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676
README.md
@@ -1,301 +1,395 @@
|
||||
# 🐋 whaleTown
|
||||
# 🐋 WhaleTown - 现代化像素游戏
|
||||
|
||||
一个使用 Godot 4.5 引擎开发的现代化像素游戏项目,集成了完整的用户认证系统和API接口。
|
||||
> 一个基于 Godot 4.5 引擎开发的企业级 2D 像素风游戏,采用模块化架构设计,集成完整的用户认证系统和游戏核心功能。
|
||||
|
||||
## 🎮 项目信息
|
||||
[](https://godotengine.org/)
|
||||
[](https://docs.godotengine.org/en/stable/tutorials/scripting/gdscript/index.html)
|
||||
[](./docs/)
|
||||
[](https://godotengine.org/download)
|
||||
|
||||
- **引擎版本**: Godot 4.5.1
|
||||
- **渲染器**: Forward Plus
|
||||
- **项目类型**: 2D 像素游戏
|
||||
- **架构模式**: 模块化 + 事件驱动
|
||||
- **后端集成**: RESTful API + 用户认证
|
||||
## 🎯 项目简介
|
||||
|
||||
## 🚀 快速开始
|
||||
WhaleTown 是一个功能完整的现代化像素游戏,具有以下特色:
|
||||
|
||||
### 环境要求
|
||||
- [Godot Engine 4.5+](https://godotengine.org/download)
|
||||
- Python 3.7+ (用于API测试和Web服务器)
|
||||
|
||||
### 运行项目
|
||||
```bash
|
||||
# 1. 克隆项目
|
||||
git clone <repository-url>
|
||||
cd whale-town
|
||||
|
||||
# 2. 使用Godot编辑器打开项目
|
||||
# 3. 按F5运行或点击"运行"按钮
|
||||
|
||||
# 4. 测试API接口(可选)
|
||||
python tests/api/simple_api_test.py
|
||||
```
|
||||
|
||||
### Web版本部署
|
||||
```bash
|
||||
# Windows用户
|
||||
scripts\build_web.bat # 导出Web版本
|
||||
scripts\serve_web.bat # 启动本地测试服务器
|
||||
|
||||
# Linux/macOS用户
|
||||
./scripts/build_web.sh # 导出Web版本
|
||||
./scripts/serve_web.sh # 启动本地测试服务器
|
||||
```
|
||||
|
||||
详细部署指南请查看: [Web部署完整指南](docs/web_deployment_guide.md)
|
||||
|
||||
## 🏗️ 项目架构
|
||||
|
||||
### 核心设计理念
|
||||
- **场景独立性** - 每个场景都是独立的功能模块
|
||||
- **高度解耦** - 通过事件系统和管理器通信
|
||||
- **组件复用** - 可复用组件统一管理
|
||||
- **标准化** - 统一的命名规范和目录结构
|
||||
- **测试驱动** - 完整的测试体系和文档
|
||||
|
||||
### 目录结构
|
||||
```
|
||||
whaleTown/
|
||||
├── 🎬 scenes/ # 游戏场景
|
||||
│ ├── auth_scene.tscn # 用户认证场景
|
||||
│ ├── main_scene.tscn # 主游戏场景
|
||||
│ └── prefabs/ # 预制体组件
|
||||
├── 🔧 core/ # 核心系统(自动加载)
|
||||
│ ├── managers/ # 全局管理器
|
||||
│ ├── systems/ # 系统组件
|
||||
│ └── utils/ # 工具类
|
||||
├── 📝 scripts/ # 业务逻辑脚本
|
||||
│ ├── scenes/ # 场景脚本
|
||||
│ ├── network/ # 网络相关
|
||||
│ ├── build_web.bat # Windows Web导出脚本
|
||||
│ ├── build_web.sh # Linux/macOS Web导出脚本
|
||||
│ ├── serve_web.bat # Windows 本地服务器
|
||||
│ ├── serve_web.sh # Linux/macOS 本地服务器
|
||||
│ └── ui/ # UI组件脚本
|
||||
├── 🧩 module/ # 可复用模块
|
||||
│ ├── UI/ # UI组件模块
|
||||
│ ├── Character/ # 角色模块
|
||||
│ ├── Combat/ # 战斗模块
|
||||
│ ├── Dialogue/ # 对话模块
|
||||
│ └── Inventory/ # 背包模块
|
||||
├── 🎨 assets/ # 游戏资源
|
||||
│ ├── sprites/ # 精灵图资源
|
||||
│ ├── audio/ # 音频文件
|
||||
│ ├── ui/ # UI界面资源
|
||||
│ ├── fonts/ # 字体资源
|
||||
│ ├── materials/ # 材质资源
|
||||
│ └── shaders/ # 着色器资源
|
||||
├── 📊 data/ # 配置数据
|
||||
│ ├── configs/ # 游戏配置
|
||||
│ ├── localization/ # 本地化文件
|
||||
│ ├── characters/ # 角色数据
|
||||
│ ├── items/ # 物品数据
|
||||
│ ├── levels/ # 关卡数据
|
||||
│ └── dialogues/ # 对话数据
|
||||
├── 🧪 tests/ # 测试文件
|
||||
│ ├── api/ # API接口测试
|
||||
│ ├── auth/ # 认证UI测试
|
||||
│ ├── unit/ # 单元测试
|
||||
│ ├── integration/ # 集成测试
|
||||
│ └── performance/ # 性能测试
|
||||
└── 📚 docs/ # 项目文档
|
||||
├── auth/ # 认证相关文档
|
||||
├── api-documentation.md # API接口文档
|
||||
├── web_deployment_guide.md # Web部署完整指南
|
||||
├── web_deployment_changelog.md # Web部署更新日志
|
||||
├── project_structure.md # 项目结构说明
|
||||
├── naming_convention.md # 命名规范
|
||||
├── code_comment_guide.md # 代码注释规范
|
||||
└── git_commit_guide.md # Git提交规范
|
||||
```
|
||||
|
||||
### 核心系统
|
||||
项目包含以下自动加载的核心系统:
|
||||
|
||||
- **GameManager** - 全局游戏状态管理
|
||||
- **SceneManager** - 场景切换管理
|
||||
- **EventSystem** - 事件通信系统
|
||||
|
||||
使用示例:
|
||||
```gdscript
|
||||
# 状态管理
|
||||
GameManager.change_state(GameManager.GameState.IN_GAME)
|
||||
|
||||
# 场景切换
|
||||
SceneManager.change_scene("battle")
|
||||
|
||||
# 事件通信
|
||||
EventSystem.emit_event("player_health_changed", 80)
|
||||
EventSystem.connect_event("player_died", _on_player_died)
|
||||
```
|
||||
|
||||
## ✨ 主要功能
|
||||
|
||||
### 🔐 用户认证系统
|
||||
- **用户注册** - 支持邮箱验证码验证
|
||||
- **用户登录** - 多种登录方式(用户名/邮箱/手机号)
|
||||
- **密码管理** - 密码重置和修改功能
|
||||
- **GitHub OAuth** - 第三方登录集成
|
||||
- **错误处理** - 完整的错误提示和频率限制
|
||||
|
||||
### 🌐 Web版本部署
|
||||
- **自动化导出** - 一键导出Web版本
|
||||
- **本地测试服务器** - 内置HTTP服务器用于测试
|
||||
- **生产环境配置** - 完整的服务器配置指南
|
||||
- **跨平台支持** - Windows、Linux、macOS全平台支持
|
||||
- **性能优化** - 资源压缩和加载优化
|
||||
|
||||
### 🎮 游戏功能
|
||||
- **主场景** - 游戏主界面和菜单系统
|
||||
- **认证场景** - 完整的登录注册界面
|
||||
- **状态管理** - 用户状态和游戏状态管理
|
||||
- **网络通信** - RESTful API集成
|
||||
|
||||
### 🧪 测试体系
|
||||
- **API测试** - 完整的接口测试脚本
|
||||
- **UI测试** - 认证界面的交互测试
|
||||
- **错误场景** - 边界条件和异常处理测试
|
||||
|
||||
## 🔧 开发规范
|
||||
|
||||
### 命名规范
|
||||
- **场景文件**: `snake_case_scene.tscn` (如: `auth_scene.tscn`)
|
||||
- **脚本文件**: `PascalCase.gd` (如: `AuthScene.gd`)
|
||||
- **节点名称**: `camelCase` (如: `loginButton`)
|
||||
- **变量/函数**: `camelCase` (如: `playerHealth`)
|
||||
- **常量**: `UPPER_CASE` (如: `MAX_HEALTH`)
|
||||
- **资源文件**: `snake_case` (如: `bg_auth_scene.png`)
|
||||
|
||||
### 代码注释规范
|
||||
- **文件头注释**: 说明文件用途、主要功能和依赖关系
|
||||
- **函数注释**: 包含参数说明、返回值和使用示例
|
||||
- **复杂逻辑**: 添加行内注释解释业务逻辑和设计决策
|
||||
- **特殊标记**: 使用 TODO、FIXME、NOTE 等标准标记
|
||||
- **AI辅助**: 支持AI补充注释,提供详细的上下文信息
|
||||
|
||||
### Git 提交规范
|
||||
使用格式:`<类型>:<描述>`
|
||||
|
||||
常用类型:`feat` `fix` `docs` `refactor` `scene` `asset` `ui` `test`
|
||||
|
||||
```bash
|
||||
git commit -m "feat:实现用户登录功能"
|
||||
git commit -m "fix:修复429错误处理"
|
||||
git commit -m "test:添加API接口测试"
|
||||
git commit -m "docs:更新项目文档"
|
||||
```
|
||||
|
||||
## 📚 项目文档
|
||||
|
||||
### 核心文档
|
||||
- 📋 [项目结构详解](docs/project_structure.md) - 完整的架构说明
|
||||
- 📝 [命名规范](docs/naming_convention.md) - 详细的命名规则
|
||||
- 💬 [代码注释规范](docs/code_comment_guide.md) - 注释标准和AI辅助指南
|
||||
- 🔀 [Git提交规范](docs/git_commit_guide.md) - 提交信息标准
|
||||
- 🌐 [Web部署指南](docs/web_deployment_guide.md) - 完整的Web部署文档
|
||||
|
||||
### API和测试文档
|
||||
- 🔌 [API接口文档](docs/api-documentation.md) - 完整的API说明和测试指南
|
||||
- 🔐 [认证系统文档](docs/auth/) - 用户认证相关文档
|
||||
- 🧪 [API测试指南](tests/api/README.md) - API测试使用方法
|
||||
- 🎮 [认证UI测试](tests/auth/README.md) - UI测试场景说明
|
||||
|
||||
## 🛠️ 开发指南
|
||||
|
||||
### 添加新场景
|
||||
1. 在 `scenes/` 创建场景文件
|
||||
2. 在 `scripts/scenes/` 创建对应脚本
|
||||
3. 在 `SceneManager` 中注册场景路径
|
||||
4. 使用 `SceneManager.change_scene()` 切换
|
||||
|
||||
### 创建可复用组件
|
||||
1. 在 `module/` 对应分类下创建组件
|
||||
2. 实现标准接口
|
||||
3. 通过 `EventSystem` 与其他模块通信
|
||||
4. 在 `scenes/prefabs/` 创建预制体
|
||||
|
||||
### 资源管理
|
||||
- 图片资源放入 `assets/sprites/` 对应分类
|
||||
- 音频文件放入 `assets/audio/` 对应分类
|
||||
- UI资源放入 `assets/ui/` 对应分类
|
||||
- 配置文件放入 `data/configs/`
|
||||
- 遵循命名规范,使用英文小写+下划线
|
||||
|
||||
### API接口测试
|
||||
项目提供了完整的Python测试脚本来验证API接口:
|
||||
|
||||
```bash
|
||||
# 快速测试API连通性
|
||||
python tests/api/simple_api_test.py
|
||||
|
||||
# 完整的API功能测试
|
||||
python tests/api/api_test.py --verbose
|
||||
|
||||
# 自定义服务器地址测试
|
||||
python tests/api/simple_api_test.py https://your-api-server.com
|
||||
```
|
||||
|
||||
测试脚本会验证:
|
||||
- ✅ 应用状态检查
|
||||
- ✅ 用户注册和登录功能
|
||||
- ✅ 邮箱验证码发送和验证
|
||||
- ✅ 错误处理和频率限制(429错误)
|
||||
- ✅ 管理员功能和权限控制
|
||||
- ✅ 用户状态管理
|
||||
- ✅ 安全功能测试
|
||||
|
||||
📖 查看 [API测试文档](tests/api/README.md) 了解详细使用方法
|
||||
|
||||
### 认证UI测试
|
||||
项目还提供了Godot内置的UI测试场景:
|
||||
|
||||
1. 在Godot编辑器中打开 `tests/auth/auth_ui_test.tscn`
|
||||
2. 运行场景进行交互式测试
|
||||
3. 测试各种错误场景和边界条件
|
||||
|
||||
📖 查看 [认证UI测试文档](tests/auth/README.md) 了解详细使用方法
|
||||
|
||||
## 🔧 技术栈
|
||||
|
||||
- **游戏引擎**: Godot 4.5.1
|
||||
- **脚本语言**: GDScript
|
||||
- **架构模式**: 模块化 + 事件驱动
|
||||
- **状态管理**: 单例管理器模式
|
||||
- **通信机制**: 全局事件系统
|
||||
- **API集成**: RESTful API + JSON
|
||||
- **测试框架**: Python + Godot内置测试
|
||||
|
||||
## 🤝 贡献指南
|
||||
|
||||
1. Fork 项目
|
||||
2. 创建功能分支 (`git checkout -b feature/AmazingFeature`)
|
||||
3. 遵循项目的命名规范和架构设计
|
||||
4. 添加相应的测试用例
|
||||
5. 更新相关文档
|
||||
6. 提交更改 (`git commit -m 'feat:添加某个功能'`)
|
||||
7. 推送到分支 (`git push origin feature/AmazingFeature`)
|
||||
8. 开启 Pull Request
|
||||
|
||||
### 贡献类型
|
||||
- 🐛 Bug修复
|
||||
- ✨ 新功能开发
|
||||
- 📚 文档改进
|
||||
- 🧪 测试用例
|
||||
- 🎨 UI/UX改进
|
||||
- ⚡ 性能优化
|
||||
|
||||
## 📄 许可证
|
||||
|
||||
本项目采用 MIT 许可证 - 查看 [LICENSE](LICENSE) 文件了解详情
|
||||
- 🏗️ **企业级架构** - 模块化设计,高度解耦,易于扩展
|
||||
- 🔐 **完整认证系统** - 登录、注册、邮箱验证、密码管理
|
||||
- 🎮 **丰富游戏功能** - 角色系统、场景管理、事件通信
|
||||
- 🌐 **网络通信** - RESTful API集成,支持实时数据交互
|
||||
- 📚 **企业级文档** - 18个文档,覆盖开发全流程
|
||||
- 🧪 **完整测试体系** - API测试、UI测试、性能测试
|
||||
- 🚀 **一键部署** - 支持Web、桌面多平台发布
|
||||
|
||||
---
|
||||
|
||||
## 🎯 项目状态
|
||||
## 🚀 5分钟快速体验
|
||||
|
||||
- ✅ 基础架构搭建完成
|
||||
- ✅ 用户认证系统完成
|
||||
- ✅ API接口集成完成
|
||||
- ✅ 测试体系建立完成
|
||||
- ✅ 文档体系完善
|
||||
- 🚧 游戏核心玩法开发中
|
||||
- 🚧 更多功能模块开发中
|
||||
### 📋 准备工作
|
||||
|
||||
**最后更新**: 2025-12-24
|
||||
**你需要安装:**
|
||||
- [Godot Engine 4.5+](https://godotengine.org/download) - 游戏引擎
|
||||
- [Git](https://git-scm.com/) - 版本控制工具
|
||||
|
||||
### 🛠️ 启动项目
|
||||
|
||||
```bash
|
||||
# 1️⃣ 获取项目
|
||||
git clone <repository-url>
|
||||
cd whale-town
|
||||
|
||||
# 2️⃣ 打开项目
|
||||
# 双击 project.godot 文件,或在Godot编辑器中选择"导入项目"
|
||||
|
||||
# 3️⃣ 运行游戏
|
||||
# 在Godot编辑器中按 F5 或点击"运行项目"按钮
|
||||
```
|
||||
|
||||
🎉 **成功!** 你应该看到游戏的认证界面
|
||||
|
||||
### 🎮 体验功能
|
||||
|
||||
1. **注册新用户** - 体验完整的邮箱验证流程
|
||||
2. **登录系统** - 尝试用户名/邮箱登录
|
||||
3. **游戏界面** - 探索主游戏场景
|
||||
|
||||
### 🧪 测试API(可选)
|
||||
|
||||
```bash
|
||||
# 安装Python依赖
|
||||
pip install requests
|
||||
|
||||
# 快速API测试
|
||||
python tests/api/quick_test.py
|
||||
|
||||
# 完整功能测试
|
||||
python tests/api/api_client_test.py
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 📚 新手开发指南
|
||||
|
||||
### 🎯 第一步:了解项目
|
||||
|
||||
**⚠️ 重要:开始开发前必读**
|
||||
|
||||
1. **[📖 项目入门总览](docs/01-项目入门/README.md)** - 5分钟了解项目
|
||||
2. **[🏗️ 项目结构说明](docs/01-项目入门/项目结构说明.md)** - 理解架构设计
|
||||
3. **[⚙️ 项目设置指南](docs/01-项目入门/项目设置指南.md)** - 配置开发环境
|
||||
4. **[🤖 AI开发指南](docs/AI_docs/README.md)** - AI编程助手专用文档
|
||||
|
||||
### 🎯 第二步:学习规范
|
||||
|
||||
**代码质量保证**
|
||||
|
||||
1. **[📝 命名规范](docs/02-开发规范/命名规范.md)** - 统一命名标准
|
||||
2. **[🏛️ 架构与通信规范](docs/02-开发规范/架构与通信规范.md)** - 组件通信方式
|
||||
3. **[💬 代码注释规范](docs/02-开发规范/代码注释规范.md)** - 注释标准
|
||||
4. **[🔄 Git提交规范](docs/02-开发规范/Git提交规范.md)** - 版本控制规范
|
||||
|
||||
### 🎯 第三步:开始开发
|
||||
|
||||
**技术实现指导**
|
||||
|
||||
1. **[🔧 实现细节规范](docs/03-技术实现/实现细节规范.md)** - 游戏对象实现
|
||||
2. **[🌐 API接口文档](docs/03-技术实现/API接口文档.md)** - 后端接口使用
|
||||
3. **[🧪 测试指南](docs/03-技术实现/测试指南.md)** - 测试方法和工具
|
||||
|
||||
### 🎯 第四步:高级开发
|
||||
|
||||
**进阶技能**
|
||||
|
||||
1. **[🚀 性能优化指南](docs/04-高级开发/性能优化指南.md)** - 性能调优
|
||||
2. **[🎬 场景设计规范](docs/04-高级开发/场景设计规范.md)** - 场景架构
|
||||
3. **[🧩 模块开发指南](docs/04-高级开发/模块开发指南.md)** - 模块化开发
|
||||
|
||||
### 🎯 第五步:项目发布
|
||||
|
||||
**部署和运维**
|
||||
|
||||
1. **[🌐 Web部署指南](docs/05-部署运维/Web部署指南.md)** - 完整部署流程
|
||||
|
||||
---
|
||||
|
||||
## 🏗️ 项目架构一览
|
||||
|
||||
### 📁 目录结构
|
||||
|
||||
```
|
||||
WhaleTown/ # 🐋 项目根目录
|
||||
├── 📚 docs/ # 📖 完整文档系统(18个文档)
|
||||
│ ├── 01-项目入门/ # 👋 新人必读
|
||||
│ ├── 02-开发规范/ # 📋 编码标准
|
||||
│ ├── 03-技术实现/ # 🔧 开发指导
|
||||
│ ├── 04-高级开发/ # 🚀 进阶技巧
|
||||
│ ├── 05-部署运维/ # 🌐 发布部署
|
||||
│ ├── 06-功能模块/ # 🎮 功能文档
|
||||
│ └── AI_docs/ # 🤖 AI专用文档(执行规范、代码模板)
|
||||
├── 🔧 _Core/ # ⚙️ 核心底层实现
|
||||
│ ├── managers/ # 🎯 全局管理器(游戏状态、场景、网络等)
|
||||
│ ├── systems/ # 🔄 系统组件(事件系统、输入系统等)
|
||||
│ ├── components/ # 🧩 基础组件实现
|
||||
│ ├── utils/ # <20> 核件心工具类(字符串处理、数学计算等)
|
||||
│ ├── EventNames.gd # 📝 事件名称定义
|
||||
│ └── ProjectPaths.gd # <20> 路径组统一管理
|
||||
├── 🎬 scenes/ # 🎭 场景与视觉呈现
|
||||
│ ├── maps/ # <20>️ 地图一场景(游戏关卡、世界地图)
|
||||
│ ├── characters/ # 👤 人物场景(角色、NPC、敌人)
|
||||
│ ├── ui/ # 🖼️ UI界面场景(菜单、HUD、对话框)
|
||||
│ ├── effects/ # ✨ 特效场景(粒子效果、动画)
|
||||
│ └── prefabs/ # 🧩 预制体组件
|
||||
├── 🎨 assets/ # 🖼️ 静态资源存储
|
||||
│ ├── sprites/ # 🎨 精灵图片(角色、物品、环境)
|
||||
│ ├── audio/ # 🎵 音频资源(音乐、音效)
|
||||
│ ├── fonts/ # 🔤 字体文件
|
||||
│ ├── materials/ # 🎭 材质资源
|
||||
│ ├── shaders/ # 🌈 着色器文件
|
||||
│ ├── ui/ # 🖼️ UI素材(按钮、图标、背景)
|
||||
│ └── icon/ # 📱 应用图标
|
||||
├── ⚙️ Config/ # 📋 配置文件管理
|
||||
│ ├── game_config.json # 🎮 游戏配置(难度、设置等)
|
||||
│ ├── zh_CN.json # 🌐 本地化配置
|
||||
│ └── environment/ # 🔧 环境配置(开发、测试、生产)
|
||||
├── 🧪 tests/ # 🔬 测试文件系统
|
||||
│ ├── unit/ # 🔍 单元测试(组件功能测试)
|
||||
│ ├── integration/ # 🔗 集成测试(系统交互测试)
|
||||
│ ├── performance/ # ⚡ 性能测试(帧率、内存优化)
|
||||
│ └── api/ # 🌐 API接口测试
|
||||
└── 🌐 web_assets/ # 🌍 Web导出资源
|
||||
├── html/ # 📄 HTML模板文件
|
||||
├── css/ # 🎨 样式文件
|
||||
└── js/ # 📜 JavaScript脚本
|
||||
```
|
||||
|
||||
### 🔧 核心架构说明
|
||||
|
||||
| 目录 | 作用 | 详细说明 |
|
||||
|------|------|----------|
|
||||
| **_Core** | 🔧 功能实现与组件实现 | 项目最基本的底层实现,包含所有核心系统和基础组件 |
|
||||
| **scenes** | 🎭 场景与视觉呈现 | 包含地图场景、人物场景等一系列视觉呈现部分,主要是UI的实现 |
|
||||
| **assets** | 🎨 静态资源存储 | 所有静态资源的存储,包括图片、音乐、视频、贴图等素材 |
|
||||
| **Config** | ⚙️ 配置文件管理 | 主要用来配置各类环境,包括游戏设置、本地化等配置 |
|
||||
| **tests** | 🧪 测试文件系统 | 放置所有对应组件的测试代码,方便快速进行功能性与性能测试 |
|
||||
| **web_assets** | 🌐 Web导出资源 | 专门用于Web平台导出的相关资源和配置文件 |
|
||||
| **docs/AI_docs** | 🤖 AI专用文档 | 专门为AI编程助手准备的执行规范和代码模板,提升vibe coding效率 |
|
||||
|
||||
### 🎮 核心组件
|
||||
|
||||
| 组件 | 位置 | 作用 | 文档链接 |
|
||||
|------|------|------|----------|
|
||||
| **EventSystem** | _Core/systems/ | 全局事件通信系统 | [架构规范](docs/02-开发规范/架构与通信规范.md) |
|
||||
| **GameManager** | _Core/managers/ | 游戏状态管理器 | [实现细节](docs/03-技术实现/实现细节规范.md) |
|
||||
| **SceneManager** | _Core/managers/ | 场景切换管理器 | [场景设计](docs/04-高级开发/场景设计规范.md) |
|
||||
| **NetworkManager** | _Core/managers/ | 网络请求管理器 | [网络管理器](docs/03-技术实现/网络管理器设置.md) |
|
||||
| **ProjectPaths** | _Core/ | 路径统一管理工具 | [项目结构](docs/01-项目入门/项目结构说明.md) |
|
||||
|
||||
---
|
||||
|
||||
## 🎮 核心功能
|
||||
|
||||
### 🔐 用户认证系统
|
||||
|
||||
**完整的用户管理功能**
|
||||
- ✅ 用户注册(用户名+邮箱验证)
|
||||
- ✅ 多方式登录(用户名/邮箱/验证码)
|
||||
- ✅ 密码管理(修改/重置)
|
||||
- ✅ 表单验证(实时验证+友好提示)
|
||||
- ✅ 错误处理(网络异常+业务错误)
|
||||
|
||||
**技术特色**
|
||||
- 📱 响应式UI设计
|
||||
- 🔄 实时表单验证
|
||||
- ⏰ 验证码冷却机制
|
||||
- 🎨 流畅动画效果
|
||||
|
||||
### 🎮 游戏核心系统
|
||||
|
||||
**模块化游戏架构**
|
||||
- 🎭 场景管理系统
|
||||
- 🔄 事件通信系统
|
||||
- 🎯 状态管理系统
|
||||
- 🌐 网络通信系统
|
||||
|
||||
**开发友好特性**
|
||||
- 🧩 高度模块化
|
||||
- 📝 完整文档覆盖
|
||||
- 🧪 测试用例齐全
|
||||
- 🔧 开发工具完善
|
||||
|
||||
---
|
||||
|
||||
## 🧪 测试系统
|
||||
|
||||
### 🔬 测试类型
|
||||
|
||||
| 测试类型 | 工具 | 覆盖范围 | 文档 |
|
||||
|----------|------|----------|------|
|
||||
| **API测试** | Python脚本 | 17个接口全覆盖 | [测试指南](docs/03-技术实现/测试指南.md) |
|
||||
| **UI测试** | Godot场景 | 认证流程完整测试 | [认证测试](docs/06-功能模块/auth/认证测试指南.md) |
|
||||
| **单元测试** | GUT框架 | 核心组件测试 | [测试指南](docs/03-技术实现/测试指南.md) |
|
||||
|
||||
### 🚀 快速测试
|
||||
|
||||
```bash
|
||||
# 🔌 API接口测试(30秒)
|
||||
python tests/api/quick_test.py
|
||||
|
||||
# 🔍 完整功能测试(2-3分钟)
|
||||
python tests/api/api_client_test.py
|
||||
|
||||
# 🎮 UI交互测试(在Godot中运行)
|
||||
# 打开 tests/auth/auth_ui_test.tscn 场景
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 🚀 部署发布
|
||||
|
||||
### 🖥️ 桌面版本
|
||||
|
||||
```bash
|
||||
# Windows
|
||||
godot --export "Windows Desktop" build/WhaleTown.exe
|
||||
|
||||
# Linux
|
||||
godot --export "Linux/X11" build/WhaleTown.x86_64
|
||||
|
||||
# macOS
|
||||
godot --export "macOS" build/WhaleTown.app
|
||||
```
|
||||
|
||||
### 🌐 Web版本
|
||||
|
||||
```bash
|
||||
# 使用自动化脚本
|
||||
scripts/build_web.bat # Windows
|
||||
scripts/build_web.sh # Linux/macOS
|
||||
|
||||
# 本地测试
|
||||
scripts/serve_web.bat # 启动本地服务器
|
||||
```
|
||||
|
||||
**详细部署流程**: [Web部署指南](docs/05-部署运维/Web部署指南.md)
|
||||
|
||||
---
|
||||
|
||||
## 📊 项目统计
|
||||
|
||||
### 📚 文档系统
|
||||
|
||||
| 类别 | 文档数 | 完成度 |
|
||||
|------|--------|--------|
|
||||
| 项目入门 | 3 | 100% |
|
||||
| 开发规范 | 5 | 100% |
|
||||
| 技术实现 | 4 | 100% |
|
||||
| 高级开发 | 3 | 100% |
|
||||
| 部署运维 | 1 | 100% |
|
||||
| 功能模块 | 2 | 100% |
|
||||
| **总计** | **18** | **100%** |
|
||||
|
||||
### 🧪 测试覆盖
|
||||
|
||||
- **API接口**: 17个接口 ✅
|
||||
- **认证流程**: 完整测试 ✅
|
||||
- **错误处理**: 边界测试 ✅
|
||||
- **性能监控**: 帧率/内存 ✅
|
||||
|
||||
---
|
||||
|
||||
## 🤝 参与贡献
|
||||
|
||||
### 🌟 贡献方式
|
||||
|
||||
1. **🐛 Bug修复** - 发现并修复问题
|
||||
2. **✨ 新功能** - 添加有价值的功能
|
||||
3. **📚 文档改进** - 完善项目文档
|
||||
4. **🧪 测试用例** - 提高代码覆盖率
|
||||
5. **🎨 UI/UX改进** - 提升用户体验
|
||||
|
||||
### 📋 贡献流程
|
||||
|
||||
```bash
|
||||
# 1️⃣ Fork项目到你的账户
|
||||
|
||||
# 2️⃣ 克隆到本地
|
||||
git clone <your-fork-url>
|
||||
cd whale-town
|
||||
|
||||
# 3️⃣ 创建功能分支
|
||||
git checkout -b feature/your-feature
|
||||
|
||||
# 4️⃣ 开发功能(遵循项目规范)
|
||||
# 参考: docs/02-开发规范/
|
||||
|
||||
# 5️⃣ 添加测试用例
|
||||
# 参考: docs/03-技术实现/测试指南.md
|
||||
|
||||
# 6️⃣ 提交代码
|
||||
git commit -m "feat:添加新功能"
|
||||
# 参考: docs/02-开发规范/Git提交规范.md
|
||||
|
||||
# 7️⃣ 推送分支
|
||||
git push origin feature/your-feature
|
||||
|
||||
# 8️⃣ 创建Pull Request
|
||||
```
|
||||
|
||||
### 📖 开发规范
|
||||
|
||||
**必读文档**:
|
||||
- [命名规范](docs/02-开发规范/命名规范.md) - 代码命名标准
|
||||
- [Git提交规范](docs/02-开发规范/Git提交规范.md) - 提交信息格式
|
||||
- [代码注释规范](docs/02-开发规范/代码注释规范.md) - 注释标准
|
||||
|
||||
### 🙏 贡献者致谢
|
||||
|
||||
感谢所有为 WhaleTown 项目做出贡献的开发者们!详细的贡献者信息和统计请查看:
|
||||
|
||||
**[📖 贡献者详细信息](docs/CONTRIBUTORS.md)**
|
||||
|
||||
---
|
||||
|
||||
## 📞 获取帮助
|
||||
|
||||
### 🔍 问题解决
|
||||
|
||||
| 问题类型 | 解决方案 |
|
||||
|----------|----------|
|
||||
| **🤔 不知道从哪开始** | [项目入门总览](docs/01-项目入门/README.md) |
|
||||
| **🏗️ 不理解项目架构** | [项目结构说明](docs/01-项目入门/项目结构说明.md) |
|
||||
| **🔧 开发环境问题** | [项目设置指南](docs/01-项目入门/项目设置指南.md) |
|
||||
| **📝 不知道怎么命名** | [命名规范](docs/02-开发规范/命名规范.md) |
|
||||
| **🔄 组件通信问题** | [架构与通信规范](docs/02-开发规范/架构与通信规范.md) |
|
||||
| **🌐 API调用问题** | [API接口文档](docs/03-技术实现/API接口文档.md) |
|
||||
| **🧪 测试相关问题** | [测试指南](docs/03-技术实现/测试指南.md) |
|
||||
| **🚀 部署发布问题** | [Web部署指南](docs/05-部署运维/Web部署指南.md) |
|
||||
|
||||
### 📚 文档导航
|
||||
|
||||
- **[📖 完整文档中心](docs/README.md)** - 所有文档的导航页面
|
||||
- **[📋 文档更新日志](docs/CHANGELOG.md)** - 文档版本变更记录
|
||||
|
||||
### 💬 联系方式
|
||||
|
||||
- **项目地址**: [Gitea Repository](https://gitea.xinghangee.icu/datawhale/whale-town)
|
||||
