Commit 61249a20 authored by haiyoucuv's avatar haiyoucuv

init

parent c8b06f72
...@@ -20,7 +20,7 @@ ...@@ -20,7 +20,7 @@
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}, },
"ver": "1.0.12", "ver": "1.0.12",
...@@ -129,6 +129,6 @@ ...@@ -129,6 +129,6 @@
"type": "sprite-frame", "type": "sprite-frame",
"hasAlpha": true, "hasAlpha": true,
"fixAlphaTransparencyArtifacts": false, "fixAlphaTransparencyArtifacts": false,
"redirect": "74a5a14c-636e-4b82-a474-43ef9ca6a905@6c48a" "redirect": "43c59b6a-9114-43aa-819f-e9e86aa3a0b0@6c48a"
} }
} }
...@@ -11,7 +11,6 @@ const { ccclass, property } = _decorator; ...@@ -11,7 +11,6 @@ const { ccclass, property } = _decorator;
@ccclass("AIController") @ccclass("AIController")
export class AIController { export class AIController {
private snake: Snake; private snake: Snake;
private state: AIState = AIState.WANDERING;
private params: AIBehaviorParams; private params: AIBehaviorParams;
private perception: AIPerception; private perception: AIPerception;
private decision: AIDecision; private decision: AIDecision;
...@@ -30,7 +29,7 @@ export class AIController { ...@@ -30,7 +29,7 @@ export class AIController {
// 感知环境 // 感知环境
const environment = this.perception.analyze(); const environment = this.perception.analyze();
// 决策 // 决策
const decision = this.decision.makeDecision(environment); const decision = this.decision.makeDecision(environment);
......
...@@ -14,8 +14,8 @@ export class AISnake extends Snake { ...@@ -14,8 +14,8 @@ export class AISnake extends Snake {
async init(config: any) { async init(config: any) {
await super.init(config); await super.init(config);
const difficulty = 1 + Math.random() * 4; // const difficulty = 1 + Math.random() * 4;
this.aiController = new AIController(this, difficulty); this.aiController = new AIController(this, 5);
} }
onEnable() { onEnable() {
......
...@@ -22,10 +22,6 @@ export class FastBtn extends Component { ...@@ -22,10 +22,6 @@ export class FastBtn extends Component {
@property(Sprite) @property(Sprite)
sp: Sprite = null; sp: Sprite = null;
// 按钮颜色状态
private c1 = new Color(255, 255, 255, 220); // 按下时的颜色
private c2 = new Color(200, 200, 200, 200); // 松开时的颜色
onLoad() { onLoad() {
// 注册触摸事件 // 注册触摸事件
this.node.on(Node.EventType.TOUCH_START, this.onTouchStart, this); this.node.on(Node.EventType.TOUCH_START, this.onTouchStart, this);
...@@ -36,12 +32,10 @@ export class FastBtn extends Component { ...@@ -36,12 +32,10 @@ export class FastBtn extends Component {
// 按下时的处理 // 按下时的处理
onTouchStart() { onTouchStart() {
this.isFast = true; this.isFast = true;
this.sp.color = this.c2;
} }
// 松开时的处理 // 松开时的处理
onTouchEnd() { onTouchEnd() {
this.isFast = false; this.isFast = false;
this.sp.color = this.c1;
} }
} }
\ No newline at end of file
import { _decorator, Node, UITransform, v3, v2, misc, Component, EventTouch, Vec2 } from "cc"; import { _decorator, Node, UITransform, v3, v2, misc, Component, EventTouch, Vec2, Sprite, SpriteFrame } from "cc";
const { ccclass, property } = _decorator; const { ccclass, property } = _decorator;
...@@ -8,90 +8,100 @@ const { ccclass, property } = _decorator; ...@@ -8,90 +8,100 @@ const { ccclass, property } = _decorator;
@ccclass("Joystick") @ccclass("Joystick")
export class Joystick extends Component { export class Joystick extends Component {
@property(Node) @property(Node)
private handle: Node = null; private handle: Node = null;
private maxRadius = 100; @property(Sprite)
private bg: Sprite = null;
/** 方向向量 */
private dir: Vec2 = v2(0, 0); @property(SpriteFrame) normalSp: SpriteFrame = null;
@property(SpriteFrame) pressedSp: SpriteFrame = null;
/** 当前角度 */
public angle: number = 0; private maxRadius = 100;
onLoad() { /** 方向向量 */
private dir: Vec2 = v2(0, 0);
this.maxRadius = this.getComponent(UITransform).contentSize.width / 2;
/** 当前角度 */
// 注册触摸事件 public angle: number = 0;
this.node.on(Node.EventType.TOUCH_START, this.onTouchStart, this);
this.node.on(Node.EventType.TOUCH_MOVE, this.onTouchMove, this); onLoad() {
this.node.on(Node.EventType.TOUCH_END, this.onTouchEnd, this);
this.node.on(Node.EventType.TOUCH_CANCEL, this.onTouchEnd, this); this.bg.spriteFrame = this.normalSp;
}
