystem.gd"
const TILE_SYSTEM = CORE_SYSTEMS + "TileSystem.gd"
# ============================================================================
# 场景路径
# ============================================================================
const SCENES_ROOT = "res://scenes/"
const SCENES_MAPS = SCENES_ROOT + "Maps/"
const SCENES_COMPONENTS = SCENES_ROOT + "Components/"
const SCENES_UI_COMPONENTS = SCENES_COMPONENTS + "ui/"
const SCENES_CHARACTER_COMPONENTS = SCENES_COMPONENTS + "characters/"
const SCENES_EFFECT_COMPONENTS = SCENES_COMPONENTS + "effects/"
const SCENES_ITEM_COMPONENTS = SCENES_COMPONENTS + "items/"
# ============================================================================
# UI路径
# ============================================================================
const UI_ROOT = "res://scenes/ui/"
const UI_WINDOWS = UI_ROOT
# ============================================================================
# 资源路径
# ============================================================================
const ASSETS_ROOT = "res://assets/"
const ASSETS_SPRITES = ASSETS_ROOT + "sprites/"
const ASSETS_AUDIO = ASSETS_ROOT + "audio/"
const ASSETS_FONTS = ASSETS_ROOT + "fonts/"
const ASSETS_MATERIALS = ASSETS_ROOT + "materials/"
const ASSETS_SHADERS = ASSETS_ROOT + "shaders/"
# 地形资源路径
const ASSETS_TERRAIN = ASSETS_SPRITES + "terrain/"
const ASSETS_GRASS = ASSETS_TERRAIN + "grass/"
# ============================================================================
# 数据路径
# ============================================================================
const DATA_ROOT = "res://data/"
const DATA_CONFIG = "res://Config/"
const DATA_SCENES = DATA_ROOT + "scenes/"
const DATA_LEVELS = DATA_ROOT + "levels/"
const DATA_DIALOGUES = DATA_ROOT + "dialogues/"
# ============================================================================
# Web资源路径
# ============================================================================
const WEB_ASSETS = "res://web_assets/"
# ============================================================================
# 测试路径
# ============================================================================
const TESTS_ROOT = "res://tests/"
const TESTS_UNIT = TESTS_ROOT + "unit/"
const TESTS_INTEGRATION = TESTS_ROOT + "integration/"
const TESTS_AUTH = TESTS_ROOT + "auth/"
# ============================================================================
# 工具路径
# ============================================================================
const UTILS_ROOT = "res://_Core/utils/"
# ============================================================================
# 模块路径
# ============================================================================
const MODULES_ROOT = "res://module/"
# ============================================================================
# 辅助方法
# ============================================================================
# 获取场景组件路径
static func get_component_path(category: String, component_name: String) -> String:
match category:
"ui":
return SCENES_UI_COMPONENTS + component_name + ".tscn"
"characters":
return SCENES_CHARACTER_COMPONENTS + component_name + ".tscn"
"effects":
return SCENES_EFFECT_COMPONENTS + component_name + ".tscn"
"items":
return SCENES_ITEM_COMPONENTS + component_name + ".tscn"
_:
return SCENES_COMPONENTS + component_name + ".tscn"
# 获取模块路径
static func get_module_path(module_name: String) -> String:
return MODULES_ROOT + module_name + "/"
# 获取模块配置路径
static func get_module_config_path(module_name: String) -> String:
return get_module_path(module_name) + "data/module_config.json"
# 获取场景数据路径
static func get_scene_data_path(scene_name: String) -> String:
return DATA_SCENES + scene_name.to_lower() + ".json"

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# 基础组件实现目录
# 存放项目的基础组件类

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class_name AuthManager
# ============================================================================
# AuthManager.gd - 认证管理器
# ============================================================================
# 认证系统的业务逻辑管理器,负责处理所有认证相关的业务逻辑
#
# 核心职责:
# - 用户登录业务逻辑(密码登录 + 验证码登录)
# - 用户注册业务逻辑
# - 表单验证逻辑
# - 验证码管理逻辑
# - 网络请求管理
# - 响应处理和状态管理
#
# 使用方式:
# var auth_manager = AuthManager.new()
# auth_manager.login_success.connect(_on_login_success)
# auth_manager.execute_password_login(username, password)
#
# 注意事项:
# - 这是业务逻辑层不包含任何UI相关代码
# - 通过信号与UI层通信
# - 所有验证逻辑都在这里实现
# ============================================================================
extends RefCounted
# ============ 信号定义 ============
# 登录成功信号
signal login_success(username: String)
# 登录失败信号
signal login_failed(message: String)
# 注册成功信号
signal register_success(message: String)
# 注册失败信号
signal register_failed(message: String)
# 验证码发送成功信号
signal verification_code_sent(message: String)
# 验证码发送失败信号
signal verification_code_failed(message: String)
# 表单验证失败信号
signal form_validation_failed(field: String, message: String)
# 网络状态变化信号
signal network_status_changed(is_connected: bool, message: String)
# 按钮状态变化信号
signal button_state_changed(button_name: String, is_loading: bool, text: String)
# Toast消息信号
signal show_toast_message(message: String, is_success: bool)
# ============ 枚举定义 ============
# 登录模式枚举
enum LoginMode {
PASSWORD, # 密码登录模式
VERIFICATION # 验证码登录模式
}
# ============ 成员变量 ============
# 登录状态
var current_login_mode: LoginMode = LoginMode.PASSWORD
var is_processing: bool = false
# 验证码管理
var verification_codes_sent: Dictionary = {}
var code_cooldown: float = 60.0
var current_email: String = ""
# 网络请求管理
var active_request_ids: Array = []
# ============ 生命周期方法 ============
# 初始化管理器
func _init():
print("AuthManager 初始化完成")
# 清理资源
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()
# ============ 登录相关方法 ============
# 执行密码登录
#
# 参数:
# username: String - 用户名/邮箱
# password: String - 密码
#
# 功能:
# - 验证输入参数
# - 发送登录请求
# - 处理响应结果
func execute_password_login(username: String, password: String):
if is_processing:
show_toast_message.emit("请等待当前操作完成", false)
return
# 验证输入
var validation_result = validate_login_inputs(username, password)
if not validation_result.valid:
form_validation_failed.emit(validation_result.field, validation_result.message)
return
# 设置处理状态
is_processing = true
button_state_changed.emit("main_btn", true, "登录中...")
show_toast_message.emit("正在验证登录信息...", true)
# 发送网络请求
var request_id = NetworkManager.login(username, password, _on_login_response)
if request_id != "":
active_request_ids.append(request_id)
else:
_reset_login_state()
show_toast_message.emit("网络请求失败", false)
# 执行验证码登录
#
# 参数:
# identifier: String - 用户标识符
# verification_code: String - 验证码
func execute_verification_login(identifier: String, verification_code: String):
if is_processing:
show_toast_message.emit("请等待当前操作完成", false)
return
# 验证输入
if identifier.is_empty():
form_validation_failed.emit("username", "请输入用户名/手机/邮箱")
return
if verification_code.is_empty():
form_validation_failed.emit("verification", "请输入验证码")
return
# 设置处理状态
is_processing = true
button_state_changed.emit("main_btn", true, "登录中...")
show_toast_message.emit("正在验证验证码...", true)
# 发送网络请求
var request_id = NetworkManager.verification_code_login(identifier, verification_code, _on_verification_login_response)
if request_id != "":
active_request_ids.append(request_id)
else:
_reset_login_state()
show_toast_message.emit("网络请求失败", false)
# 切换登录模式
func toggle_login_mode():
if current_login_mode == LoginMode.PASSWORD:
current_login_mode = LoginMode.VERIFICATION
else:
current_login_mode = LoginMode.PASSWORD
# 获取当前登录模式
func get_current_login_mode() -> LoginMode:
return current_login_mode
# ============ 注册相关方法 ============
# 执行用户注册
#
# 参数:
# username: String - 用户名
# email: String - 邮箱
# password: String - 密码
# confirm_password: String - 确认密码
# verification_code: String - 邮箱验证码
func execute_register(username: String, email: String, password: String, confirm_password: String, verification_code: String):
if is_processing:
show_toast_message.emit("请等待当前操作完成", false)
return
# 验证注册表单
var validation_result = validate_register_form(username, email, password, confirm_password, verification_code)
if not validation_result.valid:
form_validation_failed.emit(validation_result.field, validation_result.message)
return
# 设置处理状态
is_processing = true
button_state_changed.emit("register_btn", true, "注册中...")
show_toast_message.emit("正在创建账户...", true)
# 发送注册请求
var request_id = NetworkManager.register(username, password, username, email, verification_code, _on_register_response)
if request_id != "":
active_request_ids.append(request_id)
else:
_reset_register_state()
show_toast_message.emit("网络请求失败", false)
# ============ 验证码相关方法 ============
# 发送邮箱验证码
#
# 参数:
# email: String - 邮箱地址
func send_email_verification_code(email: String):
# 验证邮箱格式
var email_validation = validate_email(email)
if not email_validation.valid:
form_validation_failed.emit("email", email_validation.message)
return
# 检查冷却时间
if not _can_send_verification_code(email):
var remaining = get_remaining_cooldown_time(email)
show_toast_message.emit("该邮箱请等待 %d 秒后再次发送" % remaining, false)
return
# 记录发送状态
_record_verification_code_sent(email)
# 发送请求
var request_id = NetworkManager.send_email_verification(email, _on_send_code_response)
if request_id != "":
active_request_ids.append(request_id)
else:
_reset_verification_code_state(email)
show_toast_message.emit("网络请求失败", false)
# 发送登录验证码
#
# 参数:
# identifier: String - 用户标识符
func send_login_verification_code(identifier: String):
if identifier.is_empty():
form_validation_failed.emit("username", "请先输入用户名/手机/邮箱")
return
button_state_changed.emit("get_code_btn", true, "发送中...")
show_toast_message.emit("正在发送登录验证码...", true)
var request_id = NetworkManager.send_login_verification_code(identifier, _on_send_login_code_response)
if request_id != "":
active_request_ids.append(request_id)
else:
button_state_changed.emit("get_code_btn", false, "获取验证码")
show_toast_message.emit("网络请求失败", false)
# 发送密码重置验证码
#
# 参数:
# identifier: String - 用户标识符
func send_password_reset_code(identifier: String):
if identifier.is_empty():
show_toast_message.emit("请先输入邮箱或手机号", false)
return
if not _is_valid_identifier(identifier):
show_toast_message.emit("请输入有效的邮箱或手机号", false)
return
button_state_changed.emit("forgot_password_btn", true, "发送中...")
