feat: battle system, state manager enhancements, engine and demo updates

This commit is contained in:
2026-06-14 15:35:31 +08:00
parent 4d066b53bf
commit d0e901bd1f
12 changed files with 515 additions and 6 deletions

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@@ -144,6 +144,165 @@ QTE 场景和过渡/路由场景被过滤,子节点上浮一级。
- [x] `src/components/StoryGallery.vue``isKeyMoment()` 三层逻辑 + `collectKeyTargets()` 扁平化非关键节点 - [x] `src/components/StoryGallery.vue``isKeyMoment()` 三层逻辑 + `collectKeyTargets()` 扁平化非关键节点
- [x] 验证TypeScript + Vite build 通过 - [x] 验证TypeScript + Vite build 通过
### P27 全局计时器 — 跨场景时间压力(待实现)
目标:跨场景倒计时,时间用尽强制跳转。独立的 `TimerSystem` 类 + 三个新 Effect 类型,
支持启动/停止/重置/加减时间。
**Effect 类型:**
| Effect type | 参数 | 说明 |
|-------------|------|------|
| `startTimer` | `duration`(秒), `expireScene` | 启动倒计时。如已存在则重置 |
| `stopTimer` | — | 暂停计时器 |
| `addTime` | `value`(秒) | 增加剩余时间(正数)或扣减(负数) |
**使用场景:**
```json
{
"id": "chapter_start",
"onEnter": [
{ "type": "startTimer", "duration": 3600, "value": 3600, "target": "timeout_ending" }
]
}
```
**TimerSystem 核心逻辑:**
```typescript
class TimerSystem {
private remaining: number = 0
private expireScene: string = ''
private intervalId: ReturnType<typeof setInterval> | null = null
private onExpire: ((sceneId: string) => void) | null = null
start(duration: number, expireScene: string) { ... }
stop() { ... }
addTime(seconds: number) { ... }
getRemaining(): number { ... }
}
```
setInterval 每秒递减,剩余 ≤0 时调用 `onExpire(expireScene)`
**UI 显示:** PlaybackBar 右下角 `MM:SS` 格式,最后一分钟变红。
**实现清单:**
- [ ] `engine/systems/TimerSystem.ts`**新建** — 计时器核心逻辑
- [ ] `engine/types.ts` — Effect 新增 `startTimer`/`stopTimer`/`addTime` 类型
- [ ] `engine/core/StateManager.ts``apply` 中处理新 Effect
- [ ] `engine/core/Engine.ts` — 集成 `TimerSystem``startChapter` 停止旧 Timer
- [ ] `engine/systems/SaveSystem.ts` — 存档/读档包含 Timer 状态
- [ ] `src/components/PlaybackBar.vue` — HUD 显示倒计时
### P28 随机路由 — 变量初始值/场景随机选择(待实现)
目标:`nextScene` / 变量初始值支持随机选择,每次玩法不同。
### P29 背包/装备系统 — 物品持有影响叙事(待实现)
目标:玩家可持有物品,物品影响 `conditions` 判断、选择可见性、场景解锁。
### P30 通关评分/反馈 — 结算面板展示统计(待实现)
目标通关后展示玩家行为统计线索数、成就数、结局数。DeathPanel 升级为通用的 `ResultPanel`,死亡和通关统一走这里。
**数据设计GameData 顶层):**
```json
{
"stats": [
{ "label": "线索发现", "variable": "investigation", "max": 5 },
{ "label": "QTE 成功次数", "variable": "qte_succeeded" },
{ "label": "达成结局数", "type": "endingsCount" }
]
}
```
| 字段 | 说明 |
|------|------|
| `label` | 统计项名称 |
| `variable` | 从 `variables` 读值 |
| `max` | 满分(可选),用于进度条 |
| `type: "endingsCount"` | 特殊统计 — `visitedSceneIds ∩ endings[].sceneId` 计数 |
**实现清单:**
- [ ] `engine/types.ts``GameData.stats?: StatDef[]`
- [ ] `src/components/DeathPanel.vue` → 升级为 `ResultPanel.vue`
- [ ] `src/App.vue``gameEnd` 触发后展示 ResultPanel
### P31 战斗 HUD + 结算面板 — RPG HUD 流派 ✅ 已完成 2026-06-12
目标:战斗场景中展示角色属性 HUD头像 + HP/MP 条 + 数值),胜利后弹出结算面板。
走 RPG HUD 流派,非极简派。战败不做结算面板,直接走战败叙事。
**SceneNode 新增字段:**
```json
{
"id": "combat",
"videoUrl": "combat/combat.mp4",
"qte": { ... },
"battleHUD": [
{
"label": "你",
"portrait": "images/player.jpg",
"stats": [
{ "variable": "player_hp", "label": "HP", "max": 100 },
{ "variable": "player_mp", "label": "MP", "max": 50 },
{ "variable": "combo_score", "label": "连击" }
]
},
{
"label": "敌人",
"portrait": "images/enemy.jpg",
"stats": [
{ "variable": "enemy_hp", "label": "HP", "max": 100 }
]
}
],
"battleResult": {
"title": "战斗胜利!",
"stats": [
{ "label": "剩余生命", "variable": "player_hp" },
{ "label": "QTE 成功次数", "variable": "qte_succeeded" }
]
}
}
```
**BattleHUD 字段说明:**
| 字段 | 说明 |
|------|------|
| `label` | 角色名称 |
| `portrait` | 角色头像路径 |
| `stats` | 属性数组。`variable`/`label`/`max`/`style``"bar"``"number"`,缺省时根据有无 `max` 自动判断) |
**布局:** 角色头像左侧stats 竖排叠在头像右侧。多角色水平排列在屏幕一侧。
**组件:**
| 组件 | 说明 |
|------|------|
| `BattleHUD.vue` | 战斗场景中显示角色属性条,`variables` 实时响应 |
| `BattleResult.vue` | 胜利结算面板 — 标题 + stats + "继续"按钮 → 下一场景 |
**实现清单:**
- [x] `engine/types.ts``BattleHUDStat` / `BattleHUDEntry` / `BattleResultStat` / `BattleResultDef` 接口
- [x] `src/components/BattleHUD.vue`**新建** — 角色头像 + stats 进度条/数值i18n labelKey
- [x] `src/components/BattleResult.vue`**新建** — 胜利结算面板 + titleKey + "继续"按钮
- [x] `src/stores/gameStore.ts``variable()` 读值 + `showBattleResult` 状态
- [x] `src/composables/useGameEngine.ts``sceneChange` 中检测 `scene.battleResult` 自动弹出
- [x] `src/App.vue` — 整合 BattleHUD + BattleResult
- [x] `src/locales/zh.json` + `en.json``continue` / `toMenu` i18n
- [x] `public/scenes/demo.json``right_door` 场景添加 `battleHUD` 示例
- [x] 验证TypeScript + Vite build 通过
## 已完成 ## 已完成
P0~P23 全部实现(除 P18。详见 [CHANGELOG.md](CHANGELOG.md)。 P0~P23 全部实现(除 P18。详见 [CHANGELOG.md](CHANGELOG.md)。