this.maxRadius = this.getComponent(UITransform).contentSize.width / 2;
/**
* 触摸开始回调 // 注册触摸事件
*/ this.node.on(Node.EventType.TOUCH_START, this.onTouchStart, this);
onTouchStart(event: EventTouch) { this.node.on(Node.EventType.TOUCH_MOVE, this.onTouchMove, this);
this.calcPos(event.getUILocation()); this.node.on(Node.EventType.TOUCH_END, this.onTouchEnd, this);
} this.node.on(Node.EventType.TOUCH_CANCEL, this.onTouchEnd, this);
}
/**
* 触摸移动回调 /**
*/ * 触摸开始回调
onTouchMove(event: EventTouch) { */
this.calcPos(event.getUILocation()); onTouchStart(event: EventTouch) {
} this.calcPos(event.getUILocation());
this.bg.spriteFrame = this.pressedSp;
/** }
* 触摸结束回调
*/ /**
onTouchEnd(event: EventTouch) { * 触摸移动回调
// 重置方向和圆点位置 */
this.dir.x = this.dir.y = 0; onTouchMove(event: EventTouch) {
this.handle.setPosition(0, 0); this.calcPos(event.getUILocation());
} }
/** /**
* 计算圆点位置和角度 * 触摸结束回调
*/ */
calcPos = (() => { onTouchEnd(event: EventTouch) {
const worldPos = v3(); // 重置方向和圆点位置
const nodePos = v3(); this.dir.x = this.dir.y = 0;
this.handle.setPosition(0, 0);
return (pos: Vec2) => { this.bg.spriteFrame = this.normalSp;
}
worldPos.x = pos.x;
worldPos.y = pos.y; /**
* 计算圆点位置和角度
// 转换到节点本地坐标 */
this.getComponent(UITransform).convertToNodeSpaceAR(worldPos, nodePos); calcPos = (() => {
nodePos.z = 0; const worldPos = v3();
const nodePos = v3();
// 计算长度并限制在最大半径内
const len = nodePos.length(); return (pos: Vec2) => {
if (len > this.maxRadius) {
nodePos.multiplyScalar(this.maxRadius / len); worldPos.x = pos.x;
} worldPos.y = pos.y;
this.handle.setPosition(nodePos); // 转换到节点本地坐标
this.getComponent(UITransform).convertToNodeSpaceAR(worldPos, nodePos);
nodePos.normalize(); nodePos.z = 0;
this.dir.set(nodePos.x, nodePos.y); // 计算长度并限制在最大半径内
const len = nodePos.length();
// 计算角度 if (len > this.maxRadius) {
this.angle = this.vectorsToDegree(this.dir); nodePos.multiplyScalar(this.maxRadius / len);
}; }
})();
this.handle.setPosition(nodePos);
/**
* 向量转角度 nodePos.normalize();
*/
vectorsToDegree(vector: Vec2): number { this.dir.set(nodePos.x, nodePos.y);
const right = v2(1, 0);
const radian = vector.signAngle(right); // 计算角度
return misc.radiansToDegrees(radian); this.angle = this.vectorsToDegree(this.dir);
} };
})();
/**
* 向量转角度
*/
vectorsToDegree(vector: Vec2): number {
const right = v2(1, 0);
const radian = vector.signAngle(right);
return misc.radiansToDegrees(radian);
}
} }
\ No newline at end of file
...@@ -19,12 +19,9 @@ export class Global { ...@@ -19,12 +19,9 @@ export class Global {
) / 100; ) / 100;
/** 地图宽度 */ /** 地图宽度 */
public static MAP_WIDTH: number = 5000; public static MAP_WIDTH: number = 6000;
/** 地图高度 */ /** 地图高度 */
public static MAP_HEIGHT: number = 4000; public static MAP_HEIGHT: number = 4200;
/** 当前皮肤ID */
public static skinId: number = 0;
} }
\ No newline at end of file
...@@ -20,6 +20,8 @@ import Scene from "../../../Module/Scene"; ...@@ -20,6 +20,8 @@ import Scene from "../../../Module/Scene";
import { executePreFrame, getItemGenerator } from "../../Utils/ExecutePreFrame"; import { executePreFrame, getItemGenerator } from "../../Utils/ExecutePreFrame";
import { Player } from "./Player"; import { Player } from "./Player";
import { AISnake } from "./AISnake"; import { AISnake } from "./AISnake";
import { Quadtree } from "./QuadTree/QuadTree";
import { QuadTreeNode } from "./QuadTree/QuadTreeNode";
const { ccclass, property } = _decorator; const { ccclass, property } = _decorator;
...@@ -79,9 +81,19 @@ export class MainGame extends Scene { ...@@ -79,9 +81,19 @@ export class MainGame extends Scene {
return MainGame._ins; return MainGame._ins;
} }
// quadTree: Quadtree = null;
// private _lastQuadTreeUpdate: number = 0;
// private readonly QUAD_TREE_UPDATE_INTERVAL = 1 / 60; // 可以根据需求调整更新频率
async onLoad() { async onLoad() {
MainGame._ins = this; MainGame._ins = this;
// this.quadTree = new Quadtree({
// x: 0, y: 0,
// width: Global.MAP_WIDTH,
// height: Global.MAP_HEIGHT,
// }, 25, 6);
PhysicsSystem2D.instance.enable = true; PhysicsSystem2D.instance.enable = true;
// PhysicsSystem2D.instance.gravity = math.Vec2.ZERO; // PhysicsSystem2D.instance.gravity = math.Vec2.ZERO;
// PhysicsSystem2D.instance.debugDrawFlags = EPhysics2DDrawFlags.Aabb | // PhysicsSystem2D.instance.debugDrawFlags = EPhysics2DDrawFlags.Aabb |