- **问题反馈**: [Issues](https://gitea.xinghangee.icu/datawhale/whale-town/issues)
|
||||
- **功能建议**: [Discussions](https://gitea.xinghangee.icu/datawhale/whale-town/discussions)
|
||||
|
||||
---
|
||||
|
||||
## 📄 许可证
|
||||
|
||||
本项目采用 [MIT License](./LICENSE) 开源协议。
|
||||
|
||||
---
|
||||
|
||||
<div align="center">
|
||||
|
||||
**🐋 WhaleTown - 企业级像素游戏开发框架**
|
||||
|
||||
*让游戏开发更简单,让代码质量更优秀*
|
||||
|
||||
[⭐ Star](https://gitea.xinghangee.icu/datawhale/whale-town) | [🍴 Fork](https://gitea.xinghangee.icu/datawhale/whale-town/fork) | [📖 文档](./docs/) | [🐛 反馈](https://gitea.xinghangee.icu/datawhale/whale-town/issues)
|
||||
|
||||
**文档版本**: v1.2.0 | **最后更新**: 2025-12-31
|
||||
|
||||
</div>
|
||||
60
_Core/EventNames.gd
Normal file
@@ -0,0 +1,60 @@
|
||||
# ============================================================================
|
||||
# 事件名称定义 - EventNames.gd
|
||||
#
|
||||
# 定义项目中所有事件的名称常量,确保事件名称的一致性和可维护性
|
||||
#
|
||||
# 使用方式:
|
||||
# EventSystem.emit_event(EventNames.PLAYER_MOVED, data)
|
||||
# EventSystem.connect_event(EventNames.INTERACT_PRESSED, callback)
|
||||
# ============================================================================
|
||||
|
||||
class_name EventNames
|
||||
|
||||
# ============================================================================
|
||||
# 玩家相关事件
|
||||
# ============================================================================
|
||||
const PLAYER_MOVED = "player_moved"
|
||||
const PLAYER_SPAWNED = "player_spawned"
|
||||
const PLAYER_HEALTH_CHANGED = "player_health_changed"
|
||||
const PLAYER_DIED = "player_died"
|
||||
const PLAYER_RESPAWNED = "player_respawned"
|
||||
const PLAYER_ATTACK = "player_attack"
|
||||
|
||||
# ============================================================================
|
||||
# 交互事件
|
||||
# ============================================================================
|
||||
const INTERACT_PRESSED = "interact_pressed"
|
||||
const NPC_TALKED = "npc_talked"
|
||||
const ITEM_COLLECTED = "item_collected"
|
||||
const OBJECT_INTERACTED = "object_interacted"
|
||||
|
||||
# ============================================================================
|
||||
# UI事件
|
||||
# ============================================================================
|
||||
const UI_BUTTON_CLICKED = "ui_button_clicked"
|
||||
const DIALOG_OPENED = "dialog_opened"
|
||||
const DIALOG_CLOSED = "dialog_closed"
|
||||
const MENU_OPENED = "menu_opened"
|
||||
const MENU_CLOSED = "menu_closed"
|
||||
|
||||
# ============================================================================
|
||||
# 游戏状态事件
|
||||
# ============================================================================
|
||||
const GAME_PAUSED = "game_paused"
|
||||
const GAME_RESUMED = "game_resumed"
|
||||
const SCENE_CHANGED = "scene_changed"
|
||||
const SCENE_DATA_TRANSFER = "scene_data_transfer"
|
||||
|
||||
# ============================================================================
|
||||
# 系统事件
|
||||
# ============================================================================
|
||||
const TILEMAP_READY = "tilemap_ready"
|
||||
const COMPONENT_MESSAGE = "component_message"
|
||||
const POSITION_UPDATE = "position_update"
|
||||
const GRID_POSITION_CHANGED = "grid_position_changed"
|
||||
const GRID_SNAP_REQUESTED = "grid_snap_requested"
|
||||
|
||||
# ============================================================================
|
||||
# 测试事件
|
||||
# ============================================================================
|
||||
const TEST_EVENT = "test_event"
|
||||
1
_Core/EventNames.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://qn0imbklx1m0
|
||||
118
_Core/ProjectPaths.gd
Normal file
@@ -0,0 +1,118 @@
|
||||
# ============================================================================
|
||||
# 项目路径配置 - ProjectPaths.gd
|
||||
#
|
||||
# 统一管理项目中所有路径常量,确保路径的一致性和可维护性
|
||||
#
|
||||
# 使用方式:
|
||||
# var scene_path = ProjectPaths.SCENES_COMPONENTS + "ui/Button.tscn"
|
||||
# var config_path = ProjectPaths.DATA_CONFIG + "game_config.json"
|
||||
# ============================================================================
|
||||
|
||||
class_name ProjectPaths
|
||||
|
||||
# ============================================================================
|
||||
# 核心系统路径
|
||||
# ============================================================================
|
||||
const CORE_ROOT = "res://_Core/"
|
||||
const CORE_MANAGERS = CORE_ROOT + "managers/"
|
||||
const CORE_SYSTEMS = CORE_ROOT + "systems/"
|
||||
const CORE_COMPONENTS = CORE_ROOT + "components/"
|
||||
const CORE_UTILS = CORE_ROOT + "utils/"
|
||||
|
||||
# 系统文件路径
|
||||
const GRID_SYSTEM = CORE_SYSTEMS + "GridSystem.gd"
|
||||
const EVENT_SYSTEM = CORE_SYSTEMS + "EventSystem.gd"
|
||||
const TILE_SYSTEM = CORE_SYSTEMS + "TileSystem.gd"
|
||||
|
||||
# ============================================================================
|
||||
# 场景路径
|
||||
# ============================================================================
|
||||
const SCENES_ROOT = "res://scenes/"
|
||||
const SCENES_MAPS = SCENES_ROOT + "Maps/"
|
||||
const SCENES_COMPONENTS = SCENES_ROOT + "Components/"
|
||||
const SCENES_UI_COMPONENTS = SCENES_COMPONENTS + "ui/"
|
||||
const SCENES_CHARACTER_COMPONENTS = SCENES_COMPONENTS + "characters/"
|
||||
const SCENES_EFFECT_COMPONENTS = SCENES_COMPONENTS + "effects/"
|
||||
const SCENES_ITEM_COMPONENTS = SCENES_COMPONENTS + "items/"
|
||||
|
||||
# ============================================================================
|
||||
# UI路径
|
||||
# ============================================================================
|
||||
const UI_ROOT = "res://scenes/ui/"
|
||||
const UI_WINDOWS = UI_ROOT
|
||||
|
||||
# ============================================================================
|
||||
# 资源路径
|
||||
# ============================================================================
|
||||
const ASSETS_ROOT = "res://assets/"
|
||||
const ASSETS_SPRITES = ASSETS_ROOT + "sprites/"
|
||||
const ASSETS_AUDIO = ASSETS_ROOT + "audio/"
|
||||
const ASSETS_FONTS = ASSETS_ROOT + "fonts/"
|
||||
const ASSETS_MATERIALS = ASSETS_ROOT + "materials/"
|
||||
const ASSETS_SHADERS = ASSETS_ROOT + "shaders/"
|
||||
|
||||
# 地形资源路径
|
||||
const ASSETS_TERRAIN = ASSETS_SPRITES + "terrain/"
|
||||
const ASSETS_GRASS = ASSETS_TERRAIN + "grass/"
|
||||
|
||||
# ============================================================================
|
||||
# 数据路径
|
||||
# ============================================================================
|
||||
const DATA_ROOT = "res://data/"
|
||||
const DATA_CONFIG = "res://Config/"
|
||||
const DATA_SCENES = DATA_ROOT + "scenes/"
|
||||
const DATA_LEVELS = DATA_ROOT + "levels/"
|
||||
const DATA_DIALOGUES = DATA_ROOT + "dialogues/"
|
||||
|
||||
# ============================================================================
|
||||
# Web资源路径
|
||||
# ============================================================================
|
||||
const WEB_ASSETS = "res://web_assets/"
|
||||
|
||||
# ============================================================================
|
||||
# 测试路径
|
||||
# ============================================================================
|
||||
const TESTS_ROOT = "res://tests/"
|
||||
const TESTS_UNIT = TESTS_ROOT + "unit/"
|
||||
const TESTS_INTEGRATION = TESTS_ROOT + "integration/"
|
||||
const TESTS_AUTH = TESTS_ROOT + "auth/"
|
||||
|
||||
# ============================================================================
|
||||
# 工具路径
|
||||
# ============================================================================
|
||||
const UTILS_ROOT = "res://_Core/utils/"
|
||||
|
||||
# ============================================================================
|
||||
# 模块路径
|
||||
# ============================================================================
|
||||
const MODULES_ROOT = "res://module/"
|
||||
|
||||
# ============================================================================
|
||||
# 辅助方法
|
||||
# ============================================================================
|
||||
|
||||
# 获取场景组件路径
|
||||
static func get_component_path(category: String, component_name: String) -> String:
|
||||
match category:
|
||||
"ui":
|
||||
return SCENES_UI_COMPONENTS + component_name + ".tscn"
|
||||
"characters":
|
||||
return SCENES_CHARACTER_COMPONENTS + component_name + ".tscn"
|
||||
"effects":
|
||||
return SCENES_EFFECT_COMPONENTS + component_name + ".tscn"
|
||||
"items":
|
||||
return SCENES_ITEM_COMPONENTS + component_name + ".tscn"
|
||||
_:
|
||||
return SCENES_COMPONENTS + component_name + ".tscn"
|
||||
|
||||
# 获取模块路径
|
||||
static func get_module_path(module_name: String) -> String:
|
||||
return MODULES_ROOT + module_name + "/"
|
||||
|
||||
# 获取模块配置路径
|
||||
static func get_module_config_path(module_name: String) -> String:
|
||||
return get_module_path(module_name) + "data/module_config.json"
|
||||
|
||||
# 获取场景数据路径
|
||||
static func get_scene_data_path(scene_name: String) -> String:
|
||||
return DATA_SCENES + scene_name.to_lower() + ".json"
|
||||
1
_Core/ProjectPaths.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://dybcuscku7tyl
|
||||
2
_Core/components/.gitkeep
Normal file
@@ -0,0 +1,2 @@
|
||||
# 基础组件实现目录
|
||||
# 存放项目的基础组件类
|
||||
589
_Core/managers/AuthManager.gd
Normal file
@@ -0,0 +1,589 @@
|
||||
class_name AuthManager
|
||||
|
||||
# ============================================================================
|
||||
# AuthManager.gd - 认证管理器
|
||||
# ============================================================================
|
||||
# 认证系统的业务逻辑管理器,负责处理所有认证相关的业务逻辑
|
||||
#
|
||||
# 核心职责:
|
||||
# - 用户登录业务逻辑(密码登录 + 验证码登录)
|
||||
# - 用户注册业务逻辑
|
||||
# - 表单验证逻辑
|
||||
# - 验证码管理逻辑
|
||||
# - 网络请求管理
|
||||
# - 响应处理和状态管理
|
||||
#
|
||||
# 使用方式:
|
||||
# var auth_manager = AuthManager.new()
|
||||
# auth_manager.login_success.connect(_on_login_success)
|
||||
# auth_manager.execute_password_login(username, password)
|
||||
#
|
||||
# 注意事项:
|
||||
# - 这是业务逻辑层,不包含任何UI相关代码
|
||||
# - 通过信号与UI层通信
|
||||
# - 所有验证逻辑都在这里实现
|
||||
# ============================================================================
|
||||
|
||||
extends RefCounted
|
||||
|
||||
# ============ 信号定义 ============
|
||||
|
||||
# 登录成功信号
|
||||
signal login_success(username: String)
|
||||
|
||||
# 登录失败信号
|
||||
signal login_failed(message: String)
|
||||
|
||||
# 注册成功信号
|
||||
signal register_success(message: String)
|
||||
|
||||
# 注册失败信号
|
||||
signal register_failed(message: String)
|
||||
|
||||
# 验证码发送成功信号
|
||||
signal verification_code_sent(message: String)
|
||||
|
||||
# 验证码发送失败信号
|
||||
signal verification_code_failed(message: String)
|
||||
|
||||
# 表单验证失败信号
|
||||
signal form_validation_failed(field: String, message: String)
|
||||
|
||||
# 网络状态变化信号
|
||||
signal network_status_changed(is_connected: bool, message: String)
|
||||
|
||||
# 按钮状态变化信号
|
||||
signal button_state_changed(button_name: String, is_loading: bool, text: String)
|
||||
|
||||
# Toast消息信号
|
||||
signal show_toast_message(message: String, is_success: bool)
|
||||
|
||||
# ============ 枚举定义 ============
|
||||
|
||||
# 登录模式枚举
|
||||
enum LoginMode {
|
||||
PASSWORD, # 密码登录模式
|
||||
VERIFICATION # 验证码登录模式
|
||||
}
|
||||
|
||||
# ============ 成员变量 ============
|
||||
|
||||
# 登录状态
|
||||
var current_login_mode: LoginMode = LoginMode.PASSWORD
|
||||
var is_processing: bool = false
|
||||
|
||||
# 验证码管理
|
||||
var verification_codes_sent: Dictionary = {}
|
||||
var code_cooldown: float = 60.0
|
||||
var current_email: String = ""
|
||||
|
||||
# 网络请求管理
|
||||
var active_request_ids: Array = []
|
||||
|
||||
# ============ 生命周期方法 ============
|
||||
|
||||
# 初始化管理器
|
||||
func _init():
|
||||
print("AuthManager 初始化完成")
|
||||
|
||||
# 清理资源
|
||||
func cleanup():
|
||||
# 取消所有活动的网络请求
|
||||
for request_id in active_request_ids:
|
||||
NetworkManager.cancel_request(request_id)
|
||||
active_request_ids.clear()
|
||||
|
||||
# ============ 登录相关方法 ============
|
||||
|
||||
# 执行密码登录
|
||||
#
|
||||
# 参数:
|
||||
# username: String - 用户名/邮箱
|
||||
# password: String - 密码
|
||||
#
|
||||
# 功能:
|
||||
# - 验证输入参数
|
||||
# - 发送登录请求
|
||||
# - 处理响应结果
|
||||
func execute_password_login(username: String, password: String):
|
||||
if is_processing:
|
||||
show_toast_message.emit("请等待当前操作完成", false)
|
||||
return
|
||||
|
||||
# 验证输入
|
||||
var validation_result = validate_login_inputs(username, password)
|
||||
if not validation_result.valid:
|
||||
form_validation_failed.emit(validation_result.field, validation_result.message)
|
||||
return
|
||||
|
||||
# 设置处理状态
|
||||
is_processing = true
|
||||
button_state_changed.emit("main_btn", true, "登录中...")
|
||||
show_toast_message.emit("正在验证登录信息...", true)
|
||||
|
||||
# 发送网络请求
|
||||
var request_id = NetworkManager.login(username, password, _on_login_response)
|
||||
if request_id != "":
|
||||
active_request_ids.append(request_id)
|
||||
else:
|
||||
_reset_login_state()
|
||||
show_toast_message.emit("网络请求失败", false)
|
||||
|
||||
# 执行验证码登录
|
||||
#
|
||||
# 参数:
|
||||
# identifier: String - 用户标识符
|
||||
# verification_code: String - 验证码
|
||||
func execute_verification_login(identifier: String, verification_code: String):
|
||||
if is_processing:
|
||||
show_toast_message.emit("请等待当前操作完成", false)
|
||||
return
|
||||
|
||||
# 验证输入
|
||||
if identifier.is_empty():
|
||||
form_validation_failed.emit("username", "请输入用户名/手机/邮箱")
|
||||
return
|
||||
|
||||
if verification_code.is_empty():
|
||||
form_validation_failed.emit("verification", "请输入验证码")
|
||||
return
|
||||
|
||||
# 设置处理状态
|
||||
is_processing = true
|
||||
button_state_changed.emit("main_btn", true, "登录中...")
|
||||
show_toast_message.emit("正在验证验证码...", true)
|
||||
|
||||
# 发送网络请求
|
||||
var request_id = NetworkManager.verification_code_login(identifier, verification_code, _on_verification_login_response)
|
||||
if request_id != "":
|
||||
active_request_ids.append(request_id)
|
||||
else:
|
||||
_reset_login_state()
|
||||
show_toast_message.emit("网络请求失败", false)
|
||||
|
||||
# 切换登录模式
|
||||
func toggle_login_mode():
|
||||
if current_login_mode == LoginMode.PASSWORD:
|
||||
current_login_mode = LoginMode.VERIFICATION
|
||||
else:
|
||||
current_login_mode = LoginMode.PASSWORD
|
||||
|
||||
# 获取当前登录模式
|
||||
func get_current_login_mode() -> LoginMode:
|
||||
return current_login_mode
|
||||
|
||||
# ============ 注册相关方法 ============
|
||||
|
||||
# 执行用户注册
|
||||
#
|
||||
# 参数:
|
||||
# username: String - 用户名
|
||||
# email: String - 邮箱
|
||||
# password: String - 密码
|
||||
# confirm_password: String - 确认密码
|
||||
# verification_code: String - 邮箱验证码
|
||||
func execute_register(username: String, email: String, password: String, confirm_password: String, verification_code: String):
|
||||
if is_processing:
|
||||
show_toast_message.emit("请等待当前操作完成", false)
|
||||
return
|
||||
|
||||
# 验证注册表单
|
||||
var validation_result = validate_register_form(username, email, password, confirm_password, verification_code)
|
||||
if not validation_result.valid:
|
||||
form_validation_failed.emit(validation_result.field, validation_result.message)
|
||||
return
|
||||
|
||||
# 设置处理状态
|
||||
is_processing = true
|
||||
button_state_changed.emit("register_btn", true, "注册中...")
|
||||
show_toast_message.emit("正在创建账户...", true)
|
||||
|
||||
# 发送注册请求
|
||||
var request_id = NetworkManager.register(username, password, username, email, verification_code, _on_register_response)
|
||||
if request_id != "":
|
||||
active_request_ids.append(request_id)
|
||||
else:
|
||||
_reset_register_state()
|
||||
show_toast_message.emit("网络请求失败", false)
|
||||
|
||||
# ============ 验证码相关方法 ============
|
||||
|
||||
# 发送邮箱验证码
|
||||
#
|
||||
# 参数:
|
||||
# email: String - 邮箱地址
|
||||
func send_email_verification_code(email: String):
|
||||
# 验证邮箱格式
|
||||
var email_validation = validate_email(email)
|
||||
if not email_validation.valid:
|
||||
form_validation_failed.emit("email", email_validation.message)
|
||||
return
|
||||
|
||||
# 检查冷却时间
|
||||
if not _can_send_verification_code(email):
|
||||
var remaining = get_remaining_cooldown_time(email)
|
||||
show_toast_message.emit("该邮箱请等待 %d 秒后再次发送" % remaining, false)
|
||||
return
|
||||
|
||||
# 记录发送状态
|
||||
_record_verification_code_sent(email)
|
||||
|
||||
# 发送请求
|
||||
var request_id = NetworkManager.send_email_verification(email, _on_send_code_response)
|
||||
if request_id != "":
|
||||
active_request_ids.append(request_id)
|
||||
else:
|
||||
_reset_verification_code_state(email)
|
||||
show_toast_message.emit("网络请求失败", false)
|
||||
|
||||
# 发送登录验证码
|
||||
#
|
||||
# 参数:
|
||||
# identifier: String - 用户标识符
|
||||
func send_login_verification_code(identifier: String):
|
||||
if identifier.is_empty():
|
||||
form_validation_failed.emit("username", "请先输入用户名/手机/邮箱")
|
||||
return
|
||||
|
||||
button_state_changed.emit("get_code_btn", true, "发送中...")
|
||||
show_toast_message.emit("正在发送登录验证码...", true)
|
||||
|
||||
var request_id = NetworkManager.send_login_verification_code(identifier, _on_send_login_code_response)
|
||||
if request_id != "":
|
||||
active_request_ids.append(request_id)
|
||||
else:
|
||||
button_state_changed.emit("get_code_btn", false, "获取验证码")
|
||||
show_toast_message.emit("网络请求失败", false)
|
||||
|
||||
# 发送密码重置验证码
|
||||
#
|
||||
# 参数:
|
||||
# identifier: String - 用户标识符
|
||||
func send_password_reset_code(identifier: String):
|
||||
if identifier.is_empty():
|
||||
show_toast_message.emit("请先输入邮箱或手机号", false)
|
||||
return
|
||||
|
||||
if not _is_valid_identifier(identifier):
|
||||
show_toast_message.emit("请输入有效的邮箱或手机号", false)
|
||||
return
|
||||
|
||||
button_state_changed.emit("forgot_password_btn", true, "发送中...")