show_toast_message.emit("正在发送密码重置验证码...", true)
var request_id = NetworkManager.forgot_password(identifier, _on_forgot_password_response)
if request_id != "":
active_request_ids.append(request_id)
else:
button_state_changed.emit("forgot_password_btn", false, "忘记密码")
show_toast_message.emit("网络请求失败", false)
# ============ 验证方法 ============
# 验证登录输入
func validate_login_inputs(username: String, password: String) -> Dictionary:
var result = {"valid": false, "field": "", "message": ""}
if username.is_empty():
result.field = "username"
result.message = "用户名不能为空"
return result
if password.is_empty():
result.field = "password"
result.message = "密码不能为空"
return result
result.valid = true
return result
# 验证注册表单
func validate_register_form(username: String, email: String, password: String, confirm_password: String, verification_code: String) -> Dictionary:
var result = {"valid": false, "field": "", "message": ""}
# 验证用户名
var username_validation = validate_username(username)
if not username_validation.valid:
result.field = "username"
result.message = username_validation.message
return result
# 验证邮箱
var email_validation = validate_email(email)
if not email_validation.valid:
result.field = "email"
result.message = email_validation.message
return result
# 验证密码
var password_validation = validate_password(password)
if not password_validation.valid:
result.field = "password"
result.message = password_validation.message
return result
# 验证确认密码
var confirm_validation = validate_confirm_password(password, confirm_password)
if not confirm_validation.valid:
result.field = "confirm"
result.message = confirm_validation.message
return result
# 验证验证码
var code_validation = validate_verification_code(verification_code)
if not code_validation.valid:
result.field = "verification"
result.message = code_validation.message
return result
# 检查是否已发送验证码
if not _has_sent_verification_code(email):
result.field = "verification"
result.message = "请先获取邮箱验证码"
return result
result.valid = true
return result
# 验证用户名
func validate_username(username: String) -> Dictionary:
var result = {"valid": false, "message": ""}
if username.is_empty():
result.message = "用户名不能为空"
return result
if not StringUtils.is_valid_username(username):
if username.length() > 50:
result.message = "用户名长度不能超过50字符"
else:
result.message = "用户名只能包含字母、数字和下划线"
return result
result.valid = true
return result
# 验证邮箱
func validate_email(email: String) -> Dictionary:
var result = {"valid": false, "message": ""}
if email.is_empty():
result.message = "邮箱不能为空"
return result
if not StringUtils.is_valid_email(email):
result.message = "请输入有效的邮箱地址"
return result
result.valid = true
return result
# 验证密码
func validate_password(password: String) -> Dictionary:
return StringUtils.validate_password_strength(password)
# 验证确认密码
func validate_confirm_password(password: String, confirm: String) -> Dictionary:
var result = {"valid": false, "message": ""}
if confirm.is_empty():
result.message = "确认密码不能为空"
return result
if password != confirm:
result.message = "两次输入的密码不一致"
return result
result.valid = true
return result
# 验证验证码
func validate_verification_code(code: String) -> Dictionary:
var result = {"valid": false, "message": ""}
if code.is_empty():
result.message = "验证码不能为空"
return result
if code.length() != 6:
result.message = "验证码必须是6位数字"
return result
for i in range(code.length()):
var character = code[i]
if not (character >= '0' and character <= '9'):
result.message = "验证码必须是6位数字"
return result
result.valid = true
return result
# ============ 网络响应处理 ============
# 处理登录响应
func _on_login_response(success: bool, data: Dictionary, error_info: Dictionary):
_reset_login_state()
var result = ResponseHandler.handle_login_response(success, data, error_info)
if result.should_show_toast:
show_toast_message.emit(result.message, result.success)
if result.success:
var username = ""
if data.has("data") and data.data.has("user") and data.data.user.has("username"):
username = data.data.user.username
# 延迟发送登录成功信号
await Engine.get_main_loop().create_timer(1.0).timeout
login_success.emit(username)
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):
_reset_login_state()
var result = ResponseHandler.handle_verification_code_login_response(success, data, error_info)
if result.should_show_toast:
show_toast_message.emit(result.message, result.success)
if result.success:
var username = ""
if data.has("data") and data.data.has("user") and data.data.user.has("username"):
username = data.data.user.username
await Engine.get_main_loop().create_timer(1.0).timeout
login_success.emit(username)
else:
login_failed.emit(result.message)
# 处理注册响应
func _on_register_response(success: bool, data: Dictionary, error_info: Dictionary):
_reset_register_state()
var result = ResponseHandler.handle_register_response(success, data, error_info)
if result.should_show_toast:
show_toast_message.emit(result.message, result.success)
if result.success:
register_success.emit(result.message)
else:
register_failed.emit(result.message)
# 处理发送验证码响应
func _on_send_code_response(success: bool, data: Dictionary, error_info: Dictionary):
var result = ResponseHandler.handle_send_verification_code_response(success, data, error_info)
if result.should_show_toast:
show_toast_message.emit(result.message, result.success)
if result.success:
verification_code_sent.emit(result.message)
else:
verification_code_failed.emit(result.message)
_reset_verification_code_state(current_email)
# 处理发送登录验证码响应
func _on_send_login_code_response(success: bool, data: Dictionary, error_info: Dictionary):
button_state_changed.emit("get_code_btn", false, "获取验证码")
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)
# 处理忘记密码响应
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_send_login_code_response(success, data, error_info)
if result.should_show_toast:
show_toast_message.emit(result.message, result.success)
# ============ 网络测试 ============
# 测试网络连接
func test_network_connection():
var request_id = NetworkManager.get_app_status(_on_network_test_response)
if request_id != "":
active_request_ids.append(request_id)
# 处理网络测试响应
func _on_network_test_response(success: bool, data: Dictionary, error_info: Dictionary):
var result = ResponseHandler.handle_network_test_response(success, data, error_info)
network_status_changed.emit(result.success, result.message)
# ============ 私有辅助方法 ============
# 重置登录状态
func _reset_login_state():
is_processing = false
button_state_changed.emit("main_btn", false, "进入小镇")
# 重置注册状态
func _reset_register_state():
is_processing = false
button_state_changed.emit("register_btn", false, "注册")
# 检查是否可以发送验证码
func _can_send_verification_code(email: String) -> bool:
if not verification_codes_sent.has(email):
return true
var email_data = verification_codes_sent[email]
if not email_data.sent:
return true
var current_time = Time.get_time_dict_from_system()
var current_timestamp = current_time.hour * 3600 + current_time.minute * 60 + current_time.second
return (current_timestamp - email_data.time) >= code_cooldown
# 获取剩余冷却时间
func get_remaining_cooldown_time(email: String) -> int:
if not verification_codes_sent.has(email):
return 0
var email_data = verification_codes_sent[email]
var current_time = Time.get_time_dict_from_system()
var current_timestamp = current_time.hour * 3600 + current_time.minute * 60 + current_time.second
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_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] = {}
verification_codes_sent[email].sent = true
verification_codes_sent[email].time = current_timestamp
current_email = email
# 重置验证码状态
func _reset_verification_code_state(email: String):
if verification_codes_sent.has(email):
verification_codes_sent[email].sent = false
# 检查是否已发送验证码
func _has_sent_verification_code(email: String) -> bool:
if not verification_codes_sent.has(email):
return false
return verification_codes_sent[email].get("sent", false)
# 验证标识符格式
func _is_valid_identifier(identifier: String) -> bool:
return StringUtils.is_valid_email(identifier) or _is_valid_phone(identifier)
# 验证手机号格式
func _is_valid_phone(phone: String) -> bool:
var regex = RegEx.new()
regex.compile("^\\+?[1-9]\\d{1,14}$")
return regex.search(phone) != null

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extends Node
# ============================================================================
# GameManager.gd - 游戏管理器
# ============================================================================
# 全局单例管理器,负责游戏状态管理和生命周期控制
#
# 核心职责:
# - 游戏状态切换 (加载、认证、游戏中、暂停等)
# - 用户信息管理
# - 全局配置访问
# - 系统初始化和清理
#
# 使用方式:
# GameManager.change_state(GameManager.GameState.IN_GAME)
# GameManager.set_current_user("player123")
#
# 注意事项:
# - 作为自动加载单例,全局可访问
# - 状态变更会触发 game_state_changed 信号
# - 状态切换应该通过 change_state() 方法进行
# ============================================================================
# ============ 信号定义 ============
# 游戏状态变更信号
# 参数: new_state - 新的游戏状态
signal game_state_changed(new_state: GameState)
# ============ 枚举定义 ============
# 游戏状态枚举
# 定义了游戏的各种运行状态
enum GameState {
LOADING, # 加载中 - 游戏启动时的初始化状态
AUTH, # 认证状态 - 用户登录/注册界面
MAIN_MENU, # 主菜单 - 游戏主界面
IN_GAME, # 游戏中 - 正在进行游戏
PAUSED, # 暂停 - 游戏暂停状态
SETTINGS # 设置 - 设置界面
}
# ============ 成员变量 ============
# 状态管理
var current_state: GameState = GameState.LOADING # 当前游戏状态