...@@ -115,6 +127,7 @@ export class MainGame extends Scene { ...@@ -115,6 +127,7 @@ export class MainGame extends Scene {
// 初始化食物和NPC // 初始化食物和NPC
this.fondManger.init(this.maxFood); this.fondManger.init(this.maxFood);
this.initAnimal(this.maxAnimal); this.initAnimal(this.maxAnimal);
// this.initAnimal(1);
// 设置游戏状态 // 设置游戏状态
this.setGameState(GameState.PLAY); this.setGameState(GameState.PLAY);
...@@ -132,7 +145,7 @@ export class MainGame extends Scene { ...@@ -132,7 +145,7 @@ export class MainGame extends Scene {
if (this.state == GameState.READY) return; if (this.state == GameState.READY) return;
// 更新UI提示 // 更新UI提示
this.LTips.string = `长度:${this.player.getSnakeLen()}}`; this.LTips.string = `长度:${this.player.getSnakeLen()}, 四叉树节点个数:${QuadTreeNode.caches.length}`;
this.player.onUpdate(dt); this.player.onUpdate(dt);
...@@ -143,8 +156,51 @@ export class MainGame extends Scene { ...@@ -143,8 +156,51 @@ export class MainGame extends Scene {
this.animalNode.children.forEach(child => { this.animalNode.children.forEach(child => {
child.getComponent(AISnake)?.onUpdate(dt); child.getComponent(AISnake)?.onUpdate(dt);
}); });
// 更新四叉树
// this._lastQuadTreeUpdate += dt;
// if (this._lastQuadTreeUpdate >= this.QUAD_TREE_UPDATE_INTERVAL) {
// this.updateQuadTree();
// this._lastQuadTreeUpdate = 0;
// }
// // 处理碰撞检测
// this.handleCollisions();
} }
// private updateQuadTree() {
// // 清空四叉树
// this.quadTree.clear();
// // 重新插入所有节点
// for (const node of QuadTreeNode.caches) {
// if (node.node.active && node.enabled) {
// this.quadTree.insert(node);
// }
// }
// for (const node of QuadTreeNode.staticCaches) {
// if (node.node.active && node.enabled) {
// this.quadTree.insert(node);
// }
// }
// }
// private handleCollisions() {
// // 使用四叉树进行碰撞检测
// for (const node of QuadTreeNode.caches) {
// if (!node.node.active) continue;
// const potentialCollisions = this.quadTree.retrieve(node);
// // 检查具体的碰撞
// for (const other of potentialCollisions) {
// if (node.intersects(other)) {
// // 处理碰撞
// node.emit(QuadTreeNode.EventType.COLLISION, node, other);
// }
// }
// }
// }
onPause() { onPause() {
this.setGameState(GameState.PAUSE); this.setGameState(GameState.PAUSE);
console.log("pause"); console.log("pause");
...@@ -190,6 +246,9 @@ export class MainGame extends Scene { ...@@ -190,6 +246,9 @@ export class MainGame extends Scene {
node.getComponent(AISnake)?.init({ node.getComponent(AISnake)?.init({
x, y, x, y,
// x: 50,
// y: 50,
bodyCount: 100,
angle: math.randomRangeInt(0, 360), angle: math.randomRangeInt(0, 360),
skinName: "default", skinName: "default",
}); });
......
...@@ -6,26 +6,14 @@ import { executePreFrame, getItemGenerator } from "db://assets/Scripts/Utils/Exe ...@@ -6,26 +6,14 @@ import { executePreFrame, getItemGenerator } from "db://assets/Scripts/Utils/Exe
const { ccclass, property } = _decorator; const { ccclass, property } = _decorator;
/**
* 食物项配置
*/
@ccclass("Item")
class Item {
@property({ type: FoodType })
type: FoodType = FoodType.FOOD;
@property(SpriteFrame)
sp: SpriteFrame = null;
}
/** /**
* 食物管理器 * 食物管理器
*/ */
@ccclass("FondManger") @ccclass("FondManger")
export class FondManger extends Component { export class FondManger extends Component {
@property({ type: [Item] }) @property({ type: [SpriteFrame] })
private foods: Item[] = []; private foods: SpriteFrame[] = [];
@property(Prefab) @property(Prefab)
private foodPrefab: Prefab = null; private foodPrefab: Prefab = null;
...@@ -84,12 +72,12 @@ export class FondManger extends Component { ...@@ -84,12 +72,12 @@ export class FondManger extends Component {
node.angle = math.randomRange(0, 360); node.angle = math.randomRange(0, 360);
node.setScale(1, 1); node.setScale(1, 1);
node.setPosition(x, y); node.setPosition(x, y);
node.getComponent(Sprite).spriteFrame = this.foods[index].sp; node.getComponent(Sprite).spriteFrame = this.foods[index];
// 设置碰撞类型 // 设置碰撞类型
const collider = node.getComponent(Collider2D); const collider = node.getComponent(Collider2D);
if (collider) { if (collider) {
collider.tag = this.foods[index].type; collider.tag = FoodType.FOOD;
} }
node.active = true; node.active = true;
......