|
||||
show_toast_message.emit("正在发送密码重置验证码...", true)
|
||||
|
||||
var request_id = NetworkManager.forgot_password(identifier, _on_forgot_password_response)
|
||||
if request_id != "":
|
||||
active_request_ids.append(request_id)
|
||||
else:
|
||||
button_state_changed.emit("forgot_password_btn", false, "忘记密码")
|
||||
show_toast_message.emit("网络请求失败", false)
|
||||
|
||||
# ============ 验证方法 ============
|
||||
|
||||
# 验证登录输入
|
||||
func validate_login_inputs(username: String, password: String) -> Dictionary:
|
||||
var result = {"valid": false, "field": "", "message": ""}
|
||||
|
||||
if username.is_empty():
|
||||
result.field = "username"
|
||||
result.message = "用户名不能为空"
|
||||
return result
|
||||
|
||||
if password.is_empty():
|
||||
result.field = "password"
|
||||
result.message = "密码不能为空"
|
||||
return result
|
||||
|
||||
result.valid = true
|
||||
return result
|
||||
|
||||
# 验证注册表单
|
||||
func validate_register_form(username: String, email: String, password: String, confirm_password: String, verification_code: String) -> Dictionary:
|
||||
var result = {"valid": false, "field": "", "message": ""}
|
||||
|
||||
# 验证用户名
|
||||
var username_validation = validate_username(username)
|
||||
if not username_validation.valid:
|
||||
result.field = "username"
|
||||
result.message = username_validation.message
|
||||
return result
|
||||
|
||||
# 验证邮箱
|
||||
var email_validation = validate_email(email)
|
||||
if not email_validation.valid:
|
||||
result.field = "email"
|
||||
result.message = email_validation.message
|
||||
return result
|
||||
|
||||
# 验证密码
|
||||
var password_validation = validate_password(password)
|
||||
if not password_validation.valid:
|
||||
result.field = "password"
|
||||
result.message = password_validation.message
|
||||
return result
|
||||
|
||||
# 验证确认密码
|
||||
var confirm_validation = validate_confirm_password(password, confirm_password)
|
||||
if not confirm_validation.valid:
|
||||
result.field = "confirm"
|
||||
result.message = confirm_validation.message
|
||||
return result
|
||||
|
||||
# 验证验证码
|
||||
var code_validation = validate_verification_code(verification_code)
|
||||
if not code_validation.valid:
|
||||
result.field = "verification"
|
||||
result.message = code_validation.message
|
||||
return result
|
||||
|
||||
# 检查是否已发送验证码
|
||||
if not _has_sent_verification_code(email):
|
||||
result.field = "verification"
|
||||
result.message = "请先获取邮箱验证码"
|
||||
return result
|
||||
|
||||
result.valid = true
|
||||
return result
|
||||
|
||||
# 验证用户名
|
||||
func validate_username(username: String) -> Dictionary:
|
||||
var result = {"valid": false, "message": ""}
|
||||
|
||||
if username.is_empty():
|
||||
result.message = "用户名不能为空"
|
||||
return result
|
||||
|
||||
if not StringUtils.is_valid_username(username):
|
||||
if username.length() > 50:
|
||||
result.message = "用户名长度不能超过50字符"
|
||||
else:
|
||||
result.message = "用户名只能包含字母、数字和下划线"
|
||||
return result
|
||||
|
||||
result.valid = true
|
||||
return result
|
||||
|
||||
# 验证邮箱
|
||||
func validate_email(email: String) -> Dictionary:
|
||||
var result = {"valid": false, "message": ""}
|
||||
|
||||
if email.is_empty():
|
||||
result.message = "邮箱不能为空"
|
||||
return result
|
||||
|
||||
if not StringUtils.is_valid_email(email):
|
||||
result.message = "请输入有效的邮箱地址"
|
||||
return result
|
||||
|
||||
result.valid = true
|
||||
return result
|
||||
|
||||
# 验证密码
|
||||
func validate_password(password: String) -> Dictionary:
|
||||
return StringUtils.validate_password_strength(password)
|
||||
|
||||
# 验证确认密码
|
||||
func validate_confirm_password(password: String, confirm: String) -> Dictionary:
|
||||
var result = {"valid": false, "message": ""}
|
||||
|
||||
if confirm.is_empty():
|
||||
result.message = "确认密码不能为空"
|
||||
return result
|
||||
|
||||
if password != confirm:
|
||||
result.message = "两次输入的密码不一致"
|
||||
return result
|
||||
|
||||
result.valid = true
|
||||
return result
|
||||
|
||||
# 验证验证码
|
||||
func validate_verification_code(code: String) -> Dictionary:
|
||||
var result = {"valid": false, "message": ""}
|
||||
|
||||
if code.is_empty():
|
||||
result.message = "验证码不能为空"
|
||||
return result
|
||||
|
||||
if code.length() != 6:
|
||||
result.message = "验证码必须是6位数字"
|
||||
return result
|
||||
|
||||
for i in range(code.length()):
|
||||
var character = code[i]
|
||||
if not (character >= '0' and character <= '9'):
|
||||
result.message = "验证码必须是6位数字"
|
||||
return result
|
||||
|
||||
result.valid = true
|
||||
return result
|
||||
|
||||
# ============ 网络响应处理 ============
|
||||
|
||||
# 处理登录响应
|
||||
func _on_login_response(success: bool, data: Dictionary, error_info: Dictionary):
|
||||
_reset_login_state()
|
||||
|
||||
var result = ResponseHandler.handle_login_response(success, data, error_info)
|
||||
|
||||
if result.should_show_toast:
|
||||
show_toast_message.emit(result.message, result.success)
|
||||
|
||||
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
|
||||
|
||||
# 延迟发送登录成功信号
|
||||
await Engine.get_main_loop().create_timer(1.0).timeout
|
||||
login_success.emit(username)
|
||||
else:
|
||||
login_failed.emit(result.message)
|
||||
|
||||
# 处理验证码登录响应
|
||||
func _on_verification_login_response(success: bool, data: Dictionary, error_info: Dictionary):
|
||||
_reset_login_state()
|
||||
|
||||
var result = ResponseHandler.handle_verification_code_login_response(success, data, error_info)
|
||||
|
||||
if result.should_show_toast:
|
||||
show_toast_message.emit(result.message, result.success)
|
||||
|
||||
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
|
||||
|
||||
await Engine.get_main_loop().create_timer(1.0).timeout
|
||||
login_success.emit(username)
|
||||
else:
|
||||
login_failed.emit(result.message)
|
||||
|
||||
# 处理注册响应
|
||||
func _on_register_response(success: bool, data: Dictionary, error_info: Dictionary):
|
||||
_reset_register_state()
|
||||
|
||||
var result = ResponseHandler.handle_register_response(success, data, error_info)
|
||||
|
||||
if result.should_show_toast:
|
||||
show_toast_message.emit(result.message, result.success)
|
||||
|
||||
if result.success:
|
||||
register_success.emit(result.message)
|
||||
else:
|
||||
register_failed.emit(result.message)
|
||||
|
||||
# 处理发送验证码响应
|
||||
func _on_send_code_response(success: bool, data: Dictionary, error_info: Dictionary):
|
||||
var result = ResponseHandler.handle_send_verification_code_response(success, data, error_info)
|
||||
|
||||
if result.should_show_toast:
|
||||
show_toast_message.emit(result.message, result.success)
|
||||
|
||||
if result.success:
|
||||
verification_code_sent.emit(result.message)
|
||||
else:
|
||||
verification_code_failed.emit(result.message)
|
||||
_reset_verification_code_state(current_email)
|
||||
|
||||
# 处理发送登录验证码响应
|
||||
func _on_send_login_code_response(success: bool, data: Dictionary, error_info: Dictionary):
|
||||
button_state_changed.emit("get_code_btn", false, "获取验证码")
|
||||
|
||||
var result = ResponseHandler.handle_send_login_code_response(success, data, error_info)
|
||||
|
||||
if result.should_show_toast:
|
||||
show_toast_message.emit(result.message, result.success)
|
||||
|
||||
# 处理忘记密码响应
|
||||
func _on_forgot_password_response(success: bool, data: Dictionary, error_info: Dictionary):
|
||||
button_state_changed.emit("forgot_password_btn", false, "忘记密码")
|
||||
|
||||
var result = ResponseHandler.handle_send_login_code_response(success, data, error_info)
|
||||
|
||||
if result.should_show_toast:
|
||||
show_toast_message.emit(result.message, result.success)
|
||||
|
||||
# ============ 网络测试 ============
|
||||
|
||||
# 测试网络连接
|
||||
func test_network_connection():
|
||||
var request_id = NetworkManager.get_app_status(_on_network_test_response)
|
||||
if request_id != "":
|
||||
active_request_ids.append(request_id)
|
||||
|
||||
# 处理网络测试响应
|
||||
func _on_network_test_response(success: bool, data: Dictionary, error_info: Dictionary):
|
||||
var result = ResponseHandler.handle_network_test_response(success, data, error_info)
|
||||
network_status_changed.emit(result.success, result.message)
|
||||
|
||||
# ============ 私有辅助方法 ============
|
||||
|
||||
# 重置登录状态
|
||||
func _reset_login_state():
|
||||
is_processing = false
|
||||
button_state_changed.emit("main_btn", false, "进入小镇")
|
||||
|
||||
# 重置注册状态
|
||||
func _reset_register_state():
|
||||
is_processing = false
|
||||
button_state_changed.emit("register_btn", false, "注册")
|
||||
|
||||
# 检查是否可以发送验证码
|
||||
func _can_send_verification_code(email: String) -> bool:
|
||||
if not verification_codes_sent.has(email):
|
||||
return true
|
||||
|
||||
var email_data = verification_codes_sent[email]
|
||||
if not email_data.sent:
|
||||
return true
|
||||
|
||||
var current_time = Time.get_time_dict_from_system()
|
||||
var current_timestamp = current_time.hour * 3600 + current_time.minute * 60 + current_time.second
|
||||
|
||||
return (current_timestamp - email_data.time) >= code_cooldown
|
||||
|
||||
# 获取剩余冷却时间
|
||||
func get_remaining_cooldown_time(email: String) -> int:
|
||||
if not verification_codes_sent.has(email):
|
||||
return 0
|
||||
|
||||
var email_data = verification_codes_sent[email]
|
||||
var current_time = Time.get_time_dict_from_system()
|
||||
var current_timestamp = current_time.hour * 3600 + current_time.minute * 60 + current_time.second
|
||||
|
||||
return int(code_cooldown - (current_timestamp - email_data.time))
|
||||
|
||||
# 记录验证码发送状态
|
||||
func _record_verification_code_sent(email: String):
|
||||
var current_time = Time.get_time_dict_from_system()
|
||||
var current_timestamp = current_time.hour * 3600 + current_time.minute * 60 + current_time.second
|
||||
|
||||
if not verification_codes_sent.has(email):
|
||||
verification_codes_sent[email] = {}
|
||||
|
||||
verification_codes_sent[email].sent = true
|
||||
verification_codes_sent[email].time = current_timestamp
|
||||
current_email = email
|
||||
|
||||
# 重置验证码状态
|
||||
func _reset_verification_code_state(email: String):
|
||||
if verification_codes_sent.has(email):
|
||||
verification_codes_sent[email].sent = false
|
||||
|
||||
# 检查是否已发送验证码
|
||||
func _has_sent_verification_code(email: String) -> bool:
|
||||
if not verification_codes_sent.has(email):
|
||||
return false
|
||||
|
||||
return verification_codes_sent[email].get("sent", false)
|
||||
|
||||
# 验证标识符格式
|
||||
func _is_valid_identifier(identifier: String) -> bool:
|
||||
return StringUtils.is_valid_email(identifier) or _is_valid_phone(identifier)
|
||||
|
||||
# 验证手机号格式
|
||||
func _is_valid_phone(phone: String) -> bool:
|
||||
var regex = RegEx.new()
|
||||
regex.compile("^\\+?[1-9]\\d{1,14}$")
|
||||
return regex.search(phone) != null
|
||||
1
_Core/managers/AuthManager.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://bpdyraefv0yta
|
||||
142
_Core/managers/GameManager.gd
Normal file
@@ -0,0 +1,142 @@
|
||||
extends Node
|
||||
|
||||
# ============================================================================
|
||||
# GameManager.gd - 游戏管理器
|
||||
# ============================================================================
|
||||
# 全局单例管理器,负责游戏状态管理和生命周期控制
|
||||
#
|
||||
# 核心职责:
|
||||
# - 游戏状态切换 (加载、认证、游戏中、暂停等)
|
||||
# - 用户信息管理
|
||||
# - 全局配置访问
|
||||
# - 系统初始化和清理
|
||||
#
|
||||
# 使用方式:
|
||||
# GameManager.change_state(GameManager.GameState.IN_GAME)
|
||||
# GameManager.set_current_user("player123")
|
||||
#
|
||||
# 注意事项:
|
||||
# - 作为自动加载单例,全局可访问
|
||||
# - 状态变更会触发 game_state_changed 信号
|
||||
# - 状态切换应该通过 change_state() 方法进行
|
||||
# ============================================================================
|
||||
|
||||
# ============ 信号定义 ============
|
||||
|
||||
# 游戏状态变更信号
|
||||
# 参数: new_state - 新的游戏状态
|
||||
signal game_state_changed(new_state: GameState)
|
||||
|
||||
# ============ 枚举定义 ============
|
||||
|
||||
# 游戏状态枚举
|
||||
# 定义了游戏的各种运行状态
|
||||
enum GameState {
|
||||
LOADING, # 加载中 - 游戏启动时的初始化状态
|
||||
AUTH, # 认证状态 - 用户登录/注册界面
|
||||
MAIN_MENU, # 主菜单 - 游戏主界面
|
||||
IN_GAME, # 游戏中 - 正在进行游戏
|
||||
PAUSED, # 暂停 - 游戏暂停状态
|
||||
SETTINGS # 设置 - 设置界面
|
||||
}
|
||||
|
||||
# ============ 成员变量 ============
|
||||
|
||||
# 状态管理
|
||||
var current_state: GameState = GameState.LOADING # 当前游戏状态
|
||||
var previous_state: GameState = GameState.LOADING # 上一个游戏状态
|
||||
|
||||
# 用户信息
|
||||
var current_user: String = "" # 当前登录用户名
|
||||
|
||||
# 游戏配置
|
||||
var game_version: String = "1.0.0" # 游戏版本号
|
||||
|
||||
# ============ 生命周期方法 ============
|
||||
|
||||
# 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 ============
|
||||
|
||||
# 切换游戏状态
|
||||
#
|
||||
# 参数:
|
||||
# new_state: GameState - 要切换到的新状态
|
||||
#
|
||||
# 功能:
|
||||
# - 检查状态是否需要切换
|
||||
# - 记录状态变更历史
|
||||
# - 发送状态变更信号
|
||||
# - 输出状态变更日志
|
||||
func change_state(new_state: GameState):
|
||||
# 避免重复切换到相同状态
|
||||
if current_state == new_state:
|
||||
return
|
||||
|
||||
# 记录状态变更
|
||||
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)
|
||||
|
||||
# 获取当前游戏状态
|
||||
#
|
||||
# 返回值:
|
||||
# GameState - 当前的游戏状态
|
||||
func get_current_state() -> GameState:
|
||||
return current_state
|
||||
|
||||
# 获取上一个游戏状态
|
||||
#
|
||||
# 返回值:
|
||||
# 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
|
||||
# - 错误处理时回退到安全状态
|
||||
func get_previous_state() -> GameState:
|
||||
return previous_state
|
||||
|
||||
# ============ 用户管理方法 ============
|
||||
|
||||
# 设置当前登录用户
|
||||
#
|
||||
# 参数:
|
||||
# username: String - 用户名
|
||||
#
|
||||
# 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
|
||||
#
|
||||
# 返回值:
|
||||
# String - 当前登录的用户名,未登录时为空字符串
|
||||
func get_current_user() -> String:
|
||||
return current_user
|
||||
|
||||
# 检查用户是否已登录
|
||||
#
|
||||
# 返回值:
|
||||
# bool - true表示已登录,false表示未登录
|
||||
#
|
||||
# 使用场景:
|
||||
# - 进入需要登录的功能前检查
|
||||
# - UI显示逻辑判断
|
||||
func is_user_logged_in() -> bool:
|
||||
return not current_user.is_empty()
|
||||
1
_Core/managers/GameManager.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://cd8fn73ysjxh8
|
||||
@@ -1,45 +1,96 @@
|
||||
extends Node
|
||||
|
||||
# 网络请求管理器 - 统一处理所有HTTP请求
|
||||
# ============================================================================
|
||||
# NetworkManager.gd - 网络请求管理器
|
||||
# ============================================================================
|
||||
# 全局单例管理器,统一处理所有HTTP请求
|
||||
#
|
||||
# 核心职责:
|
||||
# - 统一的HTTP请求接口 (GET, POST, PUT, DELETE, PATCH)
|
||||
# - 认证相关API封装 (登录、注册、验证码等)
|
||||
# - 请求状态管理和错误处理
|
||||
# - 支持API v1.1.1规范的响应处理
|
||||
#
|
||||
# 使用方式:
|
||||
# NetworkManager.login("user@example.com", "password", callback)
|
||||
# var request_id = NetworkManager.get_request("/api/data", callback)
|
||||
#
|
||||
# 注意事项:
|
||||
# - 作为自动加载单例,全局可访问
|
||||
# - 所有请求都是异步的,通过回调函数或信号处理结果
|
||||
# - 支持请求超时和取消功能
|
||||
# - 自动处理JSON序列化和反序列化
|
||||
# ============================================================================
|
||||
|
||||
# 信号定义
|
||||
# ============ 信号定义 ============
|
||||
|
||||
# 请求完成信号
|
||||
# 参数:
|
||||
# request_id: String - 请求唯一标识符
|
||||
# success: bool - 请求是否成功
|
||||
# data: Dictionary - 响应数据
|
||||
signal request_completed(request_id: String, success: bool, data: Dictionary)
|
||||
|
||||
# 请求失败信号
|
||||
# 参数:
|
||||
# request_id: String - 请求唯一标识符
|
||||
# error_type: String - 错误类型名称
|
||||
# message: String - 错误消息
|
||||
signal request_failed(request_id: String, error_type: String, message: String)
|
||||
|
||||
# API配置
|
||||
# ============ 常量定义 ============
|
||||
|
||||
# API基础URL - 所有请求的根地址
|
||||
const API_BASE_URL = "https://whaletownend.xinghangee.icu"
|
||||
|
||||
# 默认请求超时时间(秒)
|
||||
const DEFAULT_TIMEOUT = 30.0
|
||||
|
||||
# 请求类型枚举
|
||||
# ============ 枚举定义 ============
|
||||
|
||||
# HTTP请求方法枚举
|
||||
enum RequestType {
|
||||
GET,
|
||||
POST,
|
||||
PUT,
|
||||
DELETE,
|
||||
PATCH
|
||||
GET, # 获取数据
|
||||
POST, # 创建数据
|
||||
PUT, # 更新数据
|
||||
DELETE, # 删除数据
|
||||
PATCH # 部分更新数据
|
||||
}
|
||||
|
||||
# 错误类型枚举
|
||||
# 用于分类不同类型的网络错误
|
||||
enum ErrorType {
|
||||
NETWORK_ERROR, # 网络连接错误
|
||||
TIMEOUT_ERROR, # 请求超时
|
||||
PARSE_ERROR, # JSON解析错误
|
||||
HTTP_ERROR, # HTTP状态码错误
|
||||
BUSINESS_ERROR # 业务逻辑错误
|
||||
NETWORK_ERROR, # 网络连接错误 - 无法连接到服务器
|
||||
TIMEOUT_ERROR, # 请求超时 - 服务器响应时间过长
|
||||
PARSE_ERROR, # JSON解析错误 - 服务器返回格式错误
|
||||
HTTP_ERROR, # HTTP状态码错误 - 4xx, 5xx状态码
|
||||
BUSINESS_ERROR # 业务逻辑错误 - API返回的业务错误
|
||||
}
|
||||
|
||||
# 请求状态
|
||||
# ============ 请求信息类 ============
|
||||
|
||||
# 请求信息封装类
|
||||
# 存储单个HTTP请求的所有相关信息
|
||||
class RequestInfo:
|
||||
var id: String
|
||||
var url: String
|
||||
var method: RequestType
|
||||
var headers: PackedStringArray
|
||||
var body: String
|
||||
var timeout: float
|
||||
var start_time: float
|
||||
var http_request: HTTPRequest
|
||||
var callback: Callable
|
||||
var id: String # 请求唯一标识符
|
||||
var url: String # 完整的请求URL
|
||||
var method: RequestType # HTTP请求方法
|
||||
var headers: PackedStringArray # 请求头数组
|
||||
var body: String # 请求体内容
|
||||
var timeout: float # 超时时间(秒)
|
||||
var start_time: float # 请求开始时间戳
|
||||
var http_request: HTTPRequest # Godot HTTPRequest节点引用
|
||||
var callback: Callable # 完成时的回调函数
|
||||
|
||||
# 构造函数
|
||||
#
|
||||
# 参数:
|
||||
# request_id: String - 请求唯一标识符
|
||||
# request_url: String - 请求URL
|
||||
# request_method: RequestType - HTTP方法
|
||||
# request_headers: PackedStringArray - 请求头(可选)
|
||||
# request_body: String - 请求体(可选)
|
||||
# request_timeout: float - 超时时间(可选,默认使用DEFAULT_TIMEOUT)
|
||||
func _init(request_id: String, request_url: String, request_method: RequestType,
|
||||
request_headers: PackedStringArray = [], request_body: String = "",
|
||||
request_timeout: float = DEFAULT_TIMEOUT):
|
||||
@@ -49,40 +100,107 @@ class RequestInfo:
|
||||
headers = request_headers
|
||||
body = request_body
|
||||
timeout = request_timeout
|
||||
# 记录请求开始时间(简化版时间戳)
|
||||
start_time = Time.get_time_dict_from_system().hour * 3600 + Time.get_time_dict_from_system().minute * 60 + Time.get_time_dict_from_system().second
|
||||
|
||||
# 活动请求管理
|
||||
var active_requests: Dictionary = {}
|
||||
var request_counter: int = 0
|
||||
# ============ 成员变量 ============
|
||||
|
||||
# 活动请求管理
|
||||
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
|
||||
#
|
||||
# 参数:
|
||||
# endpoint: String - API端点路径(如: "/api/users")
|
||||
# callback: Callable - 完成时的回调函数(可选)
|
||||
# timeout: float - 超时时间(可选,默认30秒)
|
||||
#
|
||||
# 返回值:
|
||||
# String - 请求ID,可用于取消请求或跟踪状态
|
||||
#
|
||||
# 使用示例:
|
||||
# var request_id = NetworkManager.get_request("/api/users", my_callback)
|
||||
func get_request(endpoint: String, callback: Callable = Callable(), timeout: float = DEFAULT_TIMEOUT) -> String:
|
||||
return send_request(endpoint, RequestType.GET, [], "", callback, timeout)
|
||||
|
||||
# 发送POST请求
|
||||
#
|
||||
# 参数:
|
||||
# endpoint: String - API端点路径
|
||||
# data: Dictionary - 要发送的数据(将自动转换为JSON)
|
||||
# callback: Callable - 完成时的回调函数(可选)
|
||||
# timeout: float - 超时时间(可选)
|
||||
#
|
||||
# 返回值:
|
||||
# String - 请求ID
|
||||
#
|
||||
# 使用示例:
|
||||
# var data = {"name": "张三", "age": 25}
|
||||
# var request_id = NetworkManager.post_request("/api/users", data, my_callback)
|
||||
func post_request(endpoint: String, data: Dictionary, callback: Callable = Callable(), timeout: float = DEFAULT_TIMEOUT) -> String:
|
||||
var body = JSON.stringify(data)
|
||||
var headers = ["Content-Type: application/json"]
|
||||
return send_request(endpoint, RequestType.POST, headers, body, callback, timeout)
|
||||
|
||||
# 发送PUT请求
|
||||
#
|
||||
# 参数:
|
||||
# endpoint: String - API端点路径
|
||||
# data: Dictionary - 要更新的数据
|
||||
# callback: Callable - 完成时的回调函数(可选)
|
||||
# timeout: float - 超时时间(可选)
|
||||
#
|
||||
# 返回值:
|
||||
# String - 请求ID
|
||||
func put_request(endpoint: String, data: Dictionary, callback: Callable = Callable(), timeout: float = DEFAULT_TIMEOUT) -> String:
|
||||
var body = JSON.stringify(data)
|
||||
var headers = ["Content-Type: application/json"]
|
||||
return send_request(endpoint, RequestType.PUT, headers, body, callback, timeout)
|
||||
|
||||
# 发送DELETE请求
|
||||
#
|
||||
# 参数:
|
||||
# endpoint: String - API端点路径
|
||||
# callback: Callable - 完成时的回调函数(可选)
|
||||
# timeout: float - 超时时间(可选)
|
||||
#
|
||||
# 返回值:
|
||||
# String - 请求ID
|
||||
func delete_request(endpoint: String, callback: Callable = Callable(), timeout: float = DEFAULT_TIMEOUT) -> String:
|
||||
return send_request(endpoint, RequestType.DELETE, [], "", callback, timeout)
|
||||
|
||||
# ============ 认证相关API ============
|
||||
|
||||
# 用户登录
|
||||
#
|
||||
# 参数:
|
||||
# identifier: String - 用户标识符(邮箱或手机号)
|
||||
# password: String - 用户密码
|
||||
# callback: Callable - 完成时的回调函数(可选)
|
||||
#
|
||||
# 返回值:
|
||||
# String - 请求ID
|
||||
#
|
||||
# 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,
|
||||
@@ -91,6 +209,18 @@ func login(identifier: String, password: String, callback: Callable = Callable()
|
||||
return post_request("/auth/login", data, callback)
|
||||
|
||||
# 验证码登录
|
||||
#
|
||||
# 参数:
|
||||
# identifier: String - 用户标识符(邮箱或手机号)
|
||||
# verification_code: String - 验证码
|
||||
# callback: Callable - 完成时的回调函数(可选)
|
||||
#
|
||||
# 返回值:
|
||||
# String - 请求ID
|
||||
#
|
||||
# 使用场景:
|
||||
# - 用户忘记密码时的替代登录方式
|
||||
# - 提供更安全的登录选项
|
||||
func verification_code_login(identifier: String, verification_code: String, callback: Callable = Callable()) -> String:
|
||||
var data = {
|
||||
"identifier": identifier,
|
||||
@@ -99,11 +229,39 @@ func verification_code_login(identifier: String, verification_code: String, call
|
||||
return post_request("/auth/verification-code-login", data, callback)
|
||||
|
||||
# 发送登录验证码
|
||||
#
|
||||
# 参数:
|
||||
# identifier: String - 用户标识符(邮箱或手机号)
|
||||
# callback: Callable - 完成时的回调函数(可选)
|
||||
#
|
||||
# 返回值:
|
||||
# String - 请求ID
|
||||
#
|
||||
# 功能:
|
||||
# - 向已注册用户发送登录验证码
|
||||
# - 支持邮箱和手机号
|
||||
# - 有频率限制保护
|
||||
func send_login_verification_code(identifier: String, callback: Callable = Callable()) -> String:
|
||||
var data = {"identifier": identifier}
|
||||
return post_request("/auth/send-login-verification-code", data, callback)
|
||||
|
||||
# 用户注册
|
||||
#
|
||||
# 参数:
|
||||
# username: String - 用户名
|
||||
# password: String - 密码
|
||||
# nickname: String - 昵称
|
||||
# email: String - 邮箱地址(可选)
|
||||
# email_verification_code: String - 邮箱验证码(可选)
|
||||
# callback: Callable - 完成时的回调函数(可选)
|
||||
#
|
||||
# 返回值:
|
||||
# String - 请求ID
|
||||
#
|
||||
# 注意事项:
|
||||
# - 如果提供邮箱,建议同时提供验证码
|
||||
# - 用户名和邮箱必须唯一
|
||||
# - 密码需要符合安全要求
|
||||
func register(username: String, password: String, nickname: String, email: String = "",
|
||||
email_verification_code: String = "", callback: Callable = Callable()) -> String:
|
||||
var data = {
|
||||
@@ -112,6 +270,7 @@ func register(username: String, password: String, nickname: String, email: Strin
|
||||
"nickname": nickname
|
||||
}
|
||||
|
||||
# 可选参数处理
|
||||
if email != "":
|
||||
data["email"] = email
|
||||
if email_verification_code != "":
|
||||
@@ -120,11 +279,35 @@ func register(username: String, password: String, nickname: String, email: Strin
|
||||
return post_request("/auth/register", data, callback)
|
||||
|
||||
# 发送邮箱验证码
|
||||
#
|
||||
# 参数:
|
||||
# email: String - 邮箱地址
|
||||
# callback: Callable - 完成时的回调函数(可选)
|
||||
#
|
||||
# 返回值:
|
||||
# String - 请求ID
|
||||
#
|
||||
# 功能:
|
||||
# - 向指定邮箱发送验证码
|
||||
# - 用于注册时的邮箱验证
|
||||
# - 支持测试模式(开发环境)
|
||||
func send_email_verification(email: String, callback: Callable = Callable()) -> String:
|
||||
var data = {"email": email}
|
||||
return post_request("/auth/send-email-verification", data, callback)
|
||||
|
||||
# 验证邮箱
|
||||
#
|
||||
# 参数:
|
||||
# email: String - 邮箱地址
|
||||
# verification_code: String - 验证码
|
||||
# callback: Callable - 完成时的回调函数(可选)
|
||||
#
|
||||
# 返回值:
|
||||
# String - 请求ID
|
||||
#
|
||||
# 功能:
|
||||
# - 验证邮箱验证码的有效性
|
||||
# - 通常在注册流程中使用
|
||||
func verify_email(email: String, verification_code: String, callback: Callable = Callable()) -> String:
|
||||
var data = {
|
||||
"email": email,
|
||||
@@ -133,20 +316,66 @@ func verify_email(email: String, verification_code: String, callback: Callable =
|
||||
return post_request("/auth/verify-email", data, callback)
|
||||
|
||||
# 获取应用状态
|
||||
#
|
||||
# 参数:
|
||||
# callback: Callable - 完成时的回调函数(可选)
|
||||
#
|
||||
# 返回值:
|
||||
# String - 请求ID
|
||||
#
|
||||
# 功能:
|
||||
# - 检查API服务器状态
|
||||
# - 获取应用基本信息
|
||||
# - 用于网络连接测试
|
||||
func get_app_status(callback: Callable = Callable()) -> String:
|
||||
return get_request("/", callback)
|
||||
|
||||
# 重新发送邮箱验证码
|
||||
#
|
||||
# 参数:
|
||||
# email: String - 邮箱地址
|
||||
# callback: Callable - 完成时的回调函数(可选)
|
||||
#
|
||||
# 返回值:
|
||||
# String - 请求ID
|
||||
#
|
||||
# 使用场景:
|
||||
# - 用户未收到验证码时重新发送
|
||||
# - 验证码过期后重新获取
|
||||
func resend_email_verification(email: String, callback: Callable = Callable()) -> String:
|
||||
var data = {"email": email}
|
||||
return post_request("/auth/resend-email-verification", data, callback)
|
||||
|
||||
# 忘记密码 - 发送重置验证码
|
||||
#
|
||||
# 参数:
|
||||
# identifier: String - 用户标识符(邮箱或手机号)
|
||||
# callback: Callable - 完成时的回调函数(可选)
|
||||
#
|
||||
# 返回值:
|
||||
# String - 请求ID
|
||||
#
|
||||
# 功能:
|
||||
# - 向用户发送密码重置验证码
|
||||
# - 用于密码找回流程的第一步
|
||||
func forgot_password(identifier: String, callback: Callable = Callable()) -> String:
|
||||
var data = {"identifier": identifier}
|
||||
return post_request("/auth/forgot-password", data, callback)
|
||||
|
||||
# 重置密码
|
||||
#
|
||||
# 参数:
|
||||
# identifier: String - 用户标识符
|
||||
# verification_code: String - 重置验证码
|
||||
# new_password: String - 新密码
|
||||
# callback: Callable - 完成时的回调函数(可选)
|
||||
#
|
||||
# 返回值:
|
||||
# String - 请求ID
|
||||
#
|
||||
# 功能:
|
||||
# - 使用验证码重置用户密码
|
||||
# - 密码找回流程的第二步
|
||||
func reset_password(identifier: String, verification_code: String, new_password: String, callback: Callable = Callable()) -> String:
|
||||
var data = {
|
||||
"identifier": identifier,
|
||||
@@ -156,6 +385,19 @@ func reset_password(identifier: String, verification_code: String, new_password:
|
||||
return post_request("/auth/reset-password", data, callback)
|
||||
|
||||
# 修改密码
|
||||
#
|
||||
# 参数:
|
||||
# user_id: String - 用户ID
|
||||
# old_password: String - 旧密码
|
||||
# new_password: String - 新密码
|
||||
# callback: Callable - 完成时的回调函数(可选)
|
||||
#
|
||||
# 返回值:
|
||||
# String - 请求ID
|
||||
#
|
||||
# 功能:
|
||||
# - 已登录用户修改密码
|
||||
# - 需要验证旧密码
|
||||
func change_password(user_id: String, old_password: String, new_password: String, callback: Callable = Callable()) -> String:
|
||||
var data = {
|
||||
"user_id": user_id,
|
||||
@@ -165,6 +407,21 @@ func change_password(user_id: String, old_password: String, new_password: String
|
||||
return put_request("/auth/change-password", data, callback)
|
||||
|
||||
# GitHub OAuth登录
|
||||
#
|
||||
# 参数:
|
||||
# github_id: String - GitHub用户ID
|
||||
# username: String - GitHub用户名
|
||||
# nickname: String - 显示昵称
|
||||
# email: String - GitHub邮箱
|
||||
# avatar_url: String - 头像URL(可选)
|
||||
# callback: Callable - 完成时的回调函数(可选)
|
||||
#
|
||||
# 返回值:
|
||||
# String - 请求ID
|
||||
#
|
||||
# 功能:
|
||||
# - 通过GitHub账号登录或注册
|
||||
# - 支持第三方OAuth认证
|
||||
func github_login(github_id: String, username: String, nickname: String, email: String, avatar_url: String = "", callback: Callable = Callable()) -> String:
|
||||
var data = {
|
||||
"github_id": github_id,
|
||||
@@ -173,6 +430,7 @@ func github_login(github_id: String, username: String, nickname: String, email:
|
||||
"email": email
|
||||
}
|
||||
|
||||
# 可选头像URL
|
||||
if avatar_url != "":
|
||||
data["avatar_url"] = avatar_url
|
||||
|
||||
@@ -206,8 +464,8 @@ func send_request(endpoint: String, method: RequestType, headers: PackedStringAr
|
||||
active_requests[request_id] = request_info
|
||||
|
||||
# 连接信号
|
||||
http_request.request_completed.connect(func(result: int, response_code: int, headers: PackedStringArray, body: PackedByteArray):
|
||||
_on_request_completed(request_id, result, response_code, headers, body)
|
||||
http_request.request_completed.connect(func(result: int, response_code: int, response_headers: PackedStringArray, response_body: PackedByteArray):
|
||||
_on_request_completed(request_id, result, response_code, response_headers, response_body)
|
||||
)
|
||||
|
||||
# 发送请求
|
||||