var previous_state: GameState = GameState.LOADING # 上一个游戏状态
# 用户信息
var current_user: String = "" # 当前登录用户名
# 游戏配置
var game_version: String = "1.0.0" # 游戏版本号
# ============ 生命周期方法 ============
# 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 ============
# 切换游戏状态
#
# 参数:
# new_state: GameState - 要切换到的新状态
#
# 功能:
# - 检查状态是否需要切换
# - 记录状态变更历史
# - 发送状态变更信号
# - 输出状态变更日志
func change_state(new_state: GameState):
# 避免重复切换到相同状态
if current_state == new_state:
return
# 记录状态变更
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)
# 获取当前游戏状态
#
# 返回值:
# GameState - 当前的游戏状态
func get_current_state() -> GameState:
return current_state
# 获取上一个游戏状态
#
# 返回值:
# GameState - 上一个游戏状态
#
# 使用场景:
# - 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
# ============ 用户管理方法 ============
# 设置当前登录用户
#
# 参数:
# username: String - 用户名
#
# 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
#
# 返回值:
# String - 当前登录的用户名,未登录时为空字符串
func get_current_user() -> String:
return current_user
# 检查用户是否已登录
#
# 返回值:
# bool - true表示已登录false表示未登录
#
# 使用场景:
# - 进入需要登录的功能前检查
# - UI显示逻辑判断
func is_user_logged_in() -> bool:
return not current_user.is_empty()

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extends Node
# ============================================================================
# NetworkManager.gd - 网络请求管理器
# ============================================================================
# 全局单例管理器统一处理所有HTTP请求
#
# 核心职责:
# - 统一的HTTP请求接口 (GET, POST, PUT, DELETE, PATCH)
# - 认证相关API封装 (登录、注册、验证码等)
# - 请求状态管理和错误处理
# - 支持API v1.1.1规范的响应处理
#
# 使用方式:
# NetworkManager.login("user@example.com", "password", callback)
# var request_id = NetworkManager.get_request("/api/data", callback)
#
# 注意事项:
# - 作为自动加载单例,全局可访问
# - 所有请求都是异步的,通过回调函数或信号处理结果
# - 支持请求超时和取消功能
# - 自动处理JSON序列化和反序列化
# ============================================================================
# ============ 信号定义 ============
# 请求完成信号
# 参数:
# request_id: String - 请求唯一标识符
# success: bool - 请求是否成功
# data: Dictionary - 响应数据
signal request_completed(request_id: String, success: bool, data: Dictionary)
# 请求失败信号
# 参数:
# request_id: String - 请求唯一标识符
# error_type: String - 错误类型名称
# message: String - 错误消息
signal request_failed(request_id: String, error_type: String, message: String)
# ============ 常量定义 ============
# API基础URL - 所有请求的根地址
const API_BASE_URL = "https://whaletownend.xinghangee.icu"
# 默认请求超时时间(秒)
const DEFAULT_TIMEOUT = 30.0
# ============ 枚举定义 ============
# HTTP请求方法枚举
enum RequestType {
GET, # 获取数据
POST, # 创建数据
PUT, # 更新数据
DELETE, # 删除数据
PATCH # 部分更新数据
}
# 错误类型枚举
# 用于分类不同类型的网络错误
enum ErrorType {
NETWORK_ERROR, # 网络连接错误 - 无法连接到服务器
TIMEOUT_ERROR, # 请求超时 - 服务器响应时间过长
PARSE_ERROR, # JSON解析错误 - 服务器返回格式错误
HTTP_ERROR, # HTTP状态码错误 - 4xx, 5xx状态码
BUSINESS_ERROR # 业务逻辑错误 - API返回的业务错误
}
# ============ 请求信息类 ============
# 请求信息封装类
# 存储单个HTTP请求的所有相关信息
class RequestInfo:
var id: String # 请求唯一标识符
var url: String # 完整的请求URL
var method: RequestType # HTTP请求方法
var headers: PackedStringArray # 请求头数组
var body: String # 请求体内容
var timeout: float # 超时时间(秒)
var start_time: float # 请求开始时间戳
var http_request: HTTPRequest # Godot HTTPRequest节点引用
var callback: Callable # 完成时的回调函数
# 构造函数
#
# 参数:
# request_id: String - 请求唯一标识符
# request_url: String - 请求URL
# request_method: RequestType - HTTP方法
# request_headers: PackedStringArray - 请求头(可选)
# request_body: String - 请求体(可选)
# request_timeout: float - 超时时间可选默认使用DEFAULT_TIMEOUT
func _init(request_id: String, request_url: String, request_method: RequestType,
request_headers: PackedStringArray = [], request_body: String = "",
request_timeout: float = DEFAULT_TIMEOUT):
id = request_id
url = request_url
method = request_method
headers = request_headers
body = request_body
timeout = request_timeout
# 记录请求开始时间(简化版时间戳)
start_time = Time.get_time_dict_from_system().hour * 3600 + Time.get_time_dict_from_system().minute * 60 + Time.get_time_dict_from_system().second
# ============ 成员变量 ============
# 活动请求管理
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():
print("NetworkManager 已初始化")
# ============ 公共API接口 ============
# 发送GET请求
#
# 参数:
# endpoint: String - API端点路径如: "/api/users"
# callback: Callable - 完成时的回调函数(可选)
# timeout: float - 超时时间可选默认30秒
#
# 返回值:
# String - 请求ID可用于取消请求或跟踪状态
#
# 使用示例:
# var request_id = NetworkManager.get_request("/api/users", my_callback)
func get_request(endpoint: String, callback: Callable = Callable(), timeout: float = DEFAULT_TIMEOUT) -> String:
return send_request(endpoint, RequestType.GET, [], "", callback, timeout)
# 发送POST请求
#
# 参数:
# endpoint: String - API端点路径
# data: Dictionary - 要发送的数据将自动转换为JSON
# callback: Callable - 完成时的回调函数(可选)
# timeout: float - 超时时间(可选)
#
# 返回值:
# String - 请求ID
#
# 使用示例:
# var data = {"name": "张三", "age": 25}
# var request_id = NetworkManager.post_request("/api/users", data, my_callback)
func post_request(endpoint: String, data: Dictionary, callback: Callable = Callable(), timeout: float = DEFAULT_TIMEOUT) -> String:
var body = JSON.stringify(data)
var headers = ["Content-Type: application/json"]
return send_request(endpoint, RequestType.POST, headers, body, callback, timeout)
# 发送PUT请求
#
# 参数:
# endpoint: String - API端点路径
# data: Dictionary - 要更新的数据
# callback: Callable - 完成时的回调函数(可选)
# timeout: float - 超时时间(可选)
#
# 返回值:
# String - 请求ID
func put_request(endpoint: String, data: Dictionary, callback: Callable = Callable(), timeout: float = DEFAULT_TIMEOUT) -> String:
var body = JSON.stringify(data)
var headers = ["Content-Type: application/json"]
return send_request(endpoint, RequestType.PUT, headers, body, callback, timeout)
# 发送DELETE请求
#
# 参数:
# endpoint: String - API端点路径
# callback: Callable - 完成时的回调函数(可选)
# timeout: float - 超时时间(可选)
#
# 返回值:
# String - 请求ID
func delete_request(endpoint: String, callback: Callable = Callable(), timeout: float = DEFAULT_TIMEOUT) -> String:
return send_request(endpoint, RequestType.DELETE, [], "", callback, timeout)
# ============ 认证相关API ============
# 用户登录
#
# 参数:
# identifier: String - 用户标识符(邮箱或手机号)
# password: String - 用户密码
# callback: Callable - 完成时的回调函数(可选)
#
# 返回值:
# String - 请求ID
#
# 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,
"password": password
}
return post_request("/auth/login", data, callback)
# 验证码登录
#
# 参数:
# identifier: String - 用户标识符(邮箱或手机号)
# verification_code: String - 验证码
# callback: Callable - 完成时的回调函数(可选)
#
# 返回值:
# String - 请求ID
#
# 使用场景:
# - 用户忘记密码时的替代登录方式
# - 提供更安全的登录选项
func verification_code_login(identifier: String, verification_code: String, callback: Callable = Callable()) -> String:
var data = {
"identifier": identifier,
"verification_code": verification_code
}
return post_request("/auth/verification-code-login", data, callback)
# 发送登录验证码
#
# 参数:
# identifier: String - 用户标识符(邮箱或手机号)
# callback: Callable - 完成时的回调函数(可选)
#
# 返回值:
# String - 请求ID
#
# 功能:
# - 向已注册用户发送登录验证码
# - 支持邮箱和手机号
# - 有频率限制保护
func send_login_verification_code(identifier: String, callback: Callable = Callable()) -> String:
var data = {"identifier": identifier}
return post_request("/auth/send-login-verification-code", data, callback)
# 用户注册
#
# 参数:
# username: String - 用户名
# password: String - 密码
# nickname: String - 昵称
# email: String - 邮箱地址(可选)
# email_verification_code: String - 邮箱验证码(可选)
# callback: Callable - 完成时的回调函数(可选)
#
# 返回值:
# String - 请求ID
#
# 注意事项:
# - 如果提供邮箱,建议同时提供验证码
# - 用户名和邮箱必须唯一
# - 密码需要符合安全要求
func register(username: String, password: String, nickname: String, email: String = "",
email_verification_code: String = "", callback: Callable = Callable()) -> String:
var data = {
"username": username,
"password": password,
"nickname": nickname
}
# 可选参数处理
if email != "":
data["email"] = email
if email_verification_code != "":
data["email_verification_code"] = email_verification_code
return post_request("/auth/register", data, callback)
# 发送邮箱验证码
#
# 参数:
# email: String - 邮箱地址
# callback: Callable - 完成时的回调函数(可选)
#
# 返回值:
# String - 请求ID
#
# 功能:
# - 向指定邮箱发送验证码
# - 用于注册时的邮箱验证
# - 支持测试模式(开发环境)
func send_email_verification(email: String, callback: Callable = Callable()) -> String:
var data = {"email": email}
return post_request("/auth/send-email-verification", data, callback)
# 验证邮箱
#
# 参数:
# email: String - 邮箱地址
# verification_code: String - 验证码
# callback: Callable - 完成时的回调函数(可选)
#
# 返回值:
# String - 请求ID
#
# 功能:
# - 验证邮箱验证码的有效性
# - 通常在注册流程中使用
func verify_email(email: String, verification_code: String, callback: Callable = Callable()) -> String:
var data = {
"email": email,
"verification_code": verification_code
}
return post_request("/auth/verify-email", data, callback)
# 获取应用状态
#
# 参数:
# callback: Callable - 完成时的回调函数(可选)
#
# 返回值:
# String - 请求ID
#
# 功能:
# - 检查API服务器状态
# - 获取应用基本信息
# - 用于网络连接测试
func get_app_status(callback: Callable = Callable()) -> String:
return get_request("/", callback)
# 重新发送邮箱验证码
#
# 参数:
# email: String - 邮箱地址
# callback: Callable - 完成时的回调函数(可选)
#
# 返回值:
# String - 请求ID
#
# 使用场景:
# - 用户未收到验证码时重新发送
# - 验证码过期后重新获取
func resend_email_verification(email: String, callback: Callable = Callable()) -> String:
var data = {"email": email}
return post_request("/auth/resend-email-verification", data, callback)
