12 Commits

Author SHA1 Message Date
14bd5e1b29 fix: 调整square上的物品与场景的yz轴排序 2026-01-11 12:02:12 +08:00
fecebbc4c1 fix: 调整npc与通知板、欢迎板的排序,修复气泡被板挡住的问题 2026-01-11 11:05:16 +08:00
75eb227b18 feat: 增加通知板场景
- 增加通知板与用户交互,点击E,弹出通知消息
- 预留前端调用后端获取通知的接口,当不可用时,使用mock data
2026-01-11 01:55:19 +08:00
449cd1e8f3 feat: 增加欢迎板
- 增加欢迎板场景
- 增加与玩家的交互,点击E弹出弹出框
2026-01-11 00:52:43 +08:00
8a5a4a0005 feat: 增加NPC范鲸晶
- player场景增加RayCast2D
- 增加npc场景
- 增加NPC对话气泡
2026-01-11 00:10:45 +08:00
ed7d89e39d feat:增加多角色在线功能
- 增加远程登录角色精灵
- 基于后端接口完成位置同步
- 实现多人在线以及跳转
- 增加个人房间功能
2026-01-10 21:26:15 +08:00
ce47bd6eeb Merge branch 'main' of https://gitea.xinghangee.icu/datawhale/whale-town-front into feature/whaletown-developer-ground 2026-01-10 21:22:31 +08:00
13e6553748 feat: 增加碰撞和空气墙 2026-01-10 02:30:45 +08:00
6a3823ad16 feat: 增加player从广场到房间互相跳转的动作逻辑 2026-01-10 00:44:01 +08:00
4bfe49d5b1 feat:增加room场景 2026-01-09 23:49:58 +08:00
1d3f580560 feat:增加Datawhale和喷泉 2026-01-09 23:29:23 +08:00
9259865e72 feat:替换角色资源并增加基础tilesetlayer
- 增加底纹、草坪、河堤、河、小码头以及公会的tilesetlayer
- 替换角色精灵图为 4 行 4 列格式
- 更新 player.tscn:配置上下左右的 idle 和 walk 动画
- 更新 player.gd:重构动画逻辑,支持四方向判断与播放
2026-01-07 23:07:54 +08:00
112 changed files with 5186 additions and 31 deletions

View File

@@ -29,7 +29,7 @@ extends RefCounted
# ============ 信号定义 ============
# 登录成功信号
signal login_success(username: String)
signal login_success(username: String, token: String)
# 登录失败信号
signal login_failed(message: String)
@@ -80,6 +80,9 @@ var current_email: String = ""
# 网络请求管理
var active_request_ids: Array = []
# 当前登录用户ID (静态变量,全局访问)
static var current_user_id: String = ""
# ============ 生命周期方法 ============
# 初始化管理器
@@ -431,12 +434,20 @@ func _on_login_response(success: bool, data: Dictionary, error_info: Dictionary)
if result.success:
var username = ""
if data.has("data") and data.data.has("user") and data.data.user.has("username"):
username = data.data.user.username
if data.has("data") and data.data.has("user"):
var user_data = data.data.user
if user_data.has("username"):
username = user_data.username
if user_data.has("id"):
current_user_id = user_data.id
print("AuthManager: Current User ID set to ", current_user_id)
# 延迟发送登录成功信号
await Engine.get_main_loop().create_timer(1.0).timeout
login_success.emit(username)
var token = ""
if data.has("data") and data.data.has("access_token"):
token = data.data.access_token
login_success.emit(username, token)
else:
login_failed.emit(result.message)
@@ -451,11 +462,16 @@ func _on_verification_login_response(success: bool, data: Dictionary, error_info
if result.success:
var username = ""
if data.has("data") and data.data.has("user") and data.data.user.has("username"):
username = data.data.user.username
if data.has("data") and data.data.has("user"):
var user_data = data.data.user
if user_data.has("username"):
username = user_data.username
if user_data.has("id"):
current_user_id = user_data.id
print("AuthManager: Current User ID set to ", current_user_id)
await Engine.get_main_loop().create_timer(1.0).timeout
login_success.emit(username)
login_success.emit(username, data.get("access_token", ""))
else:
login_failed.emit(result.message)