@@ -243,7 +501,7 @@ func _on_request_completed(request_id: String, result: int, response_code: int,
|
||||
print("警告: 未找到请求ID ", request_id)
|
||||
return
|
||||
|
||||
var request_info = active_requests[request_id]
|
||||
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")
|
||||
@@ -440,4 +698,4 @@ func get_request_info(request_id: String) -> Dictionary:
|
||||
func _notification(what):
|
||||
if what == NOTIFICATION_WM_CLOSE_REQUEST:
|
||||
# 应用关闭时取消所有请求
|
||||
cancel_all_requests()
|
||||
cancel_all_requests()
|
||||
1
_Core/managers/NetworkManager.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://dr7v30wheetca
|
||||
@@ -84,7 +84,7 @@ const HTTP_STATUS_MESSAGES = {
|
||||
# ============ 主要处理方法 ============
|
||||
|
||||
# 处理登录响应
|
||||
static func handle_login_response(success: bool, data: Dictionary, error_info: Dictionary = {}) -> ResponseResult:
|
||||
func handle_login_response(success: bool, data: Dictionary, error_info: Dictionary = {}) -> ResponseResult:
|
||||
var result = ResponseResult.new()
|
||||
|
||||
if success:
|
||||
@@ -103,7 +103,7 @@ static func handle_login_response(success: bool, data: Dictionary, error_info: D
|
||||
return result
|
||||
|
||||
# 处理验证码登录响应
|
||||
static func handle_verification_code_login_response(success: bool, data: Dictionary, error_info: Dictionary = {}) -> ResponseResult:
|
||||
func handle_verification_code_login_response(success: bool, data: Dictionary, error_info: Dictionary = {}) -> ResponseResult:
|
||||
var result = ResponseResult.new()
|
||||
|
||||
if success:
|
||||
@@ -121,7 +121,7 @@ static func handle_verification_code_login_response(success: bool, data: Diction
|
||||
return result
|
||||
|
||||
# 处理发送验证码响应 - 支持邮箱冲突检测
|
||||
static func handle_send_verification_code_response(success: bool, data: Dictionary, error_info: Dictionary = {}) -> ResponseResult:
|
||||
func handle_send_verification_code_response(success: bool, data: Dictionary, error_info: Dictionary = {}) -> ResponseResult:
|
||||
var result = ResponseResult.new()
|
||||
|
||||
if success:
|
||||
@@ -149,7 +149,7 @@ static func handle_send_verification_code_response(success: bool, data: Dictiona
|
||||
return result
|
||||
|
||||
# 处理发送登录验证码响应
|
||||
static func handle_send_login_code_response(success: bool, data: Dictionary, error_info: Dictionary = {}) -> ResponseResult:
|
||||
func handle_send_login_code_response(success: bool, data: Dictionary, error_info: Dictionary = {}) -> ResponseResult:
|
||||
var result = ResponseResult.new()
|
||||
|
||||
if success:
|
||||
@@ -174,7 +174,7 @@ static func handle_send_login_code_response(success: bool, data: Dictionary, err
|
||||
return result
|
||||
|
||||
# 处理注册响应
|
||||
static func handle_register_response(success: bool, data: Dictionary, error_info: Dictionary = {}) -> ResponseResult:
|
||||
func handle_register_response(success: bool, data: Dictionary, error_info: Dictionary = {}) -> ResponseResult:
|
||||
var result = ResponseResult.new()
|
||||
|
||||
if success:
|
||||
@@ -193,7 +193,7 @@ static func handle_register_response(success: bool, data: Dictionary, error_info
|
||||
return result
|
||||
|
||||
# 处理邮箱验证响应
|
||||
static func handle_verify_email_response(success: bool, data: Dictionary, error_info: Dictionary = {}) -> ResponseResult:
|
||||
func handle_verify_email_response(success: bool, data: Dictionary, error_info: Dictionary = {}) -> ResponseResult:
|
||||
var result = ResponseResult.new()
|
||||
|
||||
if success:
|
||||
@@ -207,7 +207,7 @@ static func handle_verify_email_response(success: bool, data: Dictionary, error_
|
||||
return result
|
||||
|
||||
# 处理重新发送邮箱验证码响应
|
||||
static func handle_resend_email_verification_response(success: bool, data: Dictionary, error_info: Dictionary = {}) -> ResponseResult:
|
||||
func handle_resend_email_verification_response(success: bool, data: Dictionary, error_info: Dictionary = {}) -> ResponseResult:
|
||||
var result = ResponseResult.new()
|
||||
|
||||
if success:
|
||||
@@ -232,7 +232,7 @@ static func handle_resend_email_verification_response(success: bool, data: Dicti
|
||||
return result
|
||||
|
||||
# 处理忘记密码响应
|
||||
static func handle_forgot_password_response(success: bool, data: Dictionary, error_info: Dictionary = {}) -> ResponseResult:
|
||||
func handle_forgot_password_response(success: bool, data: Dictionary, error_info: Dictionary = {}) -> ResponseResult:
|
||||
var result = ResponseResult.new()
|
||||
|
||||
if success:
|
||||
@@ -257,7 +257,7 @@ static func handle_forgot_password_response(success: bool, data: Dictionary, err
|
||||
return result
|
||||
|
||||
# 处理重置密码响应
|
||||
static func handle_reset_password_response(success: bool, data: Dictionary, error_info: Dictionary = {}) -> ResponseResult:
|
||||
func handle_reset_password_response(success: bool, data: Dictionary, error_info: Dictionary = {}) -> ResponseResult:
|
||||
var result = ResponseResult.new()
|
||||
|
||||
if success:
|
||||
@@ -273,7 +273,7 @@ static func handle_reset_password_response(success: bool, data: Dictionary, erro
|
||||
# ============ 错误处理方法 ============
|
||||
|
||||
# 处理登录错误
|
||||
static func _handle_login_error(data: Dictionary, error_info: Dictionary) -> ResponseResult:
|
||||
func _handle_login_error(data: Dictionary, error_info: Dictionary) -> ResponseResult:
|
||||
var result = ResponseResult.new()
|
||||
var error_code = data.get("error_code", "")
|
||||
var message = data.get("message", "登录失败")
|
||||
@@ -297,7 +297,7 @@ static func _handle_login_error(data: Dictionary, error_info: Dictionary) -> Res
|
||||
return result
|
||||
|
||||
# 处理验证码登录错误
|
||||
static func _handle_verification_code_login_error(data: Dictionary, error_info: Dictionary) -> ResponseResult:
|
||||
func _handle_verification_code_login_error(data: Dictionary, error_info: Dictionary) -> ResponseResult:
|
||||
var result = ResponseResult.new()
|
||||
var error_code = data.get("error_code", "")
|
||||
var message = data.get("message", "验证码登录失败")
|
||||
@@ -317,7 +317,7 @@ static func _handle_verification_code_login_error(data: Dictionary, error_info:
|
||||
return result
|
||||
|
||||
# 处理发送验证码错误 - 支持邮箱冲突检测和频率限制
|
||||
static func _handle_send_code_error(data: Dictionary, error_info: Dictionary) -> ResponseResult:
|
||||
func _handle_send_code_error(data: Dictionary, error_info: Dictionary) -> ResponseResult:
|
||||
var result = ResponseResult.new()
|
||||
var error_code = data.get("error_code", "")
|
||||
var message = data.get("message", "发送验证码失败")
|
||||
@@ -361,7 +361,7 @@ static func _handle_send_code_error(data: Dictionary, error_info: Dictionary) ->
|
||||
return result
|
||||
|
||||
# 处理发送登录验证码错误
|
||||
static func _handle_send_login_code_error(data: Dictionary, error_info: Dictionary) -> ResponseResult:
|
||||
func _handle_send_login_code_error(data: Dictionary, error_info: Dictionary) -> ResponseResult:
|
||||
var result = ResponseResult.new()
|
||||
var error_code = data.get("error_code", "")
|
||||
var message = data.get("message", "发送登录验证码失败")
|
||||
@@ -382,7 +382,7 @@ static func _handle_send_login_code_error(data: Dictionary, error_info: Dictiona
|
||||
return result
|
||||
|
||||
# 处理注册错误 - 支持409冲突状态码
|
||||
static func _handle_register_error(data: Dictionary, error_info: Dictionary) -> ResponseResult:
|
||||
func _handle_register_error(data: Dictionary, error_info: Dictionary) -> ResponseResult:
|
||||
var result = ResponseResult.new()
|
||||
var error_code = data.get("error_code", "")
|
||||
var message = data.get("message", "注册失败")
|
||||
@@ -416,7 +416,7 @@ static func _handle_register_error(data: Dictionary, error_info: Dictionary) ->
|
||||
return result
|
||||
|
||||
# 处理邮箱验证错误
|
||||
static func _handle_verify_email_error(data: Dictionary, error_info: Dictionary) -> ResponseResult:
|
||||
func _handle_verify_email_error(data: Dictionary, error_info: Dictionary) -> ResponseResult:
|
||||
var result = ResponseResult.new()
|
||||
var error_code = data.get("error_code", "")
|
||||
var message = data.get("message", "邮箱验证失败")
|
||||
@@ -439,7 +439,7 @@ static func _handle_verify_email_error(data: Dictionary, error_info: Dictionary)
|
||||
return result
|
||||
|
||||
# 处理网络测试响应
|
||||
static func handle_network_test_response(success: bool, data: Dictionary, error_info: Dictionary = {}) -> ResponseResult:
|
||||
func handle_network_test_response(success: bool, _data: Dictionary, _error_info: Dictionary = {}) -> ResponseResult:
|
||||
var result = ResponseResult.new()
|
||||
|
||||
if success:
|
||||
@@ -454,7 +454,7 @@ static func handle_network_test_response(success: bool, data: Dictionary, error_
|
||||
return result
|
||||
|
||||
# 处理重新发送邮箱验证码错误
|
||||
static func _handle_resend_email_verification_error(data: Dictionary, error_info: Dictionary) -> ResponseResult:
|
||||
func _handle_resend_email_verification_error(data: Dictionary, error_info: Dictionary) -> ResponseResult:
|
||||
var result = ResponseResult.new()
|
||||
var error_code = data.get("error_code", "")
|
||||
var message = data.get("message", "重新发送验证码失败")
|
||||
@@ -471,7 +471,7 @@ static func _handle_resend_email_verification_error(data: Dictionary, error_info
|
||||
return result
|
||||
|
||||
# 处理忘记密码错误
|
||||
static func _handle_forgot_password_error(data: Dictionary, error_info: Dictionary) -> ResponseResult:
|
||||
func _handle_forgot_password_error(data: Dictionary, error_info: Dictionary) -> ResponseResult:
|
||||
var result = ResponseResult.new()
|
||||
var error_code = data.get("error_code", "")
|
||||
var message = data.get("message", "发送重置验证码失败")
|
||||
@@ -490,7 +490,7 @@ static func _handle_forgot_password_error(data: Dictionary, error_info: Dictiona
|
||||
return result
|
||||
|
||||
# 处理重置密码错误
|
||||
static func _handle_reset_password_error(data: Dictionary, error_info: Dictionary) -> ResponseResult:
|
||||
func _handle_reset_password_error(data: Dictionary, error_info: Dictionary) -> ResponseResult:
|
||||
var result = ResponseResult.new()
|
||||
var error_code = data.get("error_code", "")
|
||||
var message = data.get("message", "重置密码失败")
|
||||
@@ -509,7 +509,7 @@ static func _handle_reset_password_error(data: Dictionary, error_info: Dictionar
|
||||
# ============ 工具方法 ============
|
||||
|
||||
# 获取错误消息 - 支持更多状态码和错误处理
|
||||
static func _get_error_message(error_code: String, original_message: String, error_info: Dictionary) -> String:
|
||||
func _get_error_message(error_code: String, original_message: String, error_info: Dictionary) -> String:
|
||||
# 优先使用错误码映射
|
||||
if ERROR_CODE_MESSAGES.has(error_code):
|
||||
return ERROR_CODE_MESSAGES[error_code]
|
||||
@@ -544,17 +544,17 @@ static func _get_error_message(error_code: String, original_message: String, err
|
||||
return original_message if original_message != "" else "操作失败"
|
||||
|
||||
# 处理频率限制消息
|
||||
static func _handle_rate_limit_message(message: String, error_info: Dictionary) -> String:
|
||||
func _handle_rate_limit_message(message: String, _error_info: Dictionary) -> String:
|
||||
# 可以根据throttle_info提供更详细的信息
|
||||
return message + ",请稍后再试"
|
||||
|
||||
# 处理维护模式消息
|
||||
static func _handle_maintenance_message(message: String, error_info: Dictionary) -> String:
|
||||
func _handle_maintenance_message(_message: String, _error_info: Dictionary) -> String:
|
||||
# 可以根据maintenance_info提供更详细的信息
|
||||
return "系统维护中,请稍后再试"
|
||||
|
||||
# 通用响应处理器 - 支持更多操作类型
|
||||
static func handle_response(operation_type: String, success: bool, data: Dictionary, error_info: Dictionary = {}) -> ResponseResult:
|
||||
func handle_response(operation_type: String, success: bool, data: Dictionary, error_info: Dictionary = {}) -> ResponseResult:
|
||||
match operation_type:
|
||||
"login":
|
||||
return handle_login_response(success, data, error_info)
|
||||
@@ -587,4 +587,4 @@ static func handle_response(operation_type: String, success: bool, data: Diction
|
||||
result.success = false
|
||||
result.message = _get_error_message(data.get("error_code", ""), data.get("message", "操作失败"), error_info)
|
||||
result.toast_type = "error"
|
||||
return result
|
||||
return result
|
||||
1
_Core/managers/ResponseHandler.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://nseguk2ytiw6
|
||||
187
_Core/managers/SceneManager.gd
Normal file
@@ -0,0 +1,187 @@
|
||||
extends Node
|
||||
|
||||
# ============================================================================
|
||||
# SceneManager.gd - 场景管理器
|
||||
# ============================================================================
|
||||
# 全局单例管理器,负责场景切换和管理
|
||||
#
|
||||
# 核心职责:
|
||||
# - 场景切换的统一接口
|
||||
# - 场景路径映射管理
|
||||
# - 场景切换过渡效果
|
||||
# - 场景状态跟踪
|
||||
#
|
||||
# 使用方式:
|
||||
# SceneManager.change_scene("main")
|
||||
# SceneManager.register_scene("custom", "res://scenes/custom.tscn")
|
||||
#
|
||||
# 注意事项:
|
||||
# - 作为自动加载单例,全局可访问
|
||||
# - 场景切换是异步操作,支持过渡效果
|
||||
# - 场景名称必须在 scene_paths 中注册
|
||||
# ============================================================================
|
||||
|
||||
# ============ 信号定义 ============
|
||||
|
||||
# 场景切换完成信号
|
||||
# 参数: scene_name - 切换到的场景名称
|
||||
signal scene_changed(scene_name: String)
|
||||
|
||||
# 场景切换开始信号
|
||||
# 参数: scene_name - 即将切换到的场景名称
|
||||
signal scene_change_started(scene_name: String)
|
||||
|
||||
# ============ 成员变量 ============
|
||||
|
||||
# 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
|
||||
|
||||
# 场景路径映射表
|
||||
# 将场景名称映射到实际的文件路径
|
||||
# 便于统一管理和修改场景路径
|
||||
var scene_paths: Dictionary = {
|
||||
"main": "res://scenes/MainScene.tscn", # 主场景 - 游戏入口
|
||||
"auth": "res://scenes/ui/LoginWindow.tscn", # 认证场景 - 登录窗口
|
||||
"game": "res://scenes/maps/game_scene.tscn", # 游戏场景 - 主要游戏内容
|
||||
"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
|
||||
}
|
||||
|
||||
# ============ 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
|
||||
#
|
||||
# 参数:
|
||||
# scene_name: String - 要切换到的场景名称(必须在scene_paths中注册)
|
||||
# use_transition: bool - 是否使用过渡效果,默认为true
|
||||
#
|
||||
# 返回值:
|
||||
# bool - 切换是否成功
|
||||
#
|
||||
# 功能:
|
||||
# - 检查场景切换状态和场景是否存在
|
||||
# - 显示过渡效果(可选)
|
||||
# - 执行场景切换
|
||||
# - 更新当前场景状态
|
||||
# - 发送相关信号
|
||||
#
|
||||
# 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
|
||||
# - 切换过程中会阻止新的切换请求
|
||||
# - 场景名称必须预先注册
|
||||
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")
|
||||
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)
|
||||
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
|
||||
scene_change_started.emit(scene_name)
|
||||
|
||||
# 显示过渡效果
|
||||
if use_transition:
|
||||
await show_transition()
|
||||
|
||||
# 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)
|
||||
is_changing_scene = false
|
||||
return false
|
||||
|
||||
# 更新状态
|
||||
current_scene_name = scene_name
|
||||
is_changing_scene = false
|
||||
scene_changed.emit(scene_name)
|
||||
|
||||
# 隐藏过渡效果
|
||||
if use_transition:
|
||||
await hide_transition()
|
||||
|
||||
print("场景切换完成: ", scene_name)
|
||||
return true
|
||||
|
||||
# ============ 查询方法 ============
|
||||
|
||||
# 获取当前场景名称
|
||||
#
|
||||
# 返回值:
|
||||
# String - 当前场景的名称
|
||||
func get_current_scene_name() -> String:
|
||||
return current_scene_name
|
||||
|
||||
# ============ 场景注册方法 ============
|
||||
|
||||
# 注册新场景
|
||||
#
|
||||
# 参数:
|
||||
# scene_name: String - 场景名称(用于切换时引用)
|
||||
# scene_path: String - 场景文件路径
|
||||
#
|
||||
# 功能:
|
||||
# - 将场景名称和路径添加到映射表
|
||||
# - 支持运行时动态注册场景
|
||||
#
|
||||
# 使用示例:
|
||||
# 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 ============
|
||||
|
||||
# 显示场景切换过渡效果
|
||||
#
|
||||
# 功能:
|
||||
# - 显示场景切换时的过渡动画
|
||||
# - 为用户提供视觉反馈
|
||||
#
|
||||
# 注意事项:
|
||||
# - 这是异步方法,需要await等待完成
|
||||
# - 当前实现为简单的延时,可扩展为复杂动画
|
||||
#
|
||||
# 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")
|
||||
await get_tree().create_timer(0.2).timeout
|
||||
|
||||
# 隐藏场景切换过渡效果
|
||||
#
|
||||
# 功能:
|
||||
# - 隐藏场景切换完成后的过渡动画
|
||||
# - 恢复正常的游戏显示
|
||||
#
|
||||
# 注意事项:
|
||||
# - 这是异步方法,需要await等待完成
|
||||
# - 与show_transition()配对使用
|
||||
#
|
||||
# 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")
|
||||
await get_tree().create_timer(0.2).timeout
|
||||
1
_Core/managers/SceneManager.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://d3l286ti5gqhw
|
||||
234
_Core/managers/ToastManager.gd
Normal file
@@ -0,0 +1,234 @@
|
||||
class_name ToastManager
|
||||
|
||||
# ============================================================================
|
||||
# ToastManager.gd - Toast消息管理器
|
||||
# ============================================================================
|
||||
# 负责创建和管理Toast消息的显示
|
||||
#
|
||||
# 核心功能:
|
||||
# - 创建Toast消息实例
|
||||
# - 管理Toast动画和生命周期
|
||||
# - 支持多个Toast同时显示
|
||||
# - 自动排列和清理Toast
|
||||
# - 支持中文字体显示
|
||||
#
|
||||
# 使用方式:
|
||||
# var toast_manager = ToastManager.new()
|
||||
# toast_manager.setup(toast_container)
|
||||
# toast_manager.show_toast("消息内容", true)
|
||||
#
|
||||
# 注意事项:
|
||||
# - 需要提供一个容器节点来承载Toast
|
||||
# - 自动处理Toast的位置计算和动画
|
||||
# - 支持Web平台的字体处理
|
||||
# ============================================================================
|
||||
|
||||
extends RefCounted
|
||||
|
||||
# ============ 成员变量 ============
|
||||
|
||||
# Toast容器和管理
|
||||
var toast_container: Control # Toast消息容器
|
||||
var active_toasts: Array = [] # 当前显示的Toast消息列表
|
||||
var toast_counter: int = 0 # Toast计数器,用于生成唯一ID
|
||||
|
||||
# ============ 初始化方法 ============
|
||||
|
||||
# 设置Toast管理器
|
||||
#
|
||||
# 参数:
|
||||
# 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 ============
|
||||
|
||||
# 显示Toast消息
|
||||
#
|
||||
# 参数:
|
||||
# message: String - 消息内容
|
||||
# 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")
|
||||
return
|
||||
|
||||
print("显示Toast消息: ", message, " 成功: ", is_success)
|
||||
_create_toast_instance(message, is_success)
|
||||
|
||||
# 清理所有Toast
|
||||
func clear_all_toasts():
|
||||
for toast in active_toasts:
|
||||
if is_instance_valid(toast):
|
||||
toast.queue_free()
|
||||
active_toasts.clear()
|
||||
|
||||
# ============ 私有方法 ============
|
||||
|
||||
# 创建Toast实例
|
||||
func _create_toast_instance(message: String, is_success: bool):
|
||||
toast_counter += 1
|
||||
|
||||
# Web平台字体处理
|
||||
var is_web = OS.get_name() == "Web"
|
||||
|
||||
# 1. 创建Toast Panel(方框UI)
|
||||
var toast_panel = Panel.new()
|
||||
toast_panel.name = "Toast_" + str(toast_counter)
|
||||
|
||||
# 设置Toast样式
|
||||
var style = StyleBoxFlat.new()
|
||||
if is_success:
|
||||
style.bg_color = Color(0.15, 0.7, 0.15, 0.95)
|
||||
style.border_color = Color(0.2, 0.9, 0.2, 0.9)
|
||||
else:
|
||||
style.bg_color = Color(0.7, 0.15, 0.15, 0.95)
|
||||
style.border_color = Color(0.9, 0.2, 0.2, 0.9)
|
||||
|
||||
style.border_width_left = 3
|
||||
style.border_width_top = 3
|
||||
style.border_width_right = 3
|
||||
style.border_width_bottom = 3
|
||||
style.corner_radius_top_left = 12
|
||||
style.corner_radius_top_right = 12
|
||||
style.corner_radius_bottom_left = 12
|
||||
style.corner_radius_bottom_right = 12
|
||||
style.shadow_color = Color(0, 0, 0, 0.3)
|
||||
style.shadow_size = 4
|
||||
style.shadow_offset = Vector2(2, 2)
|
||||
|
||||
toast_panel.add_theme_stylebox_override("panel", style)
|
||||
|
||||
# 设置Toast基本尺寸
|
||||
var toast_width = 320
|
||||
toast_panel.size = Vector2(toast_width, 60)
|
||||
|
||||
# 2. 创建VBoxContainer
|
||||
var vbox = VBoxContainer.new()
|
||||
vbox.add_theme_constant_override("separation", 0)
|
||||
vbox.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
|
||||
vbox.alignment = BoxContainer.ALIGNMENT_CENTER
|
||||
|
||||
# 3. 创建CenterContainer
|
||||
var center_container = CenterContainer.new()
|
||||
center_container.size_flags_horizontal = Control.SIZE_EXPAND_FILL
|
||||
center_container.size_flags_vertical = Control.SIZE_SHRINK_CENTER
|
||||
|
||||
# 4. 创建Label(文字控件)
|
||||
var text_label = Label.new()
|
||||
text_label.text = message
|
||||
text_label.add_theme_color_override("font_color", Color(1, 1, 1, 1))
|
||||
text_label.add_theme_font_size_override("font_size", 14)
|
||||
|
||||
# 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")
|
||||
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)
|
||||
text_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
|
||||
text_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
|
||||
|
||||
# 组装控件层级
|
||||
center_container.add_child(text_label)
|
||||
vbox.add_child(center_container)
|
||||
toast_panel.add_child(vbox)
|
||||
|
||||
# 计算位置
|
||||
var margin = 20
|
||||
var start_x = toast_container.get_viewport().get_visible_rect().size.x
|
||||
var final_x = toast_container.get_viewport().get_visible_rect().size.x - toast_width - margin
|
||||
|
||||
# 计算Y位置
|
||||
var y_position = margin
|
||||
for existing_toast in active_toasts:
|
||||
if is_instance_valid(existing_toast):
|
||||
y_position += existing_toast.size.y + 15
|
||||
|
||||
# 设置初始位置
|
||||
toast_panel.position = Vector2(start_x, y_position)
|
||||
|
||||
# 添加到容器
|
||||
toast_container.add_child(toast_panel)
|
||||
active_toasts.append(toast_panel)
|
||||
|
||||
# 等待一帧让布局系统计算尺寸
|
||||
await toast_container.get_tree().process_frame
|
||||
|
||||
# 让Toast高度自适应内容
|
||||
var content_size = vbox.get_combined_minimum_size()
|
||||
var final_height = max(60, content_size.y + 20) # 最小60,加20像素边距
|
||||
toast_panel.size.y = final_height
|
||||
|
||||
# 重新排列所有Toast
|
||||
_rearrange_toasts()
|
||||
|
||||
# 开始动画
|
||||
_animate_toast_in(toast_panel, final_x)
|
||||
|
||||
# Toast入场动画
|
||||
func _animate_toast_in(toast_panel: Panel, final_x: float):
|
||||
var tween = toast_container.create_tween()
|
||||
tween.set_ease(Tween.EASE_OUT)
|
||||
tween.set_trans(Tween.TRANS_BACK)
|
||||
|
||||
tween.parallel().tween_property(toast_panel, "position:x", final_x, 0.6)
|
||||
tween.parallel().tween_property(toast_panel, "modulate:a", 1.0, 0.4)
|
||||
|
||||
toast_panel.modulate.a = 0.0
|
||||
|
||||
# 等待3秒后开始退场动画
|
||||
await toast_container.get_tree().create_timer(3.0).timeout
|
||||
_animate_toast_out(toast_panel)
|
||||
|
||||
# Toast退场动画
|
||||
func _animate_toast_out(toast_panel: Panel):
|
||||
if not is_instance_valid(toast_panel):
|
||||
return
|
||||
|
||||
var tween = toast_container.create_tween()
|
||||
tween.set_ease(Tween.EASE_IN)
|
||||
tween.set_trans(Tween.TRANS_QUART)
|
||||
|
||||
var end_x = toast_container.get_viewport().get_visible_rect().size.x + 50
|
||||
tween.parallel().tween_property(toast_panel, "position:x", end_x, 0.4)
|
||||
tween.parallel().tween_property(toast_panel, "modulate:a", 0.0, 0.3)
|
||||
|
||||
await tween.finished
|
||||
_cleanup_toast(toast_panel)
|
||||
|
||||
# 清理Toast
|
||||
func _cleanup_toast(toast_panel: Panel):
|
||||
if not is_instance_valid(toast_panel):
|
||||
return
|
||||
|
||||
active_toasts.erase(toast_panel)
|
||||
_rearrange_toasts()
|
||||
toast_panel.queue_free()
|
||||
|
||||
# 重新排列Toast位置
|
||||
func _rearrange_toasts():
|
||||
var margin = 20
|
||||
var current_y = margin
|
||||
|
||||
for i in range(active_toasts.size()):
|
||||
var toast = active_toasts[i]
|
||||
if is_instance_valid(toast):
|
||||
var tween = toast_container.create_tween()
|
||||
tween.tween_property(toast, "position:y", current_y, 0.2)
|
||||
current_y += toast.size.y + 15
|
||||
1
_Core/managers/ToastManager.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://buk7d21cag262
|
||||
195
_Core/systems/EventSystem.gd
Normal file
@@ -0,0 +1,195 @@
|
||||
extends Node
|
||||
|
||||
# ============================================================================
|
||||
# EventSystem.gd - 全局事件系统
|
||||
# ============================================================================
|
||||
# 全局单例管理器,提供解耦的事件通信机制
|
||||
#
|
||||
# 核心职责:
|
||||
# - 事件监听器注册和管理
|
||||
# - 事件发送和分发
|
||||
# - 自动清理无效监听器
|
||||
# - 支持带参数的事件通信
|
||||
#
|
||||
# 使用方式:
|
||||
# EventSystem.connect_event("player_moved", _on_player_moved)
|
||||
# EventSystem.emit_event("player_moved", {"position": Vector2(100, 200)})
|
||||
#
|
||||
# 注意事项:
|
||||
# - 作为自动加载单例,全局可访问
|
||||
# - 监听器会自动检查目标节点的有效性
|
||||
# - 建议使用EventNames类中定义的事件名称常量
|
||||
# ============================================================================
|
||||
|
||||
# ============ 成员变量 ============
|
||||
|
||||
# 事件监听器存储
|
||||
# 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
|
||||
#
|
||||
# 参数:
|
||||
# event_name: String - 事件名称(建议使用EventNames中的常量)
|
||||
# callback: Callable - 回调函数
|
||||
# target: Node - 目标节点(可选,用于自动清理)
|
||||
#
|
||||
# 功能:
|
||||
# - 将回调函数注册到指定事件
|
||||
# - 支持同一事件多个监听器
|
||||
# - 自动管理监听器生命周期
|
||||
#
|
||||
# 使用示例:
|
||||
# EventSystem.connect_event(EventNames.PLAYER_MOVED, _on_player_moved, self)
|
||||
#
|
||||
# 注意事项:
|
||||
# - 如果提供target参数,当target节点被销毁时会自动清理监听器
|
||||
# - 同一个callback可以监听多个事件
|
||||
func connect_event(event_name: String, callback: Callable, target: Node = null):
|
||||
# 初始化事件监听器数组
|
||||
if not event_listeners.has(event_name):
|
||||
event_listeners[event_name] = []
|
||||
|
||||
# 创建监听器信息
|
||||
var listener_info = {
|
||||
"callback": callback,
|
||||
"target": target
|
||||
}
|
||||
|
||||
# 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
|
||||
#
|
||||
# 参数:
|
||||
# event_name: String - 事件名称
|
||||
# callback: Callable - 要移除的回调函数
|
||||
# target: Node - 目标节点(可选,用于精确匹配)
|
||||
#
|
||||
# 功能:
|
||||
# - 从指定事件中移除特定的监听器
|
||||
# - 支持精确匹配(callback + target)
|
||||
#
|
||||
# 使用示例:
|
||||
# EventSystem.disconnect_event(EventNames.PLAYER_MOVED, _on_player_moved, self)
|
||||
func disconnect_event(event_name: String, callback: Callable, target: Node = null):
|
||||
if not event_listeners.has(event_name):
|
||||
return
|
||||
|
||||
var listeners = event_listeners[event_name]
|
||||
# 从后往前遍历,避免删除元素时索引问题
|
||||
for i in range(listeners.size() - 1, -1, -1):
|
||||
var listener = listeners[i]
|
||||
# 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 ============
|
||||
|
||||
# 发送事件
|
||||
#
|
||||
# 参数:
|
||||
# event_name: String - 事件名称
|
||||
# data: Variant - 事件数据(可选)
|
||||
#
|
||||
# 功能:
|
||||
# - 向所有注册的监听器发送事件
|
||||
# - 自动跳过无效的监听器
|
||||
# - 支持任意类型的事件数据
|
||||
#
|
||||
# 使用示例:
|
||||
# EventSystem.emit_event(EventNames.PLAYER_MOVED, {"position": Vector2(100, 200)})
|
||||
# EventSystem.emit_event(EventNames.GAME_PAUSED) # 无数据事件
|
||||
#
|
||||
# 注意事项:
|
||||
# - 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]
|
||||
for listener_info in listeners:
|
||||
var target = listener_info.target
|
||||
var callback = listener_info.callback
|
||||
|
||||
# 检查目标节点是否仍然有效
|
||||
if target != null and not is_instance_valid(target):
|
||||
continue
|
||||
|
||||
# 调用回调函数
|
||||
if data != null:
|
||||
callback.call(data)
|
||||
else:
|
||||
callback.call()
|
||||
|
||||
# ============ 维护方法 ============
|
||||
|
||||
# 清理无效的监听器
|
||||
#
|
||||
# 功能:
|
||||
# - 遍历所有监听器,移除已销毁节点的监听器
|
||||
# - 防止内存泄漏
|
||||
# - 建议定期调用或在场景切换时调用
|
||||
#
|
||||
# 使用场景:
|
||||
# - 场景切换时清理
|
||||
# - 定期维护(如每分钟一次)
|
||||
# - 内存优化时调用
|
||||
func cleanup_invalid_listeners():
|
||||
for event_name in event_listeners.keys():
|
||||
var listeners = event_listeners[event_name]
|
||||
# 从后往前遍历,避免删除元素时索引问题
|
||||
for i in range(listeners.size() - 1, -1, -1):
|
||||
var listener = listeners[i]
|
||||
var target = listener.target
|
||||
# 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 ============
|
||||
|
||||
# 获取事件监听器数量
|
||||
#
|
||||
# 参数:
|
||||
# event_name: String - 事件名称
|
||||
#
|
||||
# 返回值:
|
||||
# int - 监听器数量
|
||||
#
|
||||
# 使用场景:
|
||||
# - 调试时检查监听器数量
|
||||
# - 性能分析
|
||||
func get_listener_count(event_name: String) -> int:
|
||||
if not event_listeners.has(event_name):
|
||||
return 0
|
||||
return event_listeners[event_name].size()
|
||||
|
||||
# 清空所有事件监听器
|
||||
#
|
||||
# 功能:
|
||||
# - 移除所有已注册的事件监听器
|
||||
# - 通常在游戏重置或退出时使用
|
||||
#
|
||||
# 警告:
|
||||
# - 这是一个危险操作,会影响所有模块
|
||||
# - 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")
|
||||
1
_Core/systems/EventSystem.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://bfheblucmti24
|
||||
143
_Core/systems/GridSystem.gd
Normal file
@@ -0,0 +1,143 @@
|
||||
# ============================================================================
|
||||
# 网格系统 - GridSystem.gd
|
||||
#
|
||||
# 提供32x32像素的最小网格单元控制,用于规范地图大小和位置计算
|
||||
#
|
||||
# 使用方式:
|
||||
# var grid_pos = GridSystem.world_to_grid(world_position)
|
||||
# var world_pos = GridSystem.grid_to_world(grid_position)
|
||||
# var snapped_pos = GridSystem.snap_to_grid(position)
|