# 忘记密码 - 发送重置验证码
#
# 参数:
# identifier: String - 用户标识符(邮箱或手机号)
# callback: Callable - 完成时的回调函数(可选)
#
# 返回值:
# String - 请求ID
#
# 功能:
# - 向用户发送密码重置验证码
# - 用于密码找回流程的第一步
func forgot_password(identifier: String, callback: Callable = Callable()) -> String:
var data = {"identifier": identifier}
return post_request("/auth/forgot-password", data, callback)
# 重置密码
#
# 参数:
# identifier: String - 用户标识符
# verification_code: String - 重置验证码
# new_password: String - 新密码
# callback: Callable - 完成时的回调函数(可选)
#
# 返回值:
# String - 请求ID
#
# 功能:
# - 使用验证码重置用户密码
# - 密码找回流程的第二步
func reset_password(identifier: String, verification_code: String, new_password: String, callback: Callable = Callable()) -> String:
var data = {
"identifier": identifier,
"verification_code": verification_code,
"new_password": new_password
}
return post_request("/auth/reset-password", data, callback)
# 修改密码
#
# 参数:
# user_id: String - 用户ID
# old_password: String - 旧密码
# new_password: String - 新密码
# callback: Callable - 完成时的回调函数(可选)
#
# 返回值:
# String - 请求ID
#
# 功能:
# - 已登录用户修改密码
# - 需要验证旧密码
func change_password(user_id: String, old_password: String, new_password: String, callback: Callable = Callable()) -> String:
var data = {
"user_id": user_id,
"old_password": old_password,
"new_password": new_password
}
return put_request("/auth/change-password", data, callback)
# GitHub OAuth登录
#
# 参数:
# github_id: String - GitHub用户ID
# username: String - GitHub用户名
# nickname: String - 显示昵称
# email: String - GitHub邮箱
# avatar_url: String - 头像URL可选
# callback: Callable - 完成时的回调函数(可选)
#
# 返回值:
# String - 请求ID
#
# 功能:
# - 通过GitHub账号登录或注册
# - 支持第三方OAuth认证
func github_login(github_id: String, username: String, nickname: String, email: String, avatar_url: String = "", callback: Callable = Callable()) -> String:
var data = {
"github_id": github_id,
"username": username,
"nickname": nickname,
"email": email
}
# 可选头像URL
if avatar_url != "":
data["avatar_url"] = avatar_url
return post_request("/auth/github", data, callback)
# ============ 核心请求处理 ============
# 发送请求的核心方法
func send_request(endpoint: String, method: RequestType, headers: PackedStringArray,
body: String, callback: Callable, timeout: float) -> String:
# 生成请求ID
request_counter += 1
var request_id = "req_" + str(request_counter)
# 构建完整URL
var full_url = API_BASE_URL + endpoint
# 创建HTTPRequest节点
var http_request = HTTPRequest.new()
add_child(http_request)
# 设置超时
http_request.timeout = timeout
# 创建请求信息
var request_info = RequestInfo.new(request_id, full_url, method, headers, body, timeout)
request_info.http_request = http_request
request_info.callback = callback
# 存储请求信息
active_requests[request_id] = request_info
# 连接信号
http_request.request_completed.connect(func(result: int, response_code: int, response_headers: PackedStringArray, response_body: PackedByteArray):
_on_request_completed(request_id, result, response_code, response_headers, response_body)
)
# 发送请求
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:
print("请求发送失败,错误代码: ", 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):
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):
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")
return
# 解析JSON响应
var json = JSON.new()
var parse_result = json.parse(response_text)
if parse_result != OK:
_handle_request_error(request_id, ErrorType.PARSE_ERROR, "服务器响应格式错误")
return
var response_data = json.data
# 处理响应
_handle_response(request_id, response_code, response_data)
# 处理响应 - 支持API v1.1.1的状态码
func _handle_response(request_id: String, response_code: int, data: Dictionary):
var request_info = active_requests[request_id]
# 检查业务成功标志
var success = data.get("success", true) # 默认true保持向后兼容
var error_code = data.get("error_code", "")
var message = data.get("message", "")
# 判断请求是否成功
var is_success = false
# HTTP成功状态码且业务成功
if (response_code >= 200 and response_code < 300) and success:
is_success = true
# 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)
# 调用回调函数
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)
# 发送失败信号
request_failed.emit(request_id, ErrorType.keys()[error_type], message)
# 调用回调函数
if request_info.callback.is_valid():
var error_info = {
"response_code": response_code,
"error_code": error_code,
"message": message,
"error_type": error_type
}
request_info.callback.call(false, data, error_info)
# 清理请求
_cleanup_request(request_id)
# 处理请求错误
func _handle_request_error(request_id: String, error_type: ErrorType, message: String):
print("❌ 请求错误: ", request_id, " - ", message)
# 发送错误信号
request_failed.emit(request_id, ErrorType.keys()[error_type], message)
# 调用回调函数
if active_requests.has(request_id):
var request_info = active_requests[request_id]
if request_info.callback.is_valid():
var error_info = {
"error_type": error_type,
"message": message
}
request_info.callback.call(false, {}, error_info)
# 清理请求
_cleanup_request(request_id)
# 确定错误类型 - 支持更多状态码
func _determine_error_type(response_code: int, error_code: String) -> ErrorType:
# 根据错误码判断
match error_code:
"SERVICE_UNAVAILABLE":
return ErrorType.BUSINESS_ERROR
"TOO_MANY_REQUESTS":
return ErrorType.BUSINESS_ERROR
"TEST_MODE_ONLY":
return ErrorType.BUSINESS_ERROR
"SEND_EMAIL_VERIFICATION_FAILED", "REGISTER_FAILED":
# 这些可能是409冲突或其他业务错误
return ErrorType.BUSINESS_ERROR
_:
# 根据HTTP状态码判断
match response_code:
409: # 资源冲突
return ErrorType.BUSINESS_ERROR
206: # 测试模式
return ErrorType.BUSINESS_ERROR
429: # 频率限制
return ErrorType.BUSINESS_ERROR
_:
if response_code >= 400 and response_code < 500:
return ErrorType.HTTP_ERROR
elif response_code >= 500:
return ErrorType.HTTP_ERROR
else:
return ErrorType.BUSINESS_ERROR
# 清理请求资源
func _cleanup_request(request_id: String):
if active_requests.has(request_id):
var request_info = active_requests[request_id]
# 移除HTTPRequest节点
if is_instance_valid(request_info.http_request):
request_info.http_request.queue_free()
# 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:
RequestType.GET:
return HTTPClient.METHOD_GET
RequestType.POST:
return HTTPClient.METHOD_POST
RequestType.PUT:
return HTTPClient.METHOD_PUT
RequestType.DELETE:
return HTTPClient.METHOD_DELETE
RequestType.PATCH:
return HTTPClient.METHOD_PATCH
_:
return HTTPClient.METHOD_GET
# ============ 工具方法 ============
# 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)
# 获取活动请求数量
func get_active_request_count() -> int:
return active_requests.size()
# 检查请求是否活动
func is_request_active(request_id: String) -> bool:
return active_requests.has(request_id)
# 获取请求信息
func get_request_info(request_id: String) -> Dictionary:
if active_requests.has(request_id):
var info = active_requests[request_id]
return {
"id": info.id,
"url": info.url,
"method": RequestType.keys()[info.method],
"start_time": info.start_time,
"timeout": info.timeout
}
return {}
func _notification(what):
if what == NOTIFICATION_WM_CLOSE_REQUEST:
# 应用关闭时取消所有请求
cancel_all_requests()

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extends Node
# 响应处理器 - 统一处理API响应和错误
# 响应处理结果
class ResponseResult:
var success: bool
var message: String
var toast_type: String # "success" 或 "error"
var data: Dictionary
var should_show_toast: bool
var custom_action: Callable
func _init():
success = false
message = ""
toast_type = "error"
data = {}
should_show_toast = true
custom_action = Callable()
# 错误码映射表 - 根据API v1.1.1更新
const ERROR_CODE_MESSAGES = {
# 登录相关
"LOGIN_FAILED": "登录失败",
"VERIFICATION_CODE_LOGIN_FAILED": "验证码错误或已过期",
"EMAIL_NOT_VERIFIED": "请先验证邮箱",
# 注册相关
"REGISTER_FAILED": "注册失败",
# 验证码相关
"SEND_CODE_FAILED": "发送验证码失败",
"SEND_LOGIN_CODE_FAILED": "发送登录验证码失败",
"SEND_EMAIL_VERIFICATION_FAILED": "发送邮箱验证码失败",
"RESEND_EMAIL_VERIFICATION_FAILED": "重新发送验证码失败",
"EMAIL_VERIFICATION_FAILED": "邮箱验证失败",
"RESET_PASSWORD_FAILED": "重置密码失败",
"CHANGE_PASSWORD_FAILED": "修改密码失败",
"VERIFICATION_CODE_EXPIRED": "验证码已过期",
"VERIFICATION_CODE_INVALID": "验证码无效",
"VERIFICATION_CODE_ATTEMPTS_EXCEEDED": "验证码尝试次数过多",
"VERIFICATION_CODE_RATE_LIMITED": "验证码发送过于频繁",
"VERIFICATION_CODE_HOURLY_LIMIT": "验证码每小时发送次数已达上限",
# 用户状态相关
"USER_NOT_FOUND": "用户不存在",
"INVALID_IDENTIFIER": "请输入有效的邮箱或手机号",
"USER_STATUS_UPDATE_FAILED": "用户状态更新失败",
# 系统状态相关
"TEST_MODE_ONLY": "测试模式",
"TOO_MANY_REQUESTS": "请求过于频繁,请稍后再试",
"SERVICE_UNAVAILABLE": "系统维护中,请稍后再试",
# 权限相关
"UNAUTHORIZED": "未授权访问",
"FORBIDDEN": "权限不足",
"ADMIN_LOGIN_FAILED": "管理员登录失败",
# 其他
"VALIDATION_FAILED": "参数验证失败",
"UNSUPPORTED_MEDIA_TYPE": "不支持的请求格式",
"REQUEST_TIMEOUT": "请求超时"
}
# HTTP状态码消息映射 - 根据API v1.1.1更新
const HTTP_STATUS_MESSAGES = {
200: "请求成功",
201: "创建成功",
206: "测试模式",
400: "请求参数错误",
401: "认证失败",
403: "权限不足",
404: "资源不存在",
408: "请求超时",
409: "资源冲突",
415: "不支持的媒体类型",
429: "请求过于频繁",
500: "服务器内部错误",
503: "服务不可用"
}
# ============ 主要处理方法 ============
# 处理登录响应
func handle_login_response(success: bool, data: Dictionary, error_info: Dictionary = {}) -> ResponseResult:
var result = ResponseResult.new()
if success:
result.success = true
result.message = "登录成功!正在进入鲸鱼镇..."
result.toast_type = "success"
result.data = data
# 自定义动作:延迟发送登录成功信号
result.custom_action = func():
await Engine.get_main_loop().create_timer(1.0).timeout
# 这里可以发送登录成功信号或执行其他逻辑
else:
result = _handle_login_error(data, error_info)
return result
# 处理验证码登录响应
func handle_verification_code_login_response(success: bool, data: Dictionary, error_info: Dictionary = {}) -> ResponseResult:
var result = ResponseResult.new()
if success:
result.success = true
result.message = "验证码登录成功!正在进入鲸鱼镇..."
