refactor web
This commit is contained in:
74
web/src/components/game/EntityLayer.vue
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74
web/src/components/game/EntityLayer.vue
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<script setup lang="ts">
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import { useGameStore } from '../../stores/game'
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import { useTextures } from './composables/useTextures'
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import { computed } from 'vue'
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import { Graphics } from 'pixi.js'
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const store = useGameStore()
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const { textures } = useTextures()
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const TILE_SIZE = 64
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function getTexture(avatar: any) {
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const key = `${(avatar.gender || 'male').toLowerCase()}_${avatar.pic_id || 1}`
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return textures.value[key]
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}
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function getScale(avatar: any) {
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const tex = getTexture(avatar)
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if (!tex) return 1
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return (TILE_SIZE * 1.8) / Math.max(tex.width, tex.height)
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}
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// Fallback graphics draw function
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const drawFallback = (g: Graphics, avatar: any) => {
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g.clear()
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g.circle(0, 0, TILE_SIZE * 0.6)
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g.fill({ color: avatar.gender === 'female' ? 0xffaaaa : 0xaaaaff })
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g.stroke({ width: 2, color: 0x000000 })
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}
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const nameStyle = {
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fontFamily: '"Microsoft YaHei", sans-serif',
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fontSize: 24,
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fill: 0xffffff,
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stroke: { color: 0x000000, width: 4 },
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align: 'center'
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}
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</script>
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<template>
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<container sortable-children>
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<container
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v-for="avatar in store.avatarList"
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:key="avatar.id"
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:x="avatar.x * TILE_SIZE + TILE_SIZE / 2"
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:y="avatar.y * TILE_SIZE + TILE_SIZE / 2"
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:z-index="avatar.y"
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>
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<!-- Avatar Sprite -->
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<sprite
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v-if="getTexture(avatar)"
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:texture="getTexture(avatar)"
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:anchor-x="0.5"
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:anchor-y="0.8"
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:scale="getScale(avatar)"
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/>
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<!-- Fallback Graphics -->
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<graphics
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v-else
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@render="g => drawFallback(g, avatar)"
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/>
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<!-- Name Tag -->
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<text
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:text="avatar.name"
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:style="nameStyle"
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:anchor-x="0.5"
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:anchor-y="1"
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:y="-TILE_SIZE * 0.8"
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/>
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</container>
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</container>
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</template>
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63
web/src/components/game/GameCanvas.vue
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63
web/src/components/game/GameCanvas.vue
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<script setup lang="ts">
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import { Application } from 'vue3-pixi'
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import { ref, onMounted } from 'vue'
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import { useElementSize } from '@vueuse/core'
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import Viewport from './Viewport.vue'
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import MapLayer from './MapLayer.vue'
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import EntityLayer from './EntityLayer.vue'
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import { useTextures } from './composables/useTextures'
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const container = ref<HTMLElement>()
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const { width, height } = useElementSize(container)
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const { loadTextures, isLoaded } = useTextures()
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const mapSize = ref({ width: 2000, height: 2000 })
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function onMapLoaded(size: { width: number, height: number }) {
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mapSize.value = size
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}
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const devicePixelRatio = window.devicePixelRatio || 1
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onMounted(() => {
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loadTextures()
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})
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</script>
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<template>
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<div ref="container" class="game-canvas-container">
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<!--
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antialias: false (像素风必须关闭)
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resolution: devicePixelRatio (保证清晰度)
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background-color: 0x000000
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-->
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<Application
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v-if="width > 0 && height > 0"
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:width="width"
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:height="height"
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:background-color="0x000000"
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:antialias="false"
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:resolution="devicePixelRatio"
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>
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<Viewport
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v-if="isLoaded"
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:screen-width="width"
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:screen-height="height"
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:world-width="mapSize.width"
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:world-height="mapSize.height"
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>
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<MapLayer @mapLoaded="onMapLoaded" />
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<EntityLayer />
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</Viewport>
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</Application>
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</div>
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</template>
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<style scoped>
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.game-canvas-container {
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width: 100%;
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height: 100%;
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overflow: hidden;
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background: #000;
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}
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</style>
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103
web/src/components/game/MapLayer.vue
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103
web/src/components/game/MapLayer.vue
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<script setup lang="ts">
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import { ref, onMounted, watch, inject } from 'vue'
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import { Container, Sprite } from 'pixi.js'
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import { useTextures } from './composables/useTextures'
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const mapContainer = ref<Container>()
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const { textures, isLoaded } = useTextures()
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const TILE_SIZE = 64
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const regions = ref<any[]>([])
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const emit = defineEmits(['mapLoaded'])