||||
# ============================================================================
|
||||
|
||||
class_name GridSystem
|
||||
extends RefCounted
|
||||
|
||||
# ============================================================================
|
||||
# 常量定义
|
||||
# ============================================================================
|
||||
const GRID_SIZE: int = 32 # 网格单元大小 32x32 像素
|
||||
const HALF_GRID_SIZE: float = GRID_SIZE * 0.5 # 网格中心偏移
|
||||
|
||||
# ============================================================================
|
||||
# 坐标转换方法
|
||||
# ============================================================================
|
||||
|
||||
# 世界坐标转换为网格坐标
|
||||
static func world_to_grid(world_pos: Vector2) -> Vector2i:
|
||||
return Vector2i(
|
||||
int(world_pos.x / GRID_SIZE),
|
||||
int(world_pos.y / GRID_SIZE)
|
||||
)
|
||||
|
||||
# 网格坐标转换为世界坐标(返回网格左上角)
|
||||
static func grid_to_world(grid_pos: Vector2i) -> Vector2:
|
||||
return Vector2(
|
||||
grid_pos.x * GRID_SIZE,
|
||||
grid_pos.y * GRID_SIZE
|
||||
)
|
||||
|
||||
# 网格坐标转换为世界坐标(返回网格中心)
|
||||
static func grid_to_world_center(grid_pos: Vector2i) -> Vector2:
|
||||
return Vector2(
|
||||
grid_pos.x * GRID_SIZE + HALF_GRID_SIZE,
|
||||
grid_pos.y * GRID_SIZE + HALF_GRID_SIZE
|
||||
)
|
||||
|
||||
# 将位置吸附到最近的网格点(左上角)
|
||||
static func snap_to_grid(position: Vector2) -> Vector2:
|
||||
return Vector2(
|
||||
floor(position.x / GRID_SIZE) * GRID_SIZE,
|
||||
floor(position.y / GRID_SIZE) * GRID_SIZE
|
||||
)
|
||||
|
||||
# 将位置吸附到最近的网格中心
|
||||
static func snap_to_grid_center(position: Vector2) -> Vector2:
|
||||
var grid_pos = world_to_grid(position)
|
||||
return grid_to_world_center(grid_pos)
|
||||
|
||||
# ============================================================================
|
||||
# 距离和区域计算
|
||||
# ============================================================================
|
||||
|
||||
# 计算两个网格坐标之间的曼哈顿距离
|
||||
static func grid_distance_manhattan(grid_pos1: Vector2i, grid_pos2: Vector2i) -> int:
|
||||
return abs(grid_pos1.x - grid_pos2.x) + abs(grid_pos1.y - grid_pos2.y)
|
||||
|
||||
# 计算两个网格坐标之间的欧几里得距离
|
||||
static func grid_distance_euclidean(grid_pos1: Vector2i, grid_pos2: Vector2i) -> float:
|
||||
var diff = grid_pos1 - grid_pos2
|
||||
return sqrt(diff.x * diff.x + diff.y * diff.y)
|
||||
|
||||
# 获取指定网格坐标周围的邻居网格(4方向)
|
||||
static func get_grid_neighbors_4(grid_pos: Vector2i) -> Array[Vector2i]:
|
||||
return [
|
||||
Vector2i(grid_pos.x, grid_pos.y - 1), # 上
|
||||
Vector2i(grid_pos.x + 1, grid_pos.y), # 右
|
||||
Vector2i(grid_pos.x, grid_pos.y + 1), # 下
|
||||
Vector2i(grid_pos.x - 1, grid_pos.y) # 左
|
||||
]
|
||||
|
||||
# 获取指定网格坐标周围的邻居网格(8方向)
|
||||
static func get_grid_neighbors_8(grid_pos: Vector2i) -> Array[Vector2i]:
|
||||
var neighbors: Array[Vector2i] = []
|
||||
for x in range(-1, 2):
|
||||
for y in range(-1, 2):
|
||||
if x == 0 and y == 0:
|
||||
continue
|
||||
neighbors.append(Vector2i(grid_pos.x + x, grid_pos.y + y))
|
||||
return neighbors
|
||||
|
||||
# ============================================================================
|
||||
# 区域和边界检查
|
||||
# ============================================================================
|
||||
|
||||
# 检查网格坐标是否在指定矩形区域内
|
||||
static func is_grid_in_bounds(grid_pos: Vector2i, min_grid: Vector2i, max_grid: Vector2i) -> bool:
|
||||
return (grid_pos.x >= min_grid.x and grid_pos.x <= max_grid.x and
|
||||
grid_pos.y >= min_grid.y and grid_pos.y <= max_grid.y)
|
||||
|
||||
# 获取矩形区域内的所有网格坐标
|
||||
static func get_grids_in_rect(min_grid: Vector2i, max_grid: Vector2i) -> Array[Vector2i]:
|
||||
var grids: Array[Vector2i] = []
|
||||
for x in range(min_grid.x, max_grid.x + 1):
|
||||
for y in range(min_grid.y, max_grid.y + 1):
|
||||
grids.append(Vector2i(x, y))
|
||||
return grids
|
||||
|
||||
# ============================================================================
|
||||
# 地图尺寸规范化
|
||||
# ============================================================================
|
||||
|
||||
# 将像素尺寸规范化为网格尺寸的倍数
|
||||
static func normalize_size_to_grid(pixel_size: Vector2i) -> Vector2i:
|
||||
return Vector2i(
|
||||
int(ceil(float(pixel_size.x) / GRID_SIZE)) * GRID_SIZE,
|
||||
int(ceil(float(pixel_size.y) / GRID_SIZE)) * GRID_SIZE
|
||||
)
|
||||
|
||||
# 计算指定像素尺寸需要多少个网格单元
|
||||
static func get_grid_count(pixel_size: Vector2i) -> Vector2i:
|
||||
return Vector2i(
|
||||
int(ceil(float(pixel_size.x) / GRID_SIZE)),
|
||||
int(ceil(float(pixel_size.y) / GRID_SIZE))
|
||||
)
|
||||
|
||||
# ============================================================================
|
||||
# 调试和可视化辅助
|
||||
# ============================================================================
|
||||
|
||||
# 获取网格的边界矩形(用于调试绘制)
|
||||
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(调试用)
|
||||
static func print_grid_info(world_pos: Vector2) -> void:
|
||||
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)
|
||||
1
_Core/systems/GridSystem.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://dceqpffgti4jb
|
||||
2
_Core/utils/.gitkeep
Normal file
@@ -0,0 +1,2 @@
|
||||
# 核心工具类目录
|
||||
# 存放字符串处理、数学计算等工具类
|
||||
386
_Core/utils/StringUtils.gd
Normal file
@@ -0,0 +1,386 @@
|
||||
class_name StringUtils
|
||||
|
||||
# ============================================================================
|
||||
# StringUtils.gd - 字符串工具类
|
||||
# ============================================================================
|
||||
# 静态工具类,提供常用的字符串处理功能
|
||||
#
|
||||
# 核心功能:
|
||||
# - 输入验证(邮箱、用户名、密码)
|
||||
# - 字符串格式化和转换
|
||||
# - 时间格式化和相对时间计算
|
||||
# - 文件大小格式化
|
||||
#
|
||||
# 使用方式:
|
||||
# var is_valid = StringUtils.is_valid_email("user@example.com")
|
||||
# var formatted_time = StringUtils.format_utc_to_local_time(utc_string)
|
||||
#
|
||||
# 注意事项:
|
||||
# - 所有方法都是静态的,无需实例化
|
||||
# - 验证方法返回布尔值或包含详细信息的字典
|
||||
# - 时间处理方法支持UTC到本地时间的转换
|
||||
# ============================================================================
|
||||
|
||||
# ============ 输入验证方法 ============
|
||||
|
||||
# 验证邮箱格式
|
||||
#
|
||||
# 参数:
|
||||
# email: String - 待验证的邮箱地址
|
||||
#
|
||||
# 返回值:
|
||||
# bool - true表示格式正确,false表示格式错误
|
||||
#
|
||||
# 验证规则:
|
||||
# - 必须包含@符号
|
||||
# - @前后都必须有内容
|
||||
# - 域名部分必须包含至少一个点
|
||||
# - 顶级域名至少2个字符
|
||||
#
|
||||
# 使用示例:
|
||||
# if StringUtils.is_valid_email("user@example.com"):
|
||||
# print("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,}$")
|
||||
return regex.search(email) != null
|
||||
|
||||
# 验证用户名格式
|
||||
#
|
||||
# 参数:
|
||||
# username: String - 待验证的用户名
|
||||
#
|
||||
# 返回值:
|
||||
# bool - true表示格式正确,false表示格式错误
|
||||
#
|
||||
# 验证规则:
|
||||
# - 只能包含字母、数字、下划线
|
||||
# - 长度不能为空且不超过50个字符
|
||||
# - 不能包含空格或特殊字符
|
||||
#
|
||||
# 使用示例:
|
||||
# if StringUtils.is_valid_username("user_123"):
|
||||
# print("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:
|
||||
return false
|
||||
|
||||
# 检查字符组成
|
||||
var regex = RegEx.new()
|
||||
regex.compile("^[a-zA-Z0-9_]+$")
|
||||
return regex.search(username) != null
|
||||
|
||||
# 验证密码强度
|
||||
#
|
||||
# 参数:
|
||||
# password: String - 待验证的密码
|
||||
#
|
||||
# 返回值:
|
||||
# Dictionary - 包含验证结果的详细信息
|
||||
# {
|
||||
# "valid": bool, # 是否符合最低要求
|
||||
# "message": String, # 验证结果消息
|
||||
# "strength": int # 强度等级 (1-4)
|
||||
# }
|
||||
#
|
||||
# 验证规则:
|
||||
# - 最少8位,最多128位
|
||||
# - 必须包含字母和数字
|
||||
# - 强度评级:包含字母(+1)、数字(+1)、特殊字符(+1)、长度>=12(+1)
|
||||
#
|
||||
# 使用示例:
|
||||
# var result = StringUtils.validate_password_strength("MyPass123!")
|
||||
# if result.valid:
|
||||
# print("密码强度: ", result.message)
|
||||
static func validate_password_strength(password: String) -> Dictionary:
|
||||
var result = {"valid": false, "message": "", "strength": 0}
|
||||
|
||||
# 检查长度限制
|
||||
if password.length() < 8:
|
||||
result.message = "密码长度至少8位"
|
||||
return result
|
||||
|
||||
if password.length() > 128:
|
||||
result.message = "密码长度不能超过128位"
|
||||
return result
|
||||
|
||||
# 检查字符类型
|
||||
var has_letter = false # 是否包含字母
|
||||
var has_digit = false # 是否包含数字
|
||||
var has_special = false # 是否包含特殊字符
|
||||
|
||||
for i in range(password.length()):
|
||||
var character = password[i]
|
||||
if character >= 'a' and character <= 'z' or character >= 'A' and character <= 'Z':
|
||||
has_letter = true
|
||||
elif character >= '0' and character <= '9':
|
||||
has_digit = true
|
||||
elif character in "!@#$%^&*()_+-=[]{}|;:,.<>?":
|
||||
has_special = true
|
||||
|
||||
# 计算强度等级
|
||||
var strength = 0
|
||||
if has_letter:
|
||||
strength += 1
|
||||
if has_digit:
|
||||
strength += 1
|
||||
if has_special:
|
||||
strength += 1
|
||||
if password.length() >= 12:
|
||||
strength += 1
|
||||
|
||||
result.strength = strength
|
||||
|
||||
# 检查最低要求
|
||||
if not (has_letter and has_digit):
|
||||
result.message = "密码必须包含字母和数字"
|
||||
return result
|
||||
|
||||
# 密码符合要求
|
||||
result.valid = true
|
||||
result.message = "密码强度: " + ["弱", "中", "强", "很强"][min(strength - 1, 3)]
|
||||
return result
|
||||
|
||||
# ============ 字符串格式化方法 ============
|
||||
|
||||
# 截断字符串
|
||||
#
|
||||
# 参数:
|
||||
# text: String - 原始字符串
|
||||
# max_length: int - 最大长度
|
||||
# suffix: String - 截断后缀(默认为"...")
|
||||
#
|
||||
# 返回值:
|
||||
# String - 截断后的字符串
|
||||
#
|
||||
# 功能:
|
||||
# - 如果字符串长度超过限制,截断并添加后缀
|
||||
# - 如果字符串长度未超过限制,返回原字符串
|
||||
#
|
||||
# 使用示例:
|
||||
# var short_text = StringUtils.truncate("这是一个很长的文本", 10, "...")
|
||||
# # 结果: "这是一个很长..."
|
||||
static func truncate(text: String, max_length: int, suffix: String = "...") -> String:
|
||||
if text.length() <= max_length:
|
||||
return text
|
||||
return text.substr(0, max_length - suffix.length()) + suffix
|
||||
|
||||
# 首字母大写
|
||||
#
|
||||
# 参数:
|
||||
# text: String - 原始字符串
|
||||
#
|
||||
# 返回值:
|
||||
# String - 首字母大写的字符串
|
||||
#
|
||||
# 使用示例:
|
||||
# var capitalized = StringUtils.capitalize_first("hello world")
|
||||
# # 结果: "Hello world"
|
||||
static func capitalize_first(text: String) -> String:
|
||||
if text.is_empty():
|
||||
return text
|
||||
return text[0].to_upper() + text.substr(1)
|
||||
|
||||
# 转换为标题格式
|
||||
#
|
||||
# 参数:
|
||||
# text: String - 原始字符串
|
||||
#
|
||||
# 返回值:
|
||||
# String - 每个单词首字母大写的字符串
|
||||
#
|
||||
# 功能:
|
||||
# - 将每个单词的首字母转换为大写
|
||||
# - 其余字母转换为小写
|
||||
# - 以空格分隔单词
|
||||
#
|
||||
# 使用示例:
|
||||
# var title = StringUtils.to_title_case("hello world game")
|
||||
# # 结果: "Hello World Game"
|
||||
static func to_title_case(text: String) -> String:
|
||||
var words = text.split(" ")
|
||||
var result = []
|
||||
for word in words:
|
||||
if not word.is_empty():
|
||||
result.append(capitalize_first(word.to_lower()))
|
||||
return " ".join(result)
|
||||
|
||||
# 移除HTML标签
|
||||
#
|
||||
# 参数:
|
||||
# html: String - 包含HTML标签的字符串
|
||||
#
|
||||
# 返回值:
|
||||
# String - 移除HTML标签后的纯文本
|
||||
#
|
||||
# 功能:
|
||||
# - 使用正则表达式移除所有HTML标签
|
||||
# - 保留标签之间的文本内容
|
||||
#
|
||||
# 使用示例:
|
||||
# var plain_text = StringUtils.strip_html_tags("<p>Hello <b>World</b></p>")
|
||||
# # 结果: "Hello World"
|
||||
static func strip_html_tags(html: String) -> String:
|
||||
var regex = RegEx.new()
|
||||
regex.compile("<[^>]*>")
|
||||
return regex.sub(html, "", true)
|
||||
|
||||
# 格式化文件大小
|
||||
#
|
||||
# 参数:
|
||||
# bytes: int - 文件大小(字节)
|
||||
#
|
||||
# 返回值:
|
||||
# String - 格式化后的文件大小字符串
|
||||
#
|
||||
# 功能:
|
||||
# - 自动选择合适的单位(B, KB, MB, GB, TB)
|
||||
# - 保留一位小数(除了字节)
|
||||
# - 使用1024作为换算基数
|
||||
#
|
||||
# 使用示例:
|
||||
# var size_text = StringUtils.format_file_size(1536)
|
||||
# # 结果: "1.5 KB"
|
||||
static func format_file_size(bytes: int) -> String:
|
||||
var units = ["B", "KB", "MB", "GB", "TB"]
|
||||
var size = float(bytes)
|
||||
var unit_index = 0
|
||||
|
||||
# 自动选择合适的单位
|
||||
while size >= 1024.0 and unit_index < units.size() - 1:
|
||||
size /= 1024.0
|
||||
unit_index += 1
|
||||
|
||||
# 格式化输出
|
||||
if unit_index == 0:
|
||||
return str(int(size)) + " " + units[unit_index]
|
||||
else:
|
||||
return "%.1f %s" % [size, units[unit_index]]
|
||||
|
||||
# ============ 时间处理方法 ============
|
||||
|
||||
# 将UTC时间字符串转换为本地时间显示
|
||||
#
|
||||
# 参数:
|
||||
# utc_time_str: String - UTC时间字符串(格式: 2025-12-25T11:23:52.175Z)
|
||||
#
|
||||
# 返回值:
|
||||
# String - 格式化的本地时间字符串
|
||||
#
|
||||
# 功能:
|
||||
# - 解析ISO 8601格式的UTC时间
|
||||
# - 转换为本地时区时间
|
||||
# - 格式化为易读的中文时间格式
|
||||
#
|
||||
# 使用示例:
|
||||
# var local_time = StringUtils.format_utc_to_local_time("2025-12-25T11:23:52.175Z")
|
||||
# # 结果: "2025年12月25日 19:23:52" (假设本地时区为UTC+8)
|
||||
static func format_utc_to_local_time(utc_time_str: String) -> String:
|
||||
# 解析UTC时间字符串 (格式: 2025-12-25T11:23:52.175Z)
|
||||
var regex = RegEx.new()
|
||||
regex.compile("(\\d{4})-(\\d{2})-(\\d{2})T(\\d{2}):(\\d{2}):(\\d{2})")
|
||||
var result = regex.search(utc_time_str)
|
||||
|
||||
if result == null:
|
||||
return utc_time_str # 如果解析失败,返回原字符串
|
||||
|
||||
# 提取时间组件
|
||||
var year = int(result.get_string(1))
|
||||
var month = int(result.get_string(2))
|
||||
var day = int(result.get_string(3))
|
||||
var hour = int(result.get_string(4))
|
||||
var minute = int(result.get_string(5))
|
||||
var second = int(result.get_string(6))
|
||||
|
||||
# 创建UTC时间字典
|
||||
var utc_dict = {
|
||||
"year": year,
|
||||
"month": month,
|
||||
"day": day,
|
||||
"hour": hour,
|
||||
"minute": minute,
|
||||
"second": second
|
||||
}
|
||||
|
||||
# 转换为Unix时间戳(UTC)
|
||||
var utc_timestamp = Time.get_unix_time_from_datetime_dict(utc_dict)
|
||||
|
||||
# 获取本地时间(Godot会自动处理时区转换)
|
||||
var local_dict = Time.get_datetime_dict_from_unix_time(utc_timestamp)
|
||||
|
||||
# 格式化为易读的本地时间
|
||||
return "%04d年%02d月%02d日 %02d:%02d:%02d" % [
|
||||
local_dict.year,
|
||||
local_dict.month,
|
||||
local_dict.day,
|
||||
local_dict.hour,
|
||||
local_dict.minute,
|
||||
local_dict.second
|
||||
]
|
||||
|
||||
# 获取相对时间描述
|
||||
#
|
||||
# 参数:
|
||||
# utc_time_str: String - UTC时间字符串
|
||||
#
|
||||
# 返回值:
|
||||
# String - 相对时间描述(如"5分钟后"、"2小时30分钟后")
|
||||
#
|
||||
# 功能:
|
||||
# - 计算指定时间与当前时间的差值
|
||||
# - 返回人性化的相对时间描述
|
||||
# - 支持秒、分钟、小时的组合显示
|
||||
#
|
||||
# 使用示例:
|
||||
# var relative_time = StringUtils.get_relative_time_until("2025-12-25T12:00:00Z")
|
||||
# # 结果: "30分钟后" 或 "现在可以重试"
|
||||
static func get_relative_time_until(utc_time_str: String) -> String:
|
||||
# 解析UTC时间字符串
|
||||
var regex = RegEx.new()
|
||||
regex.compile("(\\d{4})-(\\d{2})-(\\d{2})T(\\d{2}):(\\d{2}):(\\d{2})")
|
||||
var result = regex.search(utc_time_str)
|
||||
|
||||
if result == null:
|
||||
return "时间格式错误"
|
||||
|
||||
# 提取时间组件
|
||||
var year = int(result.get_string(1))
|
||||
var month = int(result.get_string(2))
|
||||
var day = int(result.get_string(3))
|
||||
var hour = int(result.get_string(4))
|
||||
var minute = int(result.get_string(5))
|
||||
var second = int(result.get_string(6))
|
||||
|
||||
# 创建UTC时间字典
|
||||
var utc_dict = {
|
||||
"year": year,
|
||||
"month": month,
|
||||
"day": day,
|
||||
"hour": hour,
|
||||
"minute": minute,
|
||||
"second": second
|
||||
}
|
||||
|
||||
# 转换为Unix时间戳
|
||||
var target_timestamp = Time.get_unix_time_from_datetime_dict(utc_dict)
|
||||
var current_timestamp = Time.get_unix_time_from_system()
|
||||
|
||||
# 计算时间差(秒)
|
||||
var diff_seconds = target_timestamp - current_timestamp
|
||||
|
||||
# 格式化相对时间
|
||||
if diff_seconds <= 0:
|
||||
return "现在可以重试"
|
||||
elif diff_seconds < 60:
|
||||
return "%d秒后" % diff_seconds
|
||||
elif diff_seconds < 3600:
|
||||
var minutes = int(diff_seconds / 60)
|
||||
return "%d分钟后" % minutes
|
||||
else:
|
||||
var hours = int(diff_seconds / 3600)
|
||||
var minutes = int((diff_seconds % 3600) / 60)
|
||||
if minutes > 0:
|
||||
return "%d小时%d分钟后" % [hours, minutes]
|
||||
else:
|
||||
return "%d小时后" % hours
|
||||
1
_Core/utils/StringUtils.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://bu8onmk6q8wic
|
||||
1
assets/audio/audio/music/.gitkeep
Normal file
@@ -0,0 +1 @@
|
||||
# 保持目录结构 - 音乐资源目录
|
||||
1
assets/audio/audio/sounds/.gitkeep
Normal file
@@ -0,0 +1 @@
|
||||
# 保持目录结构 - 音效资源目录
|
||||
1
assets/audio/audio/voice/.gitkeep
Normal file
@@ -0,0 +1 @@
|
||||
# 保持目录结构 - 语音资源目录
|
||||
BIN
assets/sprites/building/datawhale_house_asset_1.png
Normal file
|
After Width: | Height: | Size: 1003 KiB |
40
assets/sprites/building/datawhale_house_asset_1.png.import
Normal file
@@ -0,0 +1,40 @@
|
||||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://rwawg1rprjtq"
|
||||
path="res://.godot/imported/datawhale_house_asset_1.png-1892bbe725ca0e23a398f090f9971251.ctex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://assets/sprites/building/datawhale_house_asset_1.png"
|
||||
dest_files=["res://.godot/imported/datawhale_house_asset_1.png-1892bbe725ca0e23a398f090f9971251.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=0
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
|
||||
compress/uastc_level=0
|
||||
compress/rdo_quality_loss=0.0
|
||||
compress/hdr_compression=1
|
||||
compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
mipmaps/generate=false
|
||||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
|
||||
process/channel_remap/red=0
|
||||
process/channel_remap/green=1
|
||||
process/channel_remap/blue=2
|
||||
process/channel_remap/alpha=3
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/normal_map_invert_y=false
|
||||
process/hdr_as_srgb=false
|
||||
process/hdr_clamp_exposure=false
|
||||
process/size_limit=0
|
||||
detect_3d/compress_to=1
|
||||
|
After Width: | Height: | Size: 1.2 MiB |
@@ -0,0 +1,40 @@
|
||||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://ctq2aeb3vbo5f"
|
||||
path="res://.godot/imported/datawhale_house_single_story_enhanced.png-0676f1c2301056dd7cf2d93eb21a3a60.ctex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://assets/sprites/building/datawhale_house_single_story_enhanced.png"
|
||||
dest_files=["res://.godot/imported/datawhale_house_single_story_enhanced.png-0676f1c2301056dd7cf2d93eb21a3a60.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=0
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
|
||||
compress/uastc_level=0
|
||||
compress/rdo_quality_loss=0.0
|
||||
compress/hdr_compression=1
|
||||
compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
mipmaps/generate=false
|
||||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
|
||||
process/channel_remap/red=0
|
||||
process/channel_remap/green=1
|
||||
process/channel_remap/blue=2
|
||||
process/channel_remap/alpha=3
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/normal_map_invert_y=false
|
||||
process/hdr_as_srgb=false
|
||||
process/hdr_clamp_exposure=false
|
||||
process/size_limit=0
|
||||
detect_3d/compress_to=1
|
||||
BIN
assets/sprites/building/datawhale_house_three_story_1.png
Normal file
|
After Width: | Height: | Size: 1.1 MiB |
@@ -0,0 +1,40 @@
|
||||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://b43a04p4lsnb8"
|
||||
path="res://.godot/imported/datawhale_house_three_story_1.png-a40630de3429bf9e1bf1cd3532ecf56c.ctex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://assets/sprites/building/datawhale_house_three_story_1.png"
|
||||
dest_files=["res://.godot/imported/datawhale_house_three_story_1.png-a40630de3429bf9e1bf1cd3532ecf56c.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=0
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
|
||||
compress/uastc_level=0
|
||||
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||||
BIN
assets/sprites/environment/download_1767426187137.png
Normal file
|
After Width: | Height: | Size: 5.4 MiB |
40
assets/sprites/environment/download_1767426187137.png.import
Normal file
@@ -0,0 +1,40 @@
|
||||
[remap]
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|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
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||||
uid="uid://djmpsp6t8vbra"
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path="res://.godot/imported/download_1767426187137.png-a7252aa9f644c4f3ab14cefb1a59847c.ctex"
|
||||
metadata={
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||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://assets/sprites/environment/download_1767426187137.png"
|
||||
dest_files=["res://.godot/imported/download_1767426187137.png-a7252aa9f644c4f3ab14cefb1a59847c.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=0
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
|
||||
compress/uastc_level=0
|
||||
compress/rdo_quality_loss=0.0
|
||||
compress/hdr_compression=1
|
||||
compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
mipmaps/generate=false
|
||||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
|
||||
process/channel_remap/red=0
|
||||
process/channel_remap/green=1
|
||||
process/channel_remap/blue=2
|
||||
process/channel_remap/alpha=3
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/normal_map_invert_y=false
|
||||
process/hdr_as_srgb=false
|
||||
process/hdr_clamp_exposure=false
|
||||
process/size_limit=0
|
||||
detect_3d/compress_to=1
|
||||
BIN
assets/sprites/environment/floor_tile.png
Normal file
|
After Width: | Height: | Size: 137 KiB |
40
assets/sprites/environment/floor_tile.png.import
Normal file
@@ -0,0 +1,40 @@
|
||||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://c3yr7cietnip3"
|
||||
path="res://.godot/imported/floor_tile.png-922ec9c726f71491a3ebe25e6696192d.ctex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://assets/sprites/environment/floor_tile.png"
|
||||
dest_files=["res://.godot/imported/floor_tile.png-922ec9c726f71491a3ebe25e6696192d.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=0
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
|
||||
compress/uastc_level=0
|
||||
compress/rdo_quality_loss=0.0
|
||||
compress/hdr_compression=1
|
||||
compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
mipmaps/generate=false
|
||||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
|
||||
process/channel_remap/red=0
|
||||
process/channel_remap/green=1
|
||||
process/channel_remap/blue=2
|
||||
process/channel_remap/alpha=3
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/normal_map_invert_y=false
|
||||
process/hdr_as_srgb=false
|
||||
process/hdr_clamp_exposure=false
|
||||
process/size_limit=0
|
||||
detect_3d/compress_to=1
|
||||
BIN
assets/sprites/environment/square.png
Normal file
|
After Width: | Height: | Size: 475 KiB |
40
assets/sprites/environment/square.png.import
Normal file
@@ -0,0 +1,40 @@
|
||||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://7o0xyqmqbvov"
|
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path="res://.godot/imported/square.png-f3b8edd32d9382a7b98d24fd60e1b771.ctex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://assets/sprites/environment/square.png"
|
||||
dest_files=["res://.godot/imported/square.png-f3b8edd32d9382a7b98d24fd60e1b771.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=0
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
|
||||
compress/uastc_level=0
|
||||
compress/rdo_quality_loss=0.0
|
||||
compress/hdr_compression=1
|
||||
compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
mipmaps/generate=false
|
||||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
|
||||
process/channel_remap/red=0
|
||||
process/channel_remap/green=1
|
||||
process/channel_remap/blue=2
|
||||
process/channel_remap/alpha=3
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/normal_map_invert_y=false
|
||||
process/hdr_as_srgb=false
|
||||
process/hdr_clamp_exposure=false
|
||||
process/size_limit=0
|
||||
detect_3d/compress_to=1
|
||||
BIN
assets/sprites/environment/square1.png
Normal file
|
After Width: | Height: | Size: 523 KiB |
40
assets/sprites/environment/square1.png.import
Normal file
@@ -0,0 +1,40 @@
|
||||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://dt33hewme0p1k"
|
||||
path="res://.godot/imported/square1.png-5d845f041b32e4a2880ddc03c7e210e2.ctex"
|
||||
metadata={
|
||||
"vram_texture": false
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||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://assets/sprites/environment/square1.png"
|
||||
dest_files=["res://.godot/imported/square1.png-5d845f041b32e4a2880ddc03c7e210e2.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=0
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
|
||||
compress/uastc_level=0
|
||||
compress/rdo_quality_loss=0.0
|
||||
compress/hdr_compression=1
|
||||
compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
mipmaps/generate=false
|
||||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
|
||||
process/channel_remap/red=0
|
||||
process/channel_remap/green=1
|
||||
process/channel_remap/blue=2
|
||||
process/channel_remap/alpha=3
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/normal_map_invert_y=false
|
||||
process/hdr_as_srgb=false
|
||||
process/hdr_clamp_exposure=false
|
||||
process/size_limit=0
|
||||
detect_3d/compress_to=1
|
||||
BIN
assets/sprites/environment/广场瓦片集.png
Normal file
|
After Width: | Height: | Size: 3.8 KiB |
40
assets/sprites/environment/广场瓦片集.png.import
Normal file
@@ -0,0 +1,40 @@
|
||||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
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uid="uid://ignbtjvnp5k7"
|
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path="res://.godot/imported/广场瓦片集.png-b224b40553b9f690e690f67a89e2b520.ctex"
|
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metadata={
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"vram_texture": false
|
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}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://assets/sprites/environment/广场瓦片集.png"
|
||||
dest_files=["res://.godot/imported/广场瓦片集.png-b224b40553b9f690e690f67a89e2b520.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=0
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
|
||||
compress/uastc_level=0
|
||||
compress/rdo_quality_loss=0.0
|
||||
compress/hdr_compression=1
|
||||
compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
mipmaps/generate=false
|
||||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
|
||||
process/channel_remap/red=0
|
||||
process/channel_remap/green=1
|
||||
process/channel_remap/blue=2
|
||||
process/channel_remap/alpha=3
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/normal_map_invert_y=false
|
||||
process/hdr_as_srgb=false
|
||||
process/hdr_clamp_exposure=false
|
||||
process/size_limit=0
|
||||
detect_3d/compress_to=1
|
||||
BIN
assets/sprites/environment/草地.png
Normal file
|
After Width: | Height: | Size: 2.6 KiB |
40
assets/sprites/environment/草地.png.import
Normal file
@@ -0,0 +1,40 @@
|
||||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
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uid="uid://dvsb51jintro"
|
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path="res://.godot/imported/草地.png-2fa7f2346d7dc837788dd21e5693cec7.ctex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://assets/sprites/environment/草地.png"
|
||||
dest_files=["res://.godot/imported/草地.png-2fa7f2346d7dc837788dd21e5693cec7.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=0
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
|
||||
compress/uastc_level=0
|
||||
compress/rdo_quality_loss=0.0
|
||||
compress/hdr_compression=1
|
||||
compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
mipmaps/generate=false
|
||||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
|
||||
process/channel_remap/red=0
|
||||
process/channel_remap/green=1
|
||||
process/channel_remap/blue=2
|
||||
process/channel_remap/alpha=3
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/normal_map_invert_y=false
|
||||
process/hdr_as_srgb=false
|
||||
process/hdr_clamp_exposure=false
|
||||
process/size_limit=0
|
||||
detect_3d/compress_to=1
|
||||
1
assets/sprites/materials/.gitkeep
Normal file
@@ -0,0 +1 @@
|
||||
# 保持目录结构 - 材质资源目录
|
||||
1
assets/sprites/shaders/.gitkeep
Normal file
@@ -0,0 +1 @@
|
||||
# 保持目录结构 - 着色器资源目录
|
||||
BIN
assets/sprites/tileset/whale-town-fence-iron.png
Normal file
|
After Width: | Height: | Size: 613 B |
BIN
assets/sprites/tileset/whale-town-fence-wood.png
Normal file
|
After Width: | Height: | Size: 897 B |
100
claude.md
Normal file
@@ -0,0 +1,100 @@
|
||||
# 🎯 CLAUDE.md - WhaleTown Project Instructions
|
||||
|
||||
## 1. Project Vision & Context
|
||||
- **Project**: "WhaleTown" - A 2D top-down pixel art RPG.
