MCP 端到端验收 D5 时发现警告 Label 原位置 (120,448) 遮挡背包/语言/设置按钮行; 移至 (250,502) 商店按钮下方空白区,实测红字警告清晰可读、不遮挡。 端到端结果:纯 Modifier 卡组点『出发下一波』被拦截且波次不推进;含 ACTION 正常进入下一波。 Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
806 lines
27 KiB
GDScript
806 lines
27 KiB
GDScript
## CombatS2 — S2 核心循环场景
|
||
## 目标:波次→商店→升级→下一波,循环可无限重复
|
||
## 验收:P-S2-01 ~ P-S2-07
|
||
extends Node2D
|
||
|
||
## 玩家节点
|
||
var _player_node: Node2D = null
|
||
|
||
## 世界渲染(MultiMeshInstance2D,§4.4 渲染优化)
|
||
var _bullet_mm: MultiMesh = null
|
||
var _enemy_mm: MultiMesh = null
|
||
|
||
## UI 层引用
|
||
var _hud_layer: CanvasLayer = null
|
||
var _shop_layer: CanvasLayer = null
|
||
var _shop_warn: Label = null # 防呆警告:Deck 无 ACTION 时提示
|
||
|
||
## HUD 标签
|
||
var _lbl_wave: Label = null
|
||
var _lbl_hp: Label = null
|
||
var _lbl_gold: Label = null
|
||
var _lbl_xp: Label = null
|
||
var _lbl_kills: Label = null
|
||
var _lbl_status: Label = null
|
||
var _lbl_deck: Label = null
|
||
var _lbl_dps: Label = null
|
||
var _lbl_charge: Label = null
|
||
var _lbl_statuses: Label = null
|
||
|
||
var _dps_poll_timer: float = 0.0
|
||
|
||
## 商店
|
||
var _shop_panel: Panel = null
|
||
var _shop_btns: Array = [] # Array[Button]
|
||
var _reroll_btn: Button = null
|
||
var _close_btn: Button = null
|
||
var _core_btn: Button = null
|
||
var _inv_btn: Button = null
|
||
var _lang_btn: Button = null
|
||
|
||
## 背包(插槽编辑)
|
||
var _inv_layer: CanvasLayer = null
|
||
var _inv_root: Control = null
|
||
var _inv_sel_kind: String = "" # "" / "slot" / "bench"
|
||
var _inv_sel_idx: int = -1
|
||
|
||
## 结算 / 死亡屏
|
||
var _settle_layer: CanvasLayer = null
|
||
var _settle_root: Control = null
|
||
|
||
## 暂停菜单
|
||
var _pause_layer: CanvasLayer = null
|
||
var _is_paused: bool = false
|
||
|
||
## 设置面板
|
||
var _settings_layer: CanvasLayer = null
|
||
var _settings_root: Control = null
|
||
var _clear_confirm: bool = false # 清除数据二次确认
|
||
|
||
## CombatManager
|
||
var _cm: Node = null # CombatManager 实例
|
||
|
||
func _ready() -> void:
|
||
# 暂停时仍需响应 ESC 与暂停菜单按钮(游戏世界由 autoload 的 PAUSABLE _physics_process 冻结)
|
||
process_mode = Node.PROCESS_MODE_ALWAYS
|
||
SceneManager.fade_in_first() # 单独测试时淡入;经 goto 进入时自动跳过
|
||
_setup_player()
|
||
_setup_world_view()
|
||
_setup_hud()
|
||
_setup_shop_ui()
|
||
_setup_inventory_ui()
|
||
_setup_settlement_ui()
|
||
_setup_settings_ui()
|
||
_setup_pause_menu()
|
||
_setup_combat_manager()
|
||
_subscribe_events()
|
||
|
||
func _input(event: InputEvent) -> void:
|
||
if event.is_action_pressed("ui_cancel"):
|
||
if _inv_layer and _inv_layer.visible:
|
||
_close_inventory()
|
||
elif _settings_layer and _settings_layer.visible:
|
||
_close_settings()
|
||
elif _settle_layer and _settle_layer.visible:
|
||
pass # 结算屏:ESC 无效,必须按按钮
|
||
elif _shop_layer and _shop_layer.visible:
|
||
pass # 商店中不暂停
|
||
else:
|
||
_toggle_pause()
|
||
|
||
func _process(delta: float) -> void:
|
||
# 世界渲染同步(SoA → MultiMesh)
|
||
BulletManager.sync_multimesh(_bullet_mm)
|
||
EnemyManager.sync_multimesh(_enemy_mm)
|
||
_refresh_hud()
|
||
_dps_poll_timer -= delta
|
||
if _dps_poll_timer <= 0.0:
|
||
_dps_poll_timer = 0.5
|
||
if _lbl_dps:
|
||
_lbl_dps.text = tr("UI_DPS") % DpsTracker.get_dps()
|
||
|
||
# ── 初始化 ─────────────────────────────────────────────────
|
||
|
||
func _setup_player() -> void:
|
||
var p := Node2D.new()
|
||
p.name = "Player"
|
||
add_child(p)
|
||
_player_node = p
|
||
PlayerManager.set_player_node(p)
|
||
|
||
## 世界视图:竞技场网格背景 + 玩家标记 + 跟随相机 + 子弹/敌人 MultiMesh 渲染器
|
||
func _setup_world_view() -> void:
|
||
# 竞技场网格地面(程序化 shader,世界静止,z 最底)
|
||
var arena := Polygon2D.new()
