feat: playback bar component, save system improvements, demo and roadmap updates
This commit is contained in:
52
ROADMAP.md
52
ROADMAP.md
@@ -484,19 +484,53 @@ GainNode 的 ramp 目标值 = `Math.min(bgmVolume, bgmDuckLevel × bgmVolume)`
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- [x] `public/images/ch{1,2,3}.jpg` — 章节缩略图
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- [x] 验证:TypeScript + Vite build 通过
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### P9 跳过已看 + 倍速播放(待实现)
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### P9 跳过已看 + 倍速播放 ✅ 已完成 2026-06-09
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目标:玩家重玩时,可以跳过已看过的场景或加速播放(2x/4x),避免重复等待。
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目标:玩家重玩分支时可以跳过已看过的场景或加速播放,避免重复等待,鼓励多次探索不同路线。
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**核心规则:**
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| 决策 | 说明 |
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|------|------|
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| **判定粒度** | IndexedDB 持久化已看场景列表(SaveSystem `watched` 表),跨会话生效 |
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| **跳过方式** | 画面右上角浮现"跳过"按钮,点击立即触发 skip |
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| **倍速方式** | 画面右上角"倍速"按钮,点击循环切换 1x → 2x → 4x → 1x |
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| **两者并存** | 跳过和倍速互不冲突,各用各的按钮 |
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| **不可跳过** | 第一次看的场景不可跳(`onVideoEnd` 后才记入已看);`skippable: false` 可永久禁止 |
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**新增数据结构:**
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```json
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{
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"id": "tense_moment",
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"videoUrl": "/videos/tense.mp4",
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"skippable": false,
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"choices": [...]
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}
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```
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`skippable` 默认 `true`。设为 `false` 时即使已看过也不显示跳过按钮。
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**跳过时的引擎行为:**
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```
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用户点击跳过按钮
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→ engine.skipCurrentScene()
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→ videoManager.pause()
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→ 直接触发 onVideoEnd(scene) 流程(弹出选项 / 自动跳转 / endGame)
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→ 和正常播放结束行为完全一致
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```
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**实现清单:**
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- [ ] `engine/systems/SkipSystem.ts` — 记录已观看的场景 ID 列表(持久化到 IndexedDB)
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- [ ] `src/components/SkipIndicator.vue` — "按住 Space 跳过" 进度环指示器
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- [ ] `engine/core/VideoManager.ts` — `setPlaybackRate(rate)` 方法(原生 `video.playbackRate`)
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- [ ] `src/App.vue` — 跳过按钮/快捷键(Space 长按 → 进度环走满 → 触发 skip),倍速切换按钮(1x/2x/4x)
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- [ ] `engine/core/Engine.ts` — 跳过逻辑:跳过 → 直接触发 `onVideoEnd` 流程;倍速不触发跳过
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- [ ] `public/scenes/demo.json` — 添加 `skippable: true/false` 字段(关键场景禁止跳过)
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- [ ] 验证:已看场景可跳过、未看不可跳过、倍速切换正常、关键场景不可跳过
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- [x] `engine/systems/SaveSystem.ts` — DB v4 新增 `watched` 表;`markWatched` / `isWatched` / `getWatchedSceneIds`
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- [x] `engine/core/Engine.ts` — `onVideoEnd` 调用 `onMarkWatched` 回调;`skipCurrentScene()` 暂停视频并触发 ended 流程
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- [x] `engine/core/VideoManager.ts` — `setPlaybackRate(rate)` / `getPlaybackRate()` 封装原生 API
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- [x] `engine/types.ts` — `SceneNode.skippable?: boolean`
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- [x] `src/components/PlaybackBar.vue` — 左上角跳过按钮(已看且 skippable 时显示)+ 倍速按钮(循环 1x/2x/4x)
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- [x] `src/App.vue` — 整合 PlaybackBar;`watch` currentScene 更新 canSkip
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- [x] `public/scenes/demo.json` — `qte_success` / `qte_fail` 设 `skippable: false`
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- [x] 验证:TypeScript + Vite build 通过
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### P10 键盘/手柄导航(待实现)
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@@ -25,11 +25,16 @@ export class Engine {
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private justCameFromImage = false
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private loopActive = false
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private onUnlockChapter: ((chapterId: string) => void) | null = null
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private onMarkWatched: ((sceneId: string) => void) | null = null
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setChapterUnlockHandler(handler: (chapterId: string) => void) {
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this.onUnlockChapter = handler
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}
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setMarkWatchedHandler(handler: (sceneId: string) => void) {
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this.onMarkWatched = handler
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}
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constructor() {
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this.sceneManager = new SceneManager()
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this.videoManager = new VideoManager()
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@@ -277,6 +282,8 @@ export class Engine {
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}
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private onVideoEnd(scene: SceneNode) {
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this.onMarkWatched?.(scene.id)
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if (this.loopActive) return
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const validChoices = this.getValidChoices(scene)
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@@ -348,6 +355,13 @@ export class Engine {
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this.emit('gameEnd')
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}
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skipCurrentScene() {
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const scene = this.currentScene
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if (!scene) return
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this.videoManager.getActiveVideoElement()?.pause()
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this.onVideoEnd(scene)
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}
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startChapter(chapterId: string) {
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const chapter = this.sceneManager.getChapter(chapterId)
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if (!chapter) return
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@@ -155,6 +155,15 @@ export class VideoManager {
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this.active.currentTime = time
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}
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setPlaybackRate(rate: number) {
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if (this.elA) this.elA.playbackRate = rate
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if (this.elB) this.elB.playbackRate = rate
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}
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getPlaybackRate(): number {
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return this.active?.playbackRate ?? 1
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}
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setMuted(muted: boolean) {
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if (this.elA) this.elA.muted = muted
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if (this.elB) this.elB.muted = muted
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@@ -16,15 +16,22 @@ interface UnlockRecord {
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chapterId: string
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}
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interface WatchedRecord {
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sceneId: string
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timestamp: number
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}
