feat: 添加游戏数学工具类并重构相关代码
refactor: 将数学工具函数移至GameMath类 feat(音频): 实现地图音频控制器 feat(调试): 添加游戏调试UI组件 feat(地图): 增加移动区域边界获取方法 fix(角色): 修复角色移动区域抑制逻辑 refactor(世界): 重构游戏世界场景初始化 docs(音频): 完善音频数据库注释
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48
Game/include/audio/MapAudioController.h
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48
Game/include/audio/MapAudioController.h
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@@ -0,0 +1,48 @@
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#pragma once
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#include <frostbite2D/audio/music.h>
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#include <frostbite2D/audio/sound.h>
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#include <optional>
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#include <string>
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#include <unordered_map>
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#include <vector>
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namespace frostbite2D {
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struct MapAudioTrack {
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std::string id;
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std::string path;
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};
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struct MapAudioState {
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std::optional<MapAudioTrack> bgmTrack;
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std::vector<MapAudioTrack> ambientLoops;
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};
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class MapAudioController {
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public:
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static MapAudioController& get();
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void ApplyMapAudio(const MapAudioState& state);
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void ClearMapAudio();
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private:
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struct ActiveAmbientLoop {
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MapAudioTrack track;
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RefPtr<Sound> sound;
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int channel = -1;
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};
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MapAudioController() = default;
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void ApplyBgmTrack(const std::optional<MapAudioTrack>& bgmTrack);
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void ApplyAmbientLoops(const std::vector<MapAudioTrack>& ambientLoops);
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void StopAmbientLoop(ActiveAmbientLoop& loop);
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static std::string NormalizeTrackKey(const MapAudioTrack& track);
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std::optional<MapAudioTrack> currentBgmTrack_;
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RefPtr<Music> currentBgmMusic_;
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std::unordered_map<std::string, ActiveAmbientLoop> activeAmbientLoops_;
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};
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} // namespace frostbite2D
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@@ -1,5 +1,6 @@
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#pragma once
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#include "common/math/GameMath.h"
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#include <frostbite2D/types/type_math.h>
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#include <string>
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#include <unordered_map>
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@@ -81,8 +82,8 @@ struct CharacterMotor {
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float gravity = 1600.0f;
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void SetGroundPosition(const Vec2& groundPosition) {
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position.x = RoundWorldCoordinate(groundPosition.x);
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position.y = RoundWorldCoordinate(groundPosition.y);
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position.x = gameMath::RoundWorldCoordinate(groundPosition.x);
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position.y = gameMath::RoundWorldCoordinate(groundPosition.y);
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positionRemainder_ = Vec2::Zero();
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}
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@@ -167,10 +168,6 @@ struct CharacterMotor {
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}
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private:
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static int32 RoundWorldCoordinate(float value) {
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return static_cast<int32>(std::lround(value));
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}
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static int32 ConsumeWholeUnits(float& remainder) {
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if (remainder >= 1.0f) {
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int32 wholeUnits = static_cast<int32>(std::floor(remainder));
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19
Game/include/common/math/GameMath.h
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19
Game/include/common/math/GameMath.h
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@@ -0,0 +1,19 @@
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#pragma once
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#include <frostbite2D/types/type_math.h>
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#include <vector>
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namespace frostbite2D::gameMath {
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int32 RoundWorldCoordinate(float value);
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Vec2 MakeIntegerWorldPoint(int x, int y);
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Vec3 MakeIntegerWorldPosition(int x, int y, int z);
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bool IsPointOnSegment(const Vec2& point, const Vec2& start, const Vec2& end);
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bool IsPointInPolygon(const std::vector<Vec2>& polygon, const Vec2& point);
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bool IsPointMovable(const std::vector<Vec2>& polygon, int x, int y);
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std::vector<Vec2> BuildRectPolygon(const Rect& rect);
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std::vector<Rect> BuildPolygonFillRects(const std::vector<Vec2>& polygon);
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} // namespace frostbite2D::gameMath
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@@ -49,6 +49,7 @@ public:
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size_t FindMoveAreaIndex(const Vec3& curPos) const;
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const std::vector<MapMoveArea>& GetMoveAreaInfo() const;
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size_t GetMoveAreaCount() const { return moveArea_.size(); }
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game::MoveAreaBounds GetMovablePositionBounds(size_t index) const;
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Rect GetMovablePositionArea(size_t index) const;
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const std::string& GetMapPath() const { return mapConfig_.mapPath; }
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void SetDebugHighlightedMoveAreaIndex(size_t index);
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@@ -25,6 +25,7 @@ public:
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int GetCurAreaIndex() const { return curMapIndex_; }
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RefPtr<GameMap> GetArea(int index) const;
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RefPtr<GameMap> GetCurrentArea() const;
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const std::vector<MapInfo>& GetAreas() const { return mapList_; }
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void Update(float deltaTime) override;
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@@ -7,6 +7,11 @@
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namespace frostbite2D {
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class Actor;
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class CharacterObject;
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class GameDebugUIScene;
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class GameMap;
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class GameWorld : public Scene {
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public:
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GameWorld();
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@@ -19,6 +24,13 @@ public:
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void AddCharacter(RefPtr<Actor> actor, int townId);
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void MoveCharacter(RefPtr<Actor> actor, int townId, int area);
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void RequestMoveCharacter(RefPtr<Actor> actor, int townId, int area);
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void UpdateMoveAreaSuppression(GameMap* map, size_t moveAreaIndex);
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bool ShouldSuppressMoveArea(GameMap* map, size_t moveAreaIndex) const;
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Actor* GetMainActor() const;
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CharacterObject* GetMainCharacter() const;
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GameTown* GetCurrentTown() const;
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GameMap* GetCurrentMap() const;
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static GameWorld* GetWorld();
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@@ -29,13 +41,25 @@ private:
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int area = -1;
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};
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struct SuppressedMoveArea {
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GameMap* map = nullptr;
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size_t moveAreaIndex = GameMap::kInvalidMoveAreaIndex;
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};
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bool InitWorld();
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bool InitMainCharacter(int townId);
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void ProcessPendingCharacterMove();
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void EnsureDebugScene();
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void RefreshDebugContext();
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void SetSuppressedMoveArea(GameMap* map, size_t moveAreaIndex);
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void ClearSuppressedMoveArea();
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std::map<int, std::string> townPathMap_;
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std::map<int, RefPtr<GameTown>> townMap_;
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RefPtr<Actor> mainActor_;
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RefPtr<GameDebugUIScene> debugScene_;
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std::optional<PendingCharacterMove> pendingCharacterMove_;
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std::optional<SuppressedMoveArea> suppressedMoveArea_;
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int curTown_ = -1;
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bool initialized_ = false;
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};
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