View File

@@ -38,10 +38,17 @@ signal request_completed(request_id: String, success: bool, data: Dictionary)
# message: String - 错误消息
signal request_failed(request_id: String, error_type: String, message: String)
# 公告列表接收信号
signal notices_received(data: Array)
# ============ 常量定义 ============
# API基础URL - 所有请求的根地址
const API_BASE_URL = "https://whaletownend.xinghangee.icu"
# [Remote] 正式环境地址 (实际正式项目用此地址)
# const API_BASE_URL = "https://whaletownend.xinghangee.icu"
# [Local] 本地调试地址 (本地调试用此地址)
const API_BASE_URL = "http://localhost:3000"
# 默认请求超时时间(秒)
const DEFAULT_TIMEOUT = 30.0
@@ -114,6 +121,7 @@ var request_counter: int = 0 # 请求计数器,用于
# 初始化网络管理器
# 在节点准备就绪时调用
func _ready():
process_mode = Node.PROCESS_MODE_ALWAYS
print("NetworkManager 已初始化")
# ============ 公共API接口 ============
@@ -436,6 +444,18 @@ func github_login(github_id: String, username: String, nickname: String, email:
return post_request("/auth/github", data, callback)
# TODO: 获取公告列表
func request_notices():
# 发送 GET 请求到 /notices 接口
get_request("/notices", _on_notices_response)
func _on_notices_response(success: bool, data: Dictionary, error_info: Dictionary):
if success and data.has("data"):
notices_received.emit(data["data"])
else:
# 失败或无数据时发送空数组
notices_received.emit([])
# ============ 核心请求处理 ============
# 发送请求的核心方法

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
@@ -47,7 +49,9 @@ 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
"room": "res://scenes/Maps/room.tscn", # 房间场景
"square": "res://scenes/Maps/square.tscn" # 广场场景
}
# ============ 生命周期方法 ============
@@ -106,15 +110,18 @@ func change_scene(scene_name: String, use_transition: bool = true):
if use_transition:
await show_transition()
# 更新场景名称(在切换之前设置,确保新场景的 _ready 能获取正确的名称)
current_scene_name = scene_name
# 执行场景切换
var error = get_tree().change_scene_to_file(scene_path)
if error != OK:
print("场景切换失败: ", error)
current_scene_name = "" # 恢复为空
is_changing_scene = false
return false
# 更新状态
current_scene_name = scene_name
is_changing_scene = false
scene_changed.emit(scene_name)
@@ -134,6 +141,27 @@ func change_scene(scene_name: String, use_transition: bool = true):
func get_current_scene_name() -> String:
return current_scene_name
# 设置下一个场景的初始位置
func set_next_scene_position(pos: Vector2) -> void:
_next_scene_position = pos
# 获取并清除下一个场景的初始位置
func get_next_scene_position() -> Variant:
var pos = _next_scene_position
_next_scene_position = null
return pos
# 设置下一个场景的出生点名称
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
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

