feat: 添加游戏核心模块,包括地图、角色、场景和世界管理

实现游戏基础架构,包含以下主要功能:
- 地图系统:支持地图加载、图层管理和相机控制
- 角色系统:实现角色装备、动画和行为管理
- 场景系统:提供测试场景和世界场景切换
- 世界管理:处理城镇和区域切换逻辑
- 数据加载:添加角色和装备配置加载器

这些改动为游戏开发奠定了基础框架,支持后续功能扩展
This commit is contained in:
2026-04-02 23:32:44 +08:00
parent ec16aeffa6
commit b5c432e77a
23 changed files with 934 additions and 26 deletions

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@@ -1,4 +1,4 @@
#pragma once
#pragma once
#include <frostbite2D/2d/actor.h>
#include <frostbite2D/types/type_math.h>

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@@ -0,0 +1,44 @@
#pragma once
#include "character/CharacterDataLoader.h"
#include "character/CharacterEquipmentManager.h"
#include <frostbite2D/2d/actor.h>
#include <frostbite2D/animation/animation.h>
#include <frostbite2D/base/RefPtr.h>
#include <map>
#include <string>
#include <vector>
namespace frostbite2D {
class CharacterObject;
class CharacterAnimation : public Actor {
public:
using ActionAnimationList = std::map<std::string, std::vector<RefPtr<Animation>>>;
bool Init(CharacterObject* parent,
const character::CharacterConfig& config,
const CharacterEquipmentManager& equipmentManager);
void SetAction(const std::string& actionName);
void SetDirection(int direction);
const std::string& GetCurrentAction() const { return currentActionTag_; }
private:
static std::string FormatImgPath(std::string path, Animation::ReplaceData data);
void CreateAnimationBySlot(const std::string& actionName,
const std::string& slotName,
const std::string& actionPath,
const character::CharacterConfig& config,
const CharacterEquipmentManager& equipmentManager);
void ApplyFlipRecursive(Actor* actor, bool flipped) const;
CharacterObject* parent_ = nullptr;
ActionAnimationList actionAnimations_;
std::string currentActionTag_;
int direction_ = 1;
};
} // namespace frostbite2D

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@@ -0,0 +1,44 @@
#pragma once
#include <array>
#include <map>
#include <optional>
#include <string>
#include <vector>
namespace frostbite2D::character {
struct JobConfig {
std::string name;
std::map<std::string, int> defaultAvatarList;
};
struct CharacterConfig {
int jobId = -1;
std::string jobTag;
std::string baseJobPath;
JobConfig baseJobConfig;
std::map<std::string, std::string> animationPath;
};
struct EquipmentVariation {
int layer = 0;
std::string animationGroup;
std::array<int, 2> imgFormat = {0, 0};
};
struct EquipmentConfig {
int id = -1;
std::string path;
std::string name;
std::vector<int> usableJobs;
std::map<int, std::vector<EquipmentVariation>> jobAnimations;
};
bool loadCharacterIndex(std::map<int, std::string>& outIndex);
std::optional<CharacterConfig> loadCharacterConfig(int jobId);
bool loadEquipmentIndex(std::map<int, std::string>& outIndex);
std::optional<EquipmentConfig> loadEquipmentConfig(int equipmentId);
} // namespace frostbite2D::character

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@@ -0,0 +1,22 @@
#pragma once
#include "character/CharacterDataLoader.h"
#include <map>
#include <string>
namespace frostbite2D {
class CharacterEquipmentManager {
public:
bool Init(const character::JobConfig& jobConfig);
const character::EquipmentConfig* GetEquip(const std::string& slotName) const;
const std::map<std::string, character::EquipmentConfig>& GetDefaultEquipment() const {
return defaultEquipment_;
}
private:
std::map<std::string, character::EquipmentConfig> defaultEquipment_;
};
} // namespace frostbite2D

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@@ -0,0 +1,43 @@
#pragma once
#include "character/CharacterAnimation.h"
#include "character/CharacterDataLoader.h"
#include "character/CharacterEquipmentManager.h"
#include <frostbite2D/2d/actor.h>
#include <optional>
#include <string>
namespace frostbite2D {
class CharacterObject : public Actor {
public:
CharacterObject() = default;
~CharacterObject() override = default;
bool Construction(int jobId);
void SetAction(const std::string& actionName);
void SetDirection(int direction);
void SetCharacterPosition(const Vec2& pos);
int GetJobId() const { return jobId_; }
int GetGrowType() const { return growType_; }
int GetDirection() const { return direction_; }
const std::string& GetCurrentAction() const { return currentAction_; }
const character::CharacterConfig* GetConfig() const {
return config_ ? &config_.value() : nullptr;
}
const CharacterEquipmentManager& GetEquipmentManager() const { return equipmentManager_; }
private:
int jobId_ = -1;
int growType_ = -1;
int direction_ = 1;
std::string currentAction_;
std::optional<character::CharacterConfig> config_;
CharacterEquipmentManager equipmentManager_;
RefPtr<CharacterAnimation> animationManager_ = nullptr;
};
} // namespace frostbite2D

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@@ -1,7 +1,7 @@
#pragma once
#include "GameDataLoader.h"
#include "GameMapLayer.h"
#include "map/GameDataLoader.h"
#include "map/GameMapLayer.h"
#include <frostbite2D/2d/actor.h>
#include <frostbite2D/audio/music.h>
#include <unordered_map>

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@@ -1,7 +1,8 @@
#pragma once
#include "Camera/GameCameraController.h"
#include "GameMap.h"
#include "camera/GameCameraController.h"
#include "character/CharacterObject.h"
#include "map/GameMap.h"
#include <frostbite2D/scene/scene.h>
namespace frostbite2D {
@@ -17,6 +18,7 @@ public:
private:
GameCameraController cameraController_;
RefPtr<CharacterObject> character_;
bool initialized_ = false;
RefPtr<GameMap> map_;
};

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@@ -1,8 +1,8 @@
#pragma once
#include "Camera/GameCameraController.h"
#include "GameDataLoader.h"
#include "GameMap.h"
#include "camera/GameCameraController.h"
#include "map/GameDataLoader.h"
#include "map/GameMap.h"
#include <frostbite2D/2d/actor.h>
#include <vector>

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@@ -1,6 +1,6 @@
#pragma once
#include "GameTown.h"
#include "world/GameTown.h"
#include <frostbite2D/scene/scene.h>
#include <map>