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@@ -51,9 +51,9 @@ export class Engine {
this.audioSystem = new AudioSystem() this.audioSystem = new AudioSystem()
this.achievementSystem = new AchievementSystem() this.achievementSystem = new AchievementSystem()
this.stateManager.onAfterApply = (vars) => { this.stateManager.onAfterApply.add((vars) => {
this.achievementSystem.check(vars) this.achievementSystem.check(vars)
} })
this.videoManager.onTimeUpdate(this.onTimeUpdate) this.videoManager.onTimeUpdate(this.onTimeUpdate)
} }

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@@ -4,7 +4,7 @@ export class StateManager {
variables: Record<string, number> = {} variables: Record<string, number> = {}
flags: Set<string> = new Set() flags: Set<string> = new Set()
history: ChoiceRecord[] = [] history: ChoiceRecord[] = []
onAfterApply: ((variables: Record<string, number>) => void) | null = null onAfterApply: Set<((variables: Record<string, number>) => void)> = new Set()
init(initialVars: Record<string, number>) { init(initialVars: Record<string, number>) {
this.variables = { ...initialVars } this.variables = { ...initialVars }
@@ -73,7 +73,7 @@ export class StateManager {
break break
} }
} }
this.onAfterApply?.(this.variables) this.onAfterApply.forEach((cb) => cb(this.variables))
} }
recordChoice(choice: ChoiceRecord) { recordChoice(choice: ChoiceRecord) {