|
||
var ext: float = 5000.0
|
||
arena.polygon = PackedVector2Array([
|
||
Vector2(-ext, -ext), Vector2(ext, -ext), Vector2(ext, ext), Vector2(-ext, ext)])
|
||
arena.uv = PackedVector2Array([
|
||
Vector2(0, 0), Vector2(1, 0), Vector2(1, 1), Vector2(0, 1)])
|
||
var grid_mat := ShaderMaterial.new()
|
||
grid_mat.shader = load("res://shaders/arena_grid.gdshader")
|
||
arena.material = grid_mat
|
||
arena.z_index = -100
|
||
add_child(arena)
|
||
|
||
# 玩家可视标记(青色发光菱形 + 光晕环)
|
||
var glow := Polygon2D.new()
|
||
glow.polygon = PackedVector2Array([
|
||
Vector2(0, -22), Vector2(22, 0), Vector2(0, 22), Vector2(-22, 0)])
|
||
glow.color = Color(0.35, 0.9, 1.0, 0.22)
|
||
_player_node.add_child(glow)
|
||
var marker := Polygon2D.new()
|
||
marker.polygon = PackedVector2Array([
|
||
Vector2(0, -13), Vector2(13, 0), Vector2(0, 13), Vector2(-13, 0)])
|
||
marker.color = Color(0.55, 0.95, 1.0)
|
||
_player_node.add_child(marker)
|
||
var core := Polygon2D.new()
|
||
core.polygon = PackedVector2Array([
|
||
Vector2(0, -6), Vector2(6, 0), Vector2(0, 6), Vector2(-6, 0)])
|
||
core.color = Color(1.0, 1.0, 1.0)
|
||
_player_node.add_child(core)
|
||
# 跟随相机
|
||
var cam := Camera2D.new()
|
||
cam.enabled = true
|
||
_player_node.add_child(cam)
|
||
|
||
var quad := QuadMesh.new()
|
||
quad.size = Vector2(1.0, 1.0) # 单位四边形,transform 缩放即像素尺寸
|
||
|
||
# 敌人渲染器(per-instance 颜色)
|
||
_enemy_mm = MultiMesh.new()
|
||
_enemy_mm.transform_format = MultiMesh.TRANSFORM_2D
|
||
_enemy_mm.use_colors = true
|
||
_enemy_mm.mesh = quad
|
||
_enemy_mm.instance_count = EnemyManager.MAX_ENEMIES
|
||
_enemy_mm.visible_instance_count = 0
|
||
var enemy_mmi := MultiMeshInstance2D.new()
|
||
enemy_mmi.multimesh = _enemy_mm
|
||
# 程序化美术占位:方块 → 软边实体圆 + 高光
|
||
var enemy_mat := ShaderMaterial.new()
|
||
enemy_mat.shader = load("res://shaders/enemy_circle.gdshader")
|
||
enemy_mmi.material = enemy_mat
|
||
add_child(enemy_mmi)
|
||
|
||
# 子弹渲染器(统一淡黄色,modulate)
|
||
_bullet_mm = MultiMesh.new()
|
||
_bullet_mm.transform_format = MultiMesh.TRANSFORM_2D
|
||
_bullet_mm.mesh = quad
|
||
_bullet_mm.instance_count = BulletManager.MAX_BULLETS
|
||
_bullet_mm.visible_instance_count = 0
|
||
var bullet_mmi := MultiMeshInstance2D.new()
|
||
bullet_mmi.multimesh = _bullet_mm
|
||
bullet_mmi.modulate = Color(1.0, 0.95, 0.45)
|
||
# 程序化美术占位:方块 → 加法发光圆(弹幕质感)
|
||
var bullet_mat := ShaderMaterial.new()
|
||
bullet_mat.shader = load("res://shaders/bullet_glow.gdshader")
|
||
bullet_mmi.material = bullet_mat
|
||
add_child(bullet_mmi)
|
||
|
||
func _setup_combat_manager() -> void:
|
||
_cm = Node.new()
|
||
_cm.set_script(load("res://scripts/domain/combat/combat_manager.gd"))
|
||
add_child(_cm)
|
||
_cm._on_shop_closed_cb = Callable(self, "_on_shop_ready")
|
||
# 根据 SceneManager 传入的启动模式决定新游戏还是继续
|
||
if SceneManager.start_mode == "continue":
|
||
call_deferred("_deferred_resume")
|
||
else:
|
||
call_deferred("_deferred_start")
|
||
|
||
func _deferred_start() -> void:
|
||
_cm.start_game()
|
||
|
||
func _deferred_resume() -> void:
|
||
_cm.resume_game()
|
||
|
||
func _subscribe_events() -> void:
|
||
EventBus.subscribe(EventID.GAME_STATE_CHANGED, _on_game_state_changed)
|
||
EventBus.subscribe(EventID.GAME_OVER, _on_game_over)
|
||
EventBus.subscribe(EventID.SPELL_DEPTH_EXCEEDED, _on_spell_depth_exceeded)
|
||
EventBus.subscribe(EventID.CHARGE_STATE_CHANGED, _on_charge_state_changed)
|
||
EventBus.subscribe(EventID.CHARGE_FIRED, _on_charge_fired)
|
||
PlayerStats.stats_changed.connect(_on_stats_changed)
|
||
|
||
func _setup_hud() -> void:
|
||
_hud_layer = CanvasLayer.new()
|
||