{ {
"ver": "1.1.50", "ver": "1.2.0",
"importer": "scene", "importer": "directory",
"imported": true, "imported": true,
"uuid": "fa60c8c8-f313-4702-b075-c3a33a34c831", "uuid": "8b108b96-e7f6-43d0-ac12-d8592c60c2a5",
"files": [ "files": [],
".json"
],
"subMetas": {}, "subMetas": {},
"userData": {} "userData": {}
} }
import { QuadTreeNode } from "./QuadTreeNode";
export class Quadtree {
public max_objects: number;
public max_levels: number;
public level: number;
public bounds: {
x: number;
y: number;
width: number;
height: number;
};
public objects: Array<QuadTreeNode>;
public nodes: Array<Quadtree>;
// 缓存常用计算结果
private verticalMidpoint: number;
private horizontalMidpoint: number;
private subWidth: number;
private subHeight: number;
/**
* Quadtree Constructor
* @param {Object} bounds bounds of the node { x, y, width, height }
* @param {number} max_objects (optional) max objects a node can hold before splitting into 4 subnodes (default: 10)
* @param {number} max_levels (optional) total max levels inside root Quadtree (default: 4)
* @param {number} level (optional) depth level, required for subnodes (default: 0)
*/
constructor(bounds: { x: number; y: number; width: number; height: number },
max_objects: number = 10,
max_levels: number = 4,
level: number = 0) {
this.max_objects = max_objects;
this.max_levels = max_levels;
this.level = level;
this.bounds = bounds;
this.objects = [];
this.nodes = [];
// 预计算常用值
this.verticalMidpoint = bounds.x + (bounds.width * 0.5);
this.horizontalMidpoint = bounds.y + (bounds.height * 0.5);
this.subWidth = bounds.width * 0.5;
this.subHeight = bounds.height * 0.5;
}
// 对象池用于复用四叉树节点
private static nodePool: Quadtree[] = [];
private static createNode(bounds: any, max_objects: number, max_levels: number, level: number): Quadtree {
if (this.nodePool.length > 0) {
const node = this.nodePool.pop();
node.init(bounds, max_objects, max_levels, level);
return node;
}
return new Quadtree(bounds, max_objects, max_levels, level);
}
private init(bounds: any, max_objects: number, max_levels: number, level: number): void {
this.bounds = bounds;
this.max_objects = max_objects;
this.max_levels = max_levels;
this.level = level;
this.objects.length = 0;
this.nodes.length = 0;
this.verticalMidpoint = bounds.x + (bounds.width * 0.5);
this.horizontalMidpoint = bounds.y + (bounds.height * 0.5);
this.subWidth = bounds.width * 0.5;
this.subHeight = bounds.height * 0.5;
}
/**
* Split the node into 4 subnodes
*/
split(): void {
const nextLevel = this.level + 1;
const x = this.bounds.x;
const y = this.bounds.y;
// 使用对象池创建子节点
this.nodes[0] = Quadtree.createNode({
x: x + this.subWidth,
y: y,
width: this.subWidth,
height: this.subHeight
}, this.max_objects, this.max_levels, nextLevel);
this.nodes[1] = Quadtree.createNode({
x: x,
y: y,
width: this.subWidth,
height: this.subHeight
}, this.max_objects, this.max_levels, nextLevel);
this.nodes[2] = Quadtree.createNode({
x: x,
y: y + this.subHeight,
width: this.subWidth,
height: this.subHeight
}, this.max_objects, this.max_levels, nextLevel);
this.nodes[3] = Quadtree.createNode({
x: x + this.subWidth,
y: y + this.subHeight,
width: this.subWidth,
height: this.subHeight
}, this.max_objects, this.max_levels, nextLevel);
}
/**
* Determine which node the object belongs to
* @return Array an array of indexes of the intersecting subnodes
* (0-3 = top-right, top-left, bottom-left, bottom-right / ne, nw, sw, se)
* @param node
*/
getIndex(node: QuadTreeNode): number[] {
const indexes: number[] = [];
// 使用预计算的中点值
const startIsNorth = node.y < this.horizontalMidpoint;
const startIsWest = node.x < this.verticalMidpoint;
const endIsEast = node.x + node.width > this.verticalMidpoint;
const endIsSouth = node.y + node.height > this.horizontalMidpoint;
if (startIsNorth && endIsEast) indexes.push(0);
if (startIsWest && startIsNorth) indexes.push(1);
if (startIsWest && endIsSouth) indexes.push(2);
if (endIsEast && endIsSouth) indexes.push(3);
return indexes;
}
/**
* Insert the object into the node. If the node
* exceeds the capacity, it will split and add all
* objects to their corresponding subnodes.
* @param node
*/
insert(node: QuadTreeNode): void {
if (this.nodes.length) {
const indexes = this.getIndex(node);
for (let i = 0; i < indexes.length; i++) {
this.nodes[indexes[i]].insert(node);
}
return;
}
this.objects.push(node);
if (this.objects.length > this.max_objects && this.level < this.max_levels) {
if (!this.nodes.length) {
this.split();
}
// 使用临时数组避免频繁的数组操作
const tempObjects = this.objects;
this.objects = [];
for (let i = 0; i < tempObjects.length; i++) {
const obj = tempObjects[i];
const indexes = this.getIndex(obj);
for (let k = 0; k < indexes.length; k++) {
this.nodes[indexes[k]].insert(obj);
}
}
}
}
// 使用 Set 来去重,比 filter 更快
private static uniqueSet = new Set<QuadTreeNode>();
/**
* Return all objects that could collide with the given object
* @return Array array with all detected objects
* @param node
*/
retrieve(node: QuadTreeNode): QuadTreeNode[] {
const indexes = this.getIndex(node);
let returnObjects = this.objects;
if (this.nodes.length) {
for (let i = 0; i < indexes.length; i++) {
returnObjects = returnObjects.concat(this.nodes[indexes[i]].retrieve(node));
}
}
// 只在根节点进行去重
if (this.level === 0 && returnObjects.length > 0) {
Quadtree.uniqueSet.clear();
for (let i = 0; i < returnObjects.length; i++) {
Quadtree.uniqueSet.add(returnObjects[i]);
}
returnObjects = Array.from(Quadtree.uniqueSet);
}
return returnObjects;
}
/**
* Clear the quadtree
*/
clear(): void {
this.objects.length = 0;
for (let i = 0; i < this.nodes.length; i++) {
if (this.nodes[i]) {
this.nodes[i].clear();
// 将节点放回对象池
Quadtree.nodePool.push(this.nodes[i]);
}
}
this.nodes.length = 0;
}
}
\ No newline at end of file
...@@ -2,7 +2,7 @@ ...@@ -2,7 +2,7 @@
"ver": "4.0.24", "ver": "4.0.24",
"importer": "typescript", "importer": "typescript",
"imported": true, "imported": true,
"uuid": "dc0b514c-23bb-45a3-8be7-f804869835a2", "uuid": "e5b5f08a-3074-45b3-9632-7a2d06a5cf08",
"files": [], "files": [],
"subMetas": {}, "subMetas": {},
"userData": {} "userData": {}
......
