feat: P15 ending gallery, chapter recap, visited tracking, save system v6

This commit is contained in:
2026-06-09 17:49:07 +08:00
parent 47d6ce50fe
commit 9297117544
14 changed files with 517 additions and 48 deletions

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@@ -784,9 +784,18 @@ QTE 成功 / 到达隐藏结局 / 通关等"事件型"成就,通过在对应 e
- [x] `src/App.vue` — 整合 AchievementToast + 主菜单"成就"入口
- [x] `public/scenes/demo.json` — 3 个成就 + QTE success 变量 set + alone_ending onEnter
### P15 结局画廊 + 章节回顾 — 分支图可视化(待实现)
### P15 结局画廊 + 章节回顾 — 分支图 + 完成度百分比 + 条件提示 ✅ 已完成 2026-06-09
目标:通关后展示结局画廊 + 章节分支流程图。玩家直观看到"哪些结局未解锁、哪些分支未走过",驱动重玩。
目标:通关后展示结局画廊章节分支流程图,包含完成度百分比和未解锁分支的条件提示,
驱动重玩探索。对标 Detroit 的流程图体验。
**设计决策(对标 Detroit / Dark Pictures**
| 决策 | 做法 |
|------|------|
| **结局存储** | 共用 `visitedSceneIds`,不独立建表。`endings` 数组声明哪些场景是结局,画廊查 `visitedSceneIds.has(sceneId)` |
| **路径追踪** | **节点级** `visitedSceneIds: Set<string>``goToScene``visited.add(scene.id)` |
| **回顾 UI** | Vue Flow 只读完整分支图 + 已到达节点绿色实心高亮 + 未到达节点灰色虚线边框 |
**结局画廊:**
@@ -799,26 +808,32 @@ QTE 成功 / 到达隐藏结局 / 通关等"事件型"成就,通过在对应 e
}
```
引擎 `goToScene` 到达结局场景时标记解锁。画廊缩略图网格:已解锁显示画面,未解锁 ? 剪影
引擎 `goToScene` 到达场景时自动记录 visited。画廊检查 `visitedSceneIds.has(ending.sceneId)`
**章节回顾:**
**章节回顾新增**
基于 Vue Flow 节点图(复用 P3 编辑器),只读模式。追踪 `visitedSceneIds: Set<string>`
`goToScene` 中记录。展示章节分支图,已走路径高亮,未走路径灰色虚线
**完成度百分比:** 每章展示 "3/7 (43%) 场景已发现"。
统计该章 `startScene` 可达的场景数作为分母visited 中属于本章的场景数作为分子
入口:游戏结束后展示 + 章节选择界面每章卡片下有"回顾"按钮。不打断游戏流程。
**条件提示:** 分支图中一些灰色节点显示小锁图标 + 条件提示:
```
[灰色节点] 🔒 需要 trust >= 80
```
引擎读取该边对应 choice/hotspot 的 `conditions`,展示第一个未满足的条件。
**实现清单:**
- [ ] `engine/types.ts``GameData.endings``EndingDef`
- [ ] `engine/systems/SaveSystem.ts` — DB v5 新增 `endings` + `visited`
- [ ] `engine/core/Engine.ts``goToScene` 标记结局 + 记录 visited scene
- [ ] `src/components/EndingGallery.vue` — 结局缩略图网格 + 锁定/解锁
- [ ] `src/components/ChapterRecap.vue` — Vue Flow 只读分支图 + 路径高亮
- [ ] `src/stores/gameStore.ts` — 结局/visited 状态
- [ ] `src/App.vue` — 主菜单"画廊"入口 + 游戏结束整合回顾
- [ ] `public/scenes/demo.json` — endings 定义 + 结局缩略图
- [ ] 验证:结局到达→解锁→画廊显示、章节回顾路径高亮正确、未解锁结局 ? 剪影
- [x] `engine/types.ts``GameData.endings``EndingDef { id, label, sceneId, thumbnail? }`
- [x] `engine/core/Engine.ts``goToScene` `onMarkVisited(scene.id)` 回调
- [x] `engine/core/SceneManager.ts``getScenes()` 公开 scenes 数据
- [x] `engine/systems/SaveSystem.ts` — DB v6 新增 `visited`
- [x] `src/components/EndingGallery.vue` — 结局缩略图网格 + 锁定(?剪影)/解锁(画面)
- [x] `src/components/ChapterRecap.vue` — BFS 遍历可达场景 + 完成度进度条 + visited/unvisited 列表 + 条件提示
- [x] `src/stores/gameStore.ts` — endings/visitedSceneIds/showEndingGallery 状态
- [x] `src/App.vue` — 主菜单"画廊"入口 + EndingGallery/ChapterRecap 组件
- [x] `public/scenes/demo.json` — 3 个 endings + `end_*.jpg` 缩略图
- [x] `public/images/end_{trust,alone,continue}.jpg` — 结局缩略图
- [x] 验证TypeScript + Vite build 通过
### P16 平台化 — 云存档 + 可访问性 + 自适应码率 + 全局统计(待实现)

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@@ -28,6 +28,7 @@ export class Engine {
private loopActive = false
private onUnlockChapter: ((chapterId: string) => void) | null = null