_hud_layer.name = "HUD"
|
||
add_child(_hud_layer)
|
||
|
||
var bg := ColorRect.new()
|
||
bg.color = Color(0, 0, 0, 0.5)
|
||
bg.size = Vector2(380, 190)
|
||
bg.position = Vector2(10, 10)
|
||
_hud_layer.add_child(bg)
|
||
|
||
var make_label := func(pos: Vector2, font_size: int = 16) -> Label:
|
||
var lbl := Label.new()
|
||
lbl.position = pos
|
||
lbl.add_theme_font_size_override("font_size", font_size)
|
||
_hud_layer.add_child(lbl)
|
||
return lbl
|
||
|
||
_lbl_wave = make_label.call(Vector2(20, 18), 18)
|
||
_lbl_hp = make_label.call(Vector2(20, 42))
|
||
_lbl_gold = make_label.call(Vector2(20, 62))
|
||
_lbl_xp = make_label.call(Vector2(20, 82))
|
||
_lbl_kills = make_label.call(Vector2(20, 102))
|
||
_lbl_dps = make_label.call(Vector2(200, 42))
|
||
_lbl_charge = make_label.call(Vector2(200, 62))
|
||
_lbl_deck = make_label.call(Vector2(20, 122), 13)
|
||
_lbl_statuses = make_label.call(Vector2(20, 142), 13)
|
||
|
||
_lbl_status = make_label.call(Vector2(20, 620), 20)
|
||
_lbl_status.modulate = Color.YELLOW
|
||
|
||
func _setup_shop_ui() -> void:
|
||
_shop_layer = CanvasLayer.new()
|
||
_shop_layer.name = "ShopLayer"
|
||
_shop_layer.visible = false
|
||
add_child(_shop_layer)
|
||
|
||
var bg := ColorRect.new()
|
||
bg.color = Color(0.08, 0.08, 0.2, 0.92)
|
||
bg.size = Vector2(600, 340)
|
||
bg.position = Vector2(200, 200)
|
||
_shop_layer.add_child(bg)
|
||
|
||
var title := Label.new()
|
||
title.text = tr("SHOP_TITLE")
|
||
title.position = Vector2(220, 215)
|
||
title.add_theme_font_size_override("font_size", 20)
|
||
title.modulate = Color.GOLD
|
||
_shop_layer.add_child(title)
|
||
|
||
# 3 张法术卡按鈕
|
||
for i in 3:
|
||
var btn := Button.new()
|
||
btn.position = Vector2(220 + i * 195, 255)
|
||
btn.size = Vector2(180, 130)
|
||
btn.connect("pressed", _on_shop_slot_pressed.bind(i))
|
||
_shop_layer.add_child(btn)
|
||
_shop_btns.append(btn)
|
||
|
||
_reroll_btn = Button.new()
|
||
_reroll_btn.text = tr("SHOP_REROLL") % ShopManager.REROLL_BASE_COST
|
||
_reroll_btn.position = Vector2(220, 400)
|
||
_reroll_btn.size = Vector2(130, 38)
|
||
_reroll_btn.connect("pressed", _on_reroll_pressed)
|
||
_shop_layer.add_child(_reroll_btn)
|
||
|
||
# 法杖(Core)切换按钮:循环 wand_basic→fast→memory→matrix→circuit
|
||
_core_btn = Button.new()
|
||
_core_btn.position = Vector2(360, 400)
|
||
_core_btn.size = Vector2(180, 38)
|
||
_core_btn.connect("pressed", _on_switch_core_pressed)
|
||
_shop_layer.add_child(_core_btn)
|
||
|
||
# 背包(插槽编辑)按钮
|
||
_inv_btn = Button.new()
|
||
_inv_btn.text = tr("SHOP_INV_BTN")
|
||
_inv_btn.position = Vector2(220, 445)
|
||
_inv_btn.size = Vector2(130, 34)
|
||
_inv_btn.connect("pressed", _open_inventory)
|
||
_shop_layer.add_child(_inv_btn)
|
||
|
||
# 语言切换(循环 zh_CN→zh_TW→en→ja)
|
||
_lang_btn = Button.new()
|
||
_lang_btn.position = Vector2(360, 445)
|
||
_lang_btn.size = Vector2(120, 34)
|
||
_lang_btn.connect("pressed", _on_lang_pressed)
|
||
_shop_layer.add_child(_lang_btn)
|
||
|
||
# 设置面板入口
|
||
var settings_btn := Button.new()
|
||
settings_btn.text = tr("SHOP_SETTINGS_BTN")
|
||
settings_btn.position = Vector2(490, 445)
|
||
settings_btn.size = Vector2(120, 34)
|
||
settings_btn.connect("pressed", _open_settings)
|
||
_shop_layer.add_child(settings_btn)
|
||
|
||
_close_btn = Button.new()
|
||
_close_btn.text = tr("SHOP_NEXT_WAVE")
|
||
_close_btn.position = Vector2(550, 400)
|
||
_close_btn.size = Vector2(140, 38)
|
||
_close_btn.connect("pressed", _on_close_shop_pressed)
|
||
_shop_layer.add_child(_close_btn)
|
||
|
||
_shop_warn = Label.new()
|
||
_shop_warn.position = Vector2(250, 502) # 商店按钮行下方空白区,避免遮挡背包/语言/设置按钮