import { _decorator, ccenum, Component, Enum, Eventify, PhysicsGroup, PhysicsSystem2D, v2, Vec2 } from "cc";
const { property, ccclass } = _decorator;
export enum EShapeType {
Rect = 0,
Circle = 1,
}
const ShapeType = Enum(EShapeType);
enum QuadTreeNodeEvent {
COLLISION = "collision",
}
enum QuadTreeNodeType {
Moveable = 0,
Static = 1,
}
ccenum(QuadTreeNodeType);
@ccclass("QuadTreeNode")
export class QuadTreeNode extends Eventify(Component) {
static EventType = QuadTreeNodeEvent;
static staticCaches: QuadTreeNode[] = [];
static caches: QuadTreeNode[] = [];
@property({ type: QuadTreeNodeType })
type = QuadTreeNodeType.Moveable;
@property({ type: PhysicsGroup })
group = PhysicsGroup.DEFAULT;
@property({ type: ShapeType, displayName: "Shape" })
shapeType = ShapeType.Rect; //for bound culling
@property
tag: number = 0;
@property({ type: Vec2 })
offset: Vec2 = v2(0, 0);
@property({
visible() {
return this.shapeType == EShapeType.Rect;
}
})
width: number = 0;
@property({
visible() {
return this.shapeType == EShapeType.Rect;
}
})
height: number = 0;
@property({
visible() {
return this.shapeType == EShapeType.Circle;
}
})
radius: number = 0;
get worldScaleX(): number {
return this.node.worldScale.x;
}
get worldScaleY(): number {
return this.node.worldScale.y;
}
get x(): number {
return this.node.worldPosition.x + this.offset.x * this.worldScaleX;
}
get y(): number {
return this.node.worldPosition.y + this.offset.y * this.worldScaleY; // for 2d
}
// get z(): number {
// return this.node.position.z;
// }
mask: number = 0;
protected onLoad() {
this.mask = PhysicsSystem2D.instance.collisionMatrix[this.group];
if (this.type == QuadTreeNodeType.Static) {
QuadTreeNode.staticCaches.push(this);
} else {
QuadTreeNode.caches.push(this);
}
}
onDestroy() {
if (this.type == QuadTreeNodeType.Static) {
QuadTreeNode.staticCaches.splice(QuadTreeNode.staticCaches.indexOf(this), 1);
} else {
QuadTreeNode.caches.splice(QuadTreeNode.caches.indexOf(this), 1);
}
}
intersects(other: QuadTreeNode): boolean {
if (this == other) return false;
const { group, shapeType } = this;
if (!(group & other.mask)) return false;
if (shapeType == EShapeType.Rect) {
return this.intersectsRect(other);
} else if (shapeType == EShapeType.Circle) {
return this.intersectsCircle(other);
}
}
intersectsCircle(other: QuadTreeNode): boolean {
if (this.shapeType == EShapeType.Rect) {
return this.intersectsRectAndCircle(this, other);
}
const totalRadius = this.radius * this.worldScaleX + other.radius * other.worldScaleX;
const totalRadiusSquared = totalRadius * totalRadius;
return Vec2.squaredDistance(other, this) <= totalRadiusSquared;
}
intersectsRect(other: QuadTreeNode): boolean {
if (this.shapeType == EShapeType.Circle) {
this.intersectsRectAndCircle(other, this);
} else {
const {
x: sX, y: sY,
worldScaleX: sSx, worldScaleY: sSy,
width: sW, height: sH
} = this;
const {
x: oX, y: oY,
worldScaleX: oSx, worldScaleY: oSy,
width: oW, height: oH
} = other;
const maxAx = sX + sW * sSx;
const maxAy = sY + sH * sSy;
const maxBx = oX + oW * oSx;
const maxBy = oY + oH * oSy;
return !(maxAx <= oX || maxBx <= sX || maxAy <= oY || maxBy <= sY);
}
return false;
}
intersectsRectAndCircle(rect: QuadTreeNode, circle: QuadTreeNode): boolean {
const cx = circle.x;
const cy = circle.y;
const rx = rect.x;
const ry = rect.y;
const rw = rect.width * rect.worldScaleX;
const rh = rect.height * rect.worldScaleX;
// temporary variables to set edges for testing
let testX = cx;
let testY = cy;
// which edge is closest?