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@@ -0,0 +1,172 @@
extends Node
# ============================================================================
# WebSocketManager.gd - WebSocket连接管理器
# ============================================================================
# 负责与后端 Native WebSocket 服务进行实时通信
#
# 协议文档: new_docs/game_architecture_design.md
# 后端地址: ws://localhost:3000/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
print("WebSocketManager Initialized")
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:
print("WebSocket 已经是连接状态")
return
print("正在连接 WebSocket: ", WS_URL)
var err = _socket.connect_to_url(WS_URL)
if err != OK:
print("WebSocket 连接请求失败: ", err)
connection_error.emit()
else:
# 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
}
print("发送加入会话请求: ", map_id, " mapId Payload: ", data.initialPosition.mapId)
send_packet("join_session", data)
func leave_session(map_id: String):
print("发送离开会话请求: ", map_id)
send_packet("leave_session", {"sessionId": map_id})
func send_position_update(map_id: String, pos: Vector2, anim_data: Dictionary = {}):
var data = {
"x": pos.x,
"y": pos.y,
"mapId": map_id,
"metadata": anim_data
}
# print("发送位置更新: ", map_id)
if map_id == "":
print("WARNING: Sending position update with EMPTY mapId! Pos: ", pos)
send_packet("position_update", data)
func _send_heartbeat():
send_packet("heartbeat", {"timestamp": Time.get_unix_time_from_system()})
# ============ 事件处理 ============
func _on_connected():
_connected = true
print("WebSocket 连接成功!")
connected_to_server.emit()
func _on_disconnected():
_connected = false
var code = _socket.get_close_code()
var reason = _socket.get_close_reason()
print("WebSocket 连接断开. Code: %d, Reason: %s" % [code, reason])
connection_closed.emit()
func _handle_packet(packet: PackedByteArray):
var json_str = packet.get_string_from_utf8()
var json = JSON.new()
var err = json.parse(json_str)
if err != OK:
print("JSON 解析失败: ", json.get_error_message())
return
var message = json.data
if not message is Dictionary or not message.has("event"):
return
var event = message["event"]
var data = message.get("data", {})
if event != "heartbeat_response":
print("WebSocket Rx: ", event) # Debug logs for all events
match event:
"session_joined":
session_joined.emit(data)
print("加入会话成功,当前房间人数: ", data.get("users", []).size())
"user_joined":
user_joined.emit(data)
print("用户加入: ", data.get("userId"))
"user_left":
user_left.emit(data)
print("用户离开: ", data.get("userId"))
"position_update":
print("WebSocket Rx position_update: ", data.get("userId", "unknown"))
position_updated.emit(data)
"heartbeat_response":
pass # 静默处理
"error":
print("WebSocket 错误事件: ", JSON.stringify(data))
_:
print("未处理的 WebSocket 事件: ", event)

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@@ -22,6 +22,7 @@ SceneManager="*res://_Core/managers/SceneManager.gd"
EventSystem="*res://_Core/systems/EventSystem.gd"
NetworkManager="*res://_Core/managers/NetworkManager.gd"
ResponseHandler="*res://_Core/managers/ResponseHandler.gd"
WebSocketManager="*res://_Core/managers/WebSocketManager.gd"
[debug]
@@ -29,10 +30,10 @@ 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 +86,8 @@ 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
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@@ -50,6 +50,9 @@ func _ready():
# 初始化游戏状态
setup_game()
# [TEST] 临时绕过登录
# call_deferred("_on_login_success", "LocalTester")
# 连接登录成功信号
auth_scene.login_success.connect(_on_login_success)
@@ -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 - 交由 BaseLevel 或场景脚本动态处理
# var player_res = load("res://Scenes/characters/player.tscn")
# if player_res:
# var player_instance = player_res.instantiate()
# player_instance.position = Vector2(800, 600) # 设置初始位置
# map_instance.add_child(player_instance)
# else:
# print("错误: 无法加载玩家场景")
else:
print("错误: 无法加载广场地图")
func update_player_status():
level_label.text = "等级: " + str(player_level)
@@ -83,10 +114,15 @@ func update_player_status():
exp_label.text = "经验: " + str(player_exp) + "/" + str(player_max_exp)
energy_label.text = "体力: " + str(player_energy) + "/" + str(player_max_energy)
func _on_login_success(username: String):
func _on_login_success(username: String, token: String):
# 登录成功后的处理
current_user = username
print("用户 ", username, " 登录成功!")
# 连接到游戏服务器
WebSocketManager.set_auth_token(token)
WebSocketManager.connect_to_server()
show_main_game()
func _on_logout_pressed():
@@ -124,4 +160,5 @@ func _input(event):
get_tree().quit()
GameState.MAIN_GAME:
# 在游戏中按ESC可能显示菜单或返回登录
show_auth_scene()
# show_auth_scene()
pass