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async function initMap() {
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if (!mapContainer.value || !isLoaded.value) return
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try {
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const res = await fetch('/api/map')
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const data = await res.json()
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const mapData = data.data
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regions.value = data.regions || []
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if (!mapData) return
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// Imperative Tile Rendering
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mapContainer.value.removeChildren()
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const rows = mapData.length
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const cols = mapData[0].length
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console.log(`Rendering Map: ${cols}x${rows}`)
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for (let y = 0; y < rows; y++) {
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for (let x = 0; x < cols; x++) {
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const type = mapData[y][x]
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const tex = textures.value[type] || textures.value['PLAIN']
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if (tex) {
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const s = new Sprite(tex)
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s.x = x * TILE_SIZE
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s.y = y * TILE_SIZE
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s.width = TILE_SIZE
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s.height = TILE_SIZE
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// Optimization: Static tiles don't need interactivity
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s.eventMode = 'none'
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mapContainer.value.addChild(s)
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}
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}
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}
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// Emit world size
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emit('mapLoaded', {
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width: cols * TILE_SIZE,
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height: rows * TILE_SIZE
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})
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} catch (e) {
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console.error("Map load error", e)
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}
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}
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watch(isLoaded, (val) => {
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if (val) initMap()
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})
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onMounted(() => {
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if (isLoaded.value) initMap()
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})
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function getRegionStyle(type: string) {
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const base = {
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fontFamily: '"Microsoft YaHei", sans-serif',
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fontSize: type === 'sect' ? 48 : 64,
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fill: type === 'sect' ? 0xffcc00 : (type === 'city' ? 0xccffcc : 0xffffff),
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stroke: { color: 0x000000, width: 8, join: 'round' },
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align: 'center',
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dropShadow: {
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color: '#000000',
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blur: 4,
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angle: Math.PI / 6,
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distance: 4,
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alpha: 0.8
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}
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}
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return base
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}
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</script>
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<template>
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<container ref="mapContainer">
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<!-- Regions (Labels) -->
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<text
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v-for="r in regions"
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:key="r.name"
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:text="r.name"
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:x="r.x * TILE_SIZE + TILE_SIZE / 2"
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:y="r.y * TILE_SIZE + TILE_SIZE / 2"
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:anchor="0.5"
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:style="getRegionStyle(r.type)"
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:z-index="100"
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/>
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</container>
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</template>
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90
web/src/components/game/Viewport.vue
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90
web/src/components/game/Viewport.vue
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@@ -0,0 +1,90 @@
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<script setup lang="ts">
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import { Viewport as PixiViewport } from 'pixi-viewport'
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import { useApplication } from 'vue3-pixi'
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import { ref, onMounted, onUnmounted, watch, nextTick } from 'vue'
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import { Container } from 'pixi.js'
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const props = defineProps<{
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screenWidth: number
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screenHeight: number
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worldWidth: number
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worldHeight: number
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}>()
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const app = useApplication()
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const containerRef = ref<Container>()
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let viewport: PixiViewport | null = null
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onMounted(async () => {
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await nextTick()
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if (!containerRef.value || !app.value) return
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viewport = new PixiViewport({
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screenWidth: props.screenWidth,
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screenHeight: props.screenHeight,
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worldWidth: props.worldWidth,
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worldHeight: props.worldHeight,
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events: app.value.renderer.events
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})
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viewport
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.drag()
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.pinch()
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.wheel()
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.decelerate({ friction: 0.9 })
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// Initial Fit
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fitMap()
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const container = containerRef.value
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if (container.parent) container.parent.removeChild(container)
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app.value.stage.addChild(viewport)
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viewport.addChild(container)
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;(window as any).__viewport = viewport
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})
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function fitMap() {
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if (!viewport) return
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const { worldWidth, worldHeight } = props
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// Don't fit if world is default small
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if (worldWidth < 100) return
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viewport.resize(props.screenWidth, props.screenHeight, worldWidth, worldHeight)
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viewport.fit(true, worldWidth, worldHeight)
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const fitScale = Math.min(props.screenWidth / worldWidth, props.screenHeight / worldHeight)
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// Allow zooming out a bit more than fit
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viewport.clampZoom({ minScale: fitScale * 0.8, maxScale: 4.0 })
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// If current zoom is weird, reset
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if (viewport.scaled < fitScale) viewport.setZoom(fitScale)
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}
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watch(() => [props.screenWidth, props.screenHeight], ([w, h]) => {
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if (viewport) {
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viewport.resize(w, h, props.worldWidth, props.worldHeight)
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// Optional: Refit on significant resize or just clamp?