if (cx < rx) testX = rx; // test left edge
else if (cx > rx + rw) testX = rx + rw; // right edge
if (cy < ry) testY = ry; // top edge
else if (cy > ry + rh) testY = ry + rh; // bottom edge
// get distance from closest edges
const distX = cx - testX;
const distY = cy - testY;
const disSquared = (distX * distX) + (distY * distY);
// if the distance is less than the radius, collision!
const totalRadius = circle.radius * circle.worldScaleX;
return disSquared <= totalRadius * totalRadius;
}
}
\ No newline at end of file
{
"ver": "4.0.24",
"importer": "typescript",
"imported": true,
"uuid": "1823f0ed-2316-4e12-b6d4-953c39588466",
"files": [],
"subMetas": {},
"userData": {}
}
...@@ -9,7 +9,7 @@ import { ...@@ -9,7 +9,7 @@ import {
Prefab, Prefab,
Sprite, Sprite,
SpriteFrame, SpriteFrame,
tween, tween, UITransform,
v2, v2,
v3, v3,
Vec3, Vec3,
...@@ -48,6 +48,7 @@ export class Snake extends Component { ...@@ -48,6 +48,7 @@ export class Snake extends Component {
private imgHead: SpriteFrame = null; private imgHead: SpriteFrame = null;
private imgBody1: SpriteFrame = null; private imgBody1: SpriteFrame = null;
private imgBody2: SpriteFrame = null; private imgBody2: SpriteFrame = null;
private imgTail: SpriteFrame = null;
// 蛇的状态 // 蛇的状态
isLife: boolean = false; isLife: boolean = false;
...@@ -62,14 +63,14 @@ export class Snake extends Component { ...@@ -62,14 +63,14 @@ export class Snake extends Component {
private ready: boolean = false; private ready: boolean = false;
get radius() { get radius() {
return this.scale * 50; return this.scale * 29;
} }
// 初始化方法 // 初始化方法
public async init(config: IInitConfig = {}) { public async init(config: IInitConfig = {}) {
const { const {
x = 0, y = 0, angle = 0, scale = 0.2, x = 0, y = 0, angle = 0, scale = 0.5,
skinName = "default", bodyCount = 5, skinName = "default", bodyCount = 5,
} = config; } = config;
...@@ -88,6 +89,11 @@ export class Snake extends Component { ...@@ -88,6 +89,11 @@ export class Snake extends Component {
this.head.setScale(scale, scale); this.head.setScale(scale, scale);
this.head.getComponent(Sprite).spriteFrame = this.imgHead; this.head.getComponent(Sprite).spriteFrame = this.imgHead;
const hw = this.imgHead.originalSize.width;
const bw = this.imgBody1.originalSize.width;
// this.head.getComponent(UITransform).anchorX = (bw / 2) / hw;
this.head.getComponent(UITransform).anchorX = (bw / 2) / hw;
// 创建身体节点 // 创建身体节点
for (let i = 0; i < bodyCount; i++) { for (let i = 0; i < bodyCount; i++) {
const body = PoolManager.instance.getNode(this.bodyPrefab, this.node); const body = PoolManager.instance.getNode(this.bodyPrefab, this.node);
...@@ -99,9 +105,15 @@ export class Snake extends Component { ...@@ -99,9 +105,15 @@ export class Snake extends Component {
body.setScale(scale, scale); body.setScale(scale, scale);
// 设置身体部分的贴图 // 设置身体部分的贴图
body.getComponent(Sprite).spriteFrame = i % 2 == 0 ? this.imgBody1 : this.imgBody2; if (i == bodyCount - 1 && this.imgTail) {
body.getComponent(Sprite).spriteFrame = this.imgTail;
const tw = this.imgTail.originalSize.width;
body.getComponent(UITransform).anchorX = (bw / 2) / tw;
} else {
body.getComponent(Sprite).spriteFrame = i % 2 == 0 ? this.imgBody1 : this.imgBody2;
}
body.active = false; // body.active = false;
this.bodyArr.push(body); this.bodyArr.push(body);
} }
...@@ -113,7 +125,8 @@ export class Snake extends Component { ...@@ -113,7 +125,8 @@ export class Snake extends Component {
const skin = await loadSkin(skinName); const skin = await loadSkin(skinName);
this.imgHead = skin.getSpriteFrame("head"); this.imgHead = skin.getSpriteFrame("head");
this.imgBody1 = skin.getSpriteFrame("body1"); this.imgBody1 = skin.getSpriteFrame("body1");
this.imgBody2 = skin.getSpriteFrame("body2"); this.imgBody2 = skin.getSpriteFrame("body2") || this.imgBody1;
this.imgTail = skin.getSpriteFrame("tail");
} }
onEnable() { onEnable() {
...@@ -135,7 +148,7 @@ export class Snake extends Component { ...@@ -135,7 +148,7 @@ export class Snake extends Component {
// 碰撞检测 // 碰撞检测
private onBeginHead(selfCollider: Collider2D, otherCollider: Collider2D) { private onBeginHead(selfCollider: Collider2D, otherCollider: Collider2D) {