318
scenes/Maps/BaseLevel.gd Normal file
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@@ -0,0 +1,318 @@
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
@onready var spawn_points = $SpawnPoints if has_node("SpawnPoints") else null
@onready var players_container = $Objects/Players if has_node("Objects/Players") else self
func _ready():
# 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" # Fallback for direct run
# 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)
print("BaseLevel: 进入私密房间实例: ", _current_session_id)
print("BaseLevel: Preparing to join session: ", _current_session_id)
# 如果 WebSocket 已连接,直接加入
if WebSocketManager._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
WebSocketManager.connected_to_server.connect(func(): _join_session_with_player(_current_session_id))
# 连接远程玩家相关信号
WebSocketManager.session_joined.connect(_on_session_joined)
WebSocketManager.user_joined.connect(_on_user_joined)
WebSocketManager.user_left.connect(_on_user_left)
WebSocketManager.position_updated.connect(_on_position_updated)
# Debug: Simulate fake player to verify rendering
# get_tree().create_timer(2.0).timeout.connect(_debug_fake_activity)
func _exit_tree():
# 场景卸载时不需要再做操作,交给 DoorTeleport 或其他切换逻辑显示处理
pass
func _debug_fake_activity():
print("BaseLevel: Starting fake player simulation")
var fake_id = "fake_ghost"
_on_user_joined({"user": {"userId": fake_id, "username": "Ghost"}, "position": {"x": 500, "y": 500}})
for i in range(20):
await get_tree().create_timer(0.5).timeout
var new_pos = Vector2(500 + i * 20, 500 + i * 10)
_on_position_updated({"userId": fake_id, "position": {"x": new_pos.x, "y": new_pos.y}})
print("BaseLevel: Ghost moved to ", new_pos)
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"
print("BaseLevel: 同步会话 - 当前场景: ", current_map, ", 收到用户数: ", data.users.size())
# 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)
print("BaseLevel: 用户 ", user.userId, " 的位置数据: ", user.position)
else:
print("BaseLevel: 用户 ", user.userId, " 没有位置数据")
print("BaseLevel: 用户 ", user.userId, " mapId=", user_map_id, ", 当前场景=", current_map)
if user_map_id == current_map:
var uid = str(user.userId)
valid_user_ids.append(uid)
valid_users[uid] = user
print("BaseLevel: 添加有效用户: ", uid)
else:
# mapId 不匹配,这是"幽灵玩家"
print("BaseLevel: 跳过 mapId 不匹配的玩家: ", user.get("userId"), " (mapId=", user_map_id, ", expected=", current_map, ")")
# 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:
print("BaseLevel: 清理幽灵玩家: ", user_id)
_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:
# 不存在,创建新玩家
print("BaseLevel: 创建远程玩家: ", uid)
_add_remote_player(user)
func _on_user_joined(data: Dictionary):
var user = data.get("user", {})
if user.has("userId"):
print("BaseLevel: 新玩家加入: ", user.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:
print("BaseLevel: 玩家离开: ", 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 # 兼容扁平格式
# print("BaseLevel: 收到位置更新: ", user_id, " Data: ", pos_data) # Debug log
# 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:
print("BaseLevel: 收到异地位置更新,移除幽灵玩家: ", user_id, " (在该玩家在 ", pos_data.mapId, ")")
_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:
# Fallback: 手动设置属性 (如果脚本没更新)
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
print("BaseLevel: 已创建远程玩家: ", user_id)
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 WebSocketManager._auth_token == "":
print("BaseLevel: Token not ready, waiting...")
# 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
WebSocketManager.join_session(session_id, pos)
# 强制广播一次位置更新,确保旧房间的玩家立即收到 "已切换地图" 的通知
# 这能解决"需要移动两步幽灵才消失"的问题
await get_tree().create_timer(0.1).timeout
WebSocketManager.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 WebSocketManager._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
# 使用 _current_session_id 确保有正确的 fallback
var map_id = _current_session_id if _current_session_id != "" else "square"
WebSocketManager.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()
print("BaseLevel: Checking spawn point for name: '", 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
print("BaseLevel: Found spawn marker '", target_node_name, "' at ", spawn_pos)
else:
# 策略 C: 检查 SceneManager 是否有备用坐标 (兼容旧逻辑)
var pos_param = SceneManager.get_next_scene_position()
if pos_param != null:
spawn_pos = pos_param
print("BaseLevel: Using explicit position from SceneManager: ", spawn_pos)
else:
print("BaseLevel: Warning - Could not find marker '", target_node_name, "' and no explicit position set. Using (0,0)")
# 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)
print("BaseLevel: Player spawned at ", player.global_position)
_local_player = player # Save reference
_player_spawned = true