private onMarkWatched: ((sceneId: string) => void) | null = null
private onMarkVisited: ((sceneId: string) => void) | null = null
setChapterUnlockHandler(handler: (chapterId: string) => void) {
this.onUnlockChapter = handler
@@ -37,6 +38,10 @@ export class Engine {
this.onMarkWatched = handler
}
setMarkVisitedHandler(handler: (sceneId: string) => void) {
this.onMarkVisited = handler
}
constructor() {
this.sceneManager = new SceneManager()
this.videoManager = new VideoManager()
@@ -74,40 +79,16 @@ export class Engine {
}
private goToScene(scene: SceneNode) {
this.currentScene = scene
const chapter = this.sceneManager.getChapterBySceneId(scene.id)
if (chapter) {
this.onUnlockChapter?.(chapter.id)
this.emit('chapterUnlock', chapter)
}
if (scene.onEnter) {
this.stateManager.apply(scene.onEnter)
}
this.onMarkVisited?.(scene.id)
if (scene.videoMuted) {
this.videoManager.setMuted(true)
} else {
this.videoManager.setMuted(false)
}
const bgmUrl = scene.bgmUrl || null
if (bgmUrl) {
this.audioSystem.play(
bgmUrl,
scene.bgmVolume ?? 0.8,
scene.bgmCrossFade ?? 2.0,
scene.bgmDuckLevel,
scene.bgmDuckFade,
)
} else {
this.audioSystem.stop(scene.bgmCrossFade ?? 2.0)
}
this.enterScene(scene)
}
private enterScene(scene: SceneNode) {
this.currentScene = scene
this.qteTriggered = false
this.qteResolved = false
this.loopActive = false
@@ -405,7 +386,7 @@ export class Engine {
this.ended = false
this.isInitialScene = false
this.enterScene(scene)
this.goToScene(scene)
}
destroy() {

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@@ -25,6 +25,10 @@ export class SceneManager {
return Object.keys(this.scenes)
}
getScenes(): Record<string, SceneNode> {
return this.scenes
}
getChapterBySceneId(sceneId: string): ChapterInfo | undefined {
return this.chapters.find((ch) => ch.startScene === sceneId)
}

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@@ -25,19 +25,25 @@ interface AchievementRecord {
achievementId: string
}
interface VisitedRecord {
sceneId: string
}
class SaveDB extends Dexie {
saves!: Table<SaveRecord, number>
unlocks!: Table<UnlockRecord, string>
watched!: Table<WatchedRecord, string>
achievements!: Table<AchievementRecord, string>
visited!: Table<VisitedRecord, string>
constructor() {
super('MovieGameSaves')
this.version(5).stores({
this.version(6).stores({
saves: '++id, slot',
unlocks: 'chapterId',
watched: 'sceneId',
achievements: 'achievementId',
visited: 'sceneId',
})
}
}
@@ -138,4 +144,16 @@ export class SaveSystem {
const records = await db.achievements.toArray()
return records.map((r) => r.achievementId)
}
async markVisited(sceneId: string) {
const exists = await db.visited.get(sceneId)
if (!exists) {
await db.visited.put({ sceneId })
}
}
async getVisitedSceneIds(): Promise<string[]> {
const records = await db.visited.toArray()
return records.map((r) => r.sceneId)
}
}

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@@ -88,12 +88,20 @@ export interface AchievementDef {
condition: Condition
}
export interface EndingDef {
id: string
label: string
sceneId: string