if (otherCollider.group === PhysicsGroup["Body"] && otherCollider.tag != this.tag) { if (otherCollider.group === PhysicsGroup["Body"] && otherCollider.tag != this.tag) {
this.death(); // this.death();
} }
} }
...@@ -165,13 +178,13 @@ export class Snake extends Component { ...@@ -165,13 +178,13 @@ export class Snake extends Component {
// 能量与成长 // 能量与成长
private addEnergy(value: number) { private addEnergy(value: number) {
this.energy += value; this.energy += value;
const growthThreshold = Math.floor(10 * this.scale); const growthThreshold = Math.floor(4 * this.scale);
if (this.energy >= growthThreshold) { if (this.energy >= growthThreshold) {
this.grow(); this.grow();
this.energy -= growthThreshold; this.energy -= growthThreshold;
if (this.scale < 0.8) { if (this.scale < 1) {
this.scale += 0.005; this.scale += 0.005;
} }
this.speed = 600 * this.scale; this.speed = 600 * this.scale;
...@@ -180,7 +193,10 @@ export class Snake extends Component { ...@@ -180,7 +193,10 @@ export class Snake extends Component {
// 蛇身体生长 // 蛇身体生长
private grow() { private grow() {
const len = this.bodyArr.length; let len = this.bodyArr.length;
if (this.imgTail) {
len -= 1;
}
const newBody = PoolManager.instance.getNode(this.bodyPrefab, this.node); const newBody = PoolManager.instance.getNode(this.bodyPrefab, this.node);
newBody.angle = this.bodyArr[len - 1].angle; newBody.angle = this.bodyArr[len - 1].angle;
newBody.setPosition(this.bodyArr[len - 1].getPosition()); newBody.setPosition(this.bodyArr[len - 1].getPosition());
...@@ -189,12 +205,12 @@ export class Snake extends Component { ...@@ -189,12 +205,12 @@ export class Snake extends Component {
newBody.getComponent(Sprite).spriteFrame = len % 2 == 0 ? this.imgBody1 : this.imgBody2; newBody.getComponent(Sprite).spriteFrame = len % 2 == 0 ? this.imgBody1 : this.imgBody2;
newBody.getComponent(Collider2D).tag = this.tag; newBody.getComponent(Collider2D).tag = this.tag;
newBody.active = isIntersect( // newBody.active = isIntersect(
newBody.getPosition(), // newBody.getPosition(),
this.head.getPosition(), // this.head.getPosition(),
this.vw, // this.vw,
this.vh // this.vh
); // );
this.bodyArr.splice(len, 0, newBody); this.bodyArr.splice(len, 0, newBody);
} }
...@@ -206,7 +222,7 @@ export class Snake extends Component { ...@@ -206,7 +222,7 @@ export class Snake extends Component {
isFast = false; isFast = false;
private positions: Vec3[] = []; // 存储历史位置点 private positions: Vec3[] = []; // 存储历史位置点
private readonly HISTORY_LENGTH = 100; // 增加历史点数量 private readonly HISTORY_LENGTH = 100; // 增加历史点数量
private readonly SEGMENT_SPACING = 8; // 增加节点间距 private readonly SEGMENT_SPACING = 4; // 增加节点间距
moveTime = 1 / 60; moveTime = 1 / 60;
totalTime = 0; totalTime = 0;
...@@ -271,12 +287,12 @@ export class Snake extends Component { ...@@ -271,12 +287,12 @@ export class Snake extends Component {
body.setScale(this.scale, this.scale); body.setScale(this.scale, this.scale);
body.setSiblingIndex(this.bodyArr.length - i); body.setSiblingIndex(this.bodyArr.length - i);
body.active = isIntersect( // body.active = isIntersect(
targetPos, // targetPos,
this.head.getPosition(), // this.head.getPosition(),
this.vw, // this.vw,
this.vh // this.vh
); // );
} }
} }
...@@ -323,8 +339,8 @@ export class Snake extends Component { ...@@ -323,8 +339,8 @@ export class Snake extends Component {
initItem = (index: number) => { initItem = (index: number) => {
const bp = this.bodyArr[index].getPosition(); const bp = this.bodyArr[index].getPosition();
MainGame.ins.fondManger.addFood( MainGame.ins.fondManger.addFood(
math.randomRangeInt(bp.x - 10, bp.x + 11), math.randomRangeInt(bp.x - 5, bp.x + 5),
math.randomRangeInt(bp.y - 20, bp.y + 21) math.randomRangeInt(bp.y - 5, bp.y + 5)
); );
this.bodyArr[index].setPosition(9999, 9999); this.bodyArr[index].setPosition(9999, 9999);
this.bodyArr[index].active = false; this.bodyArr[index].active = false;
...@@ -334,6 +350,8 @@ export class Snake extends Component { ...@@ -334,6 +350,8 @@ export class Snake extends Component {
* 初始化食物 * 初始化食物
*/ */
async initFond(count: number) { async initFond(count: number) {
console.log(count);
await executePreFrame(getItemGenerator(count, this.initItem), 1, this); await executePreFrame(getItemGenerator(count, this.initItem), 1, this);
this.ready = true; this.ready = true;
} }
......