result.toast_type = "success"
result.data = data
result.custom_action = func():
await Engine.get_main_loop().create_timer(1.0).timeout
# 登录成功后的处理逻辑
else:
result = _handle_verification_code_login_error(data, error_info)
return result
# 处理发送验证码响应 - 支持邮箱冲突检测
func handle_send_verification_code_response(success: bool, data: Dictionary, error_info: Dictionary = {}) -> ResponseResult:
var result = ResponseResult.new()
if success:
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,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)
return result
# 处理发送登录验证码响应
func handle_send_login_code_response(success: bool, data: Dictionary, error_info: Dictionary = {}) -> ResponseResult:
var result = ResponseResult.new()
if success:
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,请查看控制台"
result.toast_type = "success"
if data.has("data") and data.data.has("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)
return result
# 处理注册响应
func handle_register_response(success: bool, data: Dictionary, error_info: Dictionary = {}) -> ResponseResult:
var result = ResponseResult.new()
if success:
result.success = true
result.message = "注册成功!欢迎加入鲸鱼镇"
result.toast_type = "success"
result.data = data
# 自定义动作:清空表单,切换到登录界面
result.custom_action = func():
# 这里可以执行清空表单、切换界面等操作
pass
else:
result = _handle_register_error(data, error_info)
return result
# 处理邮箱验证响应
func handle_verify_email_response(success: bool, data: Dictionary, error_info: Dictionary = {}) -> ResponseResult:
var result = ResponseResult.new()
if success:
result.success = true
result.message = "邮箱验证成功,正在注册..."
result.toast_type = "success"
result.data = data
else:
result = _handle_verify_email_error(data, error_info)
return result
# 处理重新发送邮箱验证码响应
func handle_resend_email_verification_response(success: bool, data: Dictionary, error_info: Dictionary = {}) -> ResponseResult:
var result = ResponseResult.new()
if success:
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,请查看控制台"
result.toast_type = "success"
if data.has("data") and data.data.has("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)
return result
# 处理忘记密码响应
func handle_forgot_password_response(success: bool, data: Dictionary, error_info: Dictionary = {}) -> ResponseResult:
var result = ResponseResult.new()
if success:
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,请查看控制台"
result.toast_type = "success"
if data.has("data") and data.data.has("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)
return result
# 处理重置密码响应
func handle_reset_password_response(success: bool, data: Dictionary, error_info: Dictionary = {}) -> ResponseResult:
var result = ResponseResult.new()
if success:
result.success = true
result.message = "🔒 密码重置成功,请使用新密码登录"
result.toast_type = "success"
result.data = data
else:
result = _handle_reset_password_error(data, error_info)
return result
# ============ 错误处理方法 ============
# 处理登录错误
func _handle_login_error(data: Dictionary, error_info: Dictionary) -> ResponseResult:
var result = ResponseResult.new()
var error_code = data.get("error_code", "")
var message = data.get("message", "登录失败")
match error_code:
"LOGIN_FAILED":
# 根据消息内容进一步判断用户状态
if "账户已锁定" in message or "locked" in message.to_lower():
result.message = "账户已被锁定,请联系管理员"
elif "账户已禁用" in message or "banned" in message.to_lower():
result.message = "账户已被禁用,请联系管理员"
elif "账户待审核" in message or "pending" in message.to_lower():
result.message = "账户待审核,请等待管理员审核"
elif "邮箱未验证" in message or "inactive" in message.to_lower():
result.message = "请先验证邮箱后再登录"
else:
result.message = "用户名或密码错误,请检查后重试"
_:
result.message = _get_error_message(error_code, message, error_info)
return result
# 处理验证码登录错误
func _handle_verification_code_login_error(data: Dictionary, error_info: Dictionary) -> ResponseResult:
var result = ResponseResult.new()
var error_code = data.get("error_code", "")
var message = data.get("message", "验证码登录失败")
match error_code:
"VERIFICATION_CODE_LOGIN_FAILED":
result.message = "验证码错误或已过期"
"EMAIL_NOT_VERIFIED":
result.message = "邮箱未验证,请先验证邮箱后再使用验证码登录"
"USER_NOT_FOUND":
result.message = "用户不存在,请先注册"
"INVALID_IDENTIFIER":
result.message = "请输入有效的邮箱或手机号"
_:
result.message = _get_error_message(error_code, message, error_info)
return result
# 处理发送验证码错误 - 支持邮箱冲突检测和频率限制
func _handle_send_code_error(data: Dictionary, error_info: Dictionary) -> ResponseResult:
var result = ResponseResult.new()
var error_code = data.get("error_code", "")
var message = data.get("message", "发送验证码失败")
var response_code = error_info.get("response_code", 0)
match error_code:
"SEND_EMAIL_VERIFICATION_FAILED":
# 检查是否是邮箱冲突409状态码
if response_code == 409:
result.message = "⚠️ 邮箱已被注册,请使用其他邮箱或直接登录"
result.toast_type = "error"
elif "邮箱格式" in message:
result.message = "📧 请输入有效的邮箱地址"
else:
result.message = message
"TOO_MANY_REQUESTS":
# 处理频率限制,提供重试建议
result.toast_type = "error"
# 如果有throttle_info显示更详细的信息
if data.has("throttle_info"):
var throttle_info = data.throttle_info
var reset_time = throttle_info.get("reset_time", "")
if reset_time != "":
var relative_time = StringUtils.get_relative_time_until(reset_time)
var local_time = StringUtils.format_utc_to_local_time(reset_time)
result.message = "⏰ 验证码发送过于频繁"
result.message += "\n" + relative_time + "再试"
result.message += "\n重试时间: " + local_time
else:
result.message = "⏰ 验证码发送过于频繁,请稍后再试"
else:
result.message = "⏰ 验证码发送过于频繁,请稍后再试"
"VERIFICATION_CODE_RATE_LIMITED":
result.message = "⏰ 验证码发送过于频繁,请稍后再试"
"VERIFICATION_CODE_HOURLY_LIMIT":
result.message = "⏰ 每小时发送次数已达上限,请稍后再试"
_:
result.message = _get_error_message(error_code, message, error_info)
return result
# 处理发送登录验证码错误
func _handle_send_login_code_error(data: Dictionary, error_info: Dictionary) -> ResponseResult:
var result = ResponseResult.new()
var error_code = data.get("error_code", "")
var message = data.get("message", "发送登录验证码失败")
match error_code:
"SEND_LOGIN_CODE_FAILED":
if "用户不存在" in message:
result.message = "用户不存在,请先注册"
else:
result.message = "发送登录验证码失败"
"USER_NOT_FOUND":
result.message = "用户不存在,请先注册"
"INVALID_IDENTIFIER":
result.message = "请输入有效的邮箱或手机号"
_:
result.message = _get_error_message(error_code, message, error_info)
return result
# 处理注册错误 - 支持409冲突状态码
func _handle_register_error(data: Dictionary, error_info: Dictionary) -> ResponseResult:
var result = ResponseResult.new()
var error_code = data.get("error_code", "")
var message = data.get("message", "注册失败")
var response_code = error_info.get("response_code", 0)
match error_code:
"REGISTER_FAILED":
# 检查409冲突状态码
if response_code == 409:
if "邮箱已存在" in message or "邮箱已被使用" in message:
result.message = "📧 邮箱已被注册,请使用其他邮箱或直接登录"
elif "用户名已存在" in message or "用户名已被使用" in message:
result.message = "👤 用户名已被使用,请换一个"
else:
result.message = "⚠️ 资源冲突:" + message
elif "邮箱验证码" in message or "verification_code" in message:
result.message = "🔑 请先获取并输入邮箱验证码"
elif "用户名" in message:
result.message = "👤 用户名格式不正确"
elif "邮箱" in message:
result.message = "📧 邮箱格式不正确"
elif "密码" in message:
result.message = "🔒 密码格式不符合要求"
elif "验证码" in message:
result.message = "🔑 验证码错误或已过期"
else:
result.message = message
_:
result.message = _get_error_message(error_code, message, error_info)
return result
# 处理邮箱验证错误
func _handle_verify_email_error(data: Dictionary, error_info: Dictionary) -> ResponseResult:
var result = ResponseResult.new()
var error_code = data.get("error_code", "")
var message = data.get("message", "邮箱验证失败")
match error_code:
"EMAIL_VERIFICATION_FAILED":
if "验证码错误" in message:
result.message = "🔑 验证码错误"
elif "验证码已过期" in message:
result.message = "🔑 验证码已过期,请重新获取"
else:
result.message = message
"VERIFICATION_CODE_INVALID":
result.message = "🔑 验证码错误或已过期"
"VERIFICATION_CODE_EXPIRED":
result.message = "🔑 验证码已过期,请重新获取"
_:
result.message = _get_error_message(error_code, message, error_info)
return result
# 处理网络测试响应
func handle_network_test_response(success: bool, _data: Dictionary, _error_info: Dictionary = {}) -> ResponseResult:
var result = ResponseResult.new()
if success:
result.success = true
result.message = "🌐 网络连接正常"
result.toast_type = "success"
else:
result.success = false
result.message = "🌐 网络连接异常"
result.toast_type = "error"
return result
# 处理重新发送邮箱验证码错误
func _handle_resend_email_verification_error(data: Dictionary, error_info: Dictionary) -> ResponseResult:
var result = ResponseResult.new()
var error_code = data.get("error_code", "")
var message = data.get("message", "重新发送验证码失败")
match error_code:
"RESEND_EMAIL_VERIFICATION_FAILED":
if "邮箱已验证" in message:
result.message = "📧 邮箱已验证,无需重复验证"
else:
result.message = message
_:
result.message = _get_error_message(error_code, message, error_info)
return result
# 处理忘记密码错误
func _handle_forgot_password_error(data: Dictionary, error_info: Dictionary) -> ResponseResult:
var result = ResponseResult.new()
var error_code = data.get("error_code", "")
var message = data.get("message", "发送重置验证码失败")
match error_code:
"SEND_CODE_FAILED":
if "用户不存在" in message:
result.message = "👤 用户不存在,请检查邮箱或手机号"
else:
result.message = message
"USER_NOT_FOUND":
result.message = "👤 用户不存在,请检查邮箱或手机号"
_:
result.message = _get_error_message(error_code, message, error_info)
return result
# 处理重置密码错误
func _handle_reset_password_error(data: Dictionary, error_info: Dictionary) -> ResponseResult:
var result = ResponseResult.new()
var error_code = data.get("error_code", "")
var message = data.get("message", "重置密码失败")
match error_code:
"RESET_PASSWORD_FAILED":
if "验证码" in message:
result.message = "🔑 验证码错误或已过期"
else:
result.message = message
_:
result.message = _get_error_message(error_code, message, error_info)
return result
# ============ 工具方法 ============
# 获取错误消息 - 支持更多状态码和错误处理
func _get_error_message(error_code: String, original_message: String, error_info: Dictionary) -> String:
# 优先使用错误码映射
if ERROR_CODE_MESSAGES.has(error_code):
return ERROR_CODE_MESSAGES[error_code]
# 处理频率限制
if error_code == "TOO_MANY_REQUESTS":
return _handle_rate_limit_message(original_message, error_info)
# 处理维护模式
if error_code == "SERVICE_UNAVAILABLE":
return _handle_maintenance_message(original_message, error_info)
# 处理测试模式
if error_code == "TEST_MODE_ONLY":