|
||||
- **Engine**: Godot 4.5+ (Strictly NO Godot 3.x syntax).
|
||||
- **Architecture**: Strictly layered: `_Core` (Framework), `Scenes` (Gameplay), `UI` (Interface).
|
||||
- **Core Principle**: "Signal Up, Call Down". High decoupling via `EventSystem`.
|
||||
|
||||
## 2. 🛠 Command Reference & Setup
|
||||
- **Input Map (Required Configuration)**:
|
||||
- `move_left`, `move_right`, `move_up`, `move_down` (WASD / Arrows)
|
||||
- `interact` (E Key / Space)
|
||||
- `pause` (ESC)
|
||||
- **Run Game**: `godot --path .`
|
||||
- **Run Tests (GUT)**: `godot --headless -s addons/gut/gut_cmdline.gd -gdir=res://tests/ -ginclude_subdirs`
|
||||
- **Init Structure**: `mkdir -p _Core/managers _Core/systems Scenes/Maps Scenes/Entities Scenes/Components UI/Windows UI/HUD Assets/Sprites tests/unit tests/integration`
|
||||
|
||||
## 3. 📂 File Path Rules (STRICT LOWERCASE)
|
||||
*Claude: Root folders MUST be lowercase. Scripts and Scenes MUST stay together.*
|
||||
- **Core Managers**: `_Core/managers/[Name].gd`
|
||||
- **Core Systems**: `_Core/systems/[Name].gd`
|
||||
- **Entities**: `Scenes/Entities/[EntityName]/[EntityName].tscn` (Script `.gd` in same folder).
|
||||
- **Maps**: `Scenes/Maps/[map_name].tscn`
|
||||
- **Components**: `Scenes/Components/[ComponentName].gd` (Reusable logic nodes).
|
||||
- **UI Windows**: `UI/Windows/[WindowName].tscn`
|
||||
- **Tests**: `tests/[unit|integration]/test_[name].gd` (Folder is lowercase `tests`).
|
||||
|
||||
## 4. 📋 Coding Standards (The Law)
|
||||
- **Type Safety**: ALWAYS use strict static typing: `var speed: float = 100.0`, `func _ready() -> void`.
|
||||
- **Naming Conventions**:
|
||||
- `class_name PascalCase` at the top of every script.
|
||||
- Variables/Functions: `snake_case`. Constants: `SCREAMING_SNAKE_CASE`.
|
||||
- Private members: Prefix with underscore `_` (e.g., `var _health: int`).
|
||||
- **Node Access**: Use `%UniqueName` for UI and internal scene components.
|
||||
- **Signals**: Use "Signal Up, Call Down". Parent calls child methods; Child emits signals.
|
||||
- **Forbidden Patterns**:
|
||||
- ❌ NO `yield()` -> Use `await`.
|
||||
- ❌ NO `get_node()` in `_process` -> Cache with `@onready`.
|
||||
- ❌ NO Linear Filter -> All Sprite2D/TileMap resources MUST use **Nearest** filter.
|
||||
|
||||
## 5. 🏛 Architecture & Communication
|
||||
- **EventSystem**: Use `_Core/systems/EventSystem.gd` for cross-module messaging.
|
||||
- **Event Registry**: Use `class_name EventNames` in `_Core/EventNames.gd`.
|
||||
```gdscript
|
||||
class_name EventNames
|
||||
const PLAYER_MOVED = "player_moved"
|
||||
const INTERACT_PRESSED = "interact_pressed"
|
||||
const NPC_TALKED = "npc_talked"
|
||||
```
|
||||
- **Singletons**: Only GameManager, SceneManager, EventSystem allowed as Autoloads.
|
||||
- **Decoupling**: Low-level entities MUST NOT reference GameManager. Use events.
|
||||
|
||||
## 6. 🏗 Implementation Details
|
||||
- **Player**: CharacterBody2D. Must include Camera2D with `position_smoothing_enabled = true`.
|
||||
- **NPC/Interactables**: Use Area2D named InteractionArea. Trigger via EventSystem.
|
||||
- **TileMap Layers**:
|
||||
- Layer 0: Ground (No collision).
|
||||
- Layer 1: Obstacles (Physics Layer enabled).
|
||||
- Layer 2: Decoration (Y-Sort enabled).
|
||||
- **Camera**: Must auto-calculate limits via `TileMap.get_used_rect()`.
|
||||
|
||||
## 7. 🧪 Testing Requirements (MANDATORY)
|
||||
- **Coverage**: Every Manager/System in `_Core/` MUST have a GUT test.
|
||||
- **Naming**: Test files must start with `test_` and extend GutTest.
|
||||
- **Example**:
|
||||
```gdscript
|
||||
extends GutTest
|
||||
func test_event_emission():
|
||||
var sender = Node.new()
|
||||
watch_signals(EventSystem)
|
||||
EventSystem.emit_event(EventNames.PLAYER_MOVED, {})
|
||||
assert_signal_emitted(EventSystem, "event_raised")
|
||||
```
|
||||
|
||||
## 8. 🧘 The Zen of Development
|
||||
- **Juice or Death**: Every interaction (UI popup, NPC talk) MUST have a Tween placeholder.
|
||||
- **Zero Magic Numbers**: All speeds/timers MUST be `@export` or defined in `Config/`.
|
||||
- **Simplicity**: If a function does two things, split it.
|
||||
- **Back of the Fence**: Hidden logic (like ResponseHandler.gd) must be as clean as the HUD.
|
||||
|
||||
## 9. 📝 Code Template (Entity Pattern)
|
||||
```gdscript
|
||||
extends CharacterBody2D
|
||||
class_name Player
|
||||
|
||||
# 1. Exports & Constants
|
||||
@export var move_speed: float = 200.0
|
||||
|
||||
# 2. Node References
|
||||
@onready var sprite: Sprite2D = %Sprite2D
|
||||
|
||||
# 3. Lifecycle
|
||||
func _physics_process(delta: float) -> void:
|
||||
_move(delta)
|
||||
|
||||
# 4. Private Methods
|
||||
func _move(_delta: float) -> void:
|
||||
var dir := Input.get_vector("move_left", "move_right", "move_up", "move_down")
|
||||
velocity = dir * move_speed
|
||||
move_and_slide()
|
||||
@@ -1 +0,0 @@
|
||||
# 保持目录结构 - 组件脚本目录
|
||||
@@ -1 +0,0 @@
|
||||
# 保持目录结构 - 输入框组件目录
|
||||
@@ -1 +0,0 @@
|
||||
# 保持目录结构 - 接口定义目录
|
||||
@@ -1,50 +0,0 @@
|
||||
extends Node
|
||||
|
||||
# 游戏管理器 - 全局游戏状态管理
|
||||
# 单例模式,管理游戏的整体状态和生命周期
|
||||
|
||||
signal game_state_changed(new_state: GameState)
|
||||
|
||||
enum GameState {
|
||||
LOADING, # 加载中
|
||||
AUTH, # 认证状态
|
||||
MAIN_MENU, # 主菜单
|
||||
IN_GAME, # 游戏中
|
||||
PAUSED, # 暂停
|
||||
SETTINGS # 设置
|
||||
}
|
||||
|
||||
var current_state: GameState = GameState.LOADING
|
||||
var previous_state: GameState = GameState.LOADING
|
||||
var current_user: String = ""
|
||||
var game_version: String = "1.0.0"
|
||||
|
||||
func _ready():
|
||||
print("GameManager 初始化完成")
|
||||
change_state(GameState.AUTH)
|
||||
|
||||
func change_state(new_state: GameState):
|
||||
if current_state == new_state:
|
||||
return
|
||||
|
||||
previous_state = current_state
|
||||
current_state = new_state
|
||||
|
||||
print("游戏状态变更: ", GameState.keys()[previous_state], " -> ", GameState.keys()[current_state])
|
||||
game_state_changed.emit(new_state)
|
||||
|
||||
func get_current_state() -> GameState:
|
||||
return current_state
|
||||
|
||||
func get_previous_state() -> GameState:
|
||||
return previous_state
|
||||
|
||||
func set_current_user(username: String):
|
||||
current_user = username
|
||||
print("当前用户设置为: ", username)
|
||||
|
||||
func get_current_user() -> String:
|
||||
return current_user
|
||||
|
||||
func is_user_logged_in() -> bool:
|
||||
return not current_user.is_empty()
|
||||
@@ -1 +0,0 @@
|
||||
uid://c6bl6k5kkfah6
|
||||
@@ -1 +0,0 @@
|
||||
uid://cb040lxcf4smh
|
||||
@@ -1 +0,0 @@
|
||||
uid://ee8i4pdpdlsf
|
||||
@@ -1,75 +0,0 @@
|
||||
extends Node
|
||||
|
||||
# 场景管理器 - 负责场景切换和管理
|
||||
# 提供场景切换的统一接口
|
||||
|
||||
signal scene_changed(scene_name: String)
|
||||
signal scene_change_started(scene_name: String)
|
||||
|
||||
var current_scene_name: String = ""
|
||||
var is_changing_scene: bool = false
|
||||
|
||||
# 场景路径映射
|
||||
var scene_paths: Dictionary = {
|
||||
"main": "res://scenes/main_scene.tscn",
|
||||
"auth": "res://scenes/auth_scene.tscn",
|
||||
"game": "res://scenes/game_scene.tscn",
|
||||
"battle": "res://scenes/battle_scene.tscn",
|
||||
"inventory": "res://scenes/inventory_scene.tscn",
|
||||
"shop": "res://scenes/shop_scene.tscn",
|
||||
"settings": "res://scenes/settings_scene.tscn"
|
||||
}
|
||||
|
||||
func _ready():
|
||||
print("SceneManager 初始化完成")
|
||||
|
||||
func change_scene(scene_name: String, use_transition: bool = true):
|
||||
if is_changing_scene:
|
||||
print("场景切换中,忽略新的切换请求")
|
||||
return false
|
||||
|
||||
if not scene_paths.has(scene_name):
|
||||
print("错误: 未找到场景 ", scene_name)
|
||||
return false
|
||||
|
||||
var scene_path = scene_paths[scene_name]
|
||||
print("开始切换场景: ", current_scene_name, " -> ", scene_name)
|
||||
|
||||
is_changing_scene = true
|
||||
scene_change_started.emit(scene_name)
|
||||
|
||||
if use_transition:
|
||||
await show_transition()
|
||||
|
||||
var error = get_tree().change_scene_to_file(scene_path)
|
||||
if error != OK:
|
||||
print("场景切换失败: ", error)
|
||||
is_changing_scene = false
|
||||
return false
|
||||
|
||||
current_scene_name = scene_name
|
||||
is_changing_scene = false
|
||||
scene_changed.emit(scene_name)
|
||||
|
||||
if use_transition:
|
||||
await hide_transition()
|
||||
|
||||
print("场景切换完成: ", scene_name)
|
||||
return true
|
||||
|
||||
func get_current_scene_name() -> String:
|
||||
return current_scene_name
|
||||
|
||||
func register_scene(scene_name: String, scene_path: String):
|
||||
scene_paths[scene_name] = scene_path
|
||||
print("注册场景: ", scene_name, " -> ", scene_path)
|
||||
|
||||
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")
|
||||
await get_tree().create_timer(0.2).timeout
|
||||
|
||||
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")
|
||||
await get_tree().create_timer(0.2).timeout
|
||||
@@ -1 +0,0 @@
|
||||
uid://bf5bmaqwstpuq
|
||||
@@ -1,80 +0,0 @@
|
||||
extends Node
|
||||
|
||||
# 全局事件系统 - 提供解耦的事件通信机制
|
||||
# 允许不同模块之间通过事件进行通信,避免直接依赖
|
||||
|
||||
# 事件监听器存储
|
||||
var event_listeners: Dictionary = {}
|
||||
|
||||
func _ready():
|
||||
print("EventSystem 初始化完成")
|
||||
|
||||
# 注册事件监听器
|
||||
func connect_event(event_name: String, callback: Callable, target: Node = null):
|
||||
if not event_listeners.has(event_name):
|
||||
event_listeners[event_name] = []
|
||||
|
||||
var listener_info = {
|
||||
"callback": callback,
|
||||
"target": target
|
||||
}
|
||||
|
||||
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
|
||||
func disconnect_event(event_name: String, callback: Callable, target: Node = null):
|
||||
if not event_listeners.has(event_name):
|
||||
return
|
||||
|
||||
var listeners = event_listeners[event_name]
|
||||
for i in range(listeners.size() - 1, -1, -1):
|
||||
var listener = listeners[i]
|
||||
if listener.callback == callback and listener.target == target:
|
||||
listeners.remove_at(i)
|
||||
print("移除事件监听器: ", event_name, " -> ", callback)
|
||||
break
|
||||
|
||||
# 发送事件
|
||||
func emit_event(event_name: String, data: Variant = null):
|
||||
print("发送事件: ", event_name, " 数据: ", data)
|
||||
|
||||
if not event_listeners.has(event_name):
|
||||
return
|
||||
|
||||
var listeners = event_listeners[event_name]
|
||||
for listener_info in listeners:
|
||||
var target = listener_info.target
|
||||
var callback = listener_info.callback
|
||||
|
||||
# 检查目标节点是否仍然有效
|
||||
if target != null and not is_instance_valid(target):
|
||||
continue
|
||||
|
||||
# 调用回调函数
|
||||
if data != null:
|
||||
callback.call(data)
|
||||
else:
|
||||
callback.call()
|
||||
|
||||
# 清理无效的监听器
|
||||
func cleanup_invalid_listeners():
|
||||
for event_name in event_listeners.keys():
|
||||
var listeners = event_listeners[event_name]
|
||||
for i in range(listeners.size() - 1, -1, -1):
|
||||
var listener = listeners[i]
|
||||
var target = listener.target
|
||||
if target != null and not is_instance_valid(target):
|
||||
listeners.remove_at(i)
|
||||
print("清理无效监听器: ", event_name)
|
||||
|
||||
# 获取事件监听器数量
|
||||
func get_listener_count(event_name: String) -> int:
|
||||
if not event_listeners.has(event_name):
|
||||
return 0
|
||||
return event_listeners[event_name].size()
|
||||
|
||||
# 清空所有事件监听器
|
||||
func clear_all_listeners():
|
||||
event_listeners.clear()
|
||||
print("清空所有事件监听器")
|
||||
@@ -1 +0,0 @@
|
||||
uid://csuxtwgni1dmf
|
||||
@@ -1,199 +0,0 @@
|
||||
class_name StringUtils
|
||||
|
||||
# 字符串工具类 - 提供常用的字符串处理功能
|
||||
|
||||
# 验证邮箱格式
|
||||
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,}$")
|
||||
return regex.search(email) != null
|
||||
|
||||
# 验证用户名格式(字母、数字、下划线)
|
||||
static func is_valid_username(username: String) -> bool:
|
||||
if username.is_empty() or username.length() > 50:
|
||||
return false
|
||||
|
||||
var regex = RegEx.new()
|
||||
regex.compile("^[a-zA-Z0-9_]+$")
|
||||
return regex.search(username) != null
|
||||
|
||||
# 验证密码强度
|
||||
static func validate_password_strength(password: String) -> Dictionary:
|
||||
var result = {"valid": false, "message": "", "strength": 0}
|
||||
|
||||
if password.length() < 8:
|
||||
result.message = "密码长度至少8位"
|
||||
return result
|
||||
|
||||
if password.length() > 128:
|
||||
result.message = "密码长度不能超过128位"
|
||||
return result
|
||||
|
||||
var has_letter = false
|
||||
var has_digit = false
|
||||
var has_special = false
|
||||
|
||||
for i in range(password.length()):
|
||||
var char = password[i]
|
||||
if char >= 'a' and char <= 'z' or char >= 'A' and char <= 'Z':
|
||||
has_letter = true
|
||||
elif char >= '0' and char <= '9':
|
||||
has_digit = true
|
||||
elif char in "!@#$%^&*()_+-=[]{}|;:,.<>?":
|
||||
has_special = true
|
||||
|
||||
var strength = 0
|
||||
if has_letter:
|
||||
strength += 1
|
||||
if has_digit:
|
||||
strength += 1
|
||||
if has_special:
|
||||
strength += 1
|
||||
if password.length() >= 12:
|
||||
strength += 1
|
||||
|
||||
result.strength = strength
|
||||
|
||||
if not (has_letter and has_digit):
|
||||
result.message = "密码必须包含字母和数字"
|
||||
return result
|
||||
|
||||
result.valid = true
|
||||
result.message = "密码强度: " + ["弱", "中", "强", "很强"][min(strength - 1, 3)]
|
||||
return result
|
||||
|
||||
# 截断字符串
|
||||
static func truncate(text: String, max_length: int, suffix: String = "...") -> String:
|
||||
if text.length() <= max_length:
|
||||
return text
|
||||
return text.substr(0, max_length - suffix.length()) + suffix
|
||||
|
||||
# 首字母大写
|
||||
static func capitalize_first(text: String) -> String:
|
||||
if text.is_empty():
|
||||
return text
|
||||
return text[0].to_upper() + text.substr(1)
|
||||
|
||||
# 转换为标题格式(每个单词首字母大写)
|
||||
static func to_title_case(text: String) -> String:
|
||||
var words = text.split(" ")
|
||||
var result = []
|
||||
for word in words:
|
||||
if not word.is_empty():
|
||||
result.append(capitalize_first(word.to_lower()))
|
||||
return " ".join(result)
|
||||
|
||||
# 移除HTML标签
|
||||
static func strip_html_tags(html: String) -> String:
|
||||
var regex = RegEx.new()
|
||||
regex.compile("<[^>]*>")
|
||||
return regex.sub(html, "", true)
|
||||
|
||||
# 格式化文件大小
|
||||
static func format_file_size(bytes: int) -> String:
|
||||
var units = ["B", "KB", "MB", "GB", "TB"]
|
||||
var size = float(bytes)
|
||||
var unit_index = 0
|
||||
|
||||
while size >= 1024.0 and unit_index < units.size() - 1:
|
||||
size /= 1024.0
|
||||
unit_index += 1
|
||||
|
||||
if unit_index == 0:
|
||||
return str(int(size)) + " " + units[unit_index]
|
||||
else:
|
||||
return "%.1f %s" % [size, units[unit_index]]
|
||||
|
||||
# 将UTC时间字符串转换为本地时间显示
|
||||
static func format_utc_to_local_time(utc_time_str: String) -> String:
|
||||
# 解析UTC时间字符串 (格式: 2025-12-25T11:23:52.175Z)
|
||||
var regex = RegEx.new()
|
||||
regex.compile("(\\d{4})-(\\d{2})-(\\d{2})T(\\d{2}):(\\d{2}):(\\d{2})")
|
||||
var result = regex.search(utc_time_str)
|
||||
|
||||
if result == null:
|
||||
return utc_time_str # 如果解析失败,返回原字符串
|
||||
|
||||
# 提取时间组件
|
||||
var year = int(result.get_string(1))
|
||||
var month = int(result.get_string(2))
|
||||
var day = int(result.get_string(3))
|
||||
var hour = int(result.get_string(4))
|
||||
var minute = int(result.get_string(5))
|
||||
var second = int(result.get_string(6))
|
||||
|
||||
# 创建UTC时间字典
|
||||
var utc_dict = {
|
||||
"year": year,
|
||||
"month": month,
|
||||
"day": day,
|
||||
"hour": hour,
|
||||
"minute": minute,
|
||||
"second": second
|
||||
}
|
||||
|
||||
# 转换为Unix时间戳(UTC)
|
||||
var utc_timestamp = Time.get_unix_time_from_datetime_dict(utc_dict)
|
||||
|
||||
# 获取本地时间(Godot会自动处理时区转换)
|
||||
var local_dict = Time.get_datetime_dict_from_unix_time(utc_timestamp)
|
||||
|
||||
# 格式化为易读的本地时间
|
||||
return "%04d年%02d月%02d日 %02d:%02d:%02d" % [
|
||||
local_dict.year,
|
||||
local_dict.month,
|
||||
local_dict.day,
|
||||
local_dict.hour,
|
||||
local_dict.minute,
|
||||
local_dict.second
|
||||
]
|
||||
|
||||
# 获取相对时间描述(多少分钟后)
|
||||
static func get_relative_time_until(utc_time_str: String) -> String:
|
||||
# 解析UTC时间字符串
|
||||
var regex = RegEx.new()
|
||||
regex.compile("(\\d{4})-(\\d{2})-(\\d{2})T(\\d{2}):(\\d{2}):(\\d{2})")
|
||||
var result = regex.search(utc_time_str)
|
||||
|
||||
if result == null:
|
||||
return "时间格式错误"
|
||||
|
||||
# 提取时间组件
|
||||
var year = int(result.get_string(1))
|
||||
var month = int(result.get_string(2))
|
||||
var day = int(result.get_string(3))
|
||||
var hour = int(result.get_string(4))
|
||||
var minute = int(result.get_string(5))
|
||||
var second = int(result.get_string(6))
|
||||
|
||||
# 创建UTC时间字典
|
||||
var utc_dict = {
|
||||
"year": year,
|
||||
"month": month,
|
||||
"day": day,
|
||||
"hour": hour,
|
||||
"minute": minute,
|
||||
"second": second
|
||||
}
|
||||
|
||||
# 转换为Unix时间戳
|
||||
var target_timestamp = Time.get_unix_time_from_datetime_dict(utc_dict)
|
||||
var current_timestamp = Time.get_unix_time_from_system()
|
||||
|
||||
# 计算时间差(秒)
|
||||
var diff_seconds = target_timestamp - current_timestamp
|
||||
|
||||
if diff_seconds <= 0:
|
||||
return "现在可以重试"
|
||||
elif diff_seconds < 60:
|
||||
return "%d秒后" % diff_seconds
|
||||
elif diff_seconds < 3600:
|
||||
var minutes = int(diff_seconds / 60)
|
||||
return "%d分钟后" % minutes
|
||||
else:
|
||||
var hours = int(diff_seconds / 3600)
|
||||
var minutes = int((diff_seconds % 3600) / 60)
|
||||
if minutes > 0:
|
||||
return "%d小时%d分钟后" % [hours, minutes]
|
||||
else:
|
||||
return "%d小时后" % hours
|
||||
@@ -1 +0,0 @@
|
||||
uid://bturviv4bm4yk
|
||||
@@ -1 +0,0 @@
|
||||
# 保持目录结构 - 角色数据目录
|
||||
@@ -1 +0,0 @@
|
||||
# 保持目录结构 - 对话数据目录
|
||||
@@ -1 +0,0 @@
|
||||
# 保持目录结构 - 物品数据目录
|
||||
@@ -1 +0,0 @@
|
||||
# 保持目录结构 - 关卡数据目录
|
||||
85
docs/01-项目入门/README.md
Normal file
@@ -0,0 +1,85 @@
|
||||
# 📖 项目入门
|
||||
|
||||
> **适用人群**: 新加入项目的开发者
|
||||
> **使用时机**: 项目开始前,环境搭建阶段
|
||||
> **质量等级**: A级 ⭐⭐⭐⭐⭐
|
||||
|
||||
这个目录包含了新人入门必读的基础文档,帮助你快速了解项目并搭建开发环境。
|
||||
|
||||
## 📋 阅读顺序
|
||||
|
||||
### 第一步:了解项目 🏗️
|
||||
**[项目结构说明.md](项目结构说明.md)**
|
||||
- 项目整体架构设计
|
||||
- 目录组织规则和命名规范
|
||||
- 各层级职责说明
|
||||
- 核心组件介绍
|
||||
|
||||
### 第二步:配置环境 ⚙️
|
||||
**[项目设置指南.md](项目设置指南.md)**
|
||||
- Godot编辑器配置
|
||||
- AutoLoad单例设置
|
||||
- 输入映射配置(已预配置)
|
||||
- 开发环境验证
|
||||
|
||||
## ✅ 完成检查
|
||||
|
||||
阅读完本目录的文档后,你应该能够:
|
||||
- [ ] 理解项目的整体架构和设计理念
|
||||
- [ ] 成功配置Godot开发环境
|
||||
- [ ] 了解核心组件的作用和使用方式
|
||||
- [ ] 运行项目并进行基本测试
|
||||
- [ ] 验证所有AutoLoad单例正常工作
|
||||
- [ ] 确认游戏输入控制正常响应
|
||||
|
||||
## 🎮 输入控制说明
|
||||
|
||||
项目已预配置以下输入映射:
|
||||
- **移动控制**: `move_left` (A/←), `move_right` (D/→), `move_up` (W/↑), `move_down` (S/↓)
|
||||
- **交互控制**: `interact` (E键), `jump` (空格键)
|
||||
|
||||
这些输入映射已经在 `project.godot` 中配置完成,无需额外设置。
|
||||
|
||||
## 🚨 常见启动问题
|
||||
|
||||
### 问题1: 游戏无法响应输入
|
||||
**原因**: 项目文件损坏或配置丢失
|
||||
**解决**: 重新克隆项目,确保 `project.godot` 文件完整
|
||||
|
||||
### 问题2: 控制台出现"Invalid action"错误
|
||||
**原因**: 输入映射配置丢失
|
||||
**解决**: 检查 `project.godot` 文件中的 `[input]` 部分是否完整
|
||||
|
||||
### 问题3: AutoLoad单例报错
|
||||
**原因**: AutoLoad配置不正确或文件路径错误
|
||||
**解决**: 参考 [项目设置指南.md](项目设置指南.md) 验证配置
|
||||
|
||||
### 问题4: EventSystem相关错误
|
||||
**原因**: 缺少 `_Core/EventNames.gd` 文件
|
||||
**解决**: 确保项目包含完整的 `_Core` 目录结构
|
||||
|
||||
## 🔗 下一步
|
||||
|
||||
完成项目入门后,建议继续阅读:
|
||||
- [02-开发规范](../02-开发规范/) - 学习编码标准和架构规范
|
||||
- [03-技术实现](../03-技术实现/) - 开始具体功能开发
|
||||
|
||||
## 💡 小贴士
|
||||
|
||||
- **项目已预配置完成** - 输入映射和核心组件都已设置好
|
||||
- 遇到问题时,先查看对应文档的"常见问题"部分
|
||||
- 建议在实际操作中边读边做,加深理解
|
||||
- 可以将重要的配置信息做笔记备用
|
||||
- 完成每个步骤后,建议运行项目验证配置是否正确
|
||||
- 重点关注 `_Core` 目录中的核心组件,它们是项目的基础
|
||||
|
||||
## 🛠️ 核心组件预览
|
||||
|
||||
项目包含以下核心组件,在后续开发中会频繁使用:
|
||||
- **EventSystem** - 全局事件通信系统
|
||||
- **GameManager** - 游戏状态管理
|
||||
- **SceneManager** - 场景切换管理
|
||||
- **NetworkManager** - 网络请求管理
|
||||
- **ProjectPaths** - 统一路径管理
|
||||
|
||||
详细使用方法请参考 [架构与通信规范](../02-开发规范/架构与通信规范.md)。
|
||||
157
docs/01-项目入门/输入映射配置.md
Normal file
@@ -0,0 +1,157 @@
|
||||
# 输入映射配置指南
|
||||
|
||||
本文档说明了WhaleTown项目的输入映射配置要求和设置方法。
|
||||
|
||||
## 🎮 必需的输入映射
|
||||
|
||||
### 基础移动控制
|
||||
- **`move_left`** - 向左移动
|
||||
- 推荐按键:A键、左方向键
|
||||
- **`move_right`** - 向右移动
|
||||
- 推荐按键:D键、右方向键
|
||||
- **`move_up`** - 向上移动
|
||||
- 推荐按键:W键、上方向键
|
||||
- **`move_down`** - 向下移动
|
||||
- 推荐按键:S键、下方向键
|
||||
|
||||
### 交互控制
|
||||
- **`interact`** - 交互动作
|
||||
- 推荐按键:E键、空格键
|
||||
- **`pause`** - 暂停游戏
|
||||
- 推荐按键:ESC键
|
||||
|
||||
## ⚙️ Godot编辑器配置步骤
|
||||
|
||||
### 1. 打开输入映射设置
|
||||
1. 在Godot编辑器中打开 `Project` → `Project Settings`
|
||||
2. 切换到 `Input Map` 标签
|
||||
|
||||
### 2. 添加输入动作
|
||||
对于每个必需的输入动作:
|
||||
|
||||
1. 在 `Action` 输入框中输入动作名称(如 `move_left`)
|
||||
2. 点击 `Add` 按钮
|
||||
3. 点击新添加动作右侧的 `+` 按钮
|
||||
4. 按下对应的按键进行绑定
|
||||
5. 重复步骤3-4添加备用按键
|
||||
|
||||
### 3. 配置示例
|
||||
|
||||
```
|
||||
move_left:
|
||||
- Key: A
|
||||
- Key: Left Arrow
|
||||
|
||||
move_right:
|
||||
- Key: D
|
||||
- Key: Right Arrow
|
||||
|
||||
move_up:
|
||||
- Key: W
|
||||
- Key: Up Arrow
|
||||
|
||||
move_down:
|
||||
- Key: S
|
||||
- Key: Down Arrow
|
||||
|
||||
interact:
|
||||
- Key: E
|
||||
- Key: Space
|
||||
|
||||
pause:
|
||||
- Key: Escape
|
||||
```
|
||||
|
||||
## 🔧 代码中的使用方法
|
||||
|
||||
### 移动输入检测
|
||||
```gdscript
|
||||
func _physics_process(delta: float) -> void:
|
||||
# 获取移动向量
|
||||
var direction := Input.get_vector(
|
||||
"move_left", "move_right",
|
||||
"move_up", "move_down"
|
||||
)
|
||||
|
||||
# 应用移动
|
||||
velocity = direction * move_speed
|
||||
move_and_slide()
|
||||
```
|
||||
|
||||
### 交互输入检测
|
||||
```gdscript
|
||||
func _input(event: InputEvent) -> void:
|
||||
if event.is_action_pressed("interact"):
|
||||
_handle_interaction()
|
||||
|
||||
if event.is_action_pressed("pause"):
|
||||
_toggle_pause()
|
||||
```
|
||||
|
||||
### 连续输入检测
|
||||
```gdscript
|
||||
func _process(delta: float) -> void:
|
||||
# 检测持续按下的按键
|
||||
if Input.is_action_pressed("interact"):
|
||||
_continuous_interaction(delta)
|
||||
```
|
||||
|
||||
## 📱 手柄支持(可选)
|
||||
|
||||
### 推荐手柄映射
|
||||
- **左摇杆** - 移动控制
|
||||
- **A按钮/X按钮** - 交互
|
||||
- **Start按钮** - 暂停
|
||||
|
||||
### 配置方法
|
||||
1. 在Input Map中为每个动作添加手柄输入
|
||||
2. 使用 `Joypad Button` 或 `Joypad Axis` 进行绑定
|
||||
|
||||
## ✅ 验证配置
|
||||
|
||||
### 测试脚本
|
||||
创建一个简单的测试脚本验证输入配置:
|
||||
|
||||
```gdscript
|
||||
extends Node
|
||||
|
||||
func _ready() -> void:
|
||||
print("输入映射测试开始...")