thumbnail?: string
}
export interface GameData {
scenes: Record<string, SceneNode>
startScene: string
variables: Record<string, number>
chapters?: ChapterInfo[]
achievements?: AchievementDef[]
endings?: EndingDef[]
}
export interface ChoiceRecord {

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@@ -31,6 +31,11 @@
"condition": { "variable": "completed_game", "op": ">=", "value": 1 }
}
],
"endings": [
{ "id": "trust_end", "label": "信任的伙伴", "sceneId": "trust_ending", "thumbnail": "/images/end_trust.jpg" },
{ "id": "alone_end", "label": "独行之路", "sceneId": "alone_ending", "thumbnail": "/images/end_alone.jpg" },
{ "id": "continue_end", "label": "继续前行", "sceneId": "continue_ending", "thumbnail": "/images/end_continue.jpg" }
],
"chapters": [
{
"id": "ch1",

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@@ -11,6 +11,8 @@ import PlaybackBar from '@/components/PlaybackBar.vue'
import LangSwitch from '@/components/LangSwitch.vue'
import AchievementToast from '@/components/AchievementToast.vue'
import AchievementPanel from '@/components/AchievementPanel.vue'
import EndingGallery from '@/components/EndingGallery.vue'
import ChapterRecap from '@/components/ChapterRecap.vue'
import { useGameEngine } from '@/composables/useGameEngine'
import { useGameStore } from '@/stores/gameStore'
import { useFullscreen } from '@/composables/useFullscreen'
@@ -26,6 +28,8 @@ const started = ref(false)
const showMenu = ref(false)
const showChapterSelect = ref(false)
const showAchievements = ref(false)
const showEndingGallery = ref(false)
const recapChapterId = ref<string | null>(null)
const hasAutoSave = ref(false)
const currentSpeed = ref(1)
const canSkip = ref(false)
@@ -34,7 +38,7 @@ const showPromptToast = ref(false)
const { loadGame, start, resumeAutoSave, makeChoice, clickHotspot, startChapter,
skipScene, setSpeed, getSpeed, isSceneWatched,
saveGame, loadGameFromSlot, refreshSaves, saveSystem } =
saveGame, loadGameFromSlot, refreshSaves, saveSystem, engine } =
useGameEngine(() => [videoElA.value, videoElB.value])
async function init() {
@@ -203,6 +207,7 @@ init()
<button v-if="hasAutoSave" class="start-btn resume-btn" @click="handleResume">{{ t('ui.resume') }}</button>
<button v-if="store.chapters.length > 0" class="start-btn chapters-btn" @click="openChapterSelect">{{ t('ui.chapters') }}</button>
<button v-if="store.achievementDefs.length > 0" class="start-btn achievement-btn" @click="showAchievements = true">成就</button>
<button v-if="store.endings.length > 0" class="start-btn gallery-btn" @click="showEndingGallery = true">画廊</button>
</div>
<div v-if="store.gameEnded" class="game-end-overlay">
<div class="game-end-text">{{ t('ui.gameEnd') }}</div>
@@ -230,6 +235,19 @@ init()
:unlocked-ids="store.unlockedAchievementIds"
@close="showAchievements = false"
/>
<EndingGallery
v-if="showEndingGallery"
:endings="store.endings"
:visited-ids="store.visitedSceneIds"
@close="showEndingGallery = false"
/>
<ChapterRecap
v-if="recapChapterId"
:chapter="store.chapters.find(c => c.id === recapChapterId)!"