|
||
_shop_warn.add_theme_color_override("font_color", Color(1.0, 0.45, 0.35))
|
||
_shop_warn.visible = false
|
||
_shop_layer.add_child(_shop_warn)
|
||
|
||
# ── HUD 刷新 ────────────────────────────────────────────────
|
||
|
||
func _refresh_hud() -> void:
|
||
if _lbl_wave == null:
|
||
return
|
||
_lbl_wave.text = tr("UI_WAVE") % WaveManager.current_wave
|
||
_lbl_hp.text = tr("UI_HP") % [PlayerStats.hp, PlayerStats.hp_max]
|
||
_lbl_gold.text = tr("UI_GOLD") % PlayerStats.gold
|
||
_lbl_xp.text = tr("UI_XP") % [PlayerStats.xp, PlayerStats.xp_to_next, PlayerStats.level]
|
||
_lbl_kills.text = tr("UI_KILLS") % [PlayerManager.kill_count, EnemyManager.get_active_count()]
|
||
if _cm:
|
||
_lbl_deck.text = "[%s] %s" % [_cm.get_core_display(), str(_cm.get_deck_spell_ids())]
|
||
_lbl_statuses.text = tr("UI_STATUSES") % [StatusManager.get_active_count(), VFXManager.get_active_count()]
|
||
|
||
func _refresh_shop_ui() -> void:
|
||
for i in _shop_btns.size():
|
||
var btn: Button = _shop_btns[i]
|
||
var spell: SpellNode = ShopManager.current_slots[i] if i < ShopManager.current_slots.size() else null
|
||
if spell:
|
||
var cost: int = int(spell.meta.get("shop_cost", 20))
|
||
btn.text = "%s\n%s\n%dG" % [spell.display_name, spell.description, cost]
|
||
btn.disabled = PlayerStats.gold < cost
|
||
else:
|
||
btn.text = tr("SHOP_SOLD")
|
||
btn.disabled = true
|
||
var reroll_cost: int = ShopManager.get_reroll_cost()
|
||
_reroll_btn.text = tr("SHOP_REROLL") % reroll_cost
|
||
_reroll_btn.disabled = PlayerStats.gold < reroll_cost
|
||
if _core_btn and _cm:
|
||
_core_btn.text = tr("SHOP_CORE_BTN") % _cm.get_core_display()
|
||
if _lang_btn:
|
||
_lang_btn.text = "🌐 " + Locale.get_locale()
|
||
|
||
# ── 事件 ─────────────────────────────────────────────────
|
||
|
||
func _on_game_state_changed(payload: Dictionary) -> void:
|
||
var to_state: String = str(payload.get("to", ""))
|
||
_lbl_status.text = "[状态: %s]" % to_state
|
||
|
||
func _on_stats_changed() -> void:
|
||
if _shop_layer and _shop_layer.visible:
|
||
_refresh_shop_ui()
|
||
|
||
func _on_shop_ready(_wave: int) -> void:
|
||
if _shop_warn:
|
||
_shop_warn.visible = false
|
||
_shop_layer.visible = true
|
||
_refresh_shop_ui()
|
||
|
||
func _on_shop_slot_pressed(slot_idx: int) -> void:
|
||
var spell: SpellNode = ShopManager.buy_spell(slot_idx)
|
||
if spell:
|
||
_cm.install_spell(spell)
|
||
_lbl_status.text = tr("STATUS_PURCHASED") % spell.display_name
|
||
_refresh_shop_ui()
|
||
|
||
func _on_reroll_pressed() -> void:
|
||
if ShopManager.reroll():
|
||
_refresh_shop_ui()
|
||
|
||
func _on_switch_core_pressed() -> void:
|
||
_cm.switch_core()
|
||
_lbl_status.text = tr("STATUS_WAND_SWITCH") % _cm.get_core_display()
|
||
_refresh_shop_ui()
|
||
|
||
func _on_lang_pressed() -> void:
|
||
SettingsManager.set_locale(Locale.cycle_locale()) # 切换并持久化
|
||
_refresh_shop_ui() # 立即刷新商店文本(HUD 由 _process 持续刷新)
|
||
|
||
# ── 暂停菜单 ────────────────────────────────────────────────
|
||
func _setup_pause_menu() -> void:
|
||
_pause_layer = CanvasLayer.new()
|
||
_pause_layer.name = "PauseLayer"
|
||
_pause_layer.layer = 20
|
||
_pause_layer.visible = false
|
||
add_child(_pause_layer)
|
||
# 半透明遮罩
|
||
var dim := ColorRect.new()
|
||
dim.color = Color(0.0, 0.0, 0.0, 0.65)
|
||
dim.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
|
||
dim.mouse_filter = Control.MOUSE_FILTER_STOP
|
||
_pause_layer.add_child(dim)
|
||
# 面板
|
||
var panel := ColorRect.new()
|
||
panel.color = Color(0.06, 0.06, 0.14, 0.98)
|
||
panel.size = Vector2(380, 340)
|
||
panel.position = Vector2(386, 154)
|
||