|
||||
_test_input_actions()
|
||||
|
||||
func _test_input_actions() -> void:
|
||||
var required_actions = [
|
||||
"move_left", "move_right", "move_up", "move_down",
|
||||
"interact", "pause"
|
||||
]
|
||||
|
||||
for action in required_actions:
|
||||
if InputMap.has_action(action):
|
||||
print("✅ ", action, " - 已配置")
|
||||
else:
|
||||
print("❌ ", action, " - 未配置")
|
||||
|
||||
func _input(event: InputEvent) -> void:
|
||||
# 实时显示输入事件
|
||||
for action in InputMap.get_actions():
|
||||
if event.is_action_pressed(action):
|
||||
print("按下: ", action)
|
||||
```
|
||||
|
||||
## 🚨 常见问题
|
||||
|
||||
### Q: 输入没有响应怎么办?
|
||||
A: 检查以下几点:
|
||||
1. 确认输入动作名称拼写正确
|
||||
2. 验证按键是否正确绑定
|
||||
3. 检查代码中是否正确使用了动作名称
|
||||
|
||||
### Q: 如何添加自定义输入?
|
||||
A: 按照相同步骤在Input Map中添加新的动作,并在代码中使用对应的动作名称。
|
||||
|
||||
### Q: 手柄不工作怎么办?
|
||||
A: 确保手柄已连接,并在Input Map中正确配置了手柄按钮映射。
|
||||
|
||||
---
|
||||
|
||||
**注意:输入映射配置是游戏正常运行的基础,请确保所有必需的输入动作都已正确配置!**
|
||||
393
docs/01-项目入门/项目结构说明.md
Normal file
@@ -0,0 +1,393 @@
|
||||
# WhaleTown 项目结构说明
|
||||
|
||||
本文档详细说明了 WhaleTown 项目的文件结构设计,采用分层架构模式,确保团队协作高效且代码结构清晰。
|
||||
|
||||
## 🎯 设计理念
|
||||
|
||||
### 核心原则
|
||||
- **分层架构**:框架层、游戏层、界面层明确分离
|
||||
- **团队协作**:策划、美术、开发三类角色各司其职
|
||||
- **高度解耦**:通过事件系统实现组件间通信
|
||||
- **组件复用**:可复用组件统一管理
|
||||
- **标准化**:统一的命名规范和目录结构
|
||||
|
||||
### 团队协作模式
|
||||
- **🎮 开发团队** - 主要工作在 `_Core/`、`scenes/`、`UI/`、`Utils/`
|
||||
- **🎨 美术团队** - 主要工作在 `assets/`
|
||||
- **📋 策划团队** - 主要工作在 `Config/`
|
||||
|
||||
## 🏗️ 项目架构概览
|
||||
|
||||
```
|
||||
WhaleTown/
|
||||
├── 🔧 _Core/ # [核心层] 功能实现与组件实现,项目最基本的底层实现
|
||||
├── 🎬 scenes/ # [场景层] 场景与视觉呈现,包含地图、人物等视觉部分
|
||||
├── 🎨 assets/ # [资源层] 静态资源存储,包括图片、音乐、视频、贴图等
|
||||
├── ⚙️ Config/ # [配置层] 配置文件管理,用于配置各类环境
|
||||
├── 🧪 tests/ # [测试层] 测试文件系统,放置所有组件的测试代码
|
||||
├── 🌐 web_assets/ # [发布层] Web导出资源,专门用于Web平台导出
|
||||
└── 📚 docs/ # [文档层] 项目文档
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 📁 详细目录结构
|
||||
|
||||
### 1. 🔧 核心层 (_Core/)
|
||||
> **负责团队**: 开发团队
|
||||
> **职责**: 功能实现与组件实现,项目最基本的底层实现
|
||||
|
||||
```
|
||||
_Core/
|
||||
├── managers/ # 全局管理器
|
||||
│ ├── GameManager.gd # 游戏状态管理
|
||||
│ ├── SceneManager.gd # 场景切换管理
|
||||
│ ├── NetworkManager.gd # 网络通信管理
|
||||
│ └── ResponseHandler.gd # API响应处理
|
||||
├── systems/ # 核心系统
|
||||
│ └── EventSystem.gd # 全局事件系统
|
||||
├── components/ # 基础组件实现
|
||||
│ ├── BaseCharacter.gd # 基础角色组件
|
||||
│ ├── BaseItem.gd # 基础物品组件
|
||||
│ └── BaseUI.gd # 基础UI组件
|
||||
├── utils/ # 🔨 核心工具类
|
||||
│ ├── StringUtils.gd # 字符串处理工具
|
||||
│ ├── MathUtils.gd # 数学计算工具
|
||||
│ └── PixelUtils.gd # 像素风游戏专用工具
|
||||
├── EventNames.gd # 事件名称定义
|
||||
└── ProjectPaths.gd # 路径统一管理
|
||||
```
|
||||
|
||||
**特点**:
|
||||
- 自动加载 (AutoLoad) 单例
|
||||
- 全局可访问的核心功能
|
||||
- 与具体游戏逻辑无关的底层实现
|
||||
- 提供基础服务和组件框架
|
||||
|
||||
**使用示例**:
|
||||
```gdscript
|
||||
# 游戏状态管理
|
||||
GameManager.change_state(GameManager.GameState.IN_GAME)
|
||||
|
||||
# 场景切换
|
||||
SceneManager.change_scene("main")
|
||||
|
||||
# 事件通信
|
||||
EventSystem.emit_event("player_moved", {"position": Vector2(100, 200)})
|
||||
```
|
||||
|
||||
### 2. 🎬 场景层 (scenes/)
|
||||
> **负责团队**: 开发团队
|
||||
> **职责**: 场景与视觉呈现,包含地图场景、人物场景等一系列视觉呈现的部分
|
||||
|
||||
```
|
||||
scenes/
|
||||
├── MainScene.tscn # 🎯 主入口场景 - 所有图像显示的入口文件
|
||||
├── MainScene.gd # 主场景控制器脚本
|
||||
├── maps/ # 地图场景
|
||||
│ ├── main_world.tscn # 主世界地图
|
||||
│ ├── dungeon_01.tscn # 地牢场景
|
||||
│ └── town_center.tscn # 城镇中心
|
||||
├── characters/ # 人物场景
|
||||
│ ├── player/ # 玩家角色
|
||||
│ │ ├── Player.tscn # 玩家场景
|
||||
│ │ └── Player.gd # 玩家脚本
|
||||
│ ├── npcs/ # NPC角色
|
||||
│ └── enemies/ # 敌人角色
|
||||
├── ui/ # UI界面场景
|
||||
│ ├── menus/ # 菜单界面
|
||||
│ ├── hud/ # 游戏HUD
|
||||
│ └── dialogs/ # 对话框
|
||||
├── effects/ # 特效场景
|
||||
│ ├── particles/ # 粒子效果
|
||||
│ └── animations/ # 动画效果
|
||||
└── prefabs/ # 预制体组件
|
||||
├── items/ # 物品预制体
|
||||
└── interactive/ # 交互对象预制体
|
||||
```
|
||||
|
||||
**设计原则**:
|
||||
- **场景内聚**: 脚本紧邻场景文件存放
|
||||
- **分类明确**: 按功能类型(地图、人物、UI、特效)分类
|
||||
- **模块化**: 可复用的预制体统一管理
|
||||
- **视觉导向**: 主要负责游戏的视觉呈现和UI实现
|
||||
|
||||
### 3. 🎨 资源层 (assets/)
|
||||
> **负责团队**: 美术团队
|
||||
> **职责**: 所有静态资源的存储,包括图片、音乐、视频、贴图等素材
|
||||
|
||||
```
|
||||
assets/
|
||||
├── sprites/ # 精灵图片资源
|
||||
│ ├── characters/ # 角色精灵(玩家、NPC、敌人)
|
||||
│ ├── environment/ # 环境精灵(地形、建筑、装饰)
|
||||
│ ├── items/ # 物品精灵(道具、装备、收集品)
|
||||
│ ├── effects/ # 特效精灵(爆炸、魔法、粒子)
|
||||
│ └── ui/ # UI精灵(按钮、图标、边框)
|
||||
├── audio/ # 音频资源
|
||||
│ ├── music/ # 背景音乐(BGM)
|
||||
│ ├── sounds/ # 音效(SFX)
|
||||
│ └── voice/ # 语音(对话、旁白)
|
||||
├── fonts/ # 字体文件
|
||||
│ ├── pixel_fonts/ # 像素风字体
|
||||
│ └── ui_fonts/ # UI专用字体
|
||||
├── materials/ # 材质资源
|
||||
│ ├── pixel_materials/ # 像素风材质
|
||||
│ └── shader_materials/ # 着色器材质
|
||||
├── shaders/ # 着色器文件
|
||||
│ ├── pixel_shaders/ # 像素风着色器
|
||||
│ └── effect_shaders/ # 特效着色器
|
||||
├── ui/ # UI专用资源
|
||||
│ ├── themes/ # UI主题
|
||||
│ ├── icons/ # 图标资源
|
||||
│ └── backgrounds/ # 背景图片
|
||||
└── icon/ # 应用图标
|
||||
├── icon.svg # 矢量图标
|
||||
└── icon.png # 位图图标
|
||||
```
|
||||
|
||||
**像素风游戏资源特点**:
|
||||
- **像素完美**: 所有精灵使用像素完美设置(Filter: Off, Mipmaps: Off)
|
||||
- **统一风格**: 保持一致的像素密度和调色板
|
||||
- **分辨率标准**: 建议使用16x16、32x32等标准像素尺寸
|
||||
- **动画帧**: 角色动画使用精灵表(Sprite Sheet)组织
|
||||
|
||||
### 4. ⚙️ 配置层 (Config/)
|
||||
> **负责团队**: 策划团队
|
||||
> **职责**: 配置文件管理,主要用来配置各类环境
|
||||
|
||||
```
|
||||
Config/
|
||||
├── game_config.json # 游戏主配置
|
||||
├── zh_CN.json # 中文本地化
|
||||
├── environment/ # 环境配置
|
||||
│ ├── development.json # 开发环境配置
|
||||
│ ├── testing.json # 测试环境配置
|
||||
│ └── production.json # 生产环境配置
|
||||
├── gameplay/ # 游戏玩法配置
|
||||
│ ├── character_stats.json # 角色属性配置
|
||||
│ ├── item_database.json # 物品数据库
|
||||
│ └── level_config.json # 关卡配置
|
||||
└── localization/ # 本地化配置
|
||||
├── en_US.json # 英文本地化
|
||||
├── zh_CN.json # 中文本地化
|
||||
└── ja_JP.json # 日文本地化
|
||||
```
|
||||
|
||||
**配置文件特点**:
|
||||
- **环境分离**: 开发、测试、生产环境配置分离
|
||||
- **数据驱动**: 游戏数值通过配置文件控制
|
||||
- **本地化支持**: 多语言文本管理
|
||||
- **热更新**: 支持运行时配置更新
|
||||
|
||||
### 5. 🧪 测试层 (tests/)
|
||||
> **负责团队**: 开发团队
|
||||
> **职责**: 测试文件系统,放置所有对应组件的测试代码,方便快速进行功能性与性能测试
|
||||
|
||||
```
|
||||
tests/
|
||||
├── unit/ # 单元测试
|
||||
│ ├── core/ # 核心组件测试
|
||||
│ ├── characters/ # 角色组件测试
|
||||
│ └── systems/ # 系统功能测试
|
||||
├── integration/ # 集成测试
|
||||
│ ├── scene_transitions/ # 场景切换测试
|
||||
│ ├── save_load/ # 存档系统测试
|
||||
│ └── network/ # 网络功能测试
|
||||
├── performance/ # 性能测试
|
||||
│ ├── framerate/ # 帧率测试
|
||||
│ ├── memory/ # 内存使用测试
|
||||
│ └── loading_times/ # 加载时间测试
|
||||
├── api/ # API接口测试
|
||||
│ ├── auth_tests.py # 认证接口测试
|
||||
│ └── game_api_tests.py # 游戏API测试
|
||||
└── ui/ # UI功能测试
|
||||
├── menu_tests/ # 菜单测试
|
||||
└── dialog_tests/ # 对话框测试
|
||||
```
|
||||
|
||||
**测试类型说明**:
|
||||
- **单元测试**: 测试单个组件的功能正确性
|
||||
- **集成测试**: 测试组件间的交互和协作
|
||||
- **性能测试**: 监控游戏性能指标,确保流畅运行
|
||||
- **API测试**: 验证网络接口的正确性和稳定性
|
||||
- **UI测试**: 测试用户界面的交互和响应
|
||||
|
||||
### 6. 🌐 Web导出层 (web_assets/)
|
||||
> **负责团队**: 自动生成
|
||||
> **职责**: Web导出资源,专门用于Web平台导出的相关资源和配置文件
|
||||
|
||||
```
|
||||
web_assets/
|
||||
├── html/ # HTML模板文件
|
||||
│ ├── index.html # Web版本入口页面
|
||||
│ └── loading.html # 加载页面模板
|
||||
├── css/ # 样式文件
|
||||
│ ├── game.css # 游戏样式
|
||||
│ └── loading.css # 加载样式
|
||||
├── js/ # JavaScript脚本
|
||||
│ ├── game_loader.js # 游戏加载器
|
||||
│ └── utils.js # 工具函数
|
||||
├── icons/ # Web应用图标
|
||||
│ ├── favicon.ico # 网站图标
|
||||
│ └── app_icons/ # PWA应用图标
|
||||
└── config/ # Web配置文件
|
||||
├── manifest.json # PWA清单文件
|
||||
└── service-worker.js # 服务工作者
|
||||
```
|
||||
|
||||
**Web导出特点**:
|
||||
- **PWA支持**: 支持渐进式Web应用功能
|
||||
- **响应式设计**: 适配不同屏幕尺寸
|
||||
- **加载优化**: 优化资源加载和缓存策略
|
||||
- **跨平台兼容**: 确保在各种浏览器中正常运行
|
||||
|
||||
### 7. 📚 文档层 (docs/)
|
||||
> **负责团队**: 全体团队
|
||||
> **职责**: 项目文档和开发指南
|
||||
|
||||
```
|
||||
docs/
|
||||
├── 01-项目入门/ # 新人必读文档
|
||||
├── 02-开发规范/ # 编码标准文档
|
||||
├── 03-技术实现/ # 开发指导文档
|
||||
├── 04-高级开发/ # 进阶技巧文档
|
||||
├── 05-部署运维/ # 发布部署文档
|
||||
├── 06-功能模块/ # 功能文档
|
||||
└── AI_docs/ # 🤖 AI专用文档
|
||||
├── README.md # AI文档总览
|
||||
├── architecture_guide.md # 架构执行指南
|
||||
├── coding_standards.md # 代码风格规范
|
||||
├── templates/ # 代码模板库
|
||||
│ ├── components.md # 组件模板集合
|
||||
│ ├── managers.md # 管理器模板集合
|
||||
│ └── ui_templates.md # UI模板集合
|
||||
├── workflows/ # 工作流程指南
|
||||
│ ├── feature_development.md # 功能开发流程
|
||||
│ ├── bug_fixing.md # Bug修复流程
|
||||
│ └── testing_workflow.md # 测试执行流程
|
||||
└── quick_reference/ # 快速参考手册
|
||||
├── code_snippets.md # 常用代码片段
|
||||
├── api_reference.md # API快速参考
|
||||
└── troubleshooting.md # 故障排除指南
|
||||
```
|
||||
|
||||
**AI_docs特点**:
|
||||
- **结构化执行**: 每个文档都包含可直接执行的步骤和代码模板
|
||||
- **标准化规范**: 为AI编程助手提供统一的开发标准和最佳实践
|
||||
- **模板驱动**: 提供完整的代码模板,确保代码一致性和质量
|
||||
- **工作流导向**: 包含详细的开发工作流程,提升AI协作效率
|
||||
|
||||
```
|
||||
docs/
|
||||
├── 01-项目入门/ # 新人必读
|
||||
├── 02-开发规范/ # 编码标准
|
||||
├── 03-技术实现/ # 开发指导
|
||||
├── 04-高级开发/ # 进阶技巧
|
||||
├── 05-部署运维/ # 发布部署
|
||||
└── 06-功能模块/ # 功能文档
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 🤝 团队协作指南
|
||||
|
||||
### 开发团队 🎮
|
||||
**主要工作区域**: `_Core/`, `scenes/`, `tests/`
|
||||
|
||||
**日常工作流程**:
|
||||
1. 在 `_Core/` 中开发核心系统、管理器、基础组件和工具类
|
||||
2. 在 `scenes/` 中创建游戏场景、角色、UI界面和特效
|
||||
3. 在 `tests/` 中编写各类测试用例确保代码质量
|
||||
|
||||
**协作要点**:
|
||||
- 遵循架构设计原则,使用事件系统进行模块通信
|
||||
- 保持代码模块化和可复用性
|
||||
- 将通用工具类放在 `_Core/utils/` 中统一管理
|
||||
- 针对像素风游戏特点优化性能
|
||||
- 及时编写测试和文档
|
||||
|
||||
### 美术团队 🎨
|
||||
**主要工作区域**: `assets/`
|
||||
|
||||
**日常工作流程**:
|
||||
1. 按分类整理美术资源到 `assets/` 对应目录
|
||||
2. 确保像素艺术风格的一致性和像素完美
|
||||
3. 配置正确的Godot导入设置(关闭过滤、禁用Mipmaps)
|
||||
4. 与开发团队协作调整UI和游戏资源
|
||||
|
||||
**像素风游戏特殊要求**:
|
||||
- 严格遵循像素完美原则
|
||||
- 保持统一的像素密度和调色板
|
||||
- 使用标准像素尺寸(16x16、32x32等)
|
||||
- 精灵动画使用精灵表组织
|
||||
|
||||
### 策划团队 📋
|
||||
**主要工作区域**: `Config/`
|
||||
|
||||
**日常工作流程**:
|
||||
1. 在 `Config/` 中维护游戏配置和数值平衡
|
||||
2. 管理多环境配置(开发、测试、生产)
|
||||
3. 负责本地化文本的翻译和维护
|
||||
4. 设计游戏玩法和关卡数据
|
||||
|
||||
**协作要点**:
|
||||
- 使用JSON格式编写配置文件
|
||||
- 保持配置文件的结构清晰和可维护性
|
||||
- 及时更新本地化文本
|
||||
- 与开发团队协作实现数据驱动的游戏功能
|
||||
|
||||
---
|
||||
|
||||
## 🔄 开发工作流
|
||||
|
||||
### 新功能开发流程
|
||||
1. **需求分析** - 明确功能需求和设计方案
|
||||
2. **架构设计** - 确定涉及的模块和接口
|
||||
3. **资源准备** - 美术团队准备相关资源
|
||||
4. **配置设置** - 策划团队配置相关数据
|
||||
5. **代码实现** - 开发团队实现功能逻辑
|
||||
6. **测试验证** - 编写测试用例验证功能
|
||||
7. **文档更新** - 更新相关文档说明
|
||||
|
||||
### 版本发布流程
|
||||
1. **功能完成** - 所有计划功能开发完成
|
||||
2. **测试通过** - 所有测试用例通过
|
||||
3. **资源整理** - 美术资源整理完成
|
||||
4. **配置确认** - 策划配置确认无误
|
||||
5. **构建发布** - 使用 `tools/` 中的脚本构建
|
||||
6. **部署上线** - 部署到目标环境
|
||||
|
||||
---
|
||||
|
||||
## 📋 最佳实践
|
||||
|
||||
### 目录命名规范
|
||||
- **文件夹**: 使用 PascalCase (如: `Config/`, `Utils/`)
|
||||
- **文件**: 使用 snake_case (如: `main_scene.tscn`, `game_config.json`)
|
||||
- **脚本类**: 使用 PascalCase (如: `GameManager.gd`)
|
||||
|
||||
### 资源管理规范
|
||||
- 所有资源必须放在 `assets/` 对应分类目录下
|
||||
- 使用描述性的文件名,避免使用数字编号
|
||||
- **像素艺术资源必须关闭过滤** (Filter: Off, Mipmaps: Off)
|
||||
- 保持统一的像素密度和调色板
|
||||
- 使用标准像素尺寸(16x16、32x32、64x64等)
|
||||
- 及时清理不使用的资源文件
|
||||
|
||||
### 代码组织规范
|
||||
- 脚本文件与场景文件放在同一目录
|
||||
- 使用事件系统实现模块间通信,避免直接引用
|
||||
- 保持单一职责原则,避免过度耦合
|
||||
- 针对像素风游戏优化性能(避免浮点数位置、使用整数坐标)
|
||||
- 及时编写注释和文档
|
||||
|
||||
### 像素风游戏特殊规范
|
||||
- **像素完美**: 确保所有精灵在整数坐标上渲染
|
||||
- **统一风格**: 保持一致的像素密度和艺术风格
|
||||
- **性能优化**: 使用对象池管理频繁创建销毁的对象
|
||||
- **分辨率适配**: 使用像素完美的缩放方式适配不同分辨率
|
||||
|
||||
---
|
||||
|
||||
**记住:良好的项目结构是团队协作成功的基础!**
|
||||
142
docs/01-项目入门/项目设置指南.md
Normal file
@@ -0,0 +1,142 @@
|
||||
# 项目设置指南
|
||||
|
||||
本文档指导你完成WhaleTown项目的Godot编辑器配置,确保开发环境正确设置。
|
||||
|
||||
## 🎯 AutoLoad 配置
|
||||
|
||||
项目已经预配置了以下AutoLoad单例,你可以验证配置是否正确:
|
||||
|
||||
### 1. 打开项目设置
|
||||
1. 在Godot编辑器中打开 `Project` → `Project Settings`
|
||||
2. 切换到 `AutoLoad` 标签
|
||||
|
||||
### 2. 验证AutoLoad配置
|
||||
确认以下单例已正确配置:
|
||||
|
||||
| 名称 | 路径 | 单例 |
|
||||
|------|------|------|
|
||||
| GameManager | `res://_Core/managers/GameManager.gd` | ✅ |
|
||||
| SceneManager | `res://_Core/managers/SceneManager.gd` | ✅ |
|
||||
| EventSystem | `res://_Core/systems/EventSystem.gd` | ✅ |
|
||||
| NetworkManager | `res://_Core/managers/NetworkManager.gd` | ✅ |
|
||||
| ResponseHandler | `res://_Core/managers/ResponseHandler.gd` | ✅ |
|
||||
|
||||
### 3. 如果需要手动添加AutoLoad
|
||||
如果某个AutoLoad缺失,可以手动添加:
|
||||
|
||||
1. 点击 `Add` 按钮
|
||||
2. 设置以下信息:
|
||||
- **Path**: 对应的脚本路径
|
||||
- **Name**: 单例名称
|
||||
- **Singleton**: ✅ 勾选
|
||||
3. 点击 `Add` 确认
|
||||
|
||||
## ⚙️ 其他重要设置
|
||||
|
||||
### 主题配置
|
||||
项目使用自定义中文主题:
|
||||
- **路径**: `assets/ui/chinese_theme.tres`
|
||||
- **字体**: 微软雅黑 (`assets/fonts/msyh.ttc`)
|
||||
|
||||
### 主场景设置
|
||||
- **主场景**: `res://Scenes/Maps/main_scene.tscn`
|
||||
- **窗口大小**: 1376x768
|
||||
- **窗口模式**: 全屏模式
|
||||
|
||||
### 渲染设置
|
||||
- **渲染器**: GL Compatibility (兼容性优先)
|
||||
- **拉伸模式**: Canvas Items
|
||||
- **拉伸比例**: Expand
|
||||
|
||||
## 🧪 验证设置
|
||||
|
||||
### 1. 测试AutoLoad单例
|
||||
在任何脚本中可以直接使用:
|
||||
|
||||
```gdscript
|
||||
func _ready():
|
||||
# 测试GameManager
|
||||
print("游戏状态: ", GameManager.get_current_state())
|
||||
|
||||
# 测试SceneManager
|
||||
print("当前场景: ", SceneManager.get_current_scene_name())
|
||||
|
||||
# 测试EventSystem
|
||||
EventSystem.emit_event("test_event", {"message": "Hello World"})
|
||||
|
||||
# 测试NetworkManager
|
||||
var request_id = NetworkManager.login("test_user", "test_password")
|
||||
print("网络请求ID: ", request_id)
|
||||
```
|
||||
|
||||
### 2. 检查控制台输出
|
||||
运行项目后,检查控制台是否有以下信息:
|
||||
- ✅ 没有AutoLoad相关错误
|
||||
- ✅ 各个管理器初始化成功
|
||||
- ✅ 主题和字体加载正常
|
||||
|
||||
### 3. 测试场景切换
|
||||
```gdscript
|
||||
# 测试场景管理器
|
||||
func test_scene_manager():
|
||||
# 切换到主场景
|
||||
SceneManager.change_scene("main")
|
||||
```
|
||||
|
||||
## 🔧 常见问题排查
|
||||
|
||||
### 问题1: AutoLoad脚本找不到
|
||||
**症状**: 控制台显示"Cannot load script"错误
|
||||
|
||||
**解决方案**:
|
||||
1. 检查脚本文件是否存在于指定路径
|
||||
2. 确认脚本文件没有语法错误
|
||||
3. 重新导入项目 (`Project` → `Reload Current Project`)
|
||||
|
||||
### 问题2: 单例无法访问
|
||||
**症状**: 代码中无法访问GameManager等单例
|
||||
|
||||
**解决方案**:
|
||||
1. 确认AutoLoad配置中勾选了"Singleton"
|
||||
2. 重启Godot编辑器
|
||||
3. 检查脚本中是否有拼写错误
|
||||
|
||||
### 问题3: 主题显示异常
|
||||
**症状**: 界面字体或样式显示不正确
|
||||
|
||||
**解决方案**:
|
||||
1. 检查 `assets/ui/chinese_theme.tres` 文件是否存在
|
||||
2. 确认字体文件 `assets/fonts/msyh.ttc` 已正确导入
|
||||
3. 在项目设置中重新设置自定义主题
|
||||
|
||||
### 问题4: 网络请求失败
|
||||
**症状**: NetworkManager调用失败
|
||||
|
||||
**解决方案**:
|
||||
1. 检查网络连接
|
||||
2. 确认API地址配置正确
|
||||
3. 查看ResponseHandler是否正常工作
|
||||
|
||||
## 📋 配置检查清单
|
||||
|
||||
完成设置后,请检查以下项目:
|
||||
|
||||
- [ ] 所有AutoLoad单例配置正确
|
||||
- [ ] 主场景可以正常启动
|
||||
- [ ] 控制台没有错误信息
|
||||
- [ ] 自定义主题加载正常
|
||||
- [ ] 中文字体显示正确
|
||||
- [ ] 网络管理器可以正常调用
|
||||
- [ ] 事件系统工作正常
|
||||
- [ ] 场景管理器可以切换场景
|
||||
|
||||
## 🚀 下一步
|
||||
|
||||
配置完成后,建议继续阅读:
|
||||
- [输入映射配置](输入映射配置.md) - 设置游戏控制
|
||||
- [命名规范](../02-开发规范/命名规范.md) - 学习编码规范
|
||||
- [架构与通信规范](../02-开发规范/架构与通信规范.md) - 理解项目架构
|
||||
|
||||
---
|
||||
|
||||
**💡 提示**: 如果遇到问题,可以参考 [测试指南](../03-技术实现/测试指南.md) 进行更详细的功能验证。
|
||||
105
docs/02-开发规范/README.md
Normal file
@@ -0,0 +1,105 @@
|
||||
# 📋 开发规范
|
||||
|
||||
> **适用人群**: 所有开发者
|
||||
> **使用时机**: 编码过程中,代码审查时
|
||||
|
||||
这个目录包含了项目的所有编码标准和开发规范,确保团队代码风格一致,架构设计统一。
|
||||
|
||||
## 📚 规范文档
|
||||
|
||||
### 基础规范 📝
|
||||
**[命名规范.md](命名规范.md)**
|
||||
- 文件、类、变量、函数命名标准
|
||||
- 资源文件命名规则
|
||||
- 目录结构命名约定
|
||||
|
||||
**[代码注释规范.md](代码注释规范.md)**
|
||||
- 注释格式和标准
|
||||
- 文档生成规范
|
||||
- AI辅助开发指南
|
||||
|
||||
**[Git提交规范.md](Git提交规范.md)**
|
||||
- 提交信息格式标准
|
||||
- 分支管理策略
|
||||
- 代码审查流程
|
||||
|
||||
### 架构规范 🏗️
|
||||
**[架构与通信规范.md](架构与通信规范.md)**
|
||||
- 分层架构设计原则
|
||||
- EventSystem事件系统使用
|
||||
- 组件间通信标准
|
||||
- 单例管理规范
|
||||
|
||||
### 质量标准 ⭐
|
||||
**[开发哲学与最佳实践.md](开发哲学与最佳实践.md)**
|
||||
- 项目开发理念
|
||||
- 代码质量标准
|
||||
- 最佳实践指导
|
||||
- 代码审查清单
|
||||
|
||||
## 🎯 使用指南
|
||||
|
||||
### 新人学习路径
|
||||
1. **命名规范** - 学会正确命名
|
||||
2. **架构与通信规范** - 理解项目架构
|
||||
3. **开发哲学与最佳实践** - 掌握质量标准
|
||||
4. **代码注释规范** - 学会写好注释
|
||||
5. **Git提交规范** - 规范版本控制
|
||||
|
||||
### 日常开发参考
|
||||
- 编码时参考 **命名规范** 和 **架构规范**
|
||||
- 提交代码前检查 **最佳实践** 清单
|
||||
- 写注释时遵循 **注释规范**
|
||||
- 提交时遵循 **Git规范**
|
||||
|
||||
### 代码审查要点
|
||||
- [ ] 命名是否符合规范
|
||||
- [ ] 架构设计是否合理
|
||||
- [ ] 代码质量是否达标
|
||||
- [ ] 注释是否完整清晰
|
||||
- [ ] 提交信息是否规范
|
||||
|
||||
## ⚠️ 重要提醒
|
||||
|
||||
### 强制性规范
|
||||
以下规范是**强制性**的,必须严格遵守:
|
||||
- 文件和目录命名规范
|
||||
- EventSystem通信规范
|
||||
- 类型安全要求
|
||||
- Git提交格式
|
||||
|
||||
### 建议性规范
|
||||
以下规范是**建议性**的,推荐遵循:
|
||||
- 代码注释的详细程度
|
||||
- 函数长度和复杂度
|
||||
- 性能优化建议
|
||||
|
||||
## 🔄 规范更新
|
||||
|
||||
### 更新原则
|
||||
- 规范变更需要团队讨论
|
||||
- 重大变更需要文档化说明
|
||||
- 保持向后兼容性
|
||||
|
||||
### 更新流程
|
||||
1. 提出规范变更建议
|
||||
2. 团队讨论和评审
|
||||
3. 更新相关文档
|
||||
4. 通知所有开发者
|
||||
|
||||
## 🤝 团队协作
|
||||
|
||||
### 规范执行
|
||||
- 代码审查时严格检查规范遵循情况
|
||||
- 定期进行规范培训和分享
|
||||
- 鼓励团队成员提出改进建议
|
||||
|
||||
### 问题反馈
|
||||
如果发现规范问题或有改进建议:
|
||||
- 创建Issue讨论
|
||||
- 在团队会议中提出
|
||||
- 通过PR提交改进方案
|
||||
|
||||
---
|
||||
|
||||
**记住:规范不是束缚,而是团队协作的基础!**
|
||||
406
docs/02-开发规范/开发哲学与最佳实践.md
Normal file
@@ -0,0 +1,406 @@
|
||||
# 开发哲学与最佳实践
|
||||
|
||||
本文档阐述了WhaleTown项目的开发哲学和编程最佳实践,旨在指导团队创造高质量、可维护的代码。
|
||||
|
||||
## 🧘 开发哲学
|
||||
|
||||
### 核心理念
|
||||
- **用户体验至上** - 每个功能都要考虑用户感受
|
||||
- **代码即文档** - 代码应该自解释,清晰易懂
|
||||
- **简洁胜于复杂** - 优先选择简单直接的解决方案
|
||||
- **质量重于速度** - 宁可慢一点,也要做对
|
||||
|
||||
### 设计原则
|
||||
|
||||
#### 1. 流畅体验 (Juice or Death)
|
||||
每个用户交互都必须有视觉反馈和动画效果:
|
||||
|
||||
```gdscript
|
||||
# ✅ 正确:为UI交互添加动画
|
||||
func show_dialog() -> void:
|
||||
dialog.modulate.a = 0.0
|
||||
dialog.scale = Vector2(0.8, 0.8)
|
||||
dialog.visible = true
|
||||
|
||||
var tween = create_tween()
|
||||
tween.parallel().tween_property(dialog, "modulate:a", 1.0, 0.3)
|
||||
tween.parallel().tween_property(dialog, "scale", Vector2.ONE, 0.3)
|
||||
tween.set_ease(Tween.EASE_OUT)
|
||||
tween.set_trans(Tween.TRANS_BACK)
|
||||
|
||||
# ❌ 错误:没有动画的生硬切换
|
||||
func show_dialog() -> void:
|
||||
dialog.visible = true # 突然出现,体验差
|
||||
```
|
||||
|
||||
#### 2. 零魔法数字 (Zero Magic Numbers)
|
||||
所有数值都应该有明确的含义和来源:
|
||||
|
||||
```gdscript
|
||||
# ✅ 正确:使用导出变量或配置文件
|
||||
@export var move_speed: float = 200.0
|
||||
@export var jump_height: float = 400.0
|
||||
@export var health_max: int = 100
|
||||
|
||||
# 或从配置文件加载
|
||||
const CONFIG_PATH = "res://data/player_config.json"
|
||||
var config_data: Dictionary
|
||||
|
||||
func _ready() -> void:
|
||||
config_data = load_config(CONFIG_PATH)
|
||||
move_speed = config_data.get("move_speed", 200.0)
|
||||
|
||||
# ❌ 错误:硬编码的魔法数字
|
||||
func _physics_process(delta: float) -> void:
|
||||
velocity.x = input_direction.x * 200 # 200是什么?