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"_id": "d6rUX5yfhMlKoWX2bSbawx"
},
{
"__type__": "cc.Canvas",
"_name": "",
"_objFlags": 0,
"__editorExtras__": {},
"node": {
"__id__": 2
},
"_enabled": true,
"__prefab": null,
"_cameraComponent": {
"__id__": 4
},
"_alignCanvasWithScreen": true,
"_id": "12O/ljcVlEqLmVm3U2gEOQ"
},
{
"__type__": "cc.Widget",
"_name": "",
"_objFlags": 0,
"__editorExtras__": {},
"node": {
"__id__": 2
},
"_enabled": true,
"__prefab": null,
"_alignFlags": 45,
"_target": null,
"_left": 0,
"_right": 0,
"_top": 5.684341886080802e-14,
"_bottom": 5.684341886080802e-14,
"_horizontalCenter": 0,
"_verticalCenter": 0,
"_isAbsLeft": true,
"_isAbsRight": true,
"_isAbsTop": true,
"_isAbsBottom": true,
"_isAbsHorizontalCenter": true,
"_isAbsVerticalCenter": true,
"_originalWidth": 0,
"_originalHeight": 0,
"_alignMode": 2,
"_lockFlags": 0,
"_id": "c5V1EV8IpMtrIvY1OE9t2u"
},
{
"__type__": "dc0b5FMI7tFo4vn+ASGmDWi",
"_name": "",
"_objFlags": 0,
"__editorExtras__": {},
"node": {
"__id__": 2
},
"_enabled": true,
"__prefab": null,
"body1": {
"__id__": 5
},
"body2": {
"__id__": 10
},
"_id": "5dhZFzZF5L2JLarkfFHoyB"
},
{
"__type__": "cc.SceneGlobals",
"ambient": {
"__id__": 20
},
"shadows": {
"__id__": 21
},
"_skybox": {
"__id__": 22
},
"fog": {
"__id__": 23
},
"octree": {
"__id__": 24
},
"skin": {
"__id__": 25
},
"lightProbeInfo": {
"__id__": 26
},
"postSettings": {
"__id__": 27
},
"bakedWithStationaryMainLight": false,
"bakedWithHighpLightmap": false
},
{
"__type__": "cc.AmbientInfo",
"_skyColorHDR": {
"__type__": "cc.Vec4",
"x": 0,
"y": 0,
"z": 0,
"w": 0.520833125
},
"_skyColor": {
"__type__": "cc.Vec4",
"x": 0,
"y": 0,
"z": 0,
"w": 0.520833125
},
"_skyIllumHDR": 20000,
"_skyIllum": 20000,
"_groundAlbedoHDR": {
"__type__": "cc.Vec4",
"x": 0,
"y": 0,
"z": 0,
"w": 0
},
"_groundAlbedo": {
"__type__": "cc.Vec4",
"x": 0,
"y": 0,
"z": 0,
"w": 0
},
"_skyColorLDR": {
"__type__": "cc.Vec4",
"x": 0.2,
"y": 0.5,
"z": 0.8,
"w": 1
},
"_skyIllumLDR": 20000,
"_groundAlbedoLDR": {
"__type__": "cc.Vec4",
"x": 0.2,
"y": 0.2,
"z": 0.2,
"w": 1
}
},
{
"__type__": "cc.ShadowsInfo",
"_enabled": false,
"_type": 0,
"_normal": {
"__type__": "cc.Vec3",
"x": 0,
"y": 1,
"z": 0
},
"_distance": 0,
"_planeBias": 1,
"_shadowColor": {
"__type__": "cc.Color",
"r": 76,
"g": 76,
"b": 76,
"a": 255
},
"_maxReceived": 4,
"_size": {
"__type__": "cc.Vec2",
"x": 512,
"y": 512
}
},
{
"__type__": "cc.SkyboxInfo",
"_envLightingType": 0,
"_envmapHDR": null,
"_envmap": null,
"_envmapLDR": null,
"_diffuseMapHDR": null,
"_diffuseMapLDR": null,
"_enabled": false,
"_useHDR": true,
"_editableMaterial": null,
"_reflectionHDR": null,
"_reflectionLDR": null,
"_rotationAngle": 0
},
{
"__type__": "cc.FogInfo",
"_type": 0,
"_fogColor": {
"__type__": "cc.Color",
"r": 200,
"g": 200,
"b": 200,
"a": 255
},
"_enabled": false,
"_fogDensity": 0.3,
"_fogStart": 0.5,
"_fogEnd": 300,
"_fogAtten": 5,
"_fogTop": 1.5,
"_fogRange": 1.2,
"_accurate": false
},
{
"__type__": "cc.OctreeInfo",
"_enabled": false,
"_minPos": {
"__type__": "cc.Vec3",
"x": -1024,
"y": -1024,
"z": -1024
},
"_maxPos": {
"__type__": "cc.Vec3",
"x": 1024,
"y": 1024,
"z": 1024
},
"_depth": 8
},
{
"__type__": "cc.SkinInfo",
"_enabled": false,
"_blurRadius": 0.01,
"_sssIntensity": 3
},
{
"__type__": "cc.LightProbeInfo",
"_giScale": 1,
"_giSamples": 1024,
"_bounces": 2,
"_reduceRinging": 0,
"_showProbe": true,
"_showWireframe": true,
"_showConvex": false,
"_data": null,
"_lightProbeSphereVolume": 1
},
{
"__type__": "cc.PostSettingsInfo",
"_toneMappingType": 0
}
]
\ No newline at end of file
import { _decorator, Component, ERaycast2DType, Node, PhysicsGroup, PhysicsSystem2D, Vec2 } from "cc";
const { ccclass, property } = _decorator;
@ccclass('Test')
export class Test extends Component {
@property(Node)
body1: Node = null;
@property(Node)
body2: Node = null;
start() {
PhysicsSystem2D.instance.enable = true;
}
update(deltaTime: number) {
const results = PhysicsSystem2D.instance.raycast(
new Vec2(0, 0),
new Vec2(400, 0),
);
console.log(results);
}
}
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