feat: UI polish, chapter select improvements, save system enhancements, roadmap update

This commit is contained in:
2026-06-09 15:19:53 +08:00
parent 2748b2c16f
commit 72e442f2c3
7 changed files with 206 additions and 18 deletions

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@@ -29,11 +29,42 @@
- 快捷键自定义
- 2x/4x/8x 多档位
## P10 键盘/手柄导航 - 扩展
## P10b 手柄导航 — 远期Gamepad API
- Gamepad 震动反馈(手柄扳机键模拟选择"重量"
- 自定义键位映射界面
- 手柄热插拔检测
以下功能在 P10a 键盘导航完成后,作为手柄支持的第二期实现:
### 手柄映射
| 操作 | 手柄按键 |
|------|----------|
| 选项导航 | 左摇杆 / 方向键(↑↓←→) |
| 确认 | A 键Xbox/ ×PS |
| 取消/菜单 | B 键Xbox/ ○ 键PS |
| QTE 按键 | A/B/X/Y 自动映射到 QTE 定义的 keys 顺序 |
| 跳过 | Start 键 |
| 倍速 | LB / RB 循环 |
### QTE 设备感知
- 键盘连接时 QTE 提示显示键盘按键名称空格、WASD
- 手柄连接时 QTE 提示自动切换为手柄按钮图标A/B/X/Y + 方向图标)
- `QTESystem` 升级:输入源切换 + 按键提示动态渲染
### 视觉反馈
- QTE Overlay 的中央圆圈根据设备动态渲染(键盘=方块内字母,手柄=圆形内图标)
- 手柄连接后自动隐藏鼠标光标,`inputMode = 'gamepad'`
- 手柄断连后自动恢复键盘模式,不再依赖手柄
### 实现要点
- [ ] `engine/systems/InputSystem.ts` 升级 — `gamepadconnected`/`gamepaddisconnected` 事件监听
- [ ] Gamepad API 轮询rAF 中 `navigator.getGamepads()` 读取摇杆/按键状态)
- [ ] QTE 手柄映射逻辑:方向键/摇杆 → `keys[]` 中的方向匹配,按钮 → A/B/X/Y
- [ ] `src/components/QTEOverlay.vue` 升级 — 根据 inputMode 渲染不同图标
- [ ] 键位映射配置持久化IndexedDB
- [ ] 手柄震动反馈(`GamepadHapticActuator.pulse()`
- [ ] 手柄热插拔检测 + 自动切换 inputMode
## P11 多语言字幕 - 扩展

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@@ -532,18 +532,41 @@ GainNode 的 ramp 目标值 = `Math.min(bgmVolume, bgmDuckLevel × bgmVolume)`
- [x] `public/scenes/demo.json``qte_success` / `qte_fail``skippable: false`
- [x] 验证TypeScript + Vite build 通过
### P10 键盘/手柄导航(待实现)
### P10a 键盘导航 — 方向键+确认键驱动全流程 ✅ 已完成 2026-06-09
目标:支持纯键盘或手柄操作整个游戏流程(选择选项、确认、QTE、菜单适配"躺沙发"体验
目标:支持纯键盘操作整个游戏流程(选项选择、确认、菜单),方向键/WASD 移动高亮、Enter/Space 确认、Esc 菜单
适配《底特律》《Telltale》级别的键盘交互体验。
**核心设计(对标业界):**
| 设计点 | 做法 |
|--------|------|
| **输入范围** | 完整接管:选项导航、菜单导航、存档界面、章节选择 |
| **视觉反馈** | 自定义高亮(发光边框/变色),和鼠标 hover 共用样式 |
| **自动检测** | 检测到 keydown → 标记 `inputMode='keyboard'` → 显示焦点环;鼠标移动 → 恢复 `inputMode='mouse'` |
| **QTE** | 本期不做 QTE 键位整合QTE 仍直接监听 keydown远期 P10b 处理 |
**按键映射:**
| 操作 | 按键 |
|------|------|
| 选项上移 | ↑ / W |
| 选项下移 | ↓ / S |
| 确认 | Enter / Space |
| 菜单 | Esc |
| 跳过 | 不变(按钮点击) |
| 全屏 | 不变(按钮点击) |
**实现清单:**
- [ ] `engine/systems/InputSystem.ts` — 统一输入抽象层:键盘(方向键/WASD+ 手柄Gamepad API+ 鼠标
- [ ] 选项高亮导航:↑↓ 移动焦点Enter/Space 确认,有视觉高亮指示器
- [ ] QTE 键位整合到 InputSystem目前 QTE 直接监听 `keydown`
- [ ] `src/components/ChoicePanel.vue` — 键盘焦点环样式(`focus-visible`
- [ ] `src/App.vue` — 菜单键Esc 打开/关闭菜单
- [ ] 验证:纯键盘完成一次完整流程开始→选择→QTE→存档→读档→结束、手柄连接时自动切换
- [x] `src/stores/gameStore.ts``inputMode` 状态mouse/keyboard+ `setInputMode` setter
- [x] `src/App.vue` — 全局 keydown 监听(方向键/Enter/Space/Tab → keyboard 模式Esc → 关闭菜单/章节mousemove → mouse 模式
- [x] `src/components/ChoicePanel.vue` — 选项出现时 auto-focus 第一项;↑↓ 键导航焦点Enter/Space 确认;`:focus-visible` 发光边框样式
- [x] `src/components/ChapterSelect.vue` — ←→ 键在章节卡片间导航跳过锁定章节Enter 选择Esc/Backspace 返回;`:focus-visible` 高亮
- [x] `src/components/SaveLoadMenu.vue``@keydown.escape` 关闭菜单
- [x] 验证:TypeScript + Vite build 通过
### P10b 手柄导航(远期 P10b— 见 FUTURE.md
### P11 多语言字幕(待实现)

