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@@ -1,8 +1,8 @@
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<template>
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<div class="game-container">
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<div id="gameCanvas" class="game-canvas"></div>
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- <canvas ref="canvasRef" :width="clientObj.width" :height="clientObj.height"
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- style="position:fixed;left: 0; top: 0; z-index: 999;"></canvas>
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+ <!-- <canvas ref="canvasRef" :width="clientObj.width" :height="clientObj.height"
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+ style="position:fixed;left: 0; top: 0; z-index: 999;"></canvas> -->
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<!-- 游戏启动界面 -->
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<div v-if="currentScene === 'start'" class="gamestart">
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<img v-if="currentScene === 'start'" src="/static/images/football/game_start.jpg" class="start_bg" />
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@@ -330,6 +330,9 @@ class GameScene extends Phaser.Scene {
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this.obstacleEvent = null;
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this.jerseyEvent = null;
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this.broomEvent = null;
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+ this.shootTimeout = null; // 射门超时计时器
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+ this.shootTimeLeft = 15; // 剩余射门时间
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+ this.shootTimerText = null; // 倒计时显示文本
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}
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create() {
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@@ -659,128 +662,210 @@ class GameScene extends Phaser.Scene {
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console.error('updateScore 错误:', error);
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}
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}
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- enterShootingMode() {
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- this.gameActive = false;
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- this.isShooting = true;
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- // 暂停计分定时器
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- if (this.timer) {
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- this.timer.paused = true;
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- }
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- // 关键修复:重置键盘状态,清除所有按键的按下状态
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- this.input.keyboard.resetKeys();
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- // 额外保险:手动清除方向键状态
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- this.cursors.left.isDown = false;
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- this.cursors.right.isDown = false;
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- this.cursors.up.isDown = false;
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- this.cursors.down.isDown = false;
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-
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- // 停止所有生成事件
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- if (this.obstacleEvent) this.obstacleEvent.remove();
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- if (this.jerseyEvent) this.jerseyEvent.remove();
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- if (this.broomEvent) this.broomEvent.remove();
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+enterShootingMode() {
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+ this.gameActive = false;
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+ this.isShooting = true;
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+ this.shootTimeLeft = 15; // 重置剩余时间
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+
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+ // 暂停计分定时器
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+ if (this.timer) {
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+ this.timer.paused = true;
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+ }
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+
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+ // 重置键盘状态
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+ this.input.keyboard.resetKeys();
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+ this.cursors.left.isDown = false;
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+ this.cursors.right.isDown = false;
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+ this.cursors.up.isDown = false;
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+ this.cursors.down.isDown = false;
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+
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+ // 停止所有生成事件
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+ if (this.obstacleEvent) this.obstacleEvent.remove();
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+ if (this.jerseyEvent) this.jerseyEvent.remove();
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+ if (this.broomEvent) this.broomEvent.remove();
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+
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+ // 清除现有障碍物和道具
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+ this.obstacles.forEach(obs => obs.destroy());
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+ this.obstacles = [];
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+ this.powerUps.forEach(p => p.destroy());
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+ this.powerUps = [];
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+
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+ // 创建射门场景背景
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+ this.background.setTexture('goalBackground');
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+
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+ // 创建球门
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+ this.goal = this.physics.add.sprite(GAME_WIDTH / 2, 100, 'goal');
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+ this.goal.setScale(0.8);
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+ this.goal.setImmovable(true);
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+ this.goal.setDepth(5);
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+
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+ // 创建守门员
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+ this.goalkeeper = this.physics.add.sprite(GAME_WIDTH / 2, 150, 'goalkeeperAnim');
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+ this.goalkeeper.setScale(0.9);
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+ this.goalkeeper.setImmovable(true);
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+ this.goalkeeper.anims.play('goalkeeperAnim', true);
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+ this.goalkeeper.setDepth(7);
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+
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+ // 让守门员左右移动
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+ this.tweens.add({
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+ targets: this.goalkeeper,