_pause_layer.add_child(panel)
|
||
# 标题
|
||
var title := Label.new()
|
||
title.text = tr("PAUSE_TITLE")
|
||
title.position = Vector2(480, 174)
|
||
title.add_theme_font_size_override("font_size", 30)
|
||
title.modulate = Color.GOLD
|
||
_pause_layer.add_child(title)
|
||
# 按钮
|
||
var btns = [
|
||
[tr("PAUSE_RESUME"), func(): _toggle_pause()],
|
||
[tr("PAUSE_SETTINGS"), func(): _toggle_pause(); _open_settings()],
|
||
[tr("PAUSE_QUIT_MENU"), func(): get_tree().paused = false; SceneManager.goto_main_menu()],
|
||
[tr("PAUSE_QUIT_GAME"), func(): get_tree().quit()],
|
||
]
|
||
var y: float = 240.0
|
||
for bd in btns:
|
||
var b := Button.new()
|
||
b.text = bd[0]
|
||
b.position = Vector2(436, y)
|
||
b.size = Vector2(280, 46)
|
||
b.add_theme_font_size_override("font_size", 18)
|
||
b.connect("pressed", bd[1])
|
||
_pause_layer.add_child(b)
|
||
y += 58.0
|
||
|
||
func _toggle_pause() -> void:
|
||
if _settle_layer and _settle_layer.visible:
|
||
return
|
||
_is_paused = not _is_paused
|
||
_pause_layer.visible = _is_paused
|
||
get_tree().paused = _is_paused
|
||
|
||
# ── 设置面板(难度 / 语言 / 音量 / 清除数据 ST-03)──────────────
|
||
func _setup_settings_ui() -> void:
|
||
_settings_layer = CanvasLayer.new()
|
||
_settings_layer.name = "SettingsLayer"
|
||
_settings_layer.visible = false
|
||
add_child(_settings_layer)
|
||
var bg := ColorRect.new()
|
||
bg.color = Color(0.06, 0.06, 0.12, 0.97)
|
||
bg.size = Vector2(560, 440)
|
||
bg.position = Vector2(300, 110)
|
||
_settings_layer.add_child(bg)
|
||
_settings_root = Control.new()
|
||
_settings_layer.add_child(_settings_root)
|
||
|
||
func _open_settings() -> void:
|
||
_clear_confirm = false
|
||
_settings_layer.visible = true
|
||
_rebuild_settings()
|
||
|
||
func _close_settings() -> void:
|
||
_settings_layer.visible = false
|
||
|
||
func _rebuild_settings() -> void:
|
||
for c in _settings_root.get_children():
|
||
c.queue_free()
|
||
var ox: float = 300.0
|
||
var oy: float = 110.0
|
||
var title := Label.new()
|
||
title.text = tr("SETTINGS_TITLE")
|
||
title.position = Vector2(ox + 24, oy + 18)
|
||
title.add_theme_font_size_override("font_size", 26)
|
||
title.modulate = Color.GOLD
|
||
_settings_root.add_child(title)
|
||
|
||
# 难度循环
|
||
var diff_btn := Button.new()
|
||
diff_btn.text = tr("SETTINGS_DIFFICULTY") % tr(SettingsManager.difficulty_name())
|
||
diff_btn.position = Vector2(ox + 24, oy + 70)
|
||
diff_btn.size = Vector2(360, 40)
|
||
diff_btn.connect("pressed", _on_diff_cycle)
|
||
_settings_root.add_child(diff_btn)
|
||
|
||
# 语言循环
|
||
var lang_btn := Button.new()
|
||
lang_btn.text = tr("SETTINGS_LANGUAGE") % Locale.get_locale()
|
||
lang_btn.position = Vector2(ox + 24, oy + 120)
|
||
lang_btn.size = Vector2(360, 40)
|
||
lang_btn.connect("pressed", _on_settings_lang)
|
||
_settings_root.add_child(lang_btn)
|
||
|
||
# 音量
|
||
var vol_lbl := Label.new()
|
||
vol_lbl.text = tr("SETTINGS_VOLUME") % int(SettingsManager.master_volume * 100.0)
|
||
vol_lbl.position = Vector2(ox + 24, oy + 175)
|
||
vol_lbl.add_theme_font_size_override("font_size", 16)
|
||
_settings_root.add_child(vol_lbl)
|
||
var slider := HSlider.new()
|
||
slider.min_value = 0.0
|
||
slider.max_value = 1.0
|
||
slider.step = 0.05
|
||
slider.value = SettingsManager.master_volume
|
||
slider.position = Vector2(ox + 24, oy + 200)
|
||
slider.size = Vector2(360, 24)
|
||
slider.connect("value_changed", _on_volume_changed)
|
||
_settings_root.add_child(slider)
|
||
|
||
# 清除所有本地数据(ST-03,二次确认)
|
||
var clear_btn := Button.new()
|
||
clear_btn.text = (tr("SETTINGS_CLEAR_CONFIRM") if _clear_confirm else tr("SETTINGS_CLEAR_DATA"))