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uid://c5ml4722ptwp2

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extends Area2D
# 场景名称
@export var target_scene_name: String = ""
@export var target_position: Vector2 = Vector2.ZERO # 兼容旧逻辑
@export var target_spawn_name: String = "" # 新逻辑:指定目标场景的 Marker2D 名称 (例如 "FromSquare") # 目标场景的生成位置 (Vector2.ZERO 表示使用默认位置/不设置)
# 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:
# 检查进入的物体是否为玩家
# 我们可以通过多种方式检查:
# 1. 检查是否在 "player" 组中 (推荐,但需要设置)
# 2. 检查是否有特定方法 (如 _handle_movement)
# 3. 检查类名 (如果 scripts/characters/player.gd 有 class_name)
# 这里使用方法检查作为一种鲁棒的方式,或者检查是否为 CharacterBody2D 且父节点层级符合预期
# 最简单直接的方式是检查是否有 _handle_movement 方法,这是 player.gd 特有的
if body.has_method("_handle_movement"):
print("玩家进入传送门,正在切换到场景: ", target_scene_name)
_teleport_player()
func _teleport_player() -> void:
if target_scene_name == "":
print("Error: Target scene name is empty!")
return
print("Teleporting to scene: ", target_scene_name)
# 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://b068cnbw3a8wt

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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)

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uid://3wghcufucve5

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

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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:
# 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 _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:
# 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)

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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
# 如果有名字显示需求,可在此扩展
# if data.has("username") and has_node("Label"):
# $Label.text = data.username
# 更新目标位置
func update_position(new_pos: Vector2):
target_position = new_pos
# 动画更新逻辑 (复用 PlayerController 的命名规范)
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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[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")
}

View File

@@ -0,0 +1 @@
uid://b7bgtip4yxeg8

View File

@@ -0,0 +1,13 @@
extends StaticBody2D
func interact():
print("Interacted with Notice Board")
# Check if dialog already exists
if get_tree().root.has_node("NoticeDialog"):
return
var dialog = preload("res://scenes/ui/notice_dialog.tscn").instantiate()
dialog.name = "NoticeDialog"
get_tree().root.add_child(dialog)
return null # No bubble text needed

View File

@@ -0,0 +1 @@
uid://pnlgf420wktn

View File

@@ -0,0 +1,13 @@
extends StaticBody2D
func interact():
# Prevent multiple dialogs
if get_tree().root.has_node("WelcomeDialog"):
return null
# Spawn the Welcome Dialog
var dialog = preload("res://scenes/ui/welcome_dialog.tscn").instantiate()
dialog.name = "WelcomeDialog"
# Add to the Scene Root (World) or CanvasLayer if it has one
get_tree().root.add_child(dialog)
return null # Return null prevents Player from showing a bubble

View File

@@ -0,0 +1 @@
uid://d2od22agputjt

View File

@@ -0,0 +1,20 @@
[gd_scene load_steps=4 format=3 uid="uid://rdmrm7j4iokr"]
[ext_resource type="Script" uid="uid://pnlgf420wktn" path="res://scenes/prefabs/items/NoticeBoard.gd" id="1_script"]
[ext_resource type="Texture2D" uid="uid://b4aildrnhbpl4" path="res://assets/materials/NoticeBoard.png" id="2_sprite"]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_nb"]
size = Vector2(160, 53.333332)
[node name="NoticeBoard" type="StaticBody2D"]
scale = Vector2(0.6, 0.6)
script = ExtResource("1_script")
[node name="Sprite2D" type="Sprite2D" parent="."]
position = Vector2(0, -16)
scale = Vector2(0.5, 0.5)
texture = ExtResource("2_sprite")
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
position = Vector2(0, 13.333335)
shape = SubResource("RectangleShape2D_nb")

View File

@@ -0,0 +1,19 @@
[gd_scene load_steps=4 format=3 uid="uid://c7k8yay002w4"]
[ext_resource type="Script" uid="uid://d2od22agputjt" path="res://scenes/prefabs/items/WelcomeBoard.gd" id="1_script"]
[ext_resource type="Texture2D" uid="uid://v7loa3smfkrd" path="res://assets/materials/WelcomeBoard.png" id="2_sprite"]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_board"]
size = Vector2(112, 26.5)
[node name="WelcomeBoard" type="StaticBody2D"]
collision_layer = 3
script = ExtResource("1_script")
[node name="Sprite2D" type="Sprite2D" parent="."]
scale = Vector2(0.25, 0.25)
texture = ExtResource("2_sprite")
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
position = Vector2(0, 18.75)
shape = SubResource("RectangleShape2D_board")

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