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@@ -23,6 +23,8 @@ export interface SceneNode {
skippable?: boolean skippable?: boolean
streamingUrl?: Record<string, string> streamingUrl?: Record<string, string>
keyMoment?: boolean keyMoment?: boolean
battleHUD?: BattleHUDEntry[]
battleResult?: BattleResultDef
} }
export interface Choice { export interface Choice {
@@ -166,3 +168,31 @@ export interface PlayerTreeNode {
isGateway?: boolean isGateway?: boolean
gatewayChapterId?: string gatewayChapterId?: string
} }
export interface BattleHUDStat {
variable: string
label: string
labelKey?: string
max?: number
style?: 'bar' | 'number'
}
export interface BattleHUDEntry {
label: string
labelKey?: string
portrait?: string
stats: BattleHUDStat[]
}
export interface BattleResultStat {
label: string
labelKey?: string
variable: string
max?: number
}
export interface BattleResultDef {
title: string
titleKey?: string
stats: BattleResultStat[]
}

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@@ -359,6 +359,22 @@
"bgmVolume": 0.7, "bgmVolume": 0.7,
"bgmCrossFade": 2.0, "bgmCrossFade": 2.0,
"videoMuted": true, "videoMuted": true,
"battleHUD": [
{
"label": "你",
"labelKey": "battle.hud.player",
"stats": [
{ "variable": "courage", "label": "勇气", "labelKey": "stat.courage", "max": 100 }
]
}
],
"battleResult": {
"title": "击退成功!",
"titleKey": "battle.result.victory",
"stats": [
{ "label": "勇气", "labelKey": "stat.courage", "variable": "courage", "max": 100 }
]
},
"qte": { "qte": {
"triggerTime": 1.0, "triggerTime": 1.0,
"prompt": "躲避飞来的石块!", "prompt": "躲避飞来的石块!",

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@@ -13,6 +13,8 @@ import AchievementToast from '@/components/AchievementToast.vue'
import AchievementPanel from '@/components/AchievementPanel.vue' import AchievementPanel from '@/components/AchievementPanel.vue'
import AccessibilitySettings from '@/components/AccessibilitySettings.vue' import AccessibilitySettings from '@/components/AccessibilitySettings.vue'
import StoryGallery from '@/components/StoryGallery.vue' import StoryGallery from '@/components/StoryGallery.vue'
import BattleHUD from '@/components/BattleHUD.vue'
import BattleResult from '@/components/BattleResult.vue'
import { useGameEngine } from '@/composables/useGameEngine' import { useGameEngine } from '@/composables/useGameEngine'
import { useGameStore } from '@/stores/gameStore' import { useGameStore } from '@/stores/gameStore'
import { useFullscreen } from '@/composables/useFullscreen' import { useFullscreen } from '@/composables/useFullscreen'
@@ -346,6 +348,10 @@ init()
<Transition name="prompt-toast"> <Transition name="prompt-toast">
<div v-if="showPromptToast" class="prompt-toast">{{ promptToast }}</div> <div v-if="showPromptToast" class="prompt-toast">{{ promptToast }}</div>
</Transition> </Transition>
<BattleHUD
v-if="store.currentScene?.battleHUD"
:entries="store.currentScene!.battleHUD"
/>
<div v-if="started && !store.gameEnded && store.choices.length === 0" class="top-bar" :class="{ hidden: !showTopBar }"> <div v-if="started && !store.gameEnded && store.choices.length === 0" class="top-bar" :class="{ hidden: !showTopBar }">
<button class="top-btn" @click="toggleFullscreen" :title="t('ui.fullscreen')"></button> <button class="top-btn" @click="toggleFullscreen" :title="t('ui.fullscreen')"></button>
<button class="top-btn" @click="showPauseMenu = true" :title="t('ui.menu')"></button> <button class="top-btn" @click="showPauseMenu = true" :title="t('ui.menu')"></button>
@@ -361,6 +367,11 @@ init()
@skip="handleSkip" @skip="handleSkip"
@speed-change="handleSpeedChange" @speed-change="handleSpeedChange"
/> />
<BattleResult
v-if="store.showBattleResult"
:result="store.battleResultData"
@continue="store.setShowBattleResult(false)"
/>
<MainMenu <MainMenu
v-if="!started || store.gameEnded" v-if="!started || store.gameEnded"
:show-resume="!store.gameEnded && hasAutoSave" :show-resume="!store.gameEnded && hasAutoSave"

