20 Commits

Author SHA1 Message Date
ded049b61b Merge main into qbb0530-main: 解决冲突并保留聊天和位置同步功能 2026-02-07 16:27:53 +08:00
王浩
326ab7ce5c 合并主场景和个人小屋 2026-02-07 14:11:00 +08:00
WhaleTown Developer
603e7d9fc6 修bug 2026-01-20 20:11:07 +08:00
王浩
e989b4adf1 docs: 删除 chat_system.md 计划文档 2026-01-14 17:11:48 +08:00
王浩
6e70aac0b9 fix: 修复聊天消息显示问题
- AuthScene: 修复节点路径错误 (WhaleFrame, UsernameInput)
- ChatManager: 修复 timestamp 类型转换 (String -> float)
- ChatMessage: 修复节点引用获取方式和 UI 显示
- ChatUI: 优化消息列表布局对齐
2026-01-14 17:10:48 +08:00
48216b72f7 Merge pull request 'revert d671e4d3117ae8d902cb15a43a1c1d9c30fc8e27' (#14) from moyin-patch-1 into main
Reviewed-on: #14
2026-01-14 16:45:00 +08:00
229461c83f revert d671e4d311
revert Merge pull request '聊天系统' (#13) from qbb0530/whale-town-front:main into main

Reviewed-on: #13
2026-01-14 16:44:46 +08:00
d671e4d311 Merge pull request '聊天系统' (#13) from qbb0530/whale-town-front:main into main
Reviewed-on: #13
2026-01-14 15:22:13 +08:00
625fe0ff6c merge upstream 2026-01-14 15:19:15 +08:00
WhaleTown Developer
0e5b9f947b refactor: 移除SocketIOClient并更新认证场景
- 移除SocketIOClient.gd及.uid文件
- 更新ChatManager以适配新的架构
- 添加认证UI图片资源和背景音乐
- 优化AuthScene布局和配置
- 更新MainScene和项目配置
2026-01-11 23:12:35 +08:00
王浩
749e2c257b assets: 添加认证UI图片资源 2026-01-09 23:24:32 +08:00
王浩
e335a35f6c feat(chat-ui): 更新聊天UI和场景配置
- 优化聊天消息显示
- 调整UI布局
2026-01-09 23:23:41 +08:00
王浩
136e1344a0 fix(chat): 修复WebSocket连接和消息格式
- 修复连接状态检测时机问题
- 修复聊天消息格式为 {t: chat, content, scope}
- 添加 _send_login_message 函数
- 移除空消息心跳避免服务器错误
2026-01-09 23:21:12 +08:00
WhaleTown Developer
25a21f92be feat(chat): 优化聊天UI布局和WebSocket连接
- 更新 WebSocket URL 以支持 Socket.IO 握手参数 (EIO=4)
- 重构聊天面板布局,使用绝对定位和百分比锚点
- 优化输入框样式,添加装饰元素
- 修复输入框焦点释放的事件冲突问题
- 将 ChatUI 集成到主场景中
- 改进主场景容器布局设置
2026-01-08 23:59:21 +08:00
王浩
9c2e3bf15a refactor(chat-ui): 移除HeaderContainer和SendButton,添加装饰图片,修复Enter键监听
- 删除 HeaderContainer 和 StatusLabel(状态显示)
- 删除 SendButton(发送按钮)
- 添加聊天框背景图和装饰图片
- 设置 TextureRect modulate 为白色,修复黑框问题
- 移除 ChatPanel 背景色,使背景透明
- 修复 is_key_pressed 错误,改用 InputEventKey 类型检查
- 移除 _update_connection_status 函数及相关调用
2026-01-08 18:14:48 +08:00
WhaleTown Developer
9e288dbb62 docs: 更新聊天系统实施进度
- 简化文档,移除详细修复记录
- 更新实施状态:所有编译错误已修复
- 记录待后端解决的 Zulip 集成问题
2026-01-08 00:31:07 +08:00
WhaleTown Developer
c8e73bec59 fix: 修复聊天系统编译错误
- 修复 WebSocketManager/SocketIOClient 函数缩进错误
- 重命名 is_connected() 避免与 Object 基类冲突
- 修复 tscn 文件多余前导空格
- 修复测试文件 GUT 断言函数调用
- 添加 GUT 测试框架
2026-01-08 00:11:12 +08:00
王浩
16f24ab26f feat:添加聊天UI资源文件
- 添加聊天界面UI资源(缩略框背景、输入框背景、装饰图片)
- 修复 GrassTile.gd.uid 文件缺失

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

Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
2026-01-07 17:46:26 +08:00
王浩
414225e8c1 docs:更新项目规范文档
- 在 claude.md 添加 Plan Mode Protocol 章节
- 明确规划阶段的输出要求和执行报告流程
- 强制要求在每个 TODO 完成后更新文档并等待用户确认

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

Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
2026-01-07 17:42:48 +08:00
王浩
fb7cba4088 feat:实现聊天系统核心功能
- 添加 SocketIOClient.gd 实现 Socket.IO 协议封装
- 添加 WebSocketManager.gd 管理连接生命周期和自动重连
- 添加 ChatManager.gd 实现聊天业务逻辑与会话管理
  - 支持当前会话缓存(最多 100 条消息)
  - 支持历史消息按需加载(每次 100 条)
  - 每次登录/重连自动重置会话缓存
  - 客户端频率限制(10 条/分钟)
  - Token 管理与认证
- 添加 ChatMessage.gd/tscn 消息气泡 UI 组件
- 添加 ChatUI.gd/tscn 聊天界面
- 在 EventNames.gd 添加 7 个聊天事件常量
- 在 AuthManager.gd 添加 game_token 管理方法
- 添加完整的单元测试(128 个测试用例)
  - test_socketio_client.gd (42 个测试)
  - test_websocket_manager.gd (38 个测试)
  - test_chat_manager.gd (48 个测试)

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

Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
2026-01-07 17:42:31 +08:00
124 changed files with 8014 additions and 169 deletions

View File

@@ -68,6 +68,9 @@ enum LoginMode {
# ============ 成员变量 ============
# 当前用户ID静态变量用于BaseLevel等场景访问
static var current_user_id: String = ""
# 登录状态
var current_login_mode: LoginMode = LoginMode.PASSWORD
var is_processing: bool = false
@@ -80,10 +83,25 @@ var current_email: String = ""
# 网络请求管理
var active_request_ids: Array = []
# ============ Token 管理 ============
# 本地存储路径常量
const AUTH_CONFIG_PATH: String = "user://auth.cfg"
# Token 存储(内存中,用于快速访问)
var _access_token: String = "" # JWT访问令牌短期用于API和WebSocket
var _refresh_token: String = "" # JWT刷新令牌长期用于获取新access_token
var _user_info: Dictionary = {} # 用户信息
var _token_expiry: float = 0.0 # access_token过期时间Unix时间戳
# 游戏 token废弃保留供旧接口
var _game_token: String = "" # @deprecated 使用 _access_token 替代
# ============ 生命周期方法 ============
# 初始化管理器
func _init():
func _init() -> void:
_load_auth_data()
print("AuthManager 初始化完成")
# 清理资源
@@ -93,6 +111,162 @@ func cleanup():
NetworkManager.cancel_request(request_id)
active_request_ids.clear()
# ============ Token 管理 ============
# 保存 Token 到内存
#
# 参数:
# data: Dictionary - 登录响应数据
#
# 功能:
# - 从登录响应中提取 access_token 和 refresh_token
# - 保存到内存变量中
# - 保存用户信息
func _save_tokens_to_memory(data: Dictionary) -> void:
if not data.has("data"):
push_warning("AuthManager: 登录响应中没有 data 字段")
return
var token_data: Dictionary = data.data
_access_token = token_data.get("access_token", "")
_refresh_token = token_data.get("refresh_token", "")
_user_info = token_data.get("user", {})
_token_expiry = Time.get_unix_time_from_system() + float(token_data.get("expires_in", 0))
# 设置当前用户ID用于BaseLevel等场景
if _user_info.has("id"):
AuthManager.current_user_id = str(_user_info.id)
_game_token = _access_token
# 保存 Token 到本地ConfigFile
#
# 参数:
# data: Dictionary - 登录响应数据
#
# 功能:
# - 将 refresh_token 和用户信息保存到 ConfigFile
# - access_token 不保存到本地,仅保存在内存中
func _save_tokens_to_local(data: Dictionary) -> void:
if not data.has("data"):
return
var token_data: Dictionary = data.data
var auth_data: Dictionary = {
"refresh_token": token_data.get("refresh_token", ""),
"user_id": token_data.get("user", {}).get("id", ""),
"username": token_data.get("user", {}).get("username", ""),
"saved_at": Time.get_unix_time_from_system()
}
var config: ConfigFile = ConfigFile.new()
config.load(AUTH_CONFIG_PATH)
config.set_value("auth", "refresh_token", auth_data["refresh_token"])
config.set_value("auth", "user_id", auth_data["user_id"])
config.set_value("auth", "username", auth_data["username"])
config.set_value("auth", "saved_at", auth_data["saved_at"])
var error: Error = config.save(AUTH_CONFIG_PATH)
if error != OK:
push_error("AuthManager: 保存Token到本地失败错误码: %d" % error)
# 从本地加载 Token游戏启动时调用
#
# 功能:
# - 从 ConfigFile 加载 refresh_token 和用户信息
# - access_token 需要通过 refresh_token 刷新获取
func _load_auth_data() -> void:
if not FileAccess.file_exists(AUTH_CONFIG_PATH):
return
var config: ConfigFile = ConfigFile.new()
var error: Error = config.load(AUTH_CONFIG_PATH)
if error != OK:
push_error("AuthManager: 加载本地认证数据失败,错误码: %d" % error)
return
_refresh_token = config.get_value("auth", "refresh_token", "")
var user_id: String = config.get_value("auth", "user_id", "")
var username: String = config.get_value("auth", "username", "")
if not _refresh_token.is_empty():
_user_info = {
"id": user_id,
"username": username
}
else:
push_warning("AuthManager: 本地认证数据无效(没有 refresh_token")
# 清除本地认证数据(登出时调用)
#
# 功能:
# - 清除内存中的 Token
# - 删除本地 ConfigFile
func _clear_auth_data() -> void:
_access_token = ""
_refresh_token = ""
_user_info = {}
_token_expiry = 0.0
_game_token = ""
if FileAccess.file_exists(AUTH_CONFIG_PATH):
DirAccess.remove_absolute(AUTH_CONFIG_PATH)
# ============ Token 访问方法 ============
# 设置游戏 token建议优先使用 _save_tokens_to_memory
#
# 参数:
# token: String - 游戏认证 token
#
# 使用场景:
# - 登录成功后设置 token
# - 从服务器响应中获取 token
func set_game_token(token: String) -> void:
_game_token = token
_access_token = token # 同步更新 access_token
# 获取游戏 token
#
# 返回值:
# String - access_token如果未设置则返回空字符串
#
# 使用场景:
# - ChatManager 连接 WebSocket 时需要 token
# - 其他需要游戏认证的场景
func get_game_token() -> String:
return _access_token
# 获取 access token
#
# 返回值:
# String - JWT访问令牌
#
# 使用场景:
# - API请求认证
# - WebSocket聊天认证
func get_access_token() -> String:
return _access_token
# 获取 refresh token
#
# 返回值:
# String - JWT刷新令牌
#
# 使用场景:
# - 刷新过期的 access token
func get_refresh_token() -> String:
return _refresh_token
# 获取用户信息
#
# 返回值:
# Dictionary - 用户信息字典
func get_user_info() -> Dictionary:
return _user_info
# ============ 登录相关方法 ============
# 执行密码登录

View File

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

View File

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

View File

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

View File

@@ -0,0 +1 @@
uid://biyq426f66nkb

View File

@@ -109,13 +109,6 @@ class RequestInfo:
var active_requests: Dictionary = {} # 存储所有活动请求 {request_id: RequestInfo}
var request_counter: int = 0 # 请求计数器用于生成唯一ID
# ============ 生命周期方法 ============
# 初始化网络管理器
# 在节点准备就绪时调用
func _ready():
print("NetworkManager 已初始化")
# ============ 公共API接口 ============
# 发送GET请求
@@ -193,14 +186,6 @@ func delete_request(endpoint: String, callback: Callable = Callable(), timeout:
#
# 回调函数签名:
# func callback(success: bool, data: Dictionary, error_info: Dictionary)
#
# 使用示例:
# NetworkManager.login("user@example.com", "password123", func(success, data, error):
# if success:
# print("登录成功: ", data)
# else:
# print("登录失败: ", error.message)
# )
func login(identifier: String, password: String, callback: Callable = Callable()) -> String:
var data = {
"identifier": identifier,
@@ -472,41 +457,24 @@ func send_request(endpoint: String, method: RequestType, headers: PackedStringAr
var godot_method = _convert_to_godot_method(method)
var error = http_request.request(full_url, headers, godot_method, body)
print("=== 发送网络请求 ===")
print("请求ID: ", request_id)
print("URL: ", full_url)
print("方法: ", RequestType.keys()[method])
print("Headers: ", headers)
print("Body: ", body if body.length() < 200 else body.substr(0, 200) + "...")
print("发送结果: ", error)
if error != OK:
print("请求发送失败,错误码: ", error)
push_error("NetworkManager: 请求发送失败,错误码: %d" % 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)
func _on_request_completed(request_id: String, _result: int, response_code: int,
_headers: PackedStringArray, body: PackedByteArray):
# 获取请求信息
if not active_requests.has(request_id):
print("警告: 未找到请求ID ", request_id)
push_warning("NetworkManager: 未找到请求ID %s" % 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")
@@ -542,13 +510,11 @@ func _handle_response(request_id: String, response_code: int, data: Dictionary):
# 特殊情况206测试模式 - 根据API文档这是成功的测试模式响应
elif response_code == 206 and error_code == "TEST_MODE_ONLY":
is_success = true
print("🧪 测试模式响应: ", message)
# 201创建成功
elif response_code == 201:
is_success = true
if is_success:
print("✅ 请求成功: ", request_id)
# 发送成功信号
request_completed.emit(request_id, true, data)
@@ -556,8 +522,6 @@ func _handle_response(request_id: String, response_code: int, data: Dictionary):
if request_info.callback.is_valid():
request_info.callback.call(true, data, {})
else:
print("❌ 请求失败: ", request_id, " - HTTP:", response_code, " 错误码:", error_code, " 消息:", message)
# 确定错误类型
var error_type = _determine_error_type(response_code, error_code)
@@ -579,7 +543,7 @@ func _handle_response(request_id: String, response_code: int, data: Dictionary):
# 处理请求错误
func _handle_request_error(request_id: String, error_type: ErrorType, message: String):
print("❌ 请求错误: ", request_id, " - ", message)
push_error("NetworkManager: 请求错误 %s - %s" % [request_id, message])
# 发送错误信号
request_failed.emit(request_id, ErrorType.keys()[error_type], message)
@@ -639,8 +603,6 @@ func _cleanup_request(request_id: String):
# 从活动请求中移除
active_requests.erase(request_id)
print("🧹 清理请求: ", request_id)
# 转换请求方法
func _convert_to_godot_method(method: RequestType) -> HTTPClient.Method:
match method:
@@ -662,14 +624,12 @@ func _convert_to_godot_method(method: RequestType) -> HTTPClient.Method:
# 取消请求
func cancel_request(request_id: String) -> bool:
if active_requests.has(request_id):
print("🚫 取消请求: ", request_id)
_cleanup_request(request_id)
return true
return false
# 取消所有请求
func cancel_all_requests():
print("🚫 取消所有请求")
var request_ids = active_requests.keys()
for request_id in request_ids:
cancel_request(request_id)

View File

@@ -128,21 +128,15 @@ func handle_send_verification_code_response(success: bool, data: Dictionary, err
var error_code = data.get("error_code", "")
if error_code == "TEST_MODE_ONLY":
result.success = true
result.message = "🧪 测试模式:验证码已生成,请查看控制台"
result.message = "🧪 测试模式:验证码已生成"
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)
@@ -156,18 +150,15 @@ func handle_send_login_code_response(success: bool, data: Dictionary, error_info
var error_code = data.get("error_code", "")
if error_code == "TEST_MODE_ONLY":
result.success = true
result.message = "测试模式:登录验证码已生成,请查看控制台"
result.message = "测试模式:登录验证码已生成"
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)
result.message += "\n验证码: " + str(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)
@@ -214,18 +205,15 @@ func handle_resend_email_verification_response(success: bool, data: Dictionary,
var error_code = data.get("error_code", "")
if error_code == "TEST_MODE_ONLY":
result.success = true
result.message = "🧪 测试模式:验证码已重新生成,请查看控制台"
result.message = "🧪 测试模式:验证码已重新生成"
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)
result.message += "\n验证码: " + str(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)
@@ -239,18 +227,15 @@ func handle_forgot_password_response(success: bool, data: Dictionary, error_info
var error_code = data.get("error_code", "")
if error_code == "TEST_MODE_ONLY":
result.success = true
result.message = "🧪 测试模式:重置验证码已生成,请查看控制台"
result.message = "🧪 测试模式:重置验证码已生成"
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)
result.message += "\n验证码: " + str(data.data.verification_code)
else:
result.success = true
result.message = "📧 重置验证码已发送,请查收"
result.toast_type = "success"
if data.has("data") and data.data.has("verification_code"):
print("🔑 开发环境重置验证码: ", data.data.verification_code)
else:
result = _handle_forgot_password_error(data, error_info)

View File

@@ -36,6 +36,8 @@ signal scene_change_started(scene_name: String)
# 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)
var _next_spawn_name: String = "" # 下一个场景的出生点名称 (String)
# 场景路径映射表
# 将场景名称映射到实际的文件路径
@@ -47,16 +49,14 @@ var scene_paths: Dictionary = {
"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
"settings": "res://scenes/ui/SettingsWindow.tscn", # 设置界面
"square": "res://scenes/Maps/square.tscn", # 广场地图
"room": "res://scenes/Maps/room.tscn", # 房间地图
"fountain": "res://scenes/Maps/fountain.tscn", # 喷泉地图
"datawhale_home": "res://scenes/Maps/datawhale_home.tscn", # 数据鲸鱼之家
"community": "res://scenes/Maps/community.tscn" # 社区地图
}
# ============ 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
@@ -77,8 +77,6 @@ func _ready():
#
# 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
@@ -87,16 +85,15 @@ func _ready():
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")
push_warning("SceneManager: 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)
push_error("SceneManager: 未找到场景 %s" % 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
@@ -109,7 +106,7 @@ func change_scene(scene_name: String, use_transition: bool = true):
# 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)
push_error("SceneManager: 场景切换失败 %s -> %s, 错误码: %d" % [current_scene_name, scene_name, error])
is_changing_scene = false
return false
@@ -122,7 +119,6 @@ func change_scene(scene_name: String, use_transition: bool = true):
if use_transition:
await hide_transition()
print("场景切换完成: ", scene_name)
return true
# ============ 查询方法 ============
@@ -134,6 +130,72 @@ func change_scene(scene_name: String, use_transition: bool = true):
func get_current_scene_name() -> String:
return current_scene_name
# ============ 场景位置和出生点管理 ============
# 设置下一个场景的初始位置
#
# 参数:
# pos: Vector2 - 玩家在下一个场景的初始位置
#
# 功能:
# - 用于场景切换时传递玩家位置信息
# - 配合 DoorTeleport 等传送机制使用
#
# 使用示例:
# SceneManager.set_next_scene_position(Vector2(100, 200))
# SceneManager.change_scene("room")
func set_next_scene_position(pos: Vector2) -> void:
_next_scene_position = pos
# 获取并清除下一个场景的初始位置
#
# 返回值:
# Variant - Vector2 位置或 null如果未设置
#
# 功能:
# - 获取预设的场景初始位置
# - 获取后自动清除,避免影响后续场景切换
#
# 注意事项:
# - 此方法会清除存储的位置,只能获取一次
# - 如果未设置位置,返回 null
func get_next_scene_position() -> Variant:
var pos = _next_scene_position
_next_scene_position = null
return pos
# 设置下一个场景的出生点名称
#
# 参数:
# spawn_name: String - 出生点节点的名称
#
# 功能:
# - 指定玩家在下一个场景应该出现在哪个出生点
# - 配合场景中的 Marker2D 出生点使用
#
# 使用示例:
# SceneManager.set_next_spawn_name("DoorExit")
# SceneManager.change_scene("square")
func set_next_spawn_name(spawn_name: String) -> void:
_next_spawn_name = spawn_name
# 获取并清除下一个场景的出生点名称
#
# 返回值:
# String - 出生点名称(如果未设置则返回空字符串)
#
# 功能:
# - 获取预设的出生点名称
# - 获取后自动清除,避免影响后续场景切换
#
# 注意事项:
# - 此方法会清除存储的名称,只能获取一次
# - 如果未设置名称,返回空字符串
func get_next_spawn_name() -> String:
var name = _next_spawn_name
_next_spawn_name = ""
return name
# ============ 场景注册方法 ============
# 注册新场景
@@ -150,7 +212,6 @@ func get_current_scene_name() -> String:
# SceneManager.register_scene("boss_battle", "res://scenes/boss/boss_battle.tscn")
func register_scene(scene_name: String, scene_path: String):
scene_paths[scene_name] = scene_path
print("注册场景: ", scene_name, " -> ", scene_path)
# ============ 过渡效果方法 ============
@@ -166,8 +227,7 @@ func register_scene(scene_name: String, scene_path: String):
#
# TODO: 实现淡入淡出、滑动等过渡效果
func show_transition():
# TODO: 实现场景切换过渡效果
print("显示场景切换过渡效果")
# TODO: 实现场景切换过渡效果(当前仅占位延时)
await get_tree().create_timer(0.2).timeout
# 隐藏场景切换过渡效果
@@ -182,6 +242,5 @@ func show_transition():
#
# TODO: 实现与show_transition()对应的隐藏效果
func hide_transition():
# TODO: 隐藏场景切换过渡效果
print("隐藏场景切换过渡效果")
# TODO: 隐藏场景切换过渡效果(当前仅占位延时)
await get_tree().create_timer(0.2).timeout

View File

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

View File

@@ -0,0 +1,429 @@
extends Node
# ============================================================================
# WebSocketManager.gd - WebSocket 连接生命周期管理(原生 WebSocket 版本)
# ============================================================================
# 管理 WebSocket 连接状态、自动重连和错误恢复
#
# 核心职责:
# - 连接状态管理(断开、连接中、已连接、重连中)
# - 自动重连机制(指数退避)
# - 连接错误恢复
# - WebSocket 消息发送/接收
# ============================================================================
# 使用方式:
# WebSocketManager.connect_to_game_server()
# WebSocketManager.connection_state_changed.connect(_on_state_changed)
#
# 注意事项:
# - 作为自动加载单例,全局可访问
# - 自动处理连接断开和重连
# - 通过信号通知连接状态变化
# ============================================================================
class_name ChatWebSocketManager
# ============================================================================
# 信号定义
# ============================================================================
# 连接状态变化信号
# 参数:
# new_state: ConnectionState - 新的连接状态
signal connection_state_changed(new_state: ConnectionState)
# 连接丢失信号
signal connection_lost()
# 重连成功信号
signal reconnection_succeeded()
# 重连失败信号
# 参数:
# attempt: int - 当前重连尝试次数
# max_attempts: int - 最大重连次数
signal reconnection_failed(attempt: int, max_attempts: int)
# WebSocket 消息接收信号
# 参数:
# message: String - 接收到的消息内容JSON 字符串)
signal data_received(message: String)
# ============================================================================
# 枚举定义
# ============================================================================
# 连接状态枚举
enum ConnectionState {
DISCONNECTED, # 未连接
CONNECTING, # 连接中
CONNECTED, # 已连接
RECONNECTING, # 重连中
ERROR # 错误状态
}
# ============================================================================
# 常量定义
# ============================================================================
# WebSocket 服务器 URL原生 WebSocket
const WEBSOCKET_URL: String = "wss://whaletownend.xinghangee.icu/game"
# 默认最大重连次数
const DEFAULT_MAX_RECONNECT_ATTEMPTS: int = 5
# 默认重连基础延迟(秒)
const DEFAULT_RECONNECT_BASE_DELAY: float = 3.0
# 最大重连延迟(秒)
const MAX_RECONNECT_DELAY: float = 30.0
# ============================================================================
# 成员变量
# ============================================================================
# WebSocket peer
var _websocket_peer: WebSocketPeer = WebSocketPeer.new()
# 当前连接状态
var _connection_state: ConnectionState = ConnectionState.DISCONNECTED
# 自动重连启用标志
var _auto_reconnect_enabled: bool = true
# 最大重连次数
var _max_reconnect_attempts: int = DEFAULT_MAX_RECONNECT_ATTEMPTS
# 重连基础延迟
var _reconnect_base_delay: float = DEFAULT_RECONNECT_BASE_DELAY
# 当前重连尝试次数
var _reconnect_attempt: int = 0
# 重连定时器
var _reconnect_timer: Timer = Timer.new()
# 是否为正常关闭(非异常断开)
var _clean_close: bool = true
# 心跳定时器
var _heartbeat_timer: Timer = Timer.new()
# 心跳间隔(秒)
const HEARTBEAT_INTERVAL: float = 30.0
# ============================================================================
# 生命周期方法
# ============================================================================
# 初始化
func _ready() -> void:
# 设置重连定时器
_setup_reconnect_timer()
# 设置心跳定时器
_setup_heartbeat_timer()
# 启动处理循环
set_process(true)
# 处理每帧
func _process(_delta: float) -> void:
# 检查 WebSocket 状态变化
_check_websocket_state()
var state: WebSocketPeer.State = _websocket_peer.get_ready_state()
if state == WebSocketPeer.STATE_OPEN:
# 接收数据
_websocket_peer.poll()
# 处理收到的数据
while _websocket_peer.get_available_packet_count() > 0:
var packet: PackedByteArray = _websocket_peer.get_packet()
var message: String = packet.get_string_from_utf8()
# 发射消息接收信号
data_received.emit(message)
# 清理
func _exit_tree() -> void:
_disconnect()
if is_instance_valid(_reconnect_timer):
_reconnect_timer.stop()
_reconnect_timer.queue_free()
if is_instance_valid(_heartbeat_timer):
_heartbeat_timer.stop()
_heartbeat_timer.queue_free()
# ============================================================================
# 公共 API - 连接管理
# ============================================================================
# 连接到游戏服务器
func connect_to_game_server() -> void:
if _connection_state == ConnectionState.CONNECTED or _connection_state == ConnectionState.CONNECTING:
push_warning("已经在连接或已连接状态")
return
_set_connection_state(ConnectionState.CONNECTING)
_clean_close = true
_reconnect_attempt = 0
var err: Error = _websocket_peer.connect_to_url(WEBSOCKET_URL)
if err != OK:
push_error("WebSocketManager: 连接失败 - %s" % error_string(err))
_set_connection_state(ConnectionState.ERROR)
return
# 启动心跳
_start_heartbeat()
# 断开 WebSocket 连接
func disconnect_websocket() -> void:
_disconnect()
# 断开连接(内部方法)
func _disconnect() -> void:
_clean_close = true
# 停止重连定时器
_reconnect_timer.stop()
# 停止心跳
_heartbeat_timer.stop()
# 关闭 WebSocket
if _websocket_peer.get_ready_state() == WebSocketPeer.STATE_OPEN:
_websocket_peer.close()
_set_connection_state(ConnectionState.DISCONNECTED)
# 检查 WebSocket 是否已连接
#
# 返回值:
# bool - WebSocket 是否已连接
func is_websocket_connected() -> bool:
return _connection_state == ConnectionState.CONNECTED
# 获取当前连接状态
#
# 返回值:
# ConnectionState - 当前连接状态
func get_connection_state() -> ConnectionState:
return _connection_state
# ============================================================================
# 公共 API - 消息发送
# ============================================================================
# 发送 WebSocket 消息
#
# 参数:
# message: String - 要发送的消息内容JSON 字符串)
#
# 返回值:
# Error - 错误码OK 表示成功
func send_message(message: String) -> Error:
if _websocket_peer.get_ready_state() != WebSocketPeer.STATE_OPEN:
push_warning("WebSocketManager: 未连接,无法发送消息")
return ERR_UNCONFIGURED
var err: Error = _websocket_peer.send_text(message)
if err != OK:
push_error("WebSocketManager: 发送消息失败 - %s" % error_string(err))
return err
return OK
# ============================================================================
# 公共 API - 自动重连
# ============================================================================
# 启用/禁用自动重连
#
# 参数:
# enabled: bool - 是否启用自动重连
# max_attempts: int - 最大重连次数(默认 5
# base_delay: float - 基础重连延迟,秒(默认 3.0
#
# 使用示例:
# WebSocketManager.enable_auto_reconnect(true, 5, 3.0)
func enable_auto_reconnect(enabled: bool, max_attempts: int = DEFAULT_MAX_RECONNECT_ATTEMPTS, base_delay: float = DEFAULT_RECONNECT_BASE_DELAY) -> void:
_auto_reconnect_enabled = enabled
_max_reconnect_attempts = max_attempts
_reconnect_base_delay = base_delay
# 获取重连信息
#
# 返回值:
# Dictionary - 重连信息 {enabled, attempt, max_attempts, delay}
func get_reconnect_info() -> Dictionary:
return {
"enabled": _auto_reconnect_enabled,
"attempt": _reconnect_attempt,
"max_attempts": _max_reconnect_attempts,
"next_delay": _calculate_reconnect_delay() if _connection_state == ConnectionState.RECONNECTING else 0.0
}
# ============================================================================
# 内部方法 - 连接状态管理
# ============================================================================
# 设置连接状态
func _set_connection_state(new_state: ConnectionState) -> void:
if _connection_state == new_state:
return
_connection_state = new_state
# 发射信号
connection_state_changed.emit(new_state)
# ============================================================================
# 内部方法 - WebSocket 状态监控
# ============================================================================
# 检查 WebSocket 状态变化
func _check_websocket_state() -> void:
# 必须先 poll 才能获取最新状态
_websocket_peer.poll()
var state: WebSocketPeer.State = _websocket_peer.get_ready_state()
match state:
WebSocketPeer.STATE_CONNECTING:
# 正在连接
if _connection_state != ConnectionState.CONNECTING and _connection_state != ConnectionState.RECONNECTING:
_set_connection_state(ConnectionState.CONNECTING)
WebSocketPeer.STATE_OPEN:
# 连接成功
if _connection_state != ConnectionState.CONNECTED:
_on_websocket_connected()
WebSocketPeer.STATE_CLOSING:
# 正在关闭
pass
WebSocketPeer.STATE_CLOSED:
# 连接关闭
var code: int = _websocket_peer.get_close_code()
_on_websocket_closed(code != 0) # code=0 表示正常关闭
# WebSocket 连接成功处理
func _on_websocket_connected() -> void:
# 如果是重连,发射重连成功信号
if _connection_state == ConnectionState.RECONNECTING:
_reconnect_attempt = 0
reconnection_succeeded.emit()
_set_connection_state(ConnectionState.CONNECTED)
# WebSocket 连接关闭处理
func _on_websocket_closed(clean_close: bool) -> void:
_clean_close = clean_close
# 如果是异常断开且启用了自动重连
if not clean_close and _auto_reconnect_enabled:
connection_lost.emit()
_attempt_reconnect()
else:
_set_connection_state(ConnectionState.DISCONNECTED)
# ============================================================================
# 内部方法 - 重连机制
# ============================================================================
# 设置重连定时器
func _setup_reconnect_timer() -> void:
_reconnect_timer = Timer.new()
_reconnect_timer.one_shot = true
_reconnect_timer.autostart = false
add_child(_reconnect_timer)
_reconnect_timer.timeout.connect(_on_reconnect_timeout)
# 尝试重连
func _attempt_reconnect() -> void:
# 检查是否超过最大重连次数
if _reconnect_attempt >= _max_reconnect_attempts:
push_error("WebSocketManager: 达到最大重连次数 (%d),停止重连" % _max_reconnect_attempts)
reconnection_failed.emit(_reconnect_attempt, _max_reconnect_attempts)
_set_connection_state(ConnectionState.ERROR)
return
_reconnect_attempt += 1
_set_connection_state(ConnectionState.RECONNECTING)
# 计算重连延迟(指数退避)
var delay: float = _calculate_reconnect_delay()
# 启动重连定时器
_reconnect_timer.start(delay)
# 计算重连延迟(指数退避)
func _calculate_reconnect_delay() -> float:
# 指数退避: base_delay * 2^(attempt-1)
var delay: float = _reconnect_base_delay * pow(2.0, _reconnect_attempt - 1)
# 限制最大延迟
return min(delay, MAX_RECONNECT_DELAY)
# 重连定时器超时处理
func _on_reconnect_timeout() -> void:
_clean_close = false
connect_to_game_server()
# ============================================================================
# 内部方法 - 心跳机制
# ============================================================================
# 设置心跳定时器
func _setup_heartbeat_timer() -> void:
_heartbeat_timer = Timer.new()
_heartbeat_timer.wait_time = HEARTBEAT_INTERVAL
_heartbeat_timer.one_shot = false
_heartbeat_timer.autostart = false
add_child(_heartbeat_timer)
_heartbeat_timer.timeout.connect(_on_heartbeat)
# 启动心跳
func _start_heartbeat() -> void:
_heartbeat_timer.start()
# 停止心跳
func _stop_heartbeat() -> void:
_heartbeat_timer.stop()
# 心跳超时处理
func _on_heartbeat() -> void:
# 不发送心跳,避免服务器返回 "消息格式错误"
# 如果需要心跳,服务器应该支持特定格式
pass
# ============================================================================
# 工具方法
# ============================================================================
# 获取连接状态描述
#
# 返回值:
# String - 连接状态描述
func get_state_description() -> String:
match _connection_state:
ConnectionState.DISCONNECTED:
return "未连接"
ConnectionState.CONNECTING:
return "连接中"
ConnectionState.CONNECTED:
return "已连接"
ConnectionState.RECONNECTING:
return "重连中 (%d/%d)" % [_reconnect_attempt, _max_reconnect_attempts]
ConnectionState.ERROR:
return "错误"
_:
return "未知状态"

View File

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

View File

@@ -131,13 +131,14 @@ 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
static func print_grid_info(world_pos: Vector2) -> void:
# 获取网格信息(调试辅助
static func print_grid_info(world_pos: Vector2) -> Dictionary:
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)
return {
"world_position": world_pos,
"grid_position": grid_pos,
"snapped_position": snapped_pos,
"center_position": center_pos
}

View File

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

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View File

@@ -22,6 +22,11 @@ SceneManager="*res://_Core/managers/SceneManager.gd"
EventSystem="*res://_Core/systems/EventSystem.gd"
NetworkManager="*res://_Core/managers/NetworkManager.gd"
ResponseHandler="*res://_Core/managers/ResponseHandler.gd"
<<<<<<< HEAD
ChatManager="*res://_Core/managers/ChatManager.gd"
LocationManager="*res://_Core/managers/LocationManager.gd"
=======
>>>>>>> main
[debug]
@@ -29,10 +34,15 @@ gdscript/warnings/treat_warnings_as_errors=false
[display]
<<<<<<< HEAD
window/size/viewport_width=1920
window/size/viewport_height=1440
=======
window/size/viewport_width=1376
window/size/viewport_height=768
>>>>>>> main
window/size/mode=2
window/stretch/mode="canvas_items"
window/stretch/mode="viewport"
window/stretch/aspect="expand"
[gui]
@@ -85,6 +95,8 @@ locale/test="zh_CN"
renderer/rendering_method="gl_compatibility"
renderer/rendering_method.mobile="gl_compatibility"
textures/vram_compression/import_etc2_astc=true
2d/snap/snap_2d_transforms_to_pixel=true
2d/snap/snap_2d_vertices_to_pixel=true
fonts/dynamic_fonts/use_oversampling=true
debug/disable_vsync=false
debug/settings/stdout/print_fps=false

View File

@@ -75,7 +75,6 @@ func show_main_game():
main_game_ui.visible = true
user_label.text = "当前用户: " + current_user
update_player_status()
print("进入主游戏界面")
func update_player_status():
level_label.text = "等级: " + str(player_level)
@@ -86,34 +85,66 @@ func update_player_status():
func _on_login_success(username: String):
# 登录成功后的处理
current_user = username
print("用户 ", username, " 登录成功!")
show_main_game()
# 连接到聊天服务器(在进入游戏界面之前)
# 注意token 已在 AuthScene._on_controller_login_success 中设置
ChatManager.connect_to_chat_server()
# 连接到位置同步服务器
LocationManager.connect_to_server()
# 直接进入游戏地图不显示MainGameUI
_setup_game_environment()
func _on_logout_pressed():
# 登出处理
current_user = ""
# 断开聊天服务器连接
ChatManager.disconnect_from_chat_server()
show_auth_scene()
# 游戏功能按钮处理
func _on_explore_pressed():
print("探索小镇功能")
show_game_message("🗺️ 探索功能开发中...")
func _on_inventory_pressed():
print("背包功能")
show_game_message("🎒 背包功能开发中...")
func _on_shop_pressed():
print("商店功能")
show_game_message("🏪 商店功能开发中...")
func _on_friends_pressed():
print("好友功能")
show_game_message("👥 好友功能开发中...")
func show_game_message(message: String):
print("游戏消息: ", message)
# 这里可以添加UI提示框显示消息
func show_game_message(_message: String):
# TODO: 用 Toast 或游戏内提示框替代占位实现
pass
# 设置游戏环境(登录后直接加载地图)
func _setup_game_environment():
# 防止登录切场景时输入状态残留导致角色“卡移动键”
_release_movement_actions()
# 1. 隐藏UI
current_state = GameState.MAIN_GAME
auth_scene.visible = false
main_game_ui.visible = false
# 2. 隐藏聊天框需要按Enter才显示
if is_instance_valid(chat_ui) and chat_ui.has_method("hide_chat"):
chat_ui.hide_chat()
# 3. 使用 SceneManager 切换到广场地图
SceneManager.change_scene("square", false) # false = 不使用过渡效果
func _release_movement_actions() -> void:
Input.action_release("move_left")
Input.action_release("move_right")
Input.action_release("move_up")
Input.action_release("move_down")
Input.flush_buffered_events()
# 处理全局输入
func _input(event):

287
scenes/Maps/BaseLevel.gd Normal file
View File

@@ -0,0 +1,287 @@
class_name BaseLevel
extends Node2D
# 基础关卡脚本
# 负责处理通用的关卡逻辑,如玩家生成
const CHAT_UI_SCENE: PackedScene = preload("res://scenes/ui/ChatUI.tscn")
const CHAT_UI_NODE_NAME: String = "ChatUI"
const UI_LAYER_NODE_NAME: String = "UILayer"
const UI_LAYER_ORDER: int = 10
func _ready():
_ensure_chat_ui()
# 延时一帧确保所有子节点就绪
call_deferred("_spawn_player")
# 连接到多人会话
# 获取当前场景名字作为 Session ID
_current_session_id = SceneManager.get_current_scene_name()
if _current_session_id == "":
_current_session_id = "square"
# 如果是私人场景,生成唯一的 Session ID (e.g., room_123)
if _current_session_id in PRIVATE_SCENES:
_current_session_id = _current_session_id + "_" + str(AuthManager.current_user_id)
# 如果 WebSocket 已连接,直接加入
if LocationManager._socket.get_ready_state() == WebSocketPeer.STATE_OPEN:
_join_session_with_player(_current_session_id)
else:
# 否则等待连接成功信号
LocationManager.connected_to_server.connect(func(): _join_session_with_player(_current_session_id))
# 连接远程玩家相关信号
LocationManager.session_joined.connect(_on_session_joined)
LocationManager.user_joined.connect(_on_user_joined)
LocationManager.user_left.connect(_on_user_left)
LocationManager.position_updated.connect(_on_position_updated)
func _ensure_chat_ui() -> void:
var ui_layer := get_node_or_null(UI_LAYER_NODE_NAME) as CanvasLayer
if ui_layer == null:
ui_layer = CanvasLayer.new()
ui_layer.name = UI_LAYER_NODE_NAME
ui_layer.layer = UI_LAYER_ORDER
add_child(ui_layer)
var chat_ui := ui_layer.get_node_or_null(CHAT_UI_NODE_NAME)
if chat_ui == null:
chat_ui = CHAT_UI_SCENE.instantiate()
chat_ui.name = CHAT_UI_NODE_NAME
ui_layer.add_child(chat_ui)
if chat_ui.has_method("hide_chat"):
chat_ui.call_deferred("hide_chat")
var remote_players: Dictionary = {} # userId -> RemotePlayer instance
var remote_player_scene = preload("res://scenes/characters/remote_player.tscn")
var _player_spawned: bool = false # Track if local player has been spawned
var _local_player: Node = null # Reference to the local player node
var _position_update_timer: float = 0.0 # Throttle timer for position updates
var _current_session_id: String = "" # Cache session ID to avoid race condition on exit
const POSITION_UPDATE_INTERVAL: float = 0.125 # Send at most 8 times per second
const PRIVATE_SCENES = ["room"] # List of scenes that should be private instances
func _on_session_joined(data: Dictionary):
# 对账远程玩家列表,使用 position.mapId 过滤
if not data.has("users"):
return
var current_map = _current_session_id
if current_map == "":
current_map = SceneManager.get_current_scene_name()
if current_map == "":
current_map = "square"
# 1. 收集服务器返回的、且 mapId 匹配当前场景的用户ID
var valid_user_ids: Array = []
var valid_users: Dictionary = {} # userId -> user data
for user in data.users:
if not user.has("userId") or str(user.userId) == str(AuthManager.current_user_id):
continue
# 检查 position.mapId 是否匹配当前场景
var user_map_id = ""
if user.has("position") and user.position != null:
if typeof(user.position) == TYPE_DICTIONARY and user.position.has("mapId"):
user_map_id = str(user.position.mapId)
if user_map_id == current_map:
var uid = str(user.userId)
valid_user_ids.append(uid)
valid_users[uid] = user
# 2. 清理幽灵:移除本地有但不在有效列表中的玩家
var local_user_ids = remote_players.keys()
for user_id in local_user_ids:
if str(user_id) not in valid_user_ids:
_remove_remote_player(user_id)
# 3. 添加或更新有效的玩家
for uid in valid_user_ids:
var user = valid_users[uid]
if remote_players.has(uid):
# 已存在,更新位置
_update_remote_player_position(user)
else:
_add_remote_player(user)
func _on_user_joined(data: Dictionary):
var user = data.get("user", {})
if user.has("userId"):
if user.userId == AuthManager.current_user_id:
return
# 将 position 数据合并到 user 字典中,以便 _add_remote_player 统一处理
if data.has("position"):
user["position"] = data.position
_add_remote_player(user)
func _on_user_left(data: Dictionary):
var user_id = data.get("userId")
if user_id:
_remove_remote_player(user_id)
func _on_position_updated(data: Dictionary):
var user_id = data.get("userId")
if user_id and remote_players.has(user_id):
var player = remote_players[user_id]
# 数据可能直接是位置(扁平)或者包含在 position 字段中
# 根据后端协议: { userId:..., position: {x,y...}, ... }
var pos_data = data.get("position", {})
if pos_data.is_empty():
pos_data = data
# 检查 mapId 是否匹配当前场景
if pos_data.has("mapId") and str(pos_data.mapId) != "":
var current_map = _current_session_id
if current_map == "":
current_map = "square"
if str(pos_data.mapId) != current_map:
_remove_remote_player(user_id)
return
if player.has_method("update_position") and pos_data.has("x") and pos_data.has("y"):
player.update_position(Vector2(pos_data.x, pos_data.y))
func _add_remote_player(user_data: Dictionary):
var user_id = str(user_data.get("userId", ""))
if user_id == "":
return
# 防止重复创建
if remote_players.has(user_id):
return
var remote_player = remote_player_scene.instantiate()
# 使用统一的 setup 方法
if remote_player.has_method("setup"):
remote_player.setup(user_data)
else:
# 回退到手动设置位置
remote_player.position = Vector2.ZERO
if user_data.has("position"):
var p = user_data.position
if p.has("x") and p.has("y"):
remote_player.position = Vector2(p.x, p.y)
# 添加到场景玩家容器
if has_node("Objects/Players"):
$Objects/Players.add_child(remote_player)
else:
add_child(remote_player)
remote_players[user_id] = remote_player
func _remove_remote_player(user_id):
var uid = str(user_id)
if remote_players.has(uid):
var player = remote_players[uid]
if is_instance_valid(player):
player.queue_free()
remote_players.erase(uid)
func _update_remote_player_position(user: Dictionary):
var user_id = str(user.get("userId", ""))
var player = remote_players.get(user_id)
if not player or not is_instance_valid(player):
return
if user.has("position"):
var pos = user.position
if pos.has("x") and pos.has("y") and player.has_method("update_position"):
player.update_position(Vector2(pos.x, pos.y))
func _join_session_with_player(session_id: String):
# 检查是否有Token如果没有则等待
if LocationManager._auth_token == "":
# 轮询等待Token就绪 (简单重试机制)
await get_tree().create_timer(0.5).timeout
_join_session_with_player(session_id)
return
# 等待玩家生成完毕
if not _player_spawned or not _local_player:
await get_tree().process_frame
_join_session_with_player(session_id)
return
var pos = _local_player.global_position if is_instance_valid(_local_player) else Vector2.ZERO
LocationManager.join_session(session_id, pos)
# 进入会话后立即同步一次位置
await get_tree().create_timer(0.1).timeout
LocationManager.send_position_update(session_id, pos)
func _process(delta):
# 发送位置更新 (节流机制)
if not _player_spawned or not _local_player:
return # Wait for player to be spawned
if LocationManager._socket.get_ready_state() != WebSocketPeer.STATE_OPEN:
return # WebSocket not connected
if not is_instance_valid(_local_player):
return # Player was freed
# 检查 velocity 属性
if not "velocity" in _local_player:
return
# 只有在移动时才更新计时器和发送
if _local_player.velocity.length() > 0:
_position_update_timer += delta
if _position_update_timer >= POSITION_UPDATE_INTERVAL:
_position_update_timer = 0.0
var map_id = _current_session_id if _current_session_id != "" else "square"
LocationManager.send_position_update(map_id, _local_player.global_position)
func _spawn_player():
# 1. 确定出生位置
var spawn_pos = Vector2.ZERO
var spawn_name = SceneManager.get_next_spawn_name()
# 查找逻辑:优先查找名为 spawn_name 的节点,其次找 DefaultSpawn
var target_node_name = spawn_name if spawn_name != "" else "DefaultSpawn"
var marker_node = null
# 策略 A: 在 SpawnPoints 容器中查找
if has_node("SpawnPoints"):
marker_node = $SpawnPoints.get_node_or_null(target_node_name)
# 策略 B: 如果没找到,在当前节点(根节点)下查找
if marker_node == null:
marker_node = get_node_or_null(target_node_name)
# 如果找到了标记点,使用其位置
if marker_node:
spawn_pos = marker_node.global_position
else:
# 策略 C: 检查 SceneManager 是否有备用坐标
var pos_param = SceneManager.get_next_scene_position()
if pos_param != null:
spawn_pos = pos_param
else:
push_warning("BaseLevel: 出生点 '%s' 不存在,使用默认坐标 (0, 0)" % target_node_name)
# 2. 实例化玩家
var player_scene = preload("res://scenes/characters/player.tscn")
var player = player_scene.instantiate()
player.global_position = spawn_pos
# 添加到场景
# 如果有Objects/Players容器则添加进去否则直接添加到当前节点
if has_node("Objects/Players"):
$Objects/Players.add_child(player)
else:
add_child(player)
_local_player = player
_player_spawned = true

View File

@@ -0,0 +1 @@
uid://b43tvo8cykfrq

View File

@@ -0,0 +1,29 @@
extends Area2D
# 场景名称
@export var target_scene_name: String = ""
@export var target_position: Vector2 = Vector2.ZERO # 目标场景的生成位置 (Vector2.ZERO 表示不设置)
@export var target_spawn_name: String = "" # 目标场景的 Marker2D 名称 (例如 "FromSquare")
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
# 连接 body_entered 信号
body_entered.connect(_on_body_entered)
func _on_body_entered(body: Node2D) -> void:
# 检查进入对象是否为玩家
if body.has_method("_handle_movement"):
_teleport_player()
func _teleport_player() -> void:
if target_scene_name == "":
push_error("DoorTeleport: target_scene_name 为空")
return
# 设置参数
if target_spawn_name != "":
SceneManager.set_next_spawn_name(target_spawn_name)
elif target_position != Vector2.ZERO:
SceneManager.set_next_scene_position(target_position)
SceneManager.change_scene(target_scene_name)

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uid://rlkavptfhr4y

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[gd_scene load_steps=2 format=3 uid="uid://dscbaqkb1klwl"]
[ext_resource type="Texture2D" uid="uid://cle66our01dq1" path="res://assets/sprites/environment/community_512_512.png" id="1_jrtph"]
[node name="Community" type="StaticBody2D"]
[node name="Sprite2D" type="Sprite2D" parent="."]
position = Vector2(4.7683716e-07, -336)
scale = Vector2(1.28125, 1.28125)
texture = ExtResource("1_jrtph")
[node name="CollisionPolygon2D" type="CollisionPolygon2D" parent="."]
position = Vector2(152, 16)
polygon = PackedVector2Array(-456, -48, -192, -48, -192, -112, -120, -112, -120, -56, 168, -48, 168, -696, -472, -688, -472, -48)

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[gd_scene load_steps=2 format=3 uid="uid://bvfyllcy5fi8o"]
[ext_resource type="Texture2D" uid="uid://bxmbnywn7pd35" path="res://assets/sprites/environment/house_384_256.png" id="1_xrxds"]
[node name="DataWhaleHome" type="StaticBody2D"]
[node name="Sprite2D" type="Sprite2D" parent="."]
position = Vector2(16, -160)
scale = Vector2(1.2916666, 1.2812501)
texture = ExtResource("1_xrxds")
[node name="CollisionPolygon2D" type="CollisionPolygon2D" parent="."]
polygon = PackedVector2Array(-216, -96, -216, -96, 200, -96, 200, -32, 192, -32, 192, 0, 72, 0, 72, -16, 48, -16, 48, -32, 48, -40, -40, -40, -48, -24, -64, -16, -72, -16, -80, 0, -200, 0, -200, -32, -216, -32)

14
scenes/Maps/fountain.tscn Normal file
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[gd_scene load_steps=2 format=3 uid="uid://vq5qgk3k6t7e"]
[ext_resource type="Texture2D" uid="uid://dujutnr03apoj" path="res://assets/sprites/environment/fountain_256_192.png" id="1_utxq6"]
[node name="Fountain" type="StaticBody2D"]
[node name="Sprite2D" type="Sprite2D" parent="."]
position = Vector2(0, -128)
scale = Vector2(1.3125001, 1.3061225)
texture = ExtResource("1_utxq6")
[node name="CollisionPolygon2D" type="CollisionPolygon2D" parent="."]
position = Vector2(-8, 16)
polygon = PackedVector2Array(-64, -80, -104, -112, -112, -152, -96, -192, -88, -216, -64, -216, -24, -224, -16, -256, 32, -248, 24, -216, 32, -216, 40, -240, 56, -224, 72, -232, 72, -208, 96, -216, 104, -208, 120, -160, 128, -128, 96, -96, 80, -112, 0, -88, -48, -104, -64, -88)

727
scenes/Maps/room.tscn Normal file

File diff suppressed because one or more lines are too long

File diff suppressed because one or more lines are too long

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

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uid://dy3uf1rlu4h1u

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

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uid://fdswi18nel8n

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

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uid://dtbajfsljdht5

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[gd_scene load_steps=7 format=3 uid="uid://npc2282a2new"]
[ext_resource type="Texture2D" uid="uid://brko2ik6t6ib5" path="res://assets/characters/npc_286_241.png" id="1_2r34a"]
[ext_resource type="Script" uid="uid://dy3uf1rlu4h1u" path="res://scenes/characters/NPCController.gd" id="1_script"]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_npc"]
size = Vector2(48, 24)
[sub_resource type="Animation" id="Animation_2r34a"]
length = 0.001
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Sprite2D:frame")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [0]
}
[sub_resource type="Animation" id="Animation_idle"]
resource_name = "idle"
length = 1.2
loop_mode = 1
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Sprite2D:frame")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0.0333333, 0.26666665, 0.4666667, 0.8, 1),
"transitions": PackedFloat32Array(1, 1, 1, 1, 1),
"update": 1,
"values": [2, 1, 0, 4, 5]
}
[sub_resource type="AnimationLibrary" id="AnimationLibrary_npc"]
_data = {
&"RESET": SubResource("Animation_2r34a"),
&"idle": SubResource("Animation_idle")
}
[node name="NPC" type="CharacterBody2D"]
position = Vector2(-8, 0)
script = ExtResource("1_script")
[node name="Sprite2D" type="Sprite2D" parent="."]
texture = ExtResource("1_2r34a")
hframes = 4
vframes = 4
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
light_mask = 5
visibility_layer = 5
shape = SubResource("RectangleShape2D_npc")
[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
libraries = {
&"": SubResource("AnimationLibrary_npc")
}

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uid://btka26hrcvgen

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@@ -0,0 +1,179 @@
[gd_scene load_steps=13 format=3 uid="uid://b2f8e24plwqgj"]
[ext_resource type="Script" uid="uid://fdswi18nel8n" path="res://scenes/characters/PlayerController.gd" id="1_script"]
[ext_resource type="Texture2D" uid="uid://cghab1hkx5lg5" path="res://assets/characters/player_spritesheet.png" id="2_texture"]
[sub_resource type="CapsuleShape2D" id="CapsuleShape2D_1"]
radius = 21.0
height = 48.0
[sub_resource type="Animation" id="Animation_idle_down"]
resource_name = "idle_down"
length = 0.1
loop_mode = 1
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Sprite2D:frame")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [0]
}
[sub_resource type="Animation" id="Animation_idle_left"]
resource_name = "idle_left"
length = 0.1
loop_mode = 1
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Sprite2D:frame")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [12]
}
[sub_resource type="Animation" id="Animation_idle_right"]
resource_name = "idle_right"
length = 0.1
loop_mode = 1
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Sprite2D:frame")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [8]
}
[sub_resource type="Animation" id="Animation_idle_up"]
resource_name = "idle_up"
length = 0.1
loop_mode = 1
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Sprite2D:frame")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [4]
}
[sub_resource type="Animation" id="Animation_walk_down"]
resource_name = "walk_down"
length = 0.8
loop_mode = 1
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Sprite2D:frame")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0, 0.2, 0.4, 0.6),
"transitions": PackedFloat32Array(1, 1, 1, 1),
"update": 1,
"values": [0, 1, 2, 3]
}
[sub_resource type="Animation" id="Animation_walk_left"]
resource_name = "walk_left"
length = 0.8
loop_mode = 1
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Sprite2D:frame")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0, 0.2, 0.4, 0.6),
"transitions": PackedFloat32Array(1, 1, 1, 1),
"update": 1,
"values": [12, 13, 14, 15]
}
[sub_resource type="Animation" id="Animation_walk_right"]
resource_name = "walk_right"
length = 0.8
loop_mode = 1
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Sprite2D:frame")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0, 0.2, 0.4, 0.6),
"transitions": PackedFloat32Array(1, 1, 1, 1),
"update": 1,
"values": [8, 9, 10, 11]
}
[sub_resource type="Animation" id="Animation_walk_up"]
resource_name = "walk_up"
length = 0.8
loop_mode = 1
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Sprite2D:frame")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0, 0.2, 0.4, 0.6),
"transitions": PackedFloat32Array(1, 1, 1, 1),
"update": 1,
"values": [4, 5, 6, 7]
}
[sub_resource type="AnimationLibrary" id="AnimationLibrary_1"]
_data = {
&"idle_down": SubResource("Animation_idle_down"),
&"idle_left": SubResource("Animation_idle_left"),
&"idle_right": SubResource("Animation_idle_right"),
&"idle_up": SubResource("Animation_idle_up"),
&"walk_down": SubResource("Animation_walk_down"),
&"walk_left": SubResource("Animation_walk_left"),
&"walk_right": SubResource("Animation_walk_right"),
&"walk_up": SubResource("Animation_walk_up")
}
[node name="Player" type="CharacterBody2D"]
script = ExtResource("1_script")
[node name="Sprite2D" type="Sprite2D" parent="."]
position = Vector2(1.5000005, -24.5)
texture = ExtResource("2_texture")
hframes = 4
vframes = 4
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
position = Vector2(2, -24)
shape = SubResource("CapsuleShape2D_1")
[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
libraries = {
&"": SubResource("AnimationLibrary_1")
}
[node name="Camera2D" type="Camera2D" parent="."]
zoom = Vector2(2, 2)
[node name="RayCast2D" type="RayCast2D" parent="."]

View File

@@ -0,0 +1,175 @@
[gd_scene load_steps=13 format=3 uid="uid://chb8mcqhfnkkr"]
[ext_resource type="Script" uid="uid://dtbajfsljdht5" path="res://scenes/characters/RemotePlayer.gd" id="1_mu86i"]
[ext_resource type="Texture2D" uid="uid://cghab1hkx5lg5" path="res://assets/characters/player_spritesheet.png" id="2_7oc7u"]
[sub_resource type="CapsuleShape2D" id="CapsuleShape2D_1"]
radius = 21.0
height = 48.0
[sub_resource type="Animation" id="Animation_idle_down"]
resource_name = "idle_down"
length = 0.1
loop_mode = 1
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Sprite2D:frame")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [0]
}
[sub_resource type="Animation" id="Animation_idle_left"]
resource_name = "idle_left"
length = 0.1
loop_mode = 1
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Sprite2D:frame")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [12]
}
[sub_resource type="Animation" id="Animation_idle_right"]
resource_name = "idle_right"
length = 0.1
loop_mode = 1
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Sprite2D:frame")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [8]
}
[sub_resource type="Animation" id="Animation_idle_up"]
resource_name = "idle_up"
length = 0.1
loop_mode = 1
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Sprite2D:frame")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [4]
}
[sub_resource type="Animation" id="Animation_walk_down"]
resource_name = "walk_down"
length = 0.8
loop_mode = 1
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Sprite2D:frame")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0, 0.2, 0.4, 0.6),
"transitions": PackedFloat32Array(1, 1, 1, 1),
"update": 1,
"values": [0, 1, 2, 3]
}
[sub_resource type="Animation" id="Animation_walk_left"]
resource_name = "walk_left"
length = 0.8
loop_mode = 1
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Sprite2D:frame")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0, 0.2, 0.4, 0.6),
"transitions": PackedFloat32Array(1, 1, 1, 1),
"update": 1,
"values": [12, 13, 14, 15]
}
[sub_resource type="Animation" id="Animation_walk_right"]
resource_name = "walk_right"
length = 0.8
loop_mode = 1
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Sprite2D:frame")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0, 0.2, 0.4, 0.6),
"transitions": PackedFloat32Array(1, 1, 1, 1),
"update": 1,
"values": [8, 9, 10, 11]
}
[sub_resource type="Animation" id="Animation_walk_up"]
resource_name = "walk_up"
length = 0.8
loop_mode = 1
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Sprite2D:frame")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0, 0.2, 0.4, 0.6),
"transitions": PackedFloat32Array(1, 1, 1, 1),
"update": 1,
"values": [4, 5, 6, 7]
}
[sub_resource type="AnimationLibrary" id="AnimationLibrary_1"]
_data = {
&"idle_down": SubResource("Animation_idle_down"),
&"idle_left": SubResource("Animation_idle_left"),
&"idle_right": SubResource("Animation_idle_right"),
&"idle_up": SubResource("Animation_idle_up"),
&"walk_down": SubResource("Animation_walk_down"),
&"walk_left": SubResource("Animation_walk_left"),
&"walk_right": SubResource("Animation_walk_right"),
&"walk_up": SubResource("Animation_walk_up")
}
[node name="RemotePlayer" type="CharacterBody2D"]
script = ExtResource("1_mu86i")
[node name="Sprite2D" type="Sprite2D" parent="."]
position = Vector2(1.5000005, -24.5)
texture = ExtResource("2_7oc7u")
hframes = 4
vframes = 4
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
position = Vector2(2, -24)
shape = SubResource("CapsuleShape2D_1")
disabled = true
[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
libraries = {
&"": SubResource("AnimationLibrary_1")
}

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