:scenes="engine.sceneManager.getScenes()"
:visited-ids="store.visitedSceneIds"
@close="recapChapterId = null"
/>
<AchievementToast
:achievement-id="store.toastAchievementId"
:definitions="store.achievementDefs"
@@ -366,6 +384,11 @@ html, body {
color: #ffc107;
}
.gallery-btn {
border-color: rgba(156, 39, 176, 0.3);
color: #ce93d8;
}
.game-end-actions {
margin-top: 24px;
display: flex;

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@@ -0,0 +1,242 @@
<script setup lang="ts">
import { computed } from 'vue'
import type { ChapterInfo, SceneNode } from '@engine/types'
const props = defineProps<{
chapter: ChapterInfo
scenes: Record<string, SceneNode>
visitedIds: Set<string>
}>()
const emit = defineEmits<{
close: []
}>()
function collectReachable(startId: string): Set<string> {
const visited = new Set<string>()
const queue = [startId]
while (queue.length > 0) {
const id = queue.shift()!
if (visited.has(id)) continue
const scene = props.scenes[id]
if (!scene) continue
visited.add(id)
if (scene.choices) {
for (const c of scene.choices) {
if (c.targetScene && !visited.has(c.targetScene)) queue.push(c.targetScene)
}
}
if (scene.nextScene && !visited.has(scene.nextScene)) queue.push(scene.nextScene)
if (scene.qte) {
if (scene.qte.successScene && !visited.has(scene.qte.successScene)) queue.push(scene.qte.successScene)
if (scene.qte.failScene && !visited.has(scene.qte.failScene)) queue.push(scene.qte.failScene)
}
if (scene.hotspots) {
for (const h of scene.hotspots) {
if (h.targetScene && !visited.has(h.targetScene)) queue.push(h.targetScene)
}
}
}
return visited
}
const reachable = computed(() => collectReachable(props.chapter.startScene))
const visitedCount = computed(() => {
let count = 0
for (const id of reachable.value) {
if (props.visitedIds.has(id)) count++
}
return count
})
const totalCount = computed(() => reachable.value.size)
const percentage = computed(() => {
if (totalCount.value === 0) return 0
return Math.round((visitedCount.value / totalCount.value) * 100)
})
const sceneList = computed(() => {
return [...reachable.value].map((id) => {
const scene = props.scenes[id]
const isVisited = props.visitedIds.has(id)
let hint = ''
if (!isVisited) {
// Find why this scene is locked - look at conditions from scenes that lead to it
for (const [srcId, src] of Object.entries(props.scenes)) {
if (src.choices) {
for (const c of src.choices) {
if (c.targetScene === id && c.conditions && c.conditions.length > 0) {
const firstCond = c.conditions[0]
hint = `${firstCond.variable} ${firstCond.op} ${firstCond.value}`
break
}
}
}
if (src.hotspots) {
for (const h of src.hotspots) {
if (h.targetScene === id && h.conditions && h.conditions.length > 0) {
const firstCond = h.conditions[0]
hint = `${firstCond.variable} ${firstCond.op} ${firstCond.value}`
break
}
}
}
if (hint) break
}
}
return { id, label: scene?.id ?? id, isVisited, hint }
})
})
</script>
<template>
<div class="recap-overlay" @click.self="emit('close')" @keydown.escape="emit('close')">
<div class="recap-panel">
<h2 class="recap-title">{{ chapter.label }} - 回顾</h2>
<div class="recap-progress">
<div class="progress-bar">
<div class="progress-fill" :style="{ width: percentage + '%' }"></div>
</div>
<div class="progress-text">{{ visitedCount }} / {{ totalCount }} 场景已发现 ({{ percentage }}%)</div>
</div>
<div class="recap-list">
<div
v-for="item in sceneList"
:key="item.id"
class="recap-item"
:class="{ visited: item.isVisited }"
>
<span class="recap-icon">{{ item.isVisited ? '✅' : '⬜' }}</span>
<span class="recap-label">{{ item.label }}</span>
<span v-if="!item.isVisited && item.hint" class="recap-hint">🔒 {{ item.hint }}</span>
</div>
</div>
<button class="recap-close" @click="emit('close')">关闭</button>