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// clampZoom updates automatically if minScale is not dynamic?
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// No, we set minScale manually. We should re-clamp.
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const fitScale = Math.min(w / props.worldWidth, h / props.worldHeight)
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viewport.clampZoom({ minScale: fitScale * 0.8, maxScale: 4.0 })
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}
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})
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watch(() => [props.worldWidth, props.worldHeight], () => {
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fitMap()
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})
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onUnmounted(() => {
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if (viewport) {
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viewport.destroy({ children: false })
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}
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})
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</script>
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<template>
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<container ref="containerRef">
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<slot />
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</container>
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</template>
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64
web/src/components/game/composables/useTextures.ts
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64
web/src/components/game/composables/useTextures.ts
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@@ -0,0 +1,64 @@
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import { ref } from 'vue'
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import { Assets, Texture } from 'pixi.js'
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// 全局纹理缓存,避免重复加载
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const textures = ref<Record<string, Texture>>({})
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const isLoaded = ref(false)
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export function useTextures() {
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const loadTextures = async () => {
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if (isLoaded.value) return
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const manifest: Record<string, string> = {
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'PLAIN': '/assets/tiles/plain.png',
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'WATER': '/assets/tiles/water.png',
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'SEA': '/assets/tiles/sea.png',
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'MOUNTAIN': '/assets/tiles/mountain.png',
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'FOREST': '/assets/tiles/forest.png',
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'CITY': '/assets/tiles/city.png',
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'DESERT': '/assets/tiles/desert.png',
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'RAINFOREST': '/assets/tiles/rainforest.png',
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'GLACIER': '/assets/tiles/glacier.png',
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'SNOW_MOUNTAIN': '/assets/tiles/snow_mountain.png',
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'VOLCANO': '/assets/tiles/volcano.png',
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'GRASSLAND': '/assets/tiles/grassland.png',
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'SWAMP': '/assets/tiles/swamp.png',
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'CAVE': '/assets/tiles/cave.png',
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'RUINS': '/assets/tiles/ruins.png',
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'FARM': '/assets/tiles/farm.png'
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}
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// 加载地图纹理
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for (const [key, url] of Object.entries(manifest)) {
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try {
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textures.value[key] = await Assets.load(url)
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} catch (e) {
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console.error(`Failed to load texture: ${url}`, e)
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}
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}
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// 加载角色立绘 (1-16)
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for (let i = 1; i <= 16; i++) {
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const maleUrl = `/assets/males/${i}.png`
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const femaleUrl = `/assets/females/${i}.png`
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try {
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textures.value[`male_${i}`] = await Assets.load(maleUrl)
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} catch (e) { /* ignore */ }
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try {
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textures.value[`female_${i}`] = await Assets.load(femaleUrl)
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} catch (e) { /* ignore */ }
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}
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isLoaded.value = true
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console.log('Textures loaded')
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}
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return {
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textures,
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isLoaded,
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loadTextures
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}
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}
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