|
||
clear_btn.position = Vector2(ox + 24, oy + 250)
|
||
clear_btn.size = Vector2(360, 40)
|
||
clear_btn.modulate = (Color(1.0, 0.4, 0.4) if _clear_confirm else Color.WHITE)
|
||
clear_btn.connect("pressed", _on_clear_data)
|
||
_settings_root.add_child(clear_btn)
|
||
|
||
var close := Button.new()
|
||
close.text = tr("SETTINGS_CLOSE")
|
||
close.position = Vector2(ox + 410, oy + 360)
|
||
close.size = Vector2(120, 40)
|
||
close.connect("pressed", _close_settings)
|
||
_settings_root.add_child(close)
|
||
|
||
func _on_diff_cycle() -> void:
|
||
SettingsManager.cycle_difficulty()
|
||
_rebuild_settings()
|
||
|
||
func _on_settings_lang() -> void:
|
||
SettingsManager.set_locale(Locale.cycle_locale())
|
||
_rebuild_settings()
|
||
_refresh_shop_ui()
|
||
|
||
func _on_volume_changed(v: float) -> void:
|
||
SettingsManager.set_master_volume(v)
|
||
_rebuild_settings()
|
||
|
||
func _on_clear_data() -> void:
|
||
if not _clear_confirm:
|
||
_clear_confirm = true # 首次点击进入确认态
|
||
_rebuild_settings()
|
||
return
|
||
SettingsManager.clear_all_local_data()
|
||
_clear_confirm = false
|
||
_close_settings()
|
||
_lbl_status.text = tr("SETTINGS_CLEARED")
|
||
_refresh_shop_ui()
|
||
|
||
# ── 背包 / 插槽编辑 UI ────────────────────────────────────────
|
||
func _setup_inventory_ui() -> void:
|
||
_inv_layer = CanvasLayer.new()
|
||
_inv_layer.name = "InventoryLayer"
|
||
_inv_layer.visible = false
|
||
add_child(_inv_layer)
|
||
var bg := ColorRect.new()
|
||
bg.color = Color(0.05, 0.06, 0.12, 0.96)
|
||
bg.size = Vector2(720, 520)
|
||
bg.position = Vector2(150, 90)
|
||
_inv_layer.add_child(bg)
|
||
_inv_root = Control.new() # 动态内容容器(每次刷新清空重建)
|
||
_inv_layer.add_child(_inv_root)
|
||
|
||
func _open_inventory() -> void:
|
||
_inv_sel_kind = ""
|
||
_inv_sel_idx = -1
|
||
_inv_layer.visible = true
|
||
_rebuild_inventory()
|
||
|
||
func _close_inventory() -> void:
|
||
_inv_layer.visible = false
|
||
|
||
func _spell_short_name(sid: String) -> String:
|
||
if sid == "":
|
||
return tr("INV_EMPTY")
|
||
var sp: SpellNode = SpellRegistry.get_spell(sid)
|
||
return sp.display_name if sp else sid
|
||
|
||
func _rebuild_inventory() -> void:
|
||
for c in _inv_root.get_children():
|
||
c.queue_free()
|
||
var ox: float = 150.0
|
||
var oy: float = 90.0
|
||
# 标题
|
||
var title := Label.new()
|
||
title.text = tr("INV_TITLE") % [
|
||
_cm.get_core_display(), _cm.get_slot_count(), _topology_name()]
|
||
title.position = Vector2(ox + 20, oy + 12)
|
||
title.add_theme_font_size_override("font_size", 19)
|
||
title.modulate = Color.GOLD
|
||
_inv_root.add_child(title)
|
||
var tip := Label.new()
|
||
tip.text = tr("INV_TIP")
|
||
tip.position = Vector2(ox + 20, oy + 42)
|
||
tip.add_theme_font_size_override("font_size", 12)
|
||
tip.modulate = Color(0.8, 0.85, 1.0)
|
||
_inv_root.add_child(tip)
|
||
|
||
# 插槽网格(拓扑布局)
|
||
var deck: Array = _cm.get_padded_deck()
|
||
var rows: int = 1
|
||
var cols: int = deck.size()
|
||
if _cm._equipped_core and _cm._equipped_core.topology == CoreDefinition.Topology.MATRIX:
|
||
rows = max(1, _cm._equipped_core.grid_rows)
|
||
cols = max(1, _cm._equipped_core.grid_cols)
|
||
var bw: float = 150.0
|
||
var bh: float = 56.0
|
||
var gx: float = ox + 24
|
||
var gy: float = oy + 80
|
||
for idx in deck.size():
|
||
var r: int = idx / cols
|
||
var col: int = idx % cols
|
||
var btn := Button.new()
|
||
btn.position = Vector2(gx + col * (bw + 8), gy + r * (bh + 8))
|
||
btn.size = Vector2(bw, bh)
|
||
var sid: String = String(deck[idx])
|
||
var rowtag: String = ""
|
||
if rows > 1:
|
||