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class SaveDB extends Dexie {
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saves!: Table<SaveRecord, number>
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unlocks!: Table<UnlockRecord, string>
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watched!: Table<WatchedRecord, string>
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constructor() {
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super('MovieGameSaves')
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this.version(3).stores({
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this.version(4).stores({
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saves: '++id, slot',
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unlocks: 'chapterId',
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watched: 'sceneId',
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})
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}
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}
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@@ -96,4 +103,21 @@ export class SaveSystem {
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const records = await db.unlocks.toArray()
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return records.map((r) => r.chapterId)
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}
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async markWatched(sceneId: string) {
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const exists = await db.watched.get(sceneId)
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if (!exists) {
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await db.watched.put({ sceneId, timestamp: Date.now() })
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}
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}
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async isWatched(sceneId: string): Promise<boolean> {
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const record = await db.watched.get(sceneId)
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return !!record
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}
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async getWatchedSceneIds(): Promise<string[]> {
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const records = await db.watched.toArray()
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return records.map((r) => r.sceneId)
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}
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}
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@@ -17,6 +17,7 @@ export interface SceneNode {
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bgmDuckLevel?: number
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bgmDuckFade?: number
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videoMuted?: boolean
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skippable?: boolean
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}
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export interface Choice {
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@@ -173,6 +173,7 @@
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"qte_success": {
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"id": "qte_success",
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"videoUrl": "/videos/qte_success.mp4",
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"skippable": false,
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"choices": [
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{
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"text": "继续前进",
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@@ -187,6 +188,7 @@
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"qte_fail": {
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"id": "qte_fail",
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"videoUrl": "/videos/qte_fail.mp4",
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"skippable": false,
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"choices": [
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{
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"text": "继续前进",
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28
src/App.vue
28
src/App.vue
@@ -1,5 +1,5 @@
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<script setup lang="ts">
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import { ref } from 'vue'
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import { ref, watch } from 'vue'
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import GamePlayer from '@/components/GamePlayer.vue'
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import ChoicePanel from '@/components/ChoicePanel.vue'
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import QTEOverlay from '@/components/QTEOverlay.vue'
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@@ -7,6 +7,7 @@ import Subtitles from '@/components/Subtitles.vue'
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import HotspotLayer from '@/components/HotspotLayer.vue'
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import SaveLoadMenu from '@/components/SaveLoadMenu.vue'
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import ChapterSelect from '@/components/ChapterSelect.vue'
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import PlaybackBar from '@/components/PlaybackBar.vue'
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import { useGameEngine } from '@/composables/useGameEngine'
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import { useGameStore } from '@/stores/gameStore'
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import { useFullscreen } from '@/composables/useFullscreen'
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@@ -20,8 +21,11 @@ const started = ref(false)
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const showMenu = ref(false)
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const showChapterSelect = ref(false)
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const hasAutoSave = ref(false)
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const currentSpeed = ref(1)
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const canSkip = ref(false)
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const { loadGame, start, resumeAutoSave, makeChoice, clickHotspot, startChapter,
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skipScene, setSpeed, getSpeed, isSceneWatched,
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saveGame, loadGameFromSlot, refreshSaves, saveSystem } =
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useGameEngine(() => [videoElA.value, videoElB.value])
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@@ -77,6 +81,22 @@ async function onStartChapter(chapterId: string) {
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startChapter(chapterId)
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}
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function handleSkip() {
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skipScene()
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}
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function handleSpeedChange(rate: number) {
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setSpeed(rate)
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currentSpeed.value = rate
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}
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watch(() => store.currentScene?.id, async (newId) => {
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if (!newId) { canSkip.value = false; return }
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const scene = store.currentScene
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if (scene?.skippable === false) { canSkip.value = false; return }
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canSkip.value = await isSceneWatched(newId)
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})
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init()
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</script>
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@@ -112,6 +132,12 @@ init()
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@choose="onChoose"
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/>
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<div v-if="started && !store.gameEnded" class="top-bar">
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<PlaybackBar
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:can-skip="canSkip"
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:current-speed="currentSpeed"
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@skip="handleSkip"
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@speed-change="handleSpeedChange"
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/>
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<button class="top-btn" @click="toggleFullscreen" :title="isFullscreen ? '退出全屏' : '全屏'">