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+ x: [GAME_WIDTH / 2 - 50, GAME_WIDTH / 2 + 50],
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+ duration: 4000,
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+ ease: 'Sine.inOut',
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+ repeat: -1,
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+ yoyo: true
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+ });
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- // 清除现有障碍物和道具
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- this.obstacles.forEach(obs => obs.destroy());
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- this.obstacles = [];
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- this.powerUps.forEach(p => p.destroy());
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- this.powerUps = [];
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+ // 调整球员位置(准备射门)
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+ this.player.setPosition(GAME_WIDTH / 2, GAME_HEIGHT - 100);
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+ this.player.setTexture('playerShoot');
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+ this.player.setVelocity(0);
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+
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+ // 创建足球
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+ this.ball = this.physics.add.sprite(this.player.x, this.player.y - 50, 'ballAnim');
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+ this.ball.setScale(0.8);
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+ this.ball.anims.play('ballAnim', true);
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+ this.ball.setDepth(8);
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+
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+ // 显示射门提示和倒计时
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+ // this.shootHint = this.add.text(GAME_WIDTH / 2, GAME_HEIGHT - 80, '点击或按空格键射门', {
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+ // fontSize: '16px',
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+ // fill: '#ffffff',
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+ // backgroundColor: 'rgba(0,0,0,0.5)',
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+ // padding: { x: 5, y: 2 }
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+ // }).setOrigin(0.5);
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+ // this.shootHint.setDepth(10);
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+
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+ // 添加射门倒计时显示
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+ this.shootTimerText = this.add.text(GAME_WIDTH / 2, GAME_HEIGHT - 50, `剩余时间: ${this.shootTimeLeft}秒`, {
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+ fontSize: '16px',
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+ fill: '#ffffff',
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+ backgroundColor: 'rgba(0,0,0,0.5)',
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+ padding: { x: 5, y: 2 }
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+ }).setOrigin(0.5);
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+ this.shootTimerText.setDepth(10);
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+
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+ // 设置射门超时计时器
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+ this.shootTimeout = this.time.addEvent({
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+ delay: 1000, // 每秒触发一次
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+ callback: () => {
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+ this.shootTimeLeft--;
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+ this.shootTimerText.setText(`剩余时间: ${this.shootTimeLeft}秒`);
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+
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+ // 时间到未射门,判定失败
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+ if (this.shootTimeLeft <= 0) {
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+ this.handleShootTimeout();
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+ }
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+ },
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+ loop: true
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+ });
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- // 创建射门场景背景
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- this.background.setTexture('goalBackground');
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-
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- // 创建球门
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- this.goal = this.physics.add.sprite(GAME_WIDTH / 2, 100, 'goal');
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- this.goal.setScale(0.8);
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- this.goal.setImmovable(true);
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- this.goal.setDepth(5);
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-
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- // 创建守门员
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- this.goalkeeper = this.physics.add.sprite(GAME_WIDTH / 2, 150, 'goalkeeperAnim');
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- this.goalkeeper.setScale(0.9);
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- this.goalkeeper.setImmovable(true);
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- this.goalkeeper.anims.play('goalkeeperAnim', true);
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- this.goalkeeper.setDepth(7);
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-
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- // 让守门员左右移动
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- this.tweens.add({
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- targets: this.goalkeeper,
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- x: [GAME_WIDTH / 2 - 50, GAME_WIDTH / 2 + 50],
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- duration: 4000,
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- ease: 'Sine.inOut',
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- repeat: -1,
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- yoyo: true
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- });
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+ // 射门控制
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+ this.input.keyboard.on('keydown-SPACE', this.shootBall, this);
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+ this.input.on('pointerdown', this.shootBall, this);
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+}
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- // 调整球员位置(准备射门)
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- this.player.setPosition(GAME_WIDTH / 2, GAME_HEIGHT - 100);
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- this.player.setTexture('playerShoot');
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- // 关键修复:停止玩家所有移动
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- this.player.setVelocity(0);
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+handleShootTimeout() {
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+ // 清除超时计时器
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+ if (this.shootTimeout) {
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+ this.shootTimeout.remove();
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+ this.shootTimeout = null;
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+ }