rowtag = (tr("INV_ROW_A") if r == 0 else tr("INV_ROW_B"))
|
||
btn.text = "[%d] %s%s" % [idx, rowtag, _spell_short_name(sid)]
|
||
if sid == "":
|
||
btn.modulate = Color(0.6, 0.6, 0.6)
|
||
if _inv_sel_kind == "slot" and _inv_sel_idx == idx:
|
||
btn.modulate = Color(0.4, 1.0, 0.5) # 选中高亮
|
||
btn.connect("pressed", _on_inv_slot_pressed.bind(idx))
|
||
_inv_root.add_child(btn)
|
||
|
||
# 备牌区
|
||
var bench: Array = _cm.get_bench()
|
||
var bench_lbl := Label.new()
|
||
bench_lbl.text = tr("INV_BENCH") % bench.size()
|
||
bench_lbl.position = Vector2(gx, gy + rows * (bh + 8) + 16)
|
||
bench_lbl.add_theme_font_size_override("font_size", 14)
|
||
_inv_root.add_child(bench_lbl)
|
||
for bi in bench.size():
|
||
var bbtn := Button.new()
|
||
bbtn.position = Vector2(gx + bi * (bw + 8), gy + rows * (bh + 8) + 42)
|
||
bbtn.size = Vector2(bw, bh)
|
||
bbtn.text = _spell_short_name(String(bench[bi]))
|
||
bbtn.modulate = Color(0.85, 0.8, 1.0)
|
||
if _inv_sel_kind == "bench" and _inv_sel_idx == bi:
|
||
bbtn.modulate = Color(0.4, 1.0, 0.5)
|
||
bbtn.connect("pressed", _on_inv_bench_pressed.bind(bi))
|
||
_inv_root.add_child(bbtn)
|
||
|
||
# 关闭按钮
|
||
var close := Button.new()
|
||
close.text = tr("INV_CLOSE")
|
||
close.position = Vector2(ox + 560, oy + 470)
|
||
close.size = Vector2(130, 36)
|
||
close.connect("pressed", _close_inventory)
|
||
_inv_root.add_child(close)
|
||
|
||
func _topology_name() -> String:
|
||
if _cm._equipped_core == null:
|
||
return "LINEAR"
|
||
match _cm._equipped_core.topology:
|
||
CoreDefinition.Topology.MATRIX: return "MATRIX"
|
||
CoreDefinition.Topology.CIRCUIT: return "CIRCUIT"
|
||
_: return "LINEAR"
|
||
|
||
func _on_inv_slot_pressed(idx: int) -> void:
|
||
if _inv_sel_kind == "":
|
||
_inv_sel_kind = "slot"; _inv_sel_idx = idx
|
||
elif _inv_sel_kind == "slot":
|
||
if _inv_sel_idx == idx:
|
||
_cm.slot_to_bench(idx) # 点自身 → 移入备牌
|
||
else:
|
||
_cm.swap_slots(_inv_sel_idx, idx) # 交换
|
||
_inv_sel_kind = ""; _inv_sel_idx = -1
|
||
elif _inv_sel_kind == "bench":
|
||
_cm.bench_to_slot(_inv_sel_idx, idx) # 备牌 → 插槽
|
||
_inv_sel_kind = ""; _inv_sel_idx = -1
|
||
_rebuild_inventory()
|
||
|
||
func _on_inv_bench_pressed(bi: int) -> void:
|
||
if _inv_sel_kind == "bench" and _inv_sel_idx == bi:
|
||
_inv_sel_kind = ""; _inv_sel_idx = -1 # 取消选择
|
||
else:
|
||
_inv_sel_kind = "bench"; _inv_sel_idx = bi
|
||
_rebuild_inventory()
|
||
|
||
func _on_close_shop_pressed() -> void:
|
||
# 防呆:Deck 无 ACTION 法术则法术塔无法开火,阻止进入战斗并提示
|
||
if not _cm.has_castable_action():
|
||
_shop_warn.text = tr("SHOP_NEED_ACTION")
|
||
_shop_warn.visible = true
|
||
return
|
||
_shop_layer.visible = false
|
||
_cm.close_shop_and_next_wave()
|
||
|
||
func _on_charge_state_changed(payload: Dictionary) -> void:
|
||
var prog: float = float(payload.get("progress", 0.0))
|
||
if _lbl_charge:
|
||
_lbl_charge.text = tr("UI_CHARGE") % int(prog * 100.0)
|
||
|
||
func _on_charge_fired(_payload: Dictionary) -> void:
|
||
if _lbl_charge:
|
||
_lbl_charge.text = tr("UI_CHARGE_DONE")
|
||
_lbl_status.text = tr("STATUS_CHARGE_FIRED")
|
||
|
||
func _on_spell_depth_exceeded(_payload: Dictionary) -> void:
|
||
_lbl_status.text = tr("STATUS_DEPTH") % SpellEvaluator.MAX_TRIGGER_DEPTH
|
||
_lbl_status.modulate = Color.YELLOW
|
||
# 3 秒后自动清除
|
||
var t := Timer.new()
|
||
add_child(t)
|
||
t.wait_time = 3.0
|
||
t.one_shot = true
|
||
t.timeout.connect(func(): _lbl_status.text = ""; _lbl_status.modulate = Color.YELLOW)
|
||
t.start()
|
||
|
||
func _on_game_over(payload: Dictionary) -> void:
|
||
_shop_layer.visible = false
|
||
_inv_layer.visible = false
|
||
if _pause_layer:
