This commit is contained in:
2025-10-06 04:18:49 +08:00
commit df2cacdb92
2784 changed files with 1280840 additions and 0 deletions

View File

@@ -0,0 +1,36 @@
#pragma once
// 交易类型
enum ATTACH_TYPE
{
FREE, // 无限制
SEALING, // 封装
TRADE, // 不可交易
ACCOUNT, // 账号绑定
TRADE_DELETE, // 无法交易、删除
SEALING_TRADE // 封装且不可交易
};
// 控制器消息类型
enum CONTROLLER_MSG_TYPE
{
// 摇杆移动(左)
CONTROLLER_MSG_TYPE_LEFT_JOYSTICK_MOVE,
// 摇杆移动(右)
CONTROLLER_MSG_TYPE_RIGHT_JOYSTICK_MOVE
};
// 基础状态
enum BASE_STATE
{
REST, // 站立
MOVE, // 移动
DASH, // 冲刺
JUMP, // 跳跃
};

View File

@@ -0,0 +1,37 @@
#include "Global_Game.h"
Global_Game::Global_Game()
{
}
Global_Game::~Global_Game()
{
}
void Global_Game::Init()
{
// 初始化ttf字体资源
TTF_Font *FontBuf = TTF_OpenFont("Fonts/LXGWWenKai-Regular.ttf", 24);
// TTF_Font *FontBuf = TTF_OpenFont("Fonts/Gothica-Book.ttf", 24);
// TTF_Font *FontBuf = TTF_OpenFont("Fonts/Gasinamu.ttf", 24);
if (!FontBuf)
{
SDL_LogError(0, "字体加载失败: %s", TTF_GetError());
}
Fonts.push_back(FontBuf);
}
void Global_Game::InitGame()
{
// 读取角色配置文件
CharacterConfigs = GlobalCharacterScript::InitCharacterLst();
// 读取装备配置文件
EquipmentPathMap = GlobalEquipmentScript::InitEquipmentLst();
// 初始化松鼠脚本管理器
SquirrelManager::GetInstance().Init();
// 读取存档
SavaManager::GetInstance().Init();
// 游戏初始化完成标志
InitFlag = true;
}

View File

@@ -0,0 +1,45 @@
#pragma once
#include "EngineCore/Game.h"
#include "Global/Script/CharacterConfig.h"
#include "Global/Script/EquipmentConfig.h"
#include "Global/Save/SavaManager.h"
#include "Asset/Squirrel/SquirrelManager.h"
class Global_Game
{
public:
Global_Game(const Global_Game &) = delete;
Global_Game &operator=(const Global_Game &) = delete;
Global_Game(Global_Game &&) = delete;
Global_Game &operator=(Global_Game &&) = delete;
// 全局访问点
static Global_Game &GetInstance()
{
static Global_Game instance; // 局部静态变量,保证只初始化一次
return instance;
}
// 游戏资源加载之前的初始化
void Init();
// 游戏资源加载之后的初始化
void InitGame();
public:
// 当前游戏状态 0未初始化
int game_state = 0;
public:
// 字体资源
std::vector<TTF_Font *> Fonts;
// 角色配置文件
std::vector<GlobalCharacterScript::CharacterConfig> CharacterConfigs;
// 装备路径Map
std::map<int, std::string> EquipmentPathMap;
// 游戏资源初始化标志
bool InitFlag = false;
private:
Global_Game(/* args */);
~Global_Game();
};

View File

@@ -0,0 +1,10 @@
#pragma once
#include <variant>
#include <map>
#include <vector>
#include <string>
// 定义变量类型变体
using ObjectVarsType = std::variant<int, float, bool, std::string>;
// 定义对象变量映射类型
using ObjectVarsMap = std::map<std::string, std::vector<ObjectVarsType>>;