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- // 创建足球(修复:让足球跟随玩家位置)
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- this.ball = this.physics.add.sprite(this.player.x, this.player.y - 50, 'ballAnim');
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- this.ball.setScale(0.8);
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- this.ball.anims.play('ballAnim', true);
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- this.ball.setDepth(8);
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+ // 禁用输入
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+ this.input.keyboard.off('keydown-SPACE', this.shootBall, this);
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+ this.input.off('pointerdown', this.shootBall, this);
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- // 显示射门提示
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- this.shootHint = this.add.text(GAME_WIDTH / 2, GAME_HEIGHT - 50, '点击或按空格键射门', {
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- fontSize: '16px',
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- fill: '#ffffff',
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- backgroundColor: 'rgba(0,0,0,0.5)',
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- padding: { x: 5, y: 2 }
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- }).setOrigin(0.5);
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- this.shootHint.setDepth(10);
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+ // 移除提示文本
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+ if (this.shootHint) {
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+ this.shootHint.destroy();
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+ this.shootHint = null;
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+ }
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+ if (this.shootTimerText) {
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+ this.shootTimerText.destroy();
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+ this.shootTimerText = null;
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+ }
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- // 射门控制
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- this.input.keyboard.on('keydown-SPACE', this.shootBall, this);
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- this.input.on('pointerdown', this.shootBall, this);
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+ // 显示超时提示
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+ const timeoutText = this.add.text(GAME_WIDTH / 2, GAME_HEIGHT / 2, '射门超时!', {
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+ fontSize: '24px',
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+ fill: '#f00',
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+ stroke: '#000000',
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+ strokeThickness: 2
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+ }).setOrigin(0.5);
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+ timeoutText.setDepth(10);
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+
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+ // 2秒后返回奔跑场景
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+ this.time.addEvent({
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+ delay: 2000,
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+ callback: () => {
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+ timeoutText.destroy();
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+ this.ball.destroy();
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+ this.resetToRunningScene();
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+ // 恢复计分定时器
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+ if (this.timer) {
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+ this.timer.paused = false;
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+ }
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+ },
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+ callbackScope: this
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+ });
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+}
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+
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+shootBall() {
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+ if (!this.isShooting) return;
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+
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+ // 清除超时计时器
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+ if (this.shootTimeout) {
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+ this.shootTimeout.remove();
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+ this.shootTimeout = null;
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}
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- shootBall() {
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- if (!this.isShooting) return;
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+ // 移除时间显示文本
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+ if (this.shootTimerText) {
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+ this.shootTimerText.destroy();
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+ this.shootTimerText = null;
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+ }
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- // 禁用输入
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- this.input.keyboard.off('keydown-SPACE', this.shootBall, this);
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- this.input.off('pointerdown', this.shootBall, this);
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- // 移除射门模式下的左右移动监听(如果添加了)
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- this.input.keyboard.off('keydown-LEFT');
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- this.input.keyboard.off('keydown-RIGHT');
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+ // 禁用输入
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+ this.input.keyboard.off('keydown-SPACE', this.shootBall, this);
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+ this.input.off('pointerdown', this.shootBall, this);
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+ this.input.keyboard.off('keydown-LEFT');
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+ this.input.keyboard.off('keydown-RIGHT');
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- if (this.shootHint) {
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- this.shootHint.destroy();
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- this.shootHint = null;
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- }
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+ if (this.shootHint) {
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+ this.shootHint.destroy();
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+ this.shootHint = null;
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+ }
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- // 计算龙门网内的目标位置
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- const goalNetY = this.goal.y + 30;
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- const goalNetX = this.player.x;
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-
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- // 创建射门动画
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- const ballTween = this.tweens.add({
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- targets: this.ball,
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- x: goalNetX,