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{{ isFullscreen ? '⛶' : '⛶' }}
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</button>
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71
src/components/PlaybackBar.vue
Normal file
71
src/components/PlaybackBar.vue
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@@ -0,0 +1,71 @@
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<script setup lang="ts">
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import { ref, watch, onMounted } from 'vue'
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const props = defineProps<{
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canSkip: boolean
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currentSpeed: number
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}>()
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const emit = defineEmits<{
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skip: []
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speedChange: [rate: number]
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}>()
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const speedLabel = ref('1x')
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function updateLabel(rate: number) {
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speedLabel.value = rate + 'x'
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}
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function toggleSpeed() {
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const next = props.currentSpeed === 1 ? 2 : props.currentSpeed === 2 ? 4 : 1
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updateLabel(next)
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emit('speedChange', next)
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}
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watch(() => props.currentSpeed, (v) => updateLabel(v))
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onMounted(() => updateLabel(props.currentSpeed))
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</script>
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<template>
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<div class="playback-bar">
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<button v-if="canSkip" class="pb-btn skip-btn" @click="emit('skip')">跳过</button>
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<button class="pb-btn speed-btn" @click="toggleSpeed">{{ speedLabel }}</button>
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</div>
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</template>
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<style scoped>
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.playback-bar {
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position: absolute;
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top: 16px;
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left: 16px;
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z-index: 20;
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display: flex;
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gap: 6px;
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}
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.pb-btn {
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padding: 6px 14px;
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font-size: 12px;
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color: #ccc;
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background: rgba(0, 0, 0, 0.5);
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border: 1px solid rgba(255, 255, 255, 0.2);
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border-radius: 3px;
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cursor: pointer;
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transition: background 0.15s, color 0.15s;
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}
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.pb-btn:hover {
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background: rgba(0, 0, 0, 0.7);
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color: #fff;
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}
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.skip-btn {
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color: #ff9800;
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border-color: rgba(255, 152, 0, 0.3);
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}
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.skip-btn:hover {
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background: rgba(255, 152, 0, 0.15);
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}
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</style>
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@@ -15,10 +15,14 @@ export function useGameEngine(videoEls: () => [HTMLVideoElement | null, HTMLVide
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;(window as any).__store = store
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}
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engine.setChapterUnlockHandler(async (chapterId) => {
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await saveSystem.unlockChapter(chapterId)
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store.addUnlockedChapter(chapterId)
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})
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engine.setChapterUnlockHandler(async (chapterId) => {
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await saveSystem.unlockChapter(chapterId)
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store.addUnlockedChapter(chapterId)
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})
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engine.setMarkWatchedHandler(async (sceneId) => {
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await saveSystem.markWatched(sceneId)
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})
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engine.on('sceneChange', (scene) => {
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store.setScene(scene)
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@@ -116,11 +120,28 @@ export function useGameEngine(videoEls: () => [HTMLVideoElement | null, HTMLVide
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}
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function startChapter(chapterId: string) {
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ensureVideo()
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const [elA, elB] = videoEls()
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if (elA && elB) engine.videoManager.attach(elA, elB)
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store.setGameEnded(false)
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engine.startChapter(chapterId)
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}
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function skipScene() {
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engine.skipCurrentScene()
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}
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function setSpeed(rate: number) {
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engine.videoManager.setPlaybackRate(rate)
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}
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function getSpeed(): number {
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return engine.videoManager.getPlaybackRate()
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}
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async function isSceneWatched(sceneId: string): Promise<boolean> {
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return await saveSystem.isWatched(sceneId)
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}
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function makeChoice(index: number) {
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const scene = store.currentScene
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if (!scene?.choices) return
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@@ -184,6 +205,10 @@ export function useGameEngine(videoEls: () => [HTMLVideoElement | null, HTMLVide
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makeChoice,
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clickHotspot,
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startChapter,
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skipScene,
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setSpeed,
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getSpeed,
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isSceneWatched,
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saveGame,
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loadGameFromSlot,
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refreshSaves,
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Reference in New Issue
Block a user