feat(场景管理): 添加UIScene支持并重构场景管理器

refactor(渲染器): 优化相机切换时的渲染批处理

feat(调试工具): 新增游戏调试UI场景和九宫格面板组件

fix(动画系统): 跳过缺失的动画资源加载并记录日志

perf(资源加载): 使用BinaryFileStreamReader优化NPK文件解析

feat(地图系统): 支持多边形可行走区域调试显示

style(代码格式): 清理多余空格和统一文件编码

docs(注释): 补充关键类和方法的文档说明

test(启动跟踪): 添加启动过程性能跟踪工具

chore(依赖): 添加SDL2_ttf库支持
This commit is contained in:
2026-04-06 01:18:21 +08:00
parent 6cd1b42fef
commit bcc285eed6
36 changed files with 2675 additions and 513 deletions

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@@ -8,6 +8,7 @@
#include <functional>
#include <map>
#include <string>
#include <unordered_set>
#include <vector>
namespace frostbite2D {
@@ -44,6 +45,7 @@ private:
Animation* GetPrimaryAnimation(const std::string& actionName) const;
Animation* GetCurrentPrimaryAnimation() const;
void RefreshRuntimeCallbacks();
bool shouldSkipMissingAnimation(const std::string& aniPath);
void CreateAnimationBySlot(const std::string& actionName,
const std::string& slotName,
@@ -57,6 +59,8 @@ private:
int direction_ = 1;
ActionFrameFlagCallback actionFrameFlagCallback_;
ActionEndCallback actionEndCallback_;
std::unordered_set<std::string> missingAnimationPaths_;
size_t skippedMissingAnimationCount_ = 0;
};
} // namespace frostbite2D

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@@ -0,0 +1,47 @@
#pragma once
#include <frostbite2D/2d/actor.h>
namespace frostbite2D {
class CharacterObject;
class GameMap;
class NineSliceActor;
class TextSprite;
/**
* @brief Reusable singleton debug actor for UI scenes.
*/
class GameDebugActor : public Actor {
public:
static GameDebugActor& get();
static Ptr<GameDebugActor> getPtr();
GameDebugActor(const GameDebugActor&) = delete;
GameDebugActor& operator=(const GameDebugActor&) = delete;
bool AttachToScene(Scene* scene);
bool AttachToParent(Actor* parent);
void DetachFromParent();
void SetDebugMap(GameMap* map);
void SetTrackedCharacter(CharacterObject* character);
void ClearDebugContext();
void OnUpdate(float deltaTime) override;
private:
void initOverlay();
void updateOverlay();
void setOverlayVisible(bool visible);
GameDebugActor();
~GameDebugActor() override = default;
GameMap* debugMap_ = nullptr;
CharacterObject* trackedCharacter_ = nullptr;
RefPtr<NineSliceActor> background_;
RefPtr<TextSprite> coordText_;
};
} // namespace frostbite2D

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@@ -63,7 +63,7 @@ struct MapConfig {
std::vector<BackgroundAnimationConfig> backgroundAnimations;
std::vector<MapAnimationConfig> mapAnimations;
std::vector<std::string> soundIds;
std::vector<Rect> virtualMovableAreas;
std::vector<Vec2> virtualMovablePolygon;
std::vector<Rect> townMovableAreas;
std::vector<MoveAreaTarget> townMovableAreaTargets;
};

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@@ -49,6 +49,7 @@ public:
Rect GetMovablePositionArea(size_t index) const;
int GetBackgroundRepeatWidth() const { return backgroundRepeatWidth_; }
bool IsDebugModeEnabled() const { return debugMode_; }
private:
/// 初始化固定图层。图层名字与 DNF 地图层概念保持一致。
@@ -75,14 +76,14 @@ private:
/// bottom 层里的专用地板容器,固定放在该层最底部,避免地图动画被地板压住。
RefPtr<Actor> tileRoot_;
/// 角色可行走矩形区域。
std::vector<Rect> movableArea_;
std::vector<Vec2> movablePolygon_;
/// 进入后会触发切图/传送的矩形区域。
std::vector<Rect> moveArea_;
/// 地板铺设后推导出的横向覆盖宽度,用于背景动画横向平铺。
int backgroundRepeatWidth_ = 0;
/// 地图配置里的整体 Y 偏移;既影响层位置,也影响地板校准。
int mapOffsetY_ = 0;
bool debugMode_ = false;
bool debugMode_ = true;
/// 当前地图正在播放的背景音乐。
Ptr<Music> currentMusic_;
};

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@@ -9,11 +9,14 @@ class GameMapLayer : public Actor {
public:
void Render() override;
void AddDebugFeasibleAreaInfo(const Rect& rect, int type);
void SetDebugFeasibleAreaPolygon(const std::vