1 Commits

Author SHA1 Message Date
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
59 changed files with 2673 additions and 17 deletions

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@@ -29,10 +29,10 @@ gdscript/warnings/treat_warnings_as_errors=false
[display]
window/size/viewport_width=1376
window/size/viewport_height=768
window/size/viewport_width=1920
window/size/viewport_height=1440
window/size/mode=2
window/stretch/mode="canvas_items"
window/stretch/mode="viewport"
window/stretch/aspect="expand"
[gui]
@@ -85,6 +85,8 @@ 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
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debug/settings/stdout/print_fps=false

View File

@@ -48,7 +48,10 @@ var player_max_energy: int = 100
func _ready():
# 初始化游戏状态
setup_game()
# setup_game()
# [TEST] 临时绕过登录
call_deferred("_on_login_success", "LocalTester")
# 连接登录成功信号
auth_scene.login_success.connect(_on_login_success)
@@ -74,8 +77,36 @@ func show_main_game():
auth_scene.visible = false
main_game_ui.visible = true
user_label.text = "当前用户: " + current_user
update_player_status()
print("进入主游戏界面")
# update_player_status()
# print("进入主游戏界面")
# [TEST] 进入测试环境
_setup_test_environment()
func _setup_test_environment():
print("正在初始化测试环境: 广场 + 玩家")
# 1. 隐藏UI
current_state = GameState.MAIN_GAME
auth_scene.visible = false
main_game_ui.visible = false
# 2. 加载地图
var map_res = load("res://Scenes/Maps/square.tscn")
if map_res:
var map_instance = map_res.instantiate()
add_child(map_instance)
# 3. 加载玩家
var player_res = load("res://Scenes/characters/player.tscn")
if player_res:
var player_instance = player_res.instantiate()
player_instance.position = Vector2(800, 600) # 设置初始位置
map_instance.add_child(player_instance)
else:
print("错误: 无法加载玩家场景")
else:
print("错误: 无法加载广场地图")
func update_player_status():
level_label.text = "等级: " + str(player_level)
@@ -124,4 +155,5 @@ func _input(event):
get_tree().quit()
GameState.MAIN_GAME:
# 在游戏中按ESC可能显示菜单或返回登录
show_auth_scene()
# show_auth_scene()
pass

File diff suppressed because one or more lines are too long

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@@ -0,0 +1,66 @@
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
var last_direction := "down"
func _ready() -> void:
# 播放初始动画
if animation_player.has_animation("idle"):
animation_player.play("idle")
func _physics_process(delta: float) -> void:
_handle_movement(delta)
func _handle_movement(_delta: float) -> void:
# 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"
else:
last_direction = "left"
else:
if direction.y > 0:
last_direction = "down"
else:
last_direction = "up"
animation_player.play("walk_" + last_direction)
func _play_idle_animation() -> void:
if animation_player:
animation_player.play("idle_" + last_direction)

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height = 48.0
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length = 0.1
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[sub_resource type="AnimationLibrary" id="AnimationLibrary_1"]
_data = {
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"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)
scale = Vector2(1, 1)
texture = ExtResource("2_texture")
hframes = 4
vframes = 4
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position = Vector2(0, -24)
shape = SubResource("CapsuleShape2D_1")
[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
libraries = {
"": SubResource("AnimationLibrary_1")
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