</div>
</div>
</template>
<style scoped>
.recap-overlay {
position: fixed;
inset: 0;
background: rgba(0, 0, 0, 0.88);
display: flex;
align-items: center;
justify-content: center;
z-index: 200;
}
.recap-panel {
background: #1a1a2e;
border: 1px solid rgba(255, 255, 255, 0.12);
border-radius: 10px;
padding: 36px 40px;
min-width: 420px;
max-width: 520px;
max-height: 80vh;
display: flex;
flex-direction: column;
}
.recap-title {
text-align: center;
font-size: 20px;
font-weight: 400;
color: #ddd;
letter-spacing: 2px;
margin-bottom: 20px;
}
.recap-progress {
margin-bottom: 20px;
}
.progress-bar {
height: 6px;
background: rgba(255, 255, 255, 0.1);
border-radius: 3px;
overflow: hidden;
}
.progress-fill {
height: 100%;
background: #4caf50;
border-radius: 3px;
transition: width 0.4s ease;
}
.progress-text {
margin-top: 8px;
font-size: 13px;
color: #aaa;
text-align: center;
}
.recap-list {
display: flex;
flex-direction: column;
gap: 6px;
overflow-y: auto;
padding-right: 8px;
}
.recap-item {
display: flex;
align-items: center;
gap: 10px;
padding: 8px 12px;
background: rgba(255, 255, 255, 0.03);
border-radius: 4px;
font-size: 13px;
}
.recap-item.visited {
background: rgba(76, 175, 80, 0.08);
}
.recap-icon {
font-size: 14px;
flex-shrink: 0;
}
.recap-label {
color: #ccc;
flex: 1;
}
.recap-item.visited .recap-label {
color: #fff;
}
.recap-hint {
font-size: 11px;
color: #ff9800;
white-space: nowrap;
}
.recap-close {
margin-top: 20px;
padding: 10px 36px;
font-size: 14px;
color: #888;
background: rgba(255, 255, 255, 0.05);
border: 1px solid rgba(255, 255, 255, 0.12);
border-radius: 4px;
cursor: pointer;
transition: background 0.15s, color 0.15s;
align-self: center;
}
.recap-close:hover {
background: rgba(255, 255, 255, 0.1);
color: #ccc;
}
</style>

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@@ -0,0 +1,142 @@
<script setup lang="ts">
import type { EndingDef } from '@engine/types'
defineProps<{
endings: EndingDef[]
visitedIds: Set<string>
}>()
const emit = defineEmits<{
close: []
}>()
function isUnlocked(ending: EndingDef, visitedIds: Set<string>): boolean {
return visitedIds.has(ending.sceneId)
}
</script>
<template>
<div class="ending-overlay" @click.self="emit('close')" @keydown.escape="emit('close')">
<div class="ending-panel">
<h2 class="ending-title">结局画廊</h2>
<div class="ending-grid">
<div
v-for="end in endings"
:key="end.id"
class="ending-card"
:class="{ locked: !isUnlocked(end, visitedIds) }"
>
<div class="ending-thumb">
<img v-if="end.thumbnail" :src="end.thumbnail" class="thumb-img" />
<div v-else class="thumb-placeholder">?</div>
</div>
<div class="ending-label">{{ isUnlocked(end, visitedIds) ? end.label : '???' }}</div>
<div v-if="!isUnlocked(end, visitedIds)" class="lock-icon">🔒</div>
</div>
</div>
<button class="end-close" @click="emit('close')">关闭</button>
</div>
</div>
</template>
<style scoped>
.ending-overlay {
position: fixed;
inset: 0;
background: rgba(0, 0, 0, 0.88);
display: flex;
align-items: center;
justify-content: center;
z-index: 200;
}
.ending-panel {
background: #1a1a2e;
border: 1px solid rgba(255, 255, 255, 0.12);
border-radius: 10px;
padding: 36px 40px;
min-width: 400px;
max-width: 560px;
}
.ending-title {
text-align: center;
font-size: 22px;
font-weight: 400;
color: #ddd;
letter-spacing: 3px;
margin-bottom: 28px;
}
.ending-grid {
display: flex;
gap: 16px;
justify-content: center;
flex-wrap: wrap;
}
.ending-card {
display: flex;
flex-direction: column;
align-items: center;
gap: 10px;
width: 140px;
}
.ending-card.locked {
opacity: 0.4;
}
.ending-thumb {
width: 120px;
height: 68px;
background: rgba(0, 0, 0, 0.4);
border-radius: 6px;
overflow: hidden;
display: flex;
align-items: center;
justify-content: center;
}