View File

@@ -0,0 +1,59 @@
#include "SavaManager.h"
#include <json.hpp>
#include <dirent.h>
#include <string>
#include <fstream>
#include <SDL.h>
SavaManager::SavaManager()
{
}
SavaManager::~SavaManager()
{
}
void SavaManager::Init()
{
DIR *dir;
struct dirent *ent;
std::string path = "Save/";
dir = opendir(path.c_str());
while ((ent = readdir(dir)))
{
// 跳过.和..目录
if (strcmp(ent->d_name, ".") == 0 || strcmp(ent->d_name, "..") == 0)
continue;
std::string RealPath = path + ent->d_name;
SDL_Log("RealPath: %s", RealPath.c_str());
}
Save();
}
void SavaManager::Save()
{
int Level = 1;
int Job = 0;
int GrowType = -1;
int Exp = 0;
int Fatigue = 0;
nlohmann::json SaveJson;
SaveJson["Level"] = Level;
SaveJson["Job"] = Job;
SaveJson["GrowType"] = GrowType;
SaveJson["Exp"] = Exp;
SaveJson["Fatigue"] = Fatigue;
SaveJson["WearEquipment"] = nlohmann::json::object();
nlohmann::json weapon;
weapon["id"] = 26058;
SaveJson["WearEquipment"]["weapon"] = weapon;
std::ofstream OutFile("Save/Save_0.sav");
OutFile << SaveJson.dump(4);
OutFile.close();
}

View File

@@ -0,0 +1,29 @@
#pragma once
class SavaManager
{
public:
// 删除拷贝构造和赋值运算符,确保无法复制
SavaManager(const SavaManager &) = delete;
SavaManager &operator=(const SavaManager &) = delete;
// 移动构造和赋值也删除,避免意外转移
SavaManager(SavaManager &&) = delete;
SavaManager &operator=(SavaManager &&) = delete;
// 全局访问点
static SavaManager &GetInstance()
{
static SavaManager instance; // 局部静态变量,保证只初始化一次
return instance;
}
private:
// 构造函数和析构函数设为私有,防止外部创建和销毁
SavaManager();
~SavaManager();
public:
void Init();
void Save();
};

View File

@@ -0,0 +1,135 @@
#include "CharacterConfig.h"
#include "Asset/AssetManager.h"
#include "Tool/Tool_String.h"
namespace GlobalCharacterScript
{
JobConfig InitJobConfig(std::string JobInfoPath)
{
JobConfig Config;
ScriptData Data = AssetManager::GetInstance().GetScriptInfo(JobInfoPath);
while (!Data.IsEnd())
{
std::string Segment = Data.Get();
if (Segment == "[职业名称]")
Config.name = Data.Get();
else if (Segment == "[生命值上限]")
Config.maxHP = std::stof(Data.Get());
else if (Segment == "[魔法值上限]")
Config.maxMP = std::stof(Data.Get());
else if (Segment == "[生命值回复速率]")
Config.hpRecoverRate = std::stof(Data.Get());
else if (Segment == "[魔法值回复速率]")
Config.mpRecoverRate = std::stof(Data.Get());
else if (Segment == "[力量]")
Config.strength = std::stof(Data.Get());
else if (Segment == "[智力]")
Config.intelligence = std::stof(Data.Get());
else if (Segment == "[体力]")
Config.stamina = std::stof(Data.Get());
else if (Segment == "[精神]")
Config.spirit = std::stof(Data.Get());
else if (Segment == "[移动速度]")
Config.moveSpeed = std::stof(Data.Get());
else if (Segment == "[攻击速度]")
Config.attackSpeed = std::stof(Data.Get());
else if (Segment == "[释放速度]")
Config.castSpeed = std::stof(Data.Get());
else if (Segment == "[硬直]")
Config.stunResist = std::stof(Data.Get());
else if (Segment == "[跳跃力]")
Config.jumpPower = std::stof(Data.Get());
else if (Segment == "[跳跃速度]")
Config.jumpSpeed = std::stof(Data.Get());
else if (Segment == "[火属性抗性]")
Config.fireResist = std::stof(Data.Get());
else if (Segment == "[冰属性抗性]")
Config.iceResist = std::stof(Data.Get());
else if (Segment == "[光属性抗性]")
Config.lightResist = std::stof(Data.Get());
else if (Segment == "[暗属性抗性]")
Config.darkResist = std::stof(Data.Get());
else if (Segment == "[默认技能]")
{
while (true)
{
std::string Ret = Data.Get();
if (Ret == "[/默认技能]")
break;
Config.skillList.push_back(std::stoi(Ret));
}
}
else if (Segment == "[默认时装]")
{
while (true)
{
std::string Ret = Data.Get();
if (Ret == "[/默认时装]")
break;
std::string Index = Data.Get();
Config.defaultAvatarList[Ret] = std::stoi(Index);
}
}
}
return Config;
}
CharacterConfig InitCharacterConfig(std::string JobInfoPath)
{
CharacterConfig Config;
ScriptData Data = AssetManager::GetInstance().GetScriptInfo(std::string("character/") + JobInfoPath);
while (!Data.IsEnd())
{
std::string Segment = Data.Get();
if (Segment == "[职业标签]")
{
std::string JobTab = Data.Get();
Config.jobTag = JobTab.substr(1, JobTab.size() - 2);
}
else if (Segment == "[基础职业属性]")
{
Config.baseGrowtypePath = Data.Get();
Config.baseJobConfig = InitJobConfig(Tool_toLowerCase(Config.baseGrowtypePath));
}
else if (Segment == "[转职职业属性]")
{
while (true)
{
std::string Ret = Data.Get();
if (Ret == "[/转职职业属性]")
break;
Config.growtypePath.push_back(Ret);
Config.growtypeJobConfig.push_back(InitJobConfig(Tool_toLowerCase(Ret)));
}
}
else if (Segment == "[动作动画]")
{
while (true)
{
std::string Ret = Data.Get();
if (Ret == "[/动作动画]")
break;
std::string path = Data.Get();
Config.animationPath[Ret] = path;
}
}
}
return Config;
}
std::vector<CharacterConfig> InitCharacterLst()
{
std::vector<CharacterConfig> Config;
// 先读取角色职业lst
ScriptData Data = AssetManager::GetInstance().GetScriptInfo("character/character.lst");
while (!Data.IsEnd())
{
std::string Index = Data.Get();
std::string JobInfoPath = Data.Get();
// 读取职业 //TODO 现在只有鬼剑士更改了文件 其他职业读了会炸
if (std::stoi(Index) <= 0)
Config.push_back(InitCharacterConfig(Tool_toLowerCase(JobInfoPath)));
}
return Config;
}
}