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@@ -1,5 +1,5 @@
<script setup lang="ts">
import { ref, watch } from 'vue'
import { ref, watch, onMounted, onUnmounted } from 'vue'
import GamePlayer from '@/components/GamePlayer.vue'
import ChoicePanel from '@/components/ChoicePanel.vue'
import QTEOverlay from '@/components/QTEOverlay.vue'
@@ -97,6 +97,37 @@ watch(() => store.currentScene?.id, async (newId) => {
canSkip.value = await isSceneWatched(newId)
})
function onGlobalKeydown(e: KeyboardEvent) {
const key = e.key
if (key === 'ArrowDown' || key === 'ArrowUp' || key === 'ArrowLeft' || key === 'ArrowRight' ||
key === 'Enter' || key === ' ' || key === 'Tab' || key === 'w' || key === 'a' || key === 's' || key === 'd') {
store.setInputMode('keyboard')
}
if (key === 'Escape') {
if (showChapterSelect.value) {
showChapterSelect.value = false
} else if (showMenu.value) {
showMenu.value = false
}
}
}
function onGlobalMouseMove() {
store.setInputMode('mouse')
}
const keyboardKeys = ['ArrowDown', 'ArrowUp', 'ArrowLeft', 'ArrowRight', 'Enter', 'Tab', ' ', 'w', 'a', 's', 'd']
onMounted(() => {
document.addEventListener('keydown', onGlobalKeydown)
document.addEventListener('mousemove', onGlobalMouseMove)
})
onUnmounted(() => {
document.removeEventListener('keydown', onGlobalKeydown)
document.removeEventListener('mousemove', onGlobalMouseMove)
})
init()
</script>

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@@ -1,7 +1,8 @@
<script setup lang="ts">
import { ref, watch, nextTick } from 'vue'
import type { ChapterInfo } from '@engine/types'
defineProps<{
const props = defineProps<{
chapters: ChapterInfo[]
unlockedIds: Set<string>
}>()
@@ -10,20 +11,67 @@ const emit = defineEmits<{
select: [chapterId: string]
back: []
}>()
const focusIdx = ref(0)
const cardRefs = ref<(HTMLDivElement | null)[]>([])
function setRef(el: HTMLDivElement | null, i: number) {
cardRefs.value[i] = el
}
// when shown, focus first unlocked
watch(() => props.chapters.length, async (len) => {
if (len > 0) {
const first = props.chapters.findIndex(ch => props.unlockedIds.has(ch.id))
focusIdx.value = first >= 0 ? first : 0
await nextTick()
cardRefs.value[focusIdx.value]?.focus()
}
})
function onKeydown(e: KeyboardEvent, index: number) {
if (e.key === 'ArrowRight' || e.key === 'ArrowLeft') {
e.preventDefault()
const dir = e.key === 'ArrowRight' ? 1 : -1
const len = props.chapters.length
let next = (index + dir + len) % len
// skip locked ones
let tries = 0
while (!props.unlockedIds.has(props.chapters[next].id) && tries < len) {
next = (next + dir + len) % len
tries++
}
focusIdx.value = next
cardRefs.value[next]?.focus()
}
if (e.key === 'Enter' || e.key === ' ') {
e.preventDefault()
if (props.unlockedIds.has(props.chapters[index].id)) {
emit('select', props.chapters[index].id)
}
}
if (e.key === 'Escape' || e.key === 'Backspace') {
e.preventDefault()
emit('back')
}
}
</script>
<template>
<div class="chapter-overlay">
<div class="chapter-overlay" @keydown="(e: KeyboardEvent) => { if (e.key === 'Escape' || e.key === 'Backspace') { e.preventDefault(); emit('back'); } }">
<div class="chapter-panel">
<h2 class="chapter-title">章节选择</h2>
<div class="chapter-grid">
<div
v-for="ch in chapters"
v-for="(ch, i) in chapters"
:key="ch.id"
:ref="(el: any) => setRef(el, i)"
class="chapter-card"
:class="{ locked: !unlockedIds.has(ch.id) }"
:tabindex="unlockedIds.has(ch.id) ? 0 : -1"
@click="unlockedIds.has(ch.id) && emit('select', ch.id)"
@keydown="onKeydown($event, i)"
>
<div class="chapter-thumb">
<img v-if="ch.thumbnail" :src="ch.thumbnail" class="thumb-img" />
@@ -34,7 +82,7 @@ const emit = defineEmits<{
</div>
</div>
<button class="back-btn" @click="emit('back')">返回</button>
<button class="back-btn" @click="emit('back')">返回 (Esc)</button>
</div>
</div>
</template>
@@ -86,6 +134,7 @@ const emit = defineEmits<{
cursor: pointer;
transition: background 0.2s, border-color 0.2s, transform 0.15s;
width: 150px;
outline: none;
}
.chapter-card:hover:not(.locked) {
@@ -94,6 +143,13 @@ const emit = defineEmits<{
transform: translateY(-2px);
}
.chapter-card:focus-visible {
background: rgba(255, 255, 255, 0.12);
border-color: rgba(255, 255, 255, 0.4);
box-shadow: 0 0 10px rgba(255, 255, 255, 0.2);
transform: translateY(-2px);
}
.chapter-card.locked {
opacity: 0.4;
cursor: default;

