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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#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