return "🧪 测试模式:" + original_message
# 根据HTTP状态码处理
if error_info.has("response_code"):
var response_code = error_info.response_code
match response_code:
409:
return "⚠️ 资源冲突:" + original_message
206:
return "🧪 测试模式:" + original_message
429:
return "⏰ 请求过于频繁,请稍后再试"
_:
if HTTP_STATUS_MESSAGES.has(response_code):
return HTTP_STATUS_MESSAGES[response_code] + "" + original_message
# 返回原始消息
return original_message if original_message != "" else "操作失败"
# 处理频率限制消息
func _handle_rate_limit_message(message: String, _error_info: Dictionary) -> String:
# 可以根据throttle_info提供更详细的信息
return message + ",请稍后再试"
# 处理维护模式消息
func _handle_maintenance_message(_message: String, _error_info: Dictionary) -> String:
# 可以根据maintenance_info提供更详细的信息
return "系统维护中,请稍后再试"
# 通用响应处理器 - 支持更多操作类型
func handle_response(operation_type: String, success: bool, data: Dictionary, error_info: Dictionary = {}) -> ResponseResult:
match operation_type:
"login":
return handle_login_response(success, data, error_info)
"verification_code_login":
return handle_verification_code_login_response(success, data, error_info)
"send_code":
return handle_send_verification_code_response(success, data, error_info)
"send_login_code":
return handle_send_login_code_response(success, data, error_info)
"register":
return handle_register_response(success, data, error_info)
"verify_email":
return handle_verify_email_response(success, data, error_info)
"resend_email_verification":
return handle_resend_email_verification_response(success, data, error_info)
"forgot_password":
return handle_forgot_password_response(success, data, error_info)
"reset_password":
return handle_reset_password_response(success, data, error_info)
"network_test":
return handle_network_test_response(success, data, error_info)
_:
# 通用处理
var result = ResponseResult.new()
if success:
result.success = true
result.message = "✅ 操作成功"
result.toast_type = "success"
else:
result.success = false
result.message = _get_error_message(data.get("error_code", ""), data.get("message", "操作失败"), error_info)
result.toast_type = "error"
return result

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uid://nseguk2ytiw6

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extends Node
# ============================================================================
# SceneManager.gd - 场景管理器
# ============================================================================
# 全局单例管理器,负责场景切换和管理
#
# 核心职责:
# - 场景切换的统一接口
# - 场景路径映射管理
# - 场景切换过渡效果
# - 场景状态跟踪
#
# 使用方式:
# SceneManager.change_scene("main")
# SceneManager.register_scene("custom", "res://scenes/custom.tscn")
#
# 注意事项:
# - 作为自动加载单例,全局可访问
# - 场景切换是异步操作,支持过渡效果
# - 场景名称必须在 scene_paths 中注册
# ============================================================================
# ============ 信号定义 ============
# 场景切换完成信号
# 参数: scene_name - 切换到的场景名称
signal scene_changed(scene_name: String)
# 场景切换开始信号
# 参数: scene_name - 即将切换到的场景名称
signal scene_change_started(scene_name: String)
# ============ 成员变量 ============
# 场景状态
var current_scene_name: String = "" # 当前场景名称
var is_changing_scene: bool = false # 是否正在切换场景
var _next_scene_position: Variant = null # 下一个场景的初始位置 (Vector2 or null)
# 场景路径映射表
# 将场景名称映射到实际的文件路径
# 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
"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
#
# 参数:
# scene_name: String - 要切换到的场景名称必须在scene_paths中注册
# use_transition: bool - 是否使用过渡效果默认为true
#
# 返回值:
# bool - 切换是否成功
#
# 功能:
# - 检查场景切换状态和场景是否存在
# - 显示过渡效果(可选)
# - 执行场景切换
# - 更新当前场景状态
# - 发送相关信号
#
# 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
# - 切换过程中会阻止新的切换请求
# - 场景名称必须预先注册
func change_scene(scene_name: String, use_transition: bool = true):
# 防止重复切换
if is_changing_scene:
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):
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
scene_change_started.emit(scene_name)
# 显示过渡效果
if use_transition:
await show_transition()
# 执行场景切换
var error = get_tree().change_scene_to_file(scene_path)
if error != OK:
print("场景切换失败: ", error)
is_changing_scene = false
return false
# 更新状态
current_scene_name = scene_name
is_changing_scene = false
scene_changed.emit(scene_name)
# 隐藏过渡效果
if use_transition:
await hide_transition()
print("场景切换完成: ", scene_name)
return true
# ============ 查询方法 ============
# 获取当前场景名称
#
# 返回值:
# String - 当前场景的名称
func get_current_scene_name() -> String:
return current_scene_name
# 设置下一个场景的初始位置
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
func get_next_scene_position() -> Variant:
var pos = _next_scene_position
_next_scene_position = null
return pos
# ============ 场景注册方法 ============
# 注册新场景
#
# 参数:
# scene_name: String - 场景名称(用于切换时引用)
# scene_path: String - 场景文件路径
#
# 功能:
# - 将场景名称和路径添加到映射表
# - 支持运行时动态注册场景
#
# 使用示例:
# 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 ============
# 显示场景切换过渡效果
#
# 功能:
# - 显示场景切换时的过渡动画
# - 为用户提供视觉反馈
#
# 注意事项:
# - 这是异步方法需要await等待完成
# - 当前实现为简单的延时,可扩展为复杂动画
#
# 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
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
#
# 功能:
# - 隐藏场景切换完成后的过渡动画
# - 恢复正常的游戏显示
#
# 注意事项:
# - 这是异步方法需要await等待完成
# - 与show_transition()配对使用
#
# 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
print("隐藏场景切换过渡效果")
await get_tree().create_timer(0.2).timeout

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class_name ToastManager
# ============================================================================
# ToastManager.gd - Toast消息管理器
# ============================================================================
# 负责创建和管理Toast消息的显示
#
# 核心功能:
# - 创建Toast消息实例
# - 管理Toast动画和生命周期
# - 支持多个Toast同时显示
# - 自动排列和清理Toast
# - 支持中文字体显示
#
# 使用方式:
# var toast_manager = ToastManager.new()
# toast_manager.setup(toast_container)
# toast_manager.show_toast("消息内容", true)
#
# 注意事项:
# - 需要提供一个容器节点来承载Toast
# - 自动处理Toast的位置计算和动画
# - 支持Web平台的字体处理
# ============================================================================
extends RefCounted
# ============ 成员变量 ============
# Toast容器和管理
var toast_container: Control # Toast消息容器
var active_toasts: Array = [] # 当前显示的Toast消息列表
var toast_counter: int = 0 # Toast计数器用于生成唯一ID
# ============ 初始化方法 ============
# 设置Toast管理器
#
# 参数:
# 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 ============
# 显示Toast消息
#
# 参数:
# message: String - 消息内容
# 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:
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
func clear_all_toasts():
for toast in active_toasts:
if is_instance_valid(toast):
toast.queue_free()
active_toasts.clear()
# ============ 私有方法 ============
# 创建Toast实例
func _create_toast_instance(message: String, is_success: bool):
toast_counter += 1
# Web平台字体处理
var is_web = OS.get_name() == "Web"
# 1. 创建Toast Panel方框UI
var toast_panel = Panel.new()
toast_panel.name = "Toast_" + str(toast_counter)
# 设置Toast样式
var style = StyleBoxFlat.new()
if is_success:
style.bg_color = Color(0.15, 0.7, 0.15, 0.95)
style.border_color = Color(0.2, 0.9, 0.2, 0.9)
else:
style.bg_color = Color(0.7, 0.15, 0.15, 0.95)
style.border_color = Color(0.9, 0.2, 0.2, 0.9)
style.border_width_left = 3
style.border_width_top = 3
style.border_width_right = 3
style.border_width_bottom = 3
style.corner_radius_top_left = 12
style.corner_radius_top_right = 12
style.corner_radius_bottom_left = 12
style.corner_radius_bottom_right = 12
style.shadow_color = Color(0, 0, 0, 0.3)
style.shadow_size = 4
style.shadow_offset = Vector2(2, 2)
toast_panel.add_theme_stylebox_override("panel", style)
# 设置Toast基本尺寸
var toast_width = 320
toast_panel.size = Vector2(toast_width, 60)
# 2. 创建VBoxContainer
var vbox = VBoxContainer.new()
vbox.add_theme_constant_override("separation", 0)
vbox.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
vbox.alignment = BoxContainer.ALIGNMENT_CENTER
# 3. 创建CenterContainer
var center_container = CenterContainer.new()
center_container.size_flags_horizontal = Control.SIZE_EXPAND_FILL
center_container.size_flags_vertical = Control.SIZE_SHRINK_CENTER
# 4. 创建Label文字控件
var text_label = Label.new()
text_label.text = message
text_label.add_theme_color_override("font_color", Color(1, 1, 1, 1))
text_label.add_theme_font_size_override("font_size", 14)
# 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:
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)
text_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
text_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
# 组装控件层级
center_container.add_child(text_label)
vbox.add_child(center_container)
toast_panel.add_child(vbox)
# 计算位置
var margin = 20
var start_x = toast_container.get_viewport().get_visible_rect().size.x
var final_x = toast_container.get_viewport().get_visible_rect().size.x - toast_width - margin
# 计算Y位置
var y_position = margin
for existing_toast in active_toasts:
if is_instance_valid(existing_toast):
y_position += existing_toast.size.y + 15
# 设置初始位置
toast_panel.position = Vector2(start_x, y_position)
# 添加到容器
toast_container.add_child(toast_panel)
active_toasts.append(toast_panel)
# 等待一帧让布局系统计算尺寸
await toast_container.get_tree().process_frame
# 让Toast高度自适应内容
var content_size = vbox.get_combined_minimum_size()
var final_height = max(60, content_size.y + 20) # 最小60加20像素边距
toast_panel.size.y = final_height
# 重新排列所有Toast
_rearrange_toasts()
# 开始动画
_animate_toast_in(toast_panel, final_x)
# Toast入场动画
func _animate_toast_in(toast_panel: Panel, final_x: float):
var tween = toast_container.create_tween()
tween.set_ease(Tween.EASE_OUT)
tween.set_trans(Tween.TRANS_BACK)
tween.parallel().tween_property(toast_panel, "position:x", final_x, 0.6)
tween.parallel().tween_property(toast_panel, "modulate:a", 1.0, 0.4)
toast_panel.modulate.a = 0.0
# 等待3秒后开始退场动画
await toast_container.get_tree().create_timer(3.0).timeout
_animate_toast_out(toast_panel)
# Toast退场动画
func _animate_toast_out(toast_panel: Panel):
if not is_instance_valid(toast_panel):
return
var tween = toast_container.create_tween()
tween.set_ease(Tween.EASE_IN)
tween.set_trans(Tween.TRANS_QUART)
var end_x = toast_container.get_viewport().get_visible_rect().size.x + 50