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@@ -0,0 +1,147 @@
<script setup lang="ts">
import { computed } from 'vue'
import type { BattleHUDEntry } from '@engine/types'
import { useGameStore } from '@/stores/gameStore'
import { useI18n } from '@/composables/useI18n'
const props = defineProps<{
entries: BattleHUDEntry[]
}>()
const store = useGameStore()
const { t } = useI18n()
function statValue(variable: string): number {
return store.variable(variable)
}
function barPercent(value: number, max: number): number {
if (!max || max <= 0) return 0
return Math.min(100, Math.max(0, (value / max) * 100))
}
function barClass(percent: number): string {
if (percent <= 25) return 'danger'
if (percent <= 50) return 'warning'
return ''
}
function statStyle(stat: { variable: string; max?: number; style?: string }): 'bar' | 'number' {
if (stat.style === 'bar' || stat.style === 'number') return stat.style
return stat.max !== undefined ? 'bar' : 'number'
}
</script>
<template>
<div class="battle-hud" v-if="entries.length > 0">
<div class="hud-entry" v-for="entry in entries" :key="entry.label">
<img v-if="entry.portrait" :src="entry.portrait" class="hud-portrait" />
<div class="hud-stats">
<div class="hud-name">{{ t(entry.labelKey || entry.label) }}</div>
<div class="hud-stat" v-for="s in entry.stats" :key="s.variable">
<span class="stat-label">{{ t(s.labelKey || s.label) }}</span>
<template v-if="statStyle(s) === 'number'">
<span class="stat-value">{{ statValue(s.variable) }}</span>
</template>
<template v-else>
<div class="stat-bar-bg">
<div
class="stat-bar-fill"
:class="barClass(barPercent(statValue(s.variable), s.max || 1))"
:style="{ width: barPercent(statValue(s.variable), s.max || 1) + '%' }"
></div>
</div>
<span class="stat-value">{{ statValue(s.variable) }}/{{ s.max }}</span>
</template>
</div>
</div>
</div>
</div>
</template>
<style scoped>
.battle-hud {
position: absolute;
top: 20px;
left: 20px;
z-index: 25;
display: flex;
flex-direction: column;
gap: 12px;
}
.hud-entry {
display: flex;
align-items: center;
gap: 10px;
background: rgba(0, 0, 0, 0.65);
border: 1px solid rgba(255, 255, 255, 0.1);
border-radius: 6px;
padding: 10px 14px;
min-width: 180px;
}
.hud-portrait {
width: 48px;
height: 48px;
border-radius: 4px;
object-fit: cover;
border: 1px solid rgba(255, 255, 255, 0.15);
}
.hud-stats {
display: flex;
flex-direction: column;
gap: 4px;
flex: 1;
}
.hud-name {
font-size: 13px;
color: #ddd;
margin-bottom: 2px;
}
.hud-stat {
display: flex;
align-items: center;
gap: 6px;
}
.stat-label {
font-size: 11px;
color: #999;
min-width: 28px;
}
.stat-bar-bg {
flex: 1;
height: 8px;
background: rgba(255, 255, 255, 0.1);
border-radius: 4px;
overflow: hidden;
}
.stat-bar-fill {
height: 100%;
background: #4caf50;
border-radius: 4px;
transition: width 0.3s ease;
}
.stat-bar-fill.warning {
background: #ff9800;
}
.stat-bar-fill.danger {
background: #e74c3c;
}
.stat-value {
font-size: 11px;
color: #ddd;
white-space: nowrap;
min-width: 50px;
text-align: right;
}
</style>