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@@ -1,4 +1,5 @@
<script setup lang="ts">
import { ref, watch, nextTick, computed } from 'vue'
import type { Choice } from '@engine/types'
const props = defineProps<{
@@ -11,6 +12,9 @@ const emit = defineEmits<{
choose: [index: number]
}>()
const focusIndex = ref(0)
const btnRefs = ref<(HTMLButtonElement | null)[]>([])
function timerPercent(): number {
if (props.timerTotal <= 0) return 0
return (props.timerRemaining / props.timerTotal) * 100
@@ -20,6 +24,32 @@ function timerClass(): string {
if (props.timerRemaining <= 3) return 'danger'
return ''
}
function setRef(el: HTMLButtonElement | null, index: number) {
btnRefs.value[index] = el
}
watch(() => props.choices.length, async (len) => {
if (len > 0) {
focusIndex.value = 0
await nextTick()
btnRefs.value[0]?.focus()
}
})
function onKeydown(e: KeyboardEvent, index: number) {
if (e.key === 'ArrowDown' || e.key === 'ArrowUp') {
e.preventDefault()
const dir = e.key === 'ArrowDown' ? 1 : -1
const next = Math.max(0, Math.min(props.choices.length - 1, index + dir))
focusIndex.value = next
btnRefs.value[next]?.focus()
}
if (e.key === 'Enter' || e.key === ' ') {
e.preventDefault()
emit('choose', index)
}
}
</script>
<template>
@@ -37,8 +67,11 @@ function timerClass(): string {
<button
v-for="(choice, index) in choices"
:key="index"
:ref="(el: any) => setRef(el, index)"
class="choice-btn"
tabindex="0"
@click="emit('choose', index)"
@keydown="onKeydown($event, index)"
>
{{ choice.text }}
</button>
@@ -110,10 +143,17 @@ function timerClass(): string {
border-radius: 4px;
cursor: pointer;
transition: background 0.2s, border-color 0.2s;
outline: none;
}
.choice-btn:hover {
background: rgba(255, 255, 255, 0.25);
border-color: rgba(255, 255, 255, 0.6);
}
.choice-btn:focus-visible {
background: rgba(255, 255, 255, 0.25);
border-color: rgba(255, 255, 255, 0.6);
box-shadow: 0 0 8px rgba(255, 255, 255, 0.3);
}
</style>

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@@ -15,7 +15,7 @@ const maxSlots = 5
</script>
<template>
<div class="save-overlay" @click.self="emit('close')">
<div class="save-overlay" @click.self="emit('close')" @keydown.escape="emit('close')">
<div class="save-panel">
<h2 class="save-title">存档 / 读档</h2>

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@@ -25,6 +25,7 @@ export const useGameStore = defineStore('game', () => {
const videoTime = ref(0)
const hotspots = ref<Hotspot[]>([])
const isImageScene = ref(false)
const inputMode = ref<'mouse' | 'keyboard'>('mouse')
const showChapterSelect = ref(false)
const chapters = ref<ChapterInfo[]>([])
const unlockedChapterIds = ref<Set<string>>(new Set())
@@ -104,6 +105,10 @@ export const useGameStore = defineStore('game', () => {
isImageScene.value = val
}
function setInputMode(mode: 'mouse' | 'keyboard') {
inputMode.value = mode
}
function setChapters(list: ChapterInfo[]) {
chapters.value = list
}
@@ -137,10 +142,12 @@ export const useGameStore = defineStore('game', () => {
currentScene, choices, gameEnded, timerTotal, timerRemaining, saves,
qteActive, qteDef, qteTotal, qteRemaining, qteResult, videoTime,
hotspots, isImageScene, showChapterSelect, chapters, unlockedChapterIds,
inputMode,
setScene, setChoices, clearChoices, setGameEnded,
setTimer, clearTimer, setSaves,
showQTE, updateQTE, resolveQTE, clearQTE, setVideoTime,
setHotspots, clearHotspots, setIsImageScene,
setInputMode,
setChapters, setUnlockedChapters, addUnlockedChapter, setShowChapterSelect,
dump,
}