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- y: goalNetY,
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- duration: 1000,
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- ease: 'Power1',
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- onComplete: () => {
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- if (!this.ball || !this.ball.active) return;
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-
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- // 判断是否成功
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- const isSuccess = Phaser.Math.Between(0, 1) === 1;
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- if (isSuccess) {
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- this.score += 3;
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- this.updateScore();
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- this.ball.setDepth(6.5); // 成功:足球在守门员后方(网内)
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- this.successShoot();
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- } else {
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- this.ball.setDepth(7.5); // 失败:足球在守门员前方
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- this.failShoot();
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- }
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- ballTween.remove();
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+ // 计算龙门网内的目标位置
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+ const goalNetY = this.goal.y + 30;
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+ const goalNetX = this.player.x;
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+
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+ // 创建射门动画
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+ const ballTween = this.tweens.add({
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+ targets: this.ball,
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+ x: goalNetX,
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+ y: goalNetY,
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+ duration: 1000,
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+ ease: 'Power1',
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+ onComplete: () => {
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+ if (!this.ball || !this.ball.active) return;
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+
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+ // 判断是否成功
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+ const isSuccess = Phaser.Math.Between(0, 1) === 1;
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+ if (isSuccess) {
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+ this.score += 3;
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+ this.updateScore();
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+ this.ball.setDepth(6.5); // 成功:足球在守门员后方(网内)
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+ this.successShoot();
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+ } else {
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+ this.ball.setDepth(7.5); // 失败:足球在守门员前方
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+ this.failShoot();
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}
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- });
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- }
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+ ballTween.remove();
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+ }
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+ });
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+}
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// 射门成功处理
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successShoot() {
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this.isShooting = false;
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@@ -855,31 +940,43 @@ class GameScene extends Phaser.Scene {
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}
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// 重置为奔跑场景
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- resetToRunningScene() {
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- this.clearScene();
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-
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- // 重置玩家状态
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- if (this.player) {
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- this.player.setTexture('playerAnim');
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- this.player.setPosition(GAME_WIDTH / 2, GAME_HEIGHT - 100);
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- this.player.setVelocity(0);
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- }
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+resetToRunningScene() {
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+ // 确保清除超时计时器
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+ if (this.shootTimeout) {
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+ this.shootTimeout.remove();
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+ this.shootTimeout = null;
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+ }
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+
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+ // 清除时间显示文本
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+ if (this.shootTimerText) {
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+ this.shootTimerText.destroy();
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+ this.shootTimerText = null;
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+ }
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- // 恢复背景和游戏状态
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- if (this.background) this.background.setTexture('grass');
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- this.gameActive = true;
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- this.isShooting = false;
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+ this.clearScene();
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- // 关键:确保所有射门场景元素被彻底清理
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- if (this.ball) {
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- this.ball.destroy();
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- this.ball = null; // 显式置空引用
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|
|
- }
|
|
|
+ // 重置玩家状态
|
|
|
+ if (this.player) {
|
|
|
+ this.player.setTexture('playerAnim');
|
|
|
+ this.player.setPosition(GAME_WIDTH / 2, GAME_HEIGHT - 100);
|
|
|
+ this.player.setVelocity(0);
|
|
|
+ }
|
|
|
|
|
|
- // 重新开始生成障碍物
|
|
|
- this.startSpawning();
|
|
|
+ // 恢复背景和游戏状态
|
|
|
+ if (this.background) this.background.setTexture('grass');
|
|
|
+ this.gameActive = true;
|
|
|
+ this.isShooting = false;
|
|
|
+
|
|
|
+ // 确保足球被销毁
|
|
|
+ if (this.ball) {
|
|
|
+ this.ball.destroy();
|
|
|
+ this.ball = null;
|
|
|
}
|
|
|
|
|
|
+ // 重新开始生成障碍物
|
|
|
+ this.startSpawning();
|
|
|
+}
|
|
|
+
|
|
|
gameOver() {
|
|
|
this.gameActive = false;
|
|
|
|
|
@@ -1246,7 +1343,7 @@ const getInit = async () => {
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|
|
boxes.value = [{ x: arr[0], y: arr[3] }, { x: arr[0], y: arr[1] }, { x: arr[2], y: arr[1] }, { x: arr[2], y: arr[3] }]
|
|
|
proportion.value = (clientObj.value.height / (arr[3] - arr[1])).toFixed(2);
|
|
|
}
|
|
|
- getCanvas();
|
|
|
+ //getCanvas();
|
|
|
}
|
|
|
if (e?.cmd == 'terminate_bodyposecontroller') {
|
|
|
if (e?.code == 0) {
|