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@@ -0,0 +1,114 @@
<script setup lang="ts">
import type { BattleResultDef } from '@engine/types'
import { useGameStore } from '@/stores/gameStore'
import { useI18n } from '@/composables/useI18n'
defineProps<{
result: BattleResultDef
}>()
const emit = defineEmits<{
continue: []
}>()
const store = useGameStore()
const { t } = useI18n()
function statValue(variable: string): number {
return store.variable(variable)
}
</script>
<template>
<div class="battle-result-overlay" @click.self="emit('continue')" @keydown.escape="emit('continue')">
<div class="battle-result-panel">
<h2 class="result-title">{{ t(result.titleKey || result.title) }}</h2>
<div class="result-stats">
<div class="result-stat" v-for="s in result.stats" :key="s.variable">
<span class="rstat-label">{{ t(s.labelKey || s.label) }}</span>
<span class="rstat-value">
{{ statValue(s.variable) }}
<span v-if="s.max !== undefined"> / {{ s.max }}</span>
</span>
</div>
</div>
<button class="result-continue" @click="emit('continue')">{{ t('ui.continue') }}</button>
</div>
</div>
</template>
<style scoped>
.battle-result-overlay {
position: fixed;
inset: 0;
background: rgba(0, 0, 0, 0.85);
display: flex;
align-items: center;
justify-content: center;
z-index: 200;
}
.battle-result-panel {
background: #1a1a2e;
border: 1px solid rgba(255, 255, 255, 0.12);
border-radius: 10px;
padding: 36px 40px;
min-width: 340px;
max-width: 440px;
display: flex;
flex-direction: column;
align-items: center;
}
.result-title {
font-size: 24px;
font-weight: 400;
color: #ffc107;
letter-spacing: 4px;
margin-bottom: 28px;
}
.result-stats {
display: flex;
flex-direction: column;
gap: 10px;
width: 100%;
}
.result-stat {
display: flex;
justify-content: space-between;
padding: 10px 16px;
background: rgba(255, 255, 255, 0.04);
border-radius: 4px;
}
.rstat-label {
font-size: 14px;
color: #aaa;
}
.rstat-value {
font-size: 14px;
color: #eee;
}
.result-continue {
margin-top: 24px;
padding: 12px 48px;
font-size: 16px;
color: #fff;
background: rgba(255, 255, 255, 0.08);
border: 1px solid rgba(255, 255, 255, 0.2);
border-radius: 4px;
cursor: pointer;
letter-spacing: 2px;
transition: background 0.15s;
}
.result-continue:hover {
background: rgba(255, 255, 255, 0.15);
}
</style>

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@@ -12,6 +12,10 @@ export function useGameEngine(videoEls: () => [HTMLVideoElement | null, HTMLVide
const { t } = useI18n() const { t } = useI18n()
let lastThumbnail: string | undefined let lastThumbnail: string | undefined
engine.stateManager.onAfterApply.add((vars) => {
store.syncVariables(vars)
})
if (import.meta.env.DEV) { if (import.meta.env.DEV) {
;(window as any).__sm = engine.stateManager ;(window as any).__sm = engine.stateManager
;(window as any).__store = store ;(window as any).__store = store
@@ -42,6 +46,10 @@ export function useGameEngine(videoEls: () => [HTMLVideoElement | null, HTMLVide
store.clearTimer() store.clearTimer()
store.clearHotspots() store.clearHotspots()
store.setIsImageScene(scene.type === 'image') store.setIsImageScene(scene.type === 'image')
if (scene.battleResult) {
store.setBattleResult(scene.battleResult)
}
store.syncVariables(engine.stateManager.variables)
saveGame(0) saveGame(0)
}) })

