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
This commit is contained in:
2026-01-11 00:10:45 +08:00
parent ed7d89e39d
commit 8a5a4a0005
11 changed files with 211 additions and 1 deletions

View File

@@ -9,6 +9,7 @@ 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"
@@ -19,6 +20,11 @@ func _ready() -> void:
# 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()
@@ -27,6 +33,14 @@ func _check_spawn_position() -> void:
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)
@@ -59,13 +73,17 @@ func _update_animation_state(direction: Vector2) -> void:
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)