- 更新 ProjectPaths.gd 中的路径引用,适配新的目录结构 - 修复 SceneManager.gd 中的场景路径问题 - 更新 project.godot 配置,修复 AutoLoad 路径 - 修复 MainScene 相关文件的 UID 冲突 - 解决代码中的路径引用警告
116 lines
3.9 KiB
GDScript
116 lines
3.9 KiB
GDScript
extends Control
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# 场景节点引用
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@onready var auth_scene: Control = $AuthScene
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@onready var main_game_ui: Control = $MainGameUI
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@onready var user_label: Label = $MainGameUI/TopBar/HBoxContainer/UserLabel
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@onready var logout_button: Button = $MainGameUI/TopBar/HBoxContainer/LogoutButton
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# 游戏功能按钮
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@onready var explore_button: Button = $MainGameUI/MainContent/CenterContainer/VBoxContainer/GameMenuGrid/ExploreButton
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@onready var inventory_button: Button = $MainGameUI/MainContent/CenterContainer/VBoxContainer/GameMenuGrid/InventoryButton
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@onready var shop_button: Button = $MainGameUI/MainContent/CenterContainer/VBoxContainer/GameMenuGrid/ShopButton
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@onready var friends_button: Button = $MainGameUI/MainContent/CenterContainer/VBoxContainer/GameMenuGrid/FriendsButton
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# 状态标签
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@onready var level_label: Label = $MainGameUI/MainContent/CenterContainer/VBoxContainer/StatusPanel/StatusContainer/StatusGrid/LevelLabel
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@onready var coins_label: Label = $MainGameUI/MainContent/CenterContainer/VBoxContainer/StatusPanel/StatusContainer/StatusGrid/CoinsLabel
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@onready var exp_label: Label = $MainGameUI/MainContent/CenterContainer/VBoxContainer/StatusPanel/StatusContainer/StatusGrid/ExpLabel
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@onready var energy_label: Label = $MainGameUI/MainContent/CenterContainer/VBoxContainer/StatusPanel/StatusContainer/StatusGrid/EnergyLabel
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# 游戏状态
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enum GameState {
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AUTH, # 登录/注册状态
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MAIN_GAME # 主游戏状态
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}
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var current_state: GameState = GameState.AUTH
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var current_user: String = ""
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# 玩家数据
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var player_level: int = 1
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var player_coins: int = 100
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var player_exp: int = 0
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var player_max_exp: int = 100
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var player_energy: int = 100
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var player_max_energy: int = 100
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func _ready():
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# 初始化游戏状态
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setup_game()
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# 连接登录成功信号
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auth_scene.login_success.connect(_on_login_success)
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# 连接按钮信号
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logout_button.pressed.connect(_on_logout_pressed)
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explore_button.pressed.connect(_on_explore_pressed)
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inventory_button.pressed.connect(_on_inventory_pressed)
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shop_button.pressed.connect(_on_shop_pressed)
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friends_button.pressed.connect(_on_friends_pressed)
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func setup_game():
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# 设置初始状态为登录界面
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show_auth_scene()
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func show_auth_scene():
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current_state = GameState.AUTH
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auth_scene.visible = true
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main_game_ui.visible = false
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func show_main_game():
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current_state = GameState.MAIN_GAME
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auth_scene.visible = false
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main_game_ui.visible = true
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user_label.text = "当前用户: " + current_user
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update_player_status()
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print("进入主游戏界面")
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func update_player_status():
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level_label.text = "等级: " + str(player_level)
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coins_label.text = "金币: " + str(player_coins)
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exp_label.text = "经验: " + str(player_exp) + "/" + str(player_max_exp)
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energy_label.text = "体力: " + str(player_energy) + "/" + str(player_max_energy)
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func _on_login_success(username: String):
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# 登录成功后的处理
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current_user = username
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print("用户 ", username, " 登录成功!")
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show_main_game()
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func _on_logout_pressed():
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# 登出处理
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current_user = ""
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show_auth_scene()
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# 游戏功能按钮处理
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func _on_explore_pressed():
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print("探索小镇功能")
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show_game_message("🗺️ 探索功能开发中...")
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func _on_inventory_pressed():
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print("背包功能")
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show_game_message("🎒 背包功能开发中...")
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func _on_shop_pressed():
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print("商店功能")
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show_game_message("🏪 商店功能开发中...")
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func _on_friends_pressed():
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print("好友功能")
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show_game_message("👥 好友功能开发中...")
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func show_game_message(message: String):
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print("游戏消息: ", message)
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# 这里可以添加UI提示框显示消息
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# 处理全局输入
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func _input(event):
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if event.is_action_pressed("ui_cancel"):
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match current_state:
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GameState.AUTH:
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# 在登录界面按ESC退出游戏
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get_tree().quit()
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GameState.MAIN_GAME:
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# 在游戏中按ESC可能显示菜单或返回登录
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show_auth_scene() |