View File

@@ -0,0 +1,79 @@
#pragma once
#include <string>
#include <vector>
#include <map>
namespace GlobalCharacterScript
{
// 职业配置
struct JobConfig
{
// 职业名称
std::string name;
// HP最大值
float maxHP;
// MP最大值
float maxMP;
// HP恢复速率
float hpRecoverRate;
// MP恢复速率
float mpRecoverRate;
// 力量
float strength;
// 智力
float intelligence;
// 体力
float stamina;
// 精神
float spirit;
// 移动速度
float moveSpeed;
// 攻击速度
float attackSpeed;
// 释放速度
float castSpeed;
// 硬直
float stunResist;
// 跳跃力
float jumpPower;
// 跳跃速度
float jumpSpeed;
// 火属性抗性
float fireResist;
// 冰属性抗性
float iceResist;
// 光属性抗性
float lightResist;
// 暗属性抗性
float darkResist;
// 初始技能列表
std::vector<int> skillList;
// 默认时装列表
std::map<std::string, int> defaultAvatarList;
};
// 角色类信息
struct CharacterConfig
{
// 基础职业标识
std::string jobTag;
// 基础职业路径
std::string baseGrowtypePath;
// 基础职业配置
JobConfig baseJobConfig;
// 转职配置路径
std::vector<std::string> growtypePath;
// 转职职业配置
std::vector<JobConfig> growtypeJobConfig;
// 动画路径
std::map<std::string, std::string> animationPath;
};
// 读取角色Lst信息
std::vector<CharacterConfig> InitCharacterLst();
// 读取角色信息
CharacterConfig InitCharacterConfig(std::string JobInfoPath);
// 读取职业信息
JobConfig InitJobConfig(std::string JobConfigPath);
}

View File

@@ -0,0 +1,19 @@
#include "EquipmentConfig.h"
#include "Asset/AssetManager.h"
#include "Tool/Tool_String.h"
namespace GlobalEquipmentScript
{
std::map<int, std::string> InitEquipmentLst()
{
std::map<int, std::string> EquipList;
ScriptData Data = AssetManager::GetInstance().GetScriptInfo("equipment/equipment.lst");
while (!Data.IsEnd())
{
std::string Index = Data.Get();
std::string EquipInfoPath = std::string("equipment/") + Data.Get();
EquipList[std::stoi(Index)] = EquipInfoPath;
}
return EquipList;
}
}

View File

@@ -0,0 +1,9 @@
#pragma once
#include <string>
#include <vector>
#include <map>
namespace GlobalEquipmentScript
{
std::map<int, std::string> InitEquipmentLst();
}