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@@ -41,6 +41,8 @@
"qualityAuto": "Auto", "qualityAuto": "Auto",
"quality1080p": "1080p 2.5Mbps", "quality1080p": "1080p 2.5Mbps",
"quality720p": "720p 2Mbps", "quality720p": "720p 2Mbps",
"quality480p": "480p 0.8Mbps" "quality480p": "480p 0.8Mbps",
"continue": "Continue",
"toMenu": "Back to Menu"
} }
} }

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@@ -41,6 +41,8 @@
"qualityAuto": "自动", "qualityAuto": "自动",
"quality1080p": "超清 320KB/s", "quality1080p": "超清 320KB/s",
"quality720p": "高清 256KB/s", "quality720p": "高清 256KB/s",
"quality480p": "标清 100KB/s" "quality480p": "标清 100KB/s",
"continue": "继续",
"toMenu": "返回菜单"
} }
} }

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@@ -45,6 +45,9 @@ export const useGameStore = defineStore('game', () => {
const antiMistap = ref(localStorage.getItem('antiMistap') !== 'false') const antiMistap = ref(localStorage.getItem('antiMistap') !== 'false')
const pauseEnabled = ref(localStorage.getItem('pauseEnabled') !== 'false') const pauseEnabled = ref(localStorage.getItem('pauseEnabled') !== 'false')
const showSettings = ref(false) const showSettings = ref(false)
const showBattleResult = ref(false)
const battleResultData = ref<any>(null)
const variables = ref<Record<string, number>>({})
const preferredQuality = ref(localStorage.getItem('preferredQuality') || '') const preferredQuality = ref(localStorage.getItem('preferredQuality') || '')
const introVideo = ref('') const introVideo = ref('')
const menuVideo = ref('') const menuVideo = ref('')
@@ -200,6 +203,21 @@ export const useGameStore = defineStore('game', () => {
function setPauseEnabled(v: boolean) { pauseEnabled.value = v; localStorage.setItem('pauseEnabled', String(v)) } function setPauseEnabled(v: boolean) { pauseEnabled.value = v; localStorage.setItem('pauseEnabled', String(v)) }
function setShowSettings(v: boolean) { showSettings.value = v } function setShowSettings(v: boolean) { showSettings.value = v }
function variable(name: string): number {
return variables.value[name] ?? 0
}
function syncVariables(vars: Record<string, number>) {
variables.value = { ...vars }
}
function setBattleResult(data: any) {
battleResultData.value = data
showBattleResult.value = true
}
function setShowBattleResult(v: boolean) { showBattleResult.value = v }
function setPreferredQuality(q: string) { preferredQuality.value = q; localStorage.setItem('preferredQuality', q) } function setPreferredQuality(q: string) { preferredQuality.value = q; localStorage.setItem('preferredQuality', q) }
function setIntroVideo(url: string) { introVideo.value = url } function setIntroVideo(url: string) { introVideo.value = url }
@@ -226,6 +244,7 @@ export const useGameStore = defineStore('game', () => {
storyLocales, storyLocales,
subFontSize, subBgAlpha, qteTimeRelax, qteSingleKey, antiMistap, pauseEnabled, subFontSize, subBgAlpha, qteTimeRelax, qteSingleKey, antiMistap, pauseEnabled,
showSettings, introVideo, menuVideo, showSettings, introVideo, menuVideo,
showBattleResult, battleResultData, variables,
preferredQuality, preferredQuality,
setScene, setChoices, clearChoices, setGameEnded, setScene, setChoices, clearChoices, setGameEnded,
setTimer, clearTimer, setSaves, setTimer, clearTimer, setSaves,
@@ -239,6 +258,7 @@ export const useGameStore = defineStore('game', () => {
setStoryLocales, setStoryLocales,
setSubFontSize, setSubBgAlpha, setQteTimeRelax, setQteSingleKey, setAntiMistap, setPauseEnabled, setSubFontSize, setSubBgAlpha, setQteTimeRelax, setQteSingleKey, setAntiMistap, setPauseEnabled,
setShowSettings, setIntroVideo, setMenuVideo, setShowSettings, setIntroVideo, setMenuVideo,
variable, setBattleResult, setShowBattleResult, syncVariables,
setPreferredQuality, setPreferredQuality,
dump, dump,
} }