|
||
_pause_layer.visible = false
|
||
_is_paused = false
|
||
get_tree().paused = false
|
||
_lbl_status.text = ""
|
||
_rebuild_settlement(payload)
|
||
_settle_layer.visible = true
|
||
# P-S6-04:保存本局结算截图到 user://runs/(死亡屏,非黑屏)
|
||
call_deferred("_save_run_screenshot")
|
||
|
||
func _restart_game() -> void:
|
||
_settle_layer.visible = false
|
||
_lbl_status.text = ""
|
||
PlayerManager.kill_count = 0
|
||
_cm.start_game()
|
||
|
||
func _return_to_menu() -> void:
|
||
SceneManager.goto_main_menu()
|
||
|
||
# ── 结算 / 死亡屏 + 本地排行榜 ────────────────────────────────
|
||
func _setup_settlement_ui() -> void:
|
||
_settle_layer = CanvasLayer.new()
|
||
_settle_layer.name = "SettlementLayer"
|
||
_settle_layer.visible = false
|
||
add_child(_settle_layer)
|
||
var bg := ColorRect.new()
|
||
bg.color = Color(0.04, 0.04, 0.09, 0.97)
|
||
bg.size = Vector2(1152, 648)
|
||
_settle_layer.add_child(bg)
|
||
_settle_root = Control.new()
|
||
_settle_layer.add_child(_settle_root)
|
||
|
||
func _fmt_time(sec: int) -> String:
|
||
return "%d:%02d" % [sec / 60, sec % 60]
|
||
|
||
func _rebuild_settlement(payload: Dictionary) -> void:
|
||
for c in _settle_root.get_children():
|
||
c.queue_free()
|
||
var wave: int = int(payload.get("wave", 1))
|
||
var kills: int = int(payload.get("kills", 0))
|
||
var elapsed: int = int(payload.get("elapsed_sec", 0))
|
||
var score: int = int(payload.get("score", 0))
|
||
|
||
var title := Label.new()
|
||
title.text = tr("SETTLE_TITLE")
|
||
title.position = Vector2(440, 60)
|
||
title.add_theme_font_size_override("font_size", 40)
|
||
title.modulate = Color(1.0, 0.35, 0.35)
|
||
_settle_root.add_child(title)
|
||
|
||
var stats := Label.new()
|
||
stats.text = tr("SETTLE_STATS") % [wave, kills, _fmt_time(elapsed), score]
|
||
stats.position = Vector2(400, 140)
|
||
stats.add_theme_font_size_override("font_size", 22)
|
||
_settle_root.add_child(stats)
|
||
|
||
# 本地排行榜(前 10)
|
||
var board_title := Label.new()
|
||
board_title.text = tr("SETTLE_BOARD")
|
||
board_title.position = Vector2(400, 230)
|
||
board_title.add_theme_font_size_override("font_size", 18)
|
||
board_title.modulate = Color.GOLD
|
||
_settle_root.add_child(board_title)
|
||
|
||
var top: Array = EndlessRecords.get_top(10)
|
||
var my_score: int = score
|
||
for i in top.size():
|
||
var rec: Dictionary = top[i]
|
||
var row := Label.new()
|
||
var is_me: bool = int(rec.get("score", -1)) == my_score
|
||
row.text = tr("SETTLE_BOARD_ROW") % [
|
||
i + 1, int(rec.get("wave", 0)), _fmt_time(int(rec.get("elapsed", 0))),
|
||
int(rec.get("score", 0)), (tr("SETTLE_THIS_RUN") if is_me else "")]
|
||
row.position = Vector2(420, 265 + i * 26)
|
||
row.add_theme_font_size_override("font_size", 15)
|
||
if is_me:
|
||
row.modulate = Color(0.4, 1.0, 0.5)
|
||
_settle_root.add_child(row)
|
||
|
||
var restart := Button.new()
|
||
restart.text = tr("SETTLE_RESTART")
|
||
restart.position = Vector2(380, 560)
|
||
restart.size = Vector2(180, 46)
|
||
restart.connect("pressed", _restart_game)
|
||
_settle_root.add_child(restart)
|
||
|
||
var menu_btn := Button.new()
|
||
menu_btn.text = tr("SETTLE_RETURN_MENU")
|
||
menu_btn.position = Vector2(580, 560)
|
||
menu_btn.size = Vector2(180, 46)
|
||
menu_btn.connect("pressed", _return_to_menu)
|
||
_settle_root.add_child(menu_btn)
|
||
|
||
func _save_run_screenshot() -> void:
|
||
var img := get_viewport().get_texture().get_image()
|
||
if img == null:
|
||
return
|
||
DirAccess.make_dir_recursive_absolute("user://runs")
|
||
var path: String = "user://runs/run_%d.png" % Time.get_ticks_msec()
|
||
img.save_png(path)
|