|
||||
if position.y > 1000: # 1000代表什么?
|
||||
respawn()
|
||||
```
|
||||
|
||||
#### 3. 函数单一职责
|
||||
每个函数只做一件事,做好一件事:
|
||||
|
||||
```gdscript
|
||||
# ✅ 正确:职责分离
|
||||
func handle_player_input() -> void:
|
||||
var input_direction = get_input_direction()
|
||||
apply_movement(input_direction)
|
||||
check_interaction_input()
|
||||
|
||||
func get_input_direction() -> Vector2:
|
||||
return Input.get_vector("move_left", "move_right", "move_up", "move_down")
|
||||
|
||||
func apply_movement(direction: Vector2) -> void:
|
||||
velocity = direction * move_speed
|
||||
move_and_slide()
|
||||
|
||||
func check_interaction_input() -> void:
|
||||
if Input.is_action_just_pressed("interact"):
|
||||
try_interact()
|
||||
|
||||
# ❌ 错误:一个函数做太多事
|
||||
func handle_everything() -> void:
|
||||
# 处理输入
|
||||
var direction = Input.get_vector("move_left", "move_right", "move_up", "move_down")
|
||||
# 处理移动
|
||||
velocity = direction * move_speed
|
||||
move_and_slide()
|
||||
# 处理交互
|
||||
if Input.is_action_just_pressed("interact"):
|
||||
# 检查交互对象
|
||||
var interactables = get_nearby_interactables()
|
||||
# 执行交互
|
||||
for obj in interactables:
|
||||
obj.interact()
|
||||
# 更新UI
|
||||
update_health_bar()
|
||||
# 播放音效
|
||||
play_footstep_sound()
|
||||
```
|
||||
|
||||
#### 4. 隐藏复杂性
|
||||
复杂的逻辑应该被封装,对外提供简洁的接口:
|
||||
|
||||
```gdscript
|
||||
# ✅ 正确:封装复杂逻辑
|
||||
class_name NetworkManager
|
||||
|
||||
func login(username: String, password: String, callback: Callable) -> int:
|
||||
return _make_request("POST", "/auth/login", {
|
||||
"username": username,
|
||||
"password": password
|
||||
}, callback)
|
||||
|
||||
func _make_request(method: String, endpoint: String, data: Dictionary, callback: Callable) -> int:
|
||||
# 复杂的网络请求逻辑被隐藏
|
||||
var request = HTTPRequest.new()
|
||||
var request_id = _generate_request_id()
|
||||
|
||||
# 设置请求头、处理认证、错误重试等复杂逻辑
|
||||
_setup_request_headers(request)
|
||||
_handle_authentication(request)
|
||||
_setup_retry_logic(request, callback)
|
||||
|
||||
return request_id
|
||||
|
||||
# 使用时非常简洁
|
||||
func _on_login_button_pressed() -> void:
|
||||
NetworkManager.login(username_input.text, password_input.text, _on_login_response)
|
||||
```
|
||||
|
||||
## 📋 编码最佳实践
|
||||
|
||||
### 1. 类型安全
|
||||
始终使用严格的类型声明:
|
||||
|
||||
```gdscript
|
||||
# ✅ 正确:明确的类型声明
|
||||
var player_health: int = 100
|
||||
var move_speed: float = 200.0
|
||||
var player_name: String = "Player"
|
||||
var inventory_items: Array[Item] = []
|
||||
var config_data: Dictionary = {}
|
||||
|
||||
func calculate_damage(base_damage: int, multiplier: float) -> int:
|
||||
return int(base_damage * multiplier)
|
||||
|
||||
# ❌ 错误:缺少类型信息
|
||||
var health = 100 # 类型不明确
|
||||
var speed = 200 # 可能是int也可能是float
|
||||
|
||||
func calculate_damage(base, mult): # 参数类型不明确
|
||||
return base * mult # 返回类型不明确
|
||||
```
|
||||
|
||||
### 2. 错误处理
|
||||
主动处理可能的错误情况:
|
||||
|
||||
```gdscript
|
||||
# ✅ 正确:完善的错误处理
|
||||
func load_save_file(file_path: String) -> Dictionary:
|
||||
if not FileAccess.file_exists(file_path):
|
||||
push_warning("存档文件不存在: " + file_path)
|
||||
return {}
|
||||
|
||||
var file = FileAccess.open(file_path, FileAccess.READ)
|
||||
if file == null:
|
||||
push_error("无法打开存档文件: " + file_path)
|
||||
return {}
|
||||
|
||||
var json_string = file.get_as_text()
|
||||
file.close()
|
||||
|
||||
if json_string.is_empty():
|
||||
push_warning("存档文件为空: " + file_path)
|
||||
return {}
|
||||
|
||||
var json = JSON.new()
|
||||
var parse_result = json.parse(json_string)
|
||||
if parse_result != OK:
|
||||
push_error("存档文件JSON格式错误: " + file_path)
|
||||
return {}
|
||||
|
||||
return json.data
|
||||
|
||||
# ❌ 错误:没有错误处理
|
||||
func load_save_file(file_path: String) -> Dictionary:
|
||||
var file = FileAccess.open(file_path, FileAccess.READ)
|
||||
var json_string = file.get_as_text()
|
||||
file.close()
|
||||
var json = JSON.new()
|
||||
json.parse(json_string)
|
||||
return json.data # 任何步骤出错都会崩溃
|
||||
```
|
||||
|
||||
### 3. 资源管理
|
||||
及时释放不需要的资源:
|
||||
|
||||
```gdscript
|
||||
# ✅ 正确:资源管理
|
||||
class_name AudioManager
|
||||
|
||||
var audio_players: Array[AudioStreamPlayer] = []
|
||||
var max_concurrent_sounds: int = 10
|
||||
|
||||
func play_sound(sound: AudioStream, volume: float = 0.0) -> void:
|
||||
# 清理已完成的音频播放器
|
||||
_cleanup_finished_players()
|
||||
|
||||
# 限制并发音频数量
|
||||
if audio_players.size() >= max_concurrent_sounds:
|
||||
_stop_oldest_player()
|
||||
|
||||
var player = AudioStreamPlayer.new()
|
||||
add_child(player)
|
||||
player.stream = sound
|
||||
player.volume_db = volume
|
||||
player.finished.connect(_on_audio_finished.bind(player))
|
||||
player.play()
|
||||
|
||||
audio_players.append(player)
|
||||
|
||||
func _cleanup_finished_players() -> void:
|
||||
audio_players = audio_players.filter(func(player): return player.playing)
|
||||
|
||||
func _on_audio_finished(player: AudioStreamPlayer) -> void:
|
||||
audio_players.erase(player)
|
||||
player.queue_free()
|
||||
```
|
||||
|
||||
### 4. 性能优化
|
||||
编写高效的代码:
|
||||
|
||||
```gdscript
|
||||
# ✅ 正确:性能优化的代码
|
||||
class_name EnemyManager
|
||||
|
||||
var enemies: Array[Enemy] = []
|
||||
var update_timer: float = 0.0
|
||||
const UPDATE_INTERVAL: float = 0.1 # 每100ms更新一次
|
||||
|
||||
func _process(delta: float) -> void:
|
||||
update_timer += delta
|
||||
if update_timer >= UPDATE_INTERVAL:
|
||||
_update_enemies(update_timer)
|
||||
update_timer = 0.0
|
||||
|
||||
func _update_enemies(delta_time: float) -> void:
|
||||
# 只更新屏幕附近的敌人
|
||||
var camera_pos = get_viewport().get_camera_2d().global_position
|
||||
var screen_size = get_viewport().get_visible_rect().size
|
||||
|
||||
for enemy in enemies:
|
||||
if _is_enemy_near_screen(enemy, camera_pos, screen_size):
|
||||
enemy.update_ai(delta_time)
|
||||
|
||||
func _is_enemy_near_screen(enemy: Enemy, camera_pos: Vector2, screen_size: Vector2) -> bool:
|
||||
var distance = enemy.global_position.distance_to(camera_pos)
|
||||
var max_distance = screen_size.length() * 0.6 # 屏幕对角线的60%
|
||||
return distance <= max_distance
|
||||
|
||||
# ❌ 错误:性能问题
|
||||
func _process(delta: float) -> void:
|
||||
# 每帧更新所有敌人,无论是否可见
|
||||
for enemy in enemies:
|
||||
enemy.update_ai(delta) # 可能有数百个敌人
|
||||
# 每帧进行复杂计算
|
||||
var path = enemy.find_path_to_player()
|
||||
enemy.follow_path(path)
|
||||
```
|
||||
|
||||
## 🎯 代码审查标准
|
||||
|
||||
### 审查清单
|
||||
在提交代码前,请检查以下项目:
|
||||
|
||||
#### 功能性
|
||||
- [ ] 代码实现了预期功能
|
||||
- [ ] 处理了边界情况和错误情况
|
||||
- [ ] 添加了必要的测试用例
|
||||
|
||||
#### 可读性
|
||||
- [ ] 变量和函数名称清晰明确
|
||||
- [ ] 代码结构逻辑清晰
|
||||
- [ ] 添加了必要的注释
|
||||
|
||||
#### 性能
|
||||
- [ ] 避免了不必要的计算
|
||||
- [ ] 正确管理了资源生命周期
|
||||
- [ ] 使用了合适的数据结构
|
||||
|
||||
#### 规范性
|
||||
- [ ] 遵循了项目命名规范
|
||||
- [ ] 使用了正确的类型声明
|
||||
- [ ] 符合架构设计原则
|
||||
|
||||
### 代码示例评分
|
||||
|
||||
#### 优秀代码示例 (A级)
|
||||
```gdscript
|
||||
extends CharacterBody2D
|
||||
class_name Player
|
||||
|
||||
## 玩家角色控制器
|
||||
##
|
||||
## 负责处理玩家输入、移动和基础交互
|
||||
## 使用事件系统与其他组件通信
|
||||
|
||||
@export_group("Movement")
|
||||
@export var move_speed: float = 200.0
|
||||
@export var acceleration: float = 1000.0
|
||||
@export var friction: float = 800.0
|
||||
|
||||
@export_group("Interaction")
|
||||
@export var interaction_range: float = 50.0
|
||||
|
||||
@onready var sprite: Sprite2D = %Sprite2D
|
||||
@onready var animation_player: AnimationPlayer = %AnimationPlayer
|
||||
@onready var interaction_area: Area2D = %InteractionArea
|
||||
|
||||
var _current_interactable: Interactable = null
|
||||
|
||||
func _ready() -> void:
|
||||
_setup_interaction_area()
|
||||
_connect_signals()
|
||||
|
||||
func _physics_process(delta: float) -> void:
|
||||
_handle_movement(delta)
|
||||
|
||||
func _input(event: InputEvent) -> void:
|
||||
if event.is_action_pressed("interact"):
|
||||
_try_interact()
|
||||
|
||||
func _handle_movement(delta: float) -> void:
|
||||
var input_direction := _get_movement_input()
|
||||
_apply_movement(input_direction, delta)
|
||||
_update_animation(input_direction)
|
||||
|
||||
func _get_movement_input() -> Vector2:
|
||||
return Input.get_vector("move_left", "move_right", "move_up", "move_down")
|
||||
|
||||
func _apply_movement(direction: Vector2, delta: float) -> void:
|
||||
if direction != Vector2.ZERO:
|
||||
velocity = velocity.move_toward(direction * move_speed, acceleration * delta)
|
||||
else:
|
||||
velocity = velocity.move_toward(Vector2.ZERO, friction * delta)
|
||||
|
||||
move_and_slide()
|
||||
|
||||
func _update_animation(direction: Vector2) -> void:
|
||||
if direction.length() > 0.1:
|
||||
animation_player.play("walk")
|
||||
sprite.flip_h = direction.x < 0
|
||||
else:
|
||||
animation_player.play("idle")
|
||||
```
|
||||
|
||||
#### 需要改进的代码 (C级)
|
||||
```gdscript
|
||||
extends CharacterBody2D
|
||||
|
||||
var speed = 200
|
||||
var player
|
||||
var enemies = []
|
||||
|
||||
func _ready():
|
||||
player = self
|
||||
|
||||
func _process(delta):
|
||||
var dir = Vector2()
|
||||
if Input.is_action_pressed("ui_left"):
|
||||
dir.x -= 1
|
||||
if Input.is_action_pressed("ui_right"):
|
||||
dir.x += 1
|
||||
if Input.is_action_pressed("ui_up"):
|
||||
dir.y -= 1
|
||||
if Input.is_action_pressed("ui_down"):
|
||||
dir.y += 1
|
||||
|
||||
velocity = dir * speed
|
||||
move_and_slide()
|
||||
|
||||
for enemy in enemies:
|
||||
if position.distance_to(enemy.position) < 100:
|
||||
print("near enemy")
|
||||
```
|
||||
|
||||
## 🚀 持续改进
|
||||
|
||||
### 重构指导原则
|
||||
1. **小步快跑** - 每次只重构一小部分
|
||||
2. **测试保护** - 重构前确保有测试覆盖
|
||||
3. **功能不变** - 重构不改变外部行为
|
||||
4. **逐步优化** - 持续改进代码质量
|
||||
|
||||
### 技术债务管理
|
||||
```gdscript
|
||||
# 使用TODO注释标记技术债务
|
||||
# TODO: 重构这个函数,职责过多
|
||||
# FIXME: 这里有性能问题,需要优化
|
||||
# HACK: 临时解决方案,需要找到更好的方法
|
||||
# NOTE: 这里的逻辑比较复杂,需要详细注释
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
**记住:优秀的代码不仅能工作,更要易于理解、维护和扩展。追求代码质量是每个开发者的责任!**
|
||||
280
docs/02-开发规范/架构与通信规范.md
Normal file
@@ -0,0 +1,280 @@
|
||||
# 架构与通信规范
|
||||
|
||||
本文档定义了WhaleTown项目的架构设计原则和组件间通信规范。
|
||||
|
||||
## 🏛️ 架构设计原则
|
||||
|
||||
### 核心原则
|
||||
- **"信号向上,调用向下"** - 父节点调用子节点方法,子节点发出信号通知父节点
|
||||
- **高度解耦** - 通过事件系统实现组件间通信,避免直接依赖
|
||||
- **分层架构** - 严格的三层架构:框架层、游戏层、界面层
|
||||
- **单一职责** - 每个组件只负责一个明确的功能
|
||||
|
||||
### 分层架构详解
|
||||
|
||||
```
|
||||
┌─────────────────────────────────────┐
|
||||
│ UI Layer (界面层) │
|
||||
│ UI/Windows/, UI/HUD/ │
|
||||
├─────────────────────────────────────┤
|
||||
│ Scenes Layer (游戏层) │
|
||||
│ Scenes/Maps/, Scenes/Entities/ │
|
||||
├─────────────────────────────────────┤
|
||||
│ _Core Layer (框架层) │
|
||||
│ _Core/managers/, _Core/systems/ │
|
||||
└─────────────────────────────────────┘
|
||||
```
|
||||
|
||||
## 🔄 事件系统 (EventSystem)
|
||||
|
||||
### 事件系统位置
|
||||
- **文件路径**: `_Core/systems/EventSystem.gd`
|
||||
- **自动加载**: 必须设置为AutoLoad单例
|
||||
- **作用**: 全局事件总线,实现跨模块通信
|
||||
|
||||
### 事件命名规范
|
||||
所有事件名称必须在 `_Core/EventNames.gd` 中定义:
|
||||
|
||||
```gdscript
|
||||
# _Core/EventNames.gd
|
||||
class_name EventNames
|
||||
|
||||
# 玩家相关事件
|
||||
const PLAYER_MOVED = "player_moved"
|
||||
const PLAYER_HEALTH_CHANGED = "player_health_changed"
|
||||
const PLAYER_DIED = "player_died"
|
||||
|
||||
# 交互事件
|
||||
const INTERACT_PRESSED = "interact_pressed"
|
||||
const NPC_TALKED = "npc_talked"
|
||||
const ITEM_COLLECTED = "item_collected"
|
||||
|
||||
# UI事件
|
||||
const UI_BUTTON_CLICKED = "ui_button_clicked"
|
||||
const DIALOG_OPENED = "dialog_opened"
|
||||
const DIALOG_CLOSED = "dialog_closed"
|
||||
|
||||
# 游戏状态事件
|
||||
const GAME_PAUSED = "game_paused"
|
||||
const GAME_RESUMED = "game_resumed"
|
||||
const SCENE_CHANGED = "scene_changed"
|
||||
```
|
||||
|
||||
### 事件使用方法
|
||||
|
||||
#### 发送事件
|
||||
```gdscript
|
||||
# 发送简单事件
|
||||
EventSystem.emit_event(EventNames.PLAYER_MOVED)
|
||||
|
||||
# 发送带数据的事件
|
||||
EventSystem.emit_event(EventNames.PLAYER_HEALTH_CHANGED, {
|
||||
"old_health": 80,
|
||||
"new_health": 60,
|
||||
"damage": 20
|
||||
})
|
||||
```
|
||||
|
||||
#### 监听事件
|
||||
```gdscript
|
||||
func _ready() -> void:
|
||||
# 连接事件监听
|
||||
EventSystem.connect_event(EventNames.PLAYER_DIED, _on_player_died)
|
||||
EventSystem.connect_event(EventNames.ITEM_COLLECTED, _on_item_collected)
|
||||
|
||||
func _on_player_died(data: Dictionary = {}) -> void:
|
||||
print("玩家死亡,游戏结束")
|
||||
# 处理玩家死亡逻辑
|
||||
|
||||
func _on_item_collected(data: Dictionary) -> void:
|
||||
var item_name = data.get("item_name", "未知物品")
|
||||
print("收集到物品: ", item_name)
|
||||
```
|
||||
|
||||
#### 断开事件监听
|
||||
```gdscript
|
||||
func _exit_tree() -> void:
|
||||
# 节点销毁时断开事件监听
|
||||
EventSystem.disconnect_event(EventNames.PLAYER_DIED, _on_player_died)
|
||||
EventSystem.disconnect_event(EventNames.ITEM_COLLECTED, _on_item_collected)
|
||||
```
|
||||
|
||||
## 🎯 单例管理器
|
||||
|
||||
### 允许的自动加载单例
|
||||
项目中允许以下五个核心单例:
|
||||
|
||||
1. **GameManager** - 游戏状态管理
|
||||
- 路径: `_Core/managers/GameManager.gd`
|
||||
- 职责: 游戏状态、场景数据、全局配置
|
||||
|
||||
2. **SceneManager** - 场景管理
|
||||
- 路径: `_Core/managers/SceneManager.gd`
|
||||
- 职责: 场景切换、场景生命周期
|
||||
|
||||
3. **EventSystem** - 事件系统
|
||||
- 路径: `_Core/systems/EventSystem.gd`
|
||||
- 职责: 全局事件通信
|
||||
|
||||
4. **NetworkManager** - 网络管理
|
||||
- 路径: `_Core/managers/NetworkManager.gd`
|
||||
- 职责: HTTP请求、API调用、网络状态管理
|
||||
|
||||
5. **ResponseHandler** - 响应处理
|
||||
- 路径: `_Core/managers/ResponseHandler.gd`
|
||||
- 职责: 统一响应处理、错误处理、用户反馈
|
||||
|
||||
### 单例使用规范
|
||||
```gdscript
|
||||
# ✅ 正确:高层组件可以访问单例
|
||||
func _ready() -> void:
|
||||
var current_scene = SceneManager.get_current_scene()
|
||||
var game_state = GameManager.get_game_state()
|
||||
|
||||
# ❌ 错误:底层实体不应直接访问GameManager
|
||||
# 在Player.gd或NPC.gd中避免这样做:
|
||||
func _ready() -> void:
|
||||
GameManager.register_player(self) # 不推荐
|
||||
|
||||
# ✅ 正确:使用事件系统
|
||||
func _ready() -> void:
|
||||
EventSystem.emit_event(EventNames.PLAYER_SPAWNED, {"player": self})
|
||||
```
|
||||
|
||||
## 🔗 组件通信模式
|
||||
|
||||
### 1. 父子通信
|
||||
```gdscript
|
||||
# 父节点调用子节点方法(向下调用)
|
||||
func _on_button_pressed() -> void:
|
||||
child_component.activate()
|
||||
child_component.set_data(some_data)
|
||||
|
||||
# 子节点发出信号通知父节点(向上信号)
|
||||
# 在子节点中:
|
||||
signal component_activated(data: Dictionary)
|
||||
signal component_finished()
|
||||
|
||||
func _some_action() -> void:
|
||||
component_activated.emit({"status": "active"})
|
||||
```
|
||||
|
||||
### 2. 兄弟组件通信
|
||||
```gdscript
|
||||
# 通过共同的父节点中转
|
||||
# 或使用事件系统
|
||||
func _notify_sibling() -> void:
|
||||
EventSystem.emit_event(EventNames.COMPONENT_MESSAGE, {
|
||||
"sender": self,
|
||||
"message": "Hello sibling!"
|
||||
})
|
||||
```
|
||||
|
||||
### 3. 跨场景通信
|
||||
```gdscript
|
||||
# 使用事件系统进行跨场景通信
|
||||
func _change_scene_with_data() -> void:
|
||||
EventSystem.emit_event(EventNames.SCENE_DATA_TRANSFER, {
|
||||
"target_scene": "battle_scene",
|
||||
"player_data": player_data
|
||||
})
|
||||
```
|
||||
|
||||
## 🚫 禁止的通信模式
|
||||
|
||||
### 1. 直接节点引用
|
||||
```gdscript
|
||||
# ❌ 错误:直接获取其他场景的节点
|
||||
func _bad_communication() -> void:
|
||||
var other_scene = get_tree().get_first_node_in_group("other_scene")
|
||||
other_scene.do_something() # 强耦合,难以维护
|
||||
```
|
||||
|
||||
### 2. 全局变量传递
|
||||
```gdscript
|
||||
# ❌ 错误:使用全局变量传递状态
|
||||
# 在autoload中:
|
||||
var global_player_data = {} # 避免这种做法
|
||||
```
|
||||
|
||||
### 3. 循环依赖
|
||||
```gdscript
|
||||
# ❌ 错误:A依赖B,B又依赖A
|
||||
# ComponentA.gd
|
||||
var component_b: ComponentB
|
||||
|
||||
# ComponentB.gd
|
||||
var component_a: ComponentA # 循环依赖
|
||||
```
|
||||
|
||||
## 📋 通信最佳实践
|
||||
|
||||
### 1. 事件数据结构
|
||||
```gdscript
|
||||
# 使用结构化的事件数据
|
||||
EventSystem.emit_event(EventNames.PLAYER_ATTACK, {
|
||||
"attacker": self,
|
||||
"target": target_enemy,
|
||||
"damage": damage_amount,
|
||||
"attack_type": "melee",
|
||||
"timestamp": Time.get_time_dict_from_system()
|
||||
})
|
||||
```
|
||||
|
||||
### 2. 错误处理
|
||||
```gdscript
|
||||
func _on_event_received(data: Dictionary) -> void:
|
||||
# 验证数据完整性
|
||||
if not data.has("required_field"):
|
||||
push_error("事件数据缺少必需字段: required_field")
|
||||
return
|
||||
|
||||
# 安全地获取数据
|
||||
var value = data.get("optional_field", default_value)
|
||||
```
|
||||
|
||||
### 3. 性能考虑
|
||||
```gdscript
|
||||
# 避免在_process中频繁发送事件
|
||||
var last_position: Vector2
|
||||
func _process(delta: float) -> void:
|
||||
if global_position.distance_to(last_position) > 10.0:
|
||||
EventSystem.emit_event(EventNames.PLAYER_MOVED, {
|
||||
"position": global_position
|
||||
})
|
||||
last_position = global_position
|
||||
```
|
||||
|
||||
## 🧪 测试通信系统
|
||||
|
||||
### 单元测试示例
|
||||
```gdscript
|
||||
extends GutTest
|
||||
|
||||
func test_event_emission():
|
||||
# 监听事件
|
||||
watch_signals(EventSystem)
|
||||
|
||||
# 发送事件
|
||||
EventSystem.emit_event(EventNames.PLAYER_MOVED, {"x": 100, "y": 200})
|
||||
|
||||
# 验证事件发送
|
||||
assert_signal_emitted(EventSystem, "event_raised")
|
||||
|
||||
func test_event_data():
|
||||
var received_data: Dictionary
|
||||
|
||||
# 连接事件监听
|
||||
EventSystem.connect_event(EventNames.TEST_EVENT, func(data): received_data = data)
|
||||
|
||||
# 发送测试数据
|
||||
var test_data = {"test": "value"}
|
||||
EventSystem.emit_event(EventNames.TEST_EVENT, test_data)
|
||||
|
||||
# 验证数据传递
|
||||
assert_eq(received_data, test_data)
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
**记住:良好的架构设计是项目成功的基石!遵循这些通信规范可以确保代码的可维护性和扩展性。**
|
||||