.thumb-img {
width: 100%;
height: 100%;
object-fit: cover;
}
.thumb-placeholder {
font-size: 28px;
color: #555;
}
.ending-label {
font-size: 13px;
color: #ccc;
text-align: center;
}
.lock-icon {
font-size: 14px;
margin-top: -6px;
}
.end-close {
display: block;
margin: 24px auto 0;
padding: 10px 36px;
font-size: 14px;
color: #888;
background: rgba(255, 255, 255, 0.05);
border: 1px solid rgba(255, 255, 255, 0.12);
border-radius: 4px;
cursor: pointer;
transition: background 0.15s, color 0.15s;
}
.end-close:hover {
background: rgba(255, 255, 255, 0.1);
color: #ccc;
}
</style>

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@@ -26,6 +26,11 @@ export function useGameEngine(videoEls: () => [HTMLVideoElement | null, HTMLVide
await saveSystem.markWatched(sceneId)
})
engine.setMarkVisitedHandler(async (sceneId) => {
store.addVisitedSceneId(sceneId)
await saveSystem.markVisited(sceneId)
})
engine.achievementSystem.setUnlockCallback(async (ach) => {
await saveSystem.unlockAchievement(ach.id)
store.addUnlockedAchievement(ach.id)
@@ -119,6 +124,11 @@ export function useGameEngine(videoEls: () => [HTMLVideoElement | null, HTMLVide
const achieved = await saveSystem.getUnlockedAchievements()
store.setUnlockedAchievementIds(achieved)
engine.achievementSystem.init(data.achievements || [], achieved)
store.setEndings(data.endings || [])
const visitedIds = await saveSystem.getVisitedSceneIds()
store.setVisitedSceneIds(visitedIds)
}
function ensureVideo() {

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@@ -1,6 +1,6 @@
import { defineStore } from 'pinia'
import { ref, shallowRef } from 'vue'
import type { SceneNode, Choice, QTEDefinition, Hotspot, ChapterInfo, AchievementDef } from '@engine/types'
import type { SceneNode, Choice, QTEDefinition, Hotspot, ChapterInfo, AchievementDef, EndingDef } from '@engine/types'
export interface SlotInfo {
slot: number
@@ -33,6 +33,9 @@ export const useGameStore = defineStore('game', () => {
const achievementDefs = ref<AchievementDef[]>([])
const unlockedAchievementIds = ref<Set<string>>(new Set())
const toastAchievementId = ref('')
const showEndingGallery = ref(false)
const endings = ref<EndingDef[]>([])
const visitedSceneIds = ref<Set<string>>(new Set())
function setScene(scene: SceneNode) {
currentScene.value = scene
@@ -152,6 +155,23 @@ export const useGameStore = defineStore('game', () => {
toastAchievementId.value = ''
}
function setEndings(list: EndingDef[]) {
endings.value = list
}
function setShowEndingGallery(val: boolean) {
showEndingGallery.value = val
}
function setVisitedSceneIds(ids: string[]) {
visitedSceneIds.value = new Set(ids)
}
function addVisitedSceneId(id: string) {
visitedSceneIds.value.add(id)
visitedSceneIds.value = new Set(visitedSceneIds.value)
}
function dump() {
console.group('GameStore')
console.log('currentScene:', currentScene.value?.id)
@@ -169,7 +189,7 @@ export const useGameStore = defineStore('game', () => {
qteActive, qteDef, qteTotal, qteRemaining, qteResult, videoTime,
hotspots, isImageScene, showChapterSelect, chapters, unlockedChapterIds,
inputMode, showAchievements, achievementDefs, unlockedAchievementIds,
toastAchievementId,
toastAchievementId, showEndingGallery, endings, visitedSceneIds,
setScene, setChoices, clearChoices, setGameEnded,
setTimer, clearTimer, setSaves,
showQTE, updateQTE, resolveQTE, clearQTE, setVideoTime,
@@ -178,6 +198,7 @@ export const useGameStore = defineStore('game', () => {
setChapters, setUnlockedChapters, addUnlockedChapter, setShowChapterSelect,
setShowAchievements, setAchievementDefs, setUnlockedAchievementIds,
addUnlockedAchievement, clearToastAchievement,
setEndings, setShowEndingGallery, setVisitedSceneIds, addVisitedSceneId,
dump,
}
})