tween.parallel().tween_property(toast_panel, "position:x", end_x, 0.4)
tween.parallel().tween_property(toast_panel, "modulate:a", 0.0, 0.3)
await tween.finished
_cleanup_toast(toast_panel)
# 清理Toast
func _cleanup_toast(toast_panel: Panel):
if not is_instance_valid(toast_panel):
return
active_toasts.erase(toast_panel)
_rearrange_toasts()
toast_panel.queue_free()
# 重新排列Toast位置
func _rearrange_toasts():
var margin = 20
var current_y = margin
for i in range(active_toasts.size()):
var toast = active_toasts[i]
if is_instance_valid(toast):
var tween = toast_container.create_tween()
tween.tween_property(toast, "position:y", current_y, 0.2)
current_y += toast.size.y + 15

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extends Node
# ============================================================================
# EventSystem.gd - 全局事件系统
# ============================================================================
# 全局单例管理器,提供解耦的事件通信机制
#
# 核心职责:
# - 事件监听器注册和管理
# - 事件发送和分发
# - 自动清理无效监听器
# - 支持带参数的事件通信
#
# 使用方式:
# EventSystem.connect_event("player_moved", _on_player_moved)
# EventSystem.emit_event("player_moved", {"position": Vector2(100, 200)})
#
# 注意事项:
# - 作为自动加载单例,全局可访问
# - 监听器会自动检查目标节点的有效性
# - 建议使用EventNames类中定义的事件名称常量
# ============================================================================
# ============ 成员变量 ============
# 事件监听器存储
# 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
#
# 参数:
# event_name: String - 事件名称建议使用EventNames中的常量
# callback: Callable - 回调函数
# target: Node - 目标节点(可选,用于自动清理)
#
# 功能:
# - 将回调函数注册到指定事件
# - 支持同一事件多个监听器
# - 自动管理监听器生命周期
#
# 使用示例:
# EventSystem.connect_event(EventNames.PLAYER_MOVED, _on_player_moved, self)
#
# 注意事项:
# - 如果提供target参数当target节点被销毁时会自动清理监听器
# - 同一个callback可以监听多个事件
func connect_event(event_name: String, callback: Callable, target: Node = null):
# 初始化事件监听器数组
if not event_listeners.has(event_name):
event_listeners[event_name] = []
# 创建监听器信息
var listener_info = {
"callback": callback,
"target": target
}
# 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
#
# 参数:
# event_name: String - 事件名称
# callback: Callable - 要移除的回调函数
# target: Node - 目标节点(可选,用于精确匹配)
#
# 功能:
# - 从指定事件中移除特定的监听器
# - 支持精确匹配callback + target
#
# 使用示例:
# EventSystem.disconnect_event(EventNames.PLAYER_MOVED, _on_player_moved, self)
func disconnect_event(event_name: String, callback: Callable, target: Node = null):
if not event_listeners.has(event_name):
return
var listeners = event_listeners[event_name]
# 从后往前遍历,避免删除元素时索引问题
for i in range(listeners.size() - 1, -1, -1):
var listener = listeners[i]
# 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 ============
# 发送事件
#
# 参数:
# event_name: String - 事件名称
# data: Variant - 事件数据(可选)
#
# 功能:
# - 向所有注册的监听器发送事件
# - 自动跳过无效的监听器
# - 支持任意类型的事件数据
#
# 使用示例:
# EventSystem.emit_event(EventNames.PLAYER_MOVED, {"position": Vector2(100, 200)})
# EventSystem.emit_event(EventNames.GAME_PAUSED) # 无数据事件
#
# 注意事项:
# - 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]
for listener_info in listeners:
var target = listener_info.target
var callback = listener_info.callback
# 检查目标节点是否仍然有效
if target != null and not is_instance_valid(target):
continue
# 调用回调函数
if data != null:
callback.call(data)
else:
callback.call()
# ============ 维护方法 ============
# 清理无效的监听器
#
# 功能:
# - 遍历所有监听器,移除已销毁节点的监听器
# - 防止内存泄漏
# - 建议定期调用或在场景切换时调用
#
# 使用场景:
# - 场景切换时清理
# - 定期维护(如每分钟一次)
# - 内存优化时调用
func cleanup_invalid_listeners():
for event_name in event_listeners.keys():
var listeners = event_listeners[event_name]
# 从后往前遍历,避免删除元素时索引问题
for i in range(listeners.size() - 1, -1, -1):
var listener = listeners[i]
var target = listener.target
# 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 ============
# 获取事件监听器数量
#
# 参数:
# event_name: String - 事件名称
#
# 返回值:
# int - 监听器数量
#
# 使用场景:
# - 调试时检查监听器数量
# - 性能分析
func get_listener_count(event_name: String) -> int:
if not event_listeners.has(event_name):
return 0
return event_listeners[event_name].size()
# 清空所有事件监听器
#
# 功能:
# - 移除所有已注册的事件监听器
# - 通常在游戏重置或退出时使用
#
# 警告:
# - 这是一个危险操作,会影响所有模块
# - 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")

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# ============================================================================
# 网格系统 - GridSystem.gd
#
# 提供32x32像素的最小网格单元控制用于规范地图大小和位置计算
#
# 使用方式:
# var grid_pos = GridSystem.world_to_grid(world_position)
# var world_pos = GridSystem.grid_to_world(grid_position)
# var snapped_pos = GridSystem.snap_to_grid(position)
# ============================================================================
class_name GridSystem
extends RefCounted
# ============================================================================
# 常量定义
# ============================================================================
const GRID_SIZE: int = 32 # 网格单元大小 32x32 像素
const HALF_GRID_SIZE: float = GRID_SIZE * 0.5 # 网格中心偏移
# ============================================================================
# 坐标转换方法
# ============================================================================
# 世界坐标转换为网格坐标
static func world_to_grid(world_pos: Vector2) -> Vector2i:
return Vector2i(
int(world_pos.x / GRID_SIZE),
int(world_pos.y / GRID_SIZE)
)
# 网格坐标转换为世界坐标(返回网格左上角)
static func grid_to_world(grid_pos: Vector2i) -> Vector2:
return Vector2(
grid_pos.x * GRID_SIZE,
grid_pos.y * GRID_SIZE
)
# 网格坐标转换为世界坐标(返回网格中心)
static func grid_to_world_center(grid_pos: Vector2i) -> Vector2:
return Vector2(
grid_pos.x * GRID_SIZE + HALF_GRID_SIZE,
grid_pos.y * GRID_SIZE + HALF_GRID_SIZE
)
# 将位置吸附到最近的网格点(左上角)
static func snap_to_grid(position: Vector2) -> Vector2:
return Vector2(
floor(position.x / GRID_SIZE) * GRID_SIZE,
floor(position.y / GRID_SIZE) * GRID_SIZE
)
# 将位置吸附到最近的网格中心
static func snap_to_grid_center(position: Vector2) -> Vector2:
var grid_pos = world_to_grid(position)
return grid_to_world_center(grid_pos)
# ============================================================================
# 距离和区域计算
# ============================================================================
# 计算两个网格坐标之间的曼哈顿距离
static func grid_distance_manhattan(grid_pos1: Vector2i, grid_pos2: Vector2i) -> int:
return abs(grid_pos1.x - grid_pos2.x) + abs(grid_pos1.y - grid_pos2.y)
# 计算两个网格坐标之间的欧几里得距离
static func grid_distance_euclidean(grid_pos1: Vector2i, grid_pos2: Vector2i) -> float:
var diff = grid_pos1 - grid_pos2
return sqrt(diff.x * diff.x + diff.y * diff.y)
# 获取指定网格坐标周围的邻居网格4方向
static func get_grid_neighbors_4(grid_pos: Vector2i) -> Array[Vector2i]:
return [
Vector2i(grid_pos.x, grid_pos.y - 1), # 上
Vector2i(grid_pos.x + 1, grid_pos.y), # 右
Vector2i(grid_pos.x, grid_pos.y + 1), # 下
Vector2i(grid_pos.x - 1, grid_pos.y) # 左
]
# 获取指定网格坐标周围的邻居网格8方向
static func get_grid_neighbors_8(grid_pos: Vector2i) -> Array[Vector2i]:
var neighbors: Array[Vector2i] = []
for x in range(-1, 2):
for y in range(-1, 2):
if x == 0 and y == 0:
continue
neighbors.append(Vector2i(grid_pos.x + x, grid_pos.y + y))
return neighbors
# ============================================================================
# 区域和边界检查
# ============================================================================
# 检查网格坐标是否在指定矩形区域内
static func is_grid_in_bounds(grid_pos: Vector2i, min_grid: Vector2i, max_grid: Vector2i) -> bool:
return (grid_pos.x >= min_grid.x and grid_pos.x <= max_grid.x and
grid_pos.y >= min_grid.y and grid_pos.y <= max_grid.y)
# 获取矩形区域内的所有网格坐标
static func get_grids_in_rect(min_grid: Vector2i, max_grid: Vector2i) -> Array[Vector2i]:
var grids: Array[Vector2i] = []
for x in range(min_grid.x, max_grid.x + 1):
for y in range(min_grid.y, max_grid.y + 1):
grids.append(Vector2i(x, y))
return grids
# ============================================================================
# 地图尺寸规范化
# ============================================================================
# 将像素尺寸规范化为网格尺寸的倍数
static func normalize_size_to_grid(pixel_size: Vector2i) -> Vector2i:
return Vector2i(
int(ceil(float(pixel_size.x) / GRID_SIZE)) * GRID_SIZE,
int(ceil(float(pixel_size.y) / GRID_SIZE)) * GRID_SIZE
)
# 计算指定像素尺寸需要多少个网格单元
static func get_grid_count(pixel_size: Vector2i) -> Vector2i:
return Vector2i(
int(ceil(float(pixel_size.x) / GRID_SIZE)),
int(ceil(float(pixel_size.y) / GRID_SIZE))
)
# ============================================================================
# 调试和可视化辅助
# ============================================================================
# 获取网格的边界矩形(用于调试绘制)
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))
# 打印网格信息(调试用)
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)
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)

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# 核心工具类目录
# 存放字符串处理、数学计算等工具类

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class_name StringUtils
# ============================================================================
# StringUtils.gd - 字符串工具类
# ============================================================================
# 静态工具类,提供常用的字符串处理功能
#
# 核心功能:
# - 输入验证(邮箱、用户名、密码)
# - 字符串格式化和转换
# - 时间格式化和相对时间计算
# - 文件大小格式化
#
# 使用方式:
# var is_valid = StringUtils.is_valid_email("user@example.com")
# var formatted_time = StringUtils.format_utc_to_local_time(utc_string)
#
# 注意事项:
# - 所有方法都是静态的,无需实例化
# - 验证方法返回布尔值或包含详细信息的字典
# - 时间处理方法支持UTC到本地时间的转换
# ============================================================================
# ============ 输入验证方法 ============
# 验证邮箱格式
#
# 参数:
# email: String - 待验证的邮箱地址
#
# 返回值:
# bool - true表示格式正确false表示格式错误
#
# 验证规则:
# - 必须包含@符号
# - @前后都必须有内容
# - 域名部分必须包含至少一个点
# - 顶级域名至少2个字符
#
# 使用示例:
# if StringUtils.is_valid_email("user@example.com"):
# 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,}$")
return regex.search(email) != null
# 验证用户名格式
#
# 参数:
# username: String - 待验证的用户名
#
# 返回值:
# bool - true表示格式正确false表示格式错误
#
# 验证规则:
# - 只能包含字母、数字、下划线
# - 长度不能为空且不超过50个字符
# - 不能包含空格或特殊字符
#
# 使用示例:
# if StringUtils.is_valid_username("user_123"):
# print("用户名格式正确")
static func is_valid_username(username: String) -> bool:
# 检查长度
if username.is_empty() or username.length() > 50:
return false
# 检查字符组成
var regex = RegEx.new()
regex.compile("^[a-zA-Z0-9_]+$")
return regex.search(username) != null
# 验证密码强度
#
# 参数:
# password: String - 待验证的密码
#
# 返回值:
# Dictionary - 包含验证结果的详细信息
# {
# "valid": bool, # 是否符合最低要求
# "message": String, # 验证结果消息
# "strength": int # 强度等级 (1-4)
# }
#
# 验证规则:
# - 最少8位最多128位
# - 必须包含字母和数字
# - 强度评级:包含字母(+1)、数字(+1)、特殊字符(+1)、长度>=12(+1)
#
# 使用示例:
# var result = StringUtils.validate_password_strength("MyPass123!")
# if result.valid:
# print("密码强度: ", result.message)
static func validate_password_strength(password: String) -> Dictionary:
var result = {"valid": false, "message": "", "strength": 0}
# 检查长度限制
if password.length() < 8:
result.message = "密码长度至少8位"
return result
if password.length() > 128:
result.message = "密码长度不能超过128位"
return result
# 检查字符类型
var has_letter = false # 是否包含字母
var has_digit = false # 是否包含数字
var has_special = false # 是否包含特殊字符
for i in range(password.length()):
var character = password[i]
if character >= 'a' and character <= 'z' or character >= 'A' and character <= 'Z':
has_letter = true
elif character >= '0' and character <= '9':
has_digit = true
elif character in "!@#$%^&*()_+-=[]{}|;:,.<>?":
has_special = true
# 计算强度等级
var strength = 0
if has_letter:
strength += 1
if has_digit:
strength += 1
if has_special:
strength += 1
if password.length() >= 12:
strength += 1
result.strength = strength
# 检查最低要求
if not (has_letter and has_digit):
result.message = "密码必须包含字母和数字"
return result
# 密码符合要求
result.valid = true
result.message = "密码强度: " + ["", "", "", "很强"][min(strength - 1, 3)]
return result
# ============ 字符串格式化方法 ============
# 截断字符串
#
# 参数:
# text: String - 原始字符串
# max_length: int - 最大长度
# suffix: String - 截断后缀(默认为"..."
#
# 返回值:
# String - 截断后的字符串
#
# 功能:
# - 如果字符串长度超过限制,截断并添加后缀
# - 如果字符串长度未超过限制,返回原字符串
#
# 使用示例:
# var short_text = StringUtils.truncate("这是一个很长的文本", 10, "...")
# # 结果: "这是一个很长..."
static func truncate(text: String, max_length: int, suffix: String = "...") -> String:
if text.length() <= max_length:
return text
return text.substr(0, max_length - suffix.length()) + suffix
# 首字母大写
#
# 参数:
# text: String - 原始字符串
#
# 返回值:
# String - 首字母大写的字符串
#
# 使用示例:
# var capitalized = StringUtils.capitalize_first("hello world")
# # 结果: "Hello world"
static func capitalize_first(text: String) -> String:
if text.is_empty():
return text
return text[0].to_upper() + text.substr(1)
# 转换为标题格式
#
# 参数:
# text: String - 原始字符串
#
# 返回值:
# String - 每个单词首字母大写的字符串
#
# 功能:
# - 将每个单词的首字母转换为大写
# - 其余字母转换为小写
# - 以空格分隔单词
#
# 使用示例:
# var title = StringUtils.to_title_case("hello world game")
# # 结果: "Hello World Game"
static func to_title_case(text: String) -> String:
var words = text.split(" ")
var result = []
for word in words:
if not word.is_empty():
result.append(capitalize_first(word.to_lower()))
return " ".join(result)
# 移除HTML标签
#
# 参数:
# html: String - 包含HTML标签的字符串
#
# 返回值:
# String - 移除HTML标签后的纯文本
#
# 功能:
# - 使用正则表达式移除所有HTML标签
# - 保留标签之间的文本内容
#
# 使用示例:
# var plain_text = StringUtils.strip_html_tags("<p>Hello <b>World</b></p>")
# # 结果: "Hello World"
static func strip_html_tags(html: String) -> String:
var regex = RegEx.new()
regex.compile("<[^>]*>")
return regex.sub(html, "", true)
# 格式化文件大小
#
# 参数:
# bytes: int - 文件大小(字节)
#
# 返回值:
# String - 格式化后的文件大小字符串
#
# 功能:
# - 自动选择合适的单位B, KB, MB, GB, TB
# - 保留一位小数(除了字节)
# - 使用1024作为换算基数
#
# 使用示例:
# var size_text = StringUtils.format_file_size(1536)
# # 结果: "1.5 KB"
static func format_file_size(bytes: int) -> String:
var units = ["B", "KB", "MB", "GB", "TB"]
var size = float(bytes)
var unit_index = 0
# 自动选择合适的单位
while size >= 1024.0 and unit_index < units.size() - 1:
size /= 1024.0
unit_index += 1
# 格式化输出
if unit_index == 0:
return str(int(size)) + " " + units[unit_index]
else:
return "%.1f %s" % [size, units[unit_index]]
# ============ 时间处理方法 ============
# 将UTC时间字符串转换为本地时间显示
#
# 参数:
# utc_time_str: String - UTC时间字符串格式: 2025-12-25T11:23:52.175Z
#
# 返回值:
# String - 格式化的本地时间字符串
#
# 功能:
# - 解析ISO 8601格式的UTC时间
# - 转换为本地时区时间
# - 格式化为易读的中文时间格式
#
# 使用示例:
# var local_time = StringUtils.format_utc_to_local_time("2025-12-25T11:23:52.175Z")
# # 结果: "2025年12月25日 19:23:52" (假设本地时区为UTC+8)
static func format_utc_to_local_time(utc_time_str: String) -> String:
# 解析UTC时间字符串 (格式: 2025-12-25T11:23:52.175Z)
var regex = RegEx.new()
regex.compile("(\\d{4})-(\\d{2})-(\\d{2})T(\\d{2}):(\\d{2}):(\\d{2})")
var result = regex.search(utc_time_str)
if result == null:
return utc_time_str # 如果解析失败,返回原字符串
# 提取时间组件
var year = int(result.get_string(1))
var month = int(result.get_string(2))
var day = int(result.get_string(3))
var hour = int(result.get_string(4))
var minute = int(result.get_string(5))
var second = int(result.get_string(6))
# 创建UTC时间字典
var utc_dict = {
"year": year,
"month": month,
"day": day,
"hour": hour,
"minute": minute,
"second": second
}
# 转换为Unix时间戳UTC
var utc_timestamp = Time.get_unix_time_from_datetime_dict(utc_dict)
# 获取本地时间Godot会自动处理时区转换
var local_dict = Time.get_datetime_dict_from_unix_time(utc_timestamp)
# 格式化为易读的本地时间
return "%04d%02d%02d%02d:%02d:%02d" % [
local_dict.year,
local_dict.month,
local_dict.day,
local_dict.hour,
local_dict.minute,
local_dict.second
]
# 获取相对时间描述
#
# 参数:
# utc_time_str: String - UTC时间字符串
#
# 返回值:
# String - 相对时间描述(如"5分钟后"、"2小时30分钟后"
#
# 功能:
# - 计算指定时间与当前时间的差值
# - 返回人性化的相对时间描述
# - 支持秒、分钟、小时的组合显示
#
# 使用示例:
# var relative_time = StringUtils.get_relative_time_until("2025-12-25T12:00:00Z")
# # 结果: "30分钟后" 或 "现在可以重试"
static func get_relative_time_until(utc_time_str: String) -> String:
# 解析UTC时间字符串
var regex = RegEx.new()
regex.compile("(\\d{4})-(\\d{2})-(\\d{2})T(\\d{2}):(\\d{2}):(\\d{2})")
var result = regex.search(utc_time_str)
if result == null:
return "时间格式错误"
# 提取时间组件
var year = int(result.get_string(1))
var month = int(result.get_string(2))
var day = int(result.get_string(3))
var hour = int(result.get_string(4))
var minute = int(result.get_string(5))
var second = int(result.get_string(6))
# 创建UTC时间字典
var utc_dict = {
"year": year,
"month": month,
"day": day,
"hour": hour,
"minute": minute,
"second": second
}
# 转换为Unix时间戳
var target_timestamp = Time.get_unix_time_from_datetime_dict(utc_dict)
var current_timestamp = Time.get_unix_time_from_system()
# 计算时间差(秒)
var diff_seconds = target_timestamp - current_timestamp
# 格式化相对时间
if diff_seconds <= 0:
return "现在可以重试"
elif diff_seconds < 60:
return "%d秒后" % diff_seconds
elif diff_seconds < 3600:
var minutes = int(diff_seconds / 60)
return "%d分钟后" % minutes
else:
var hours = int(diff_seconds / 3600)
var minutes = int((diff_seconds % 3600) / 60)
if minutes > 0:
return "%d小时%d分钟后" % [hours, minutes]
else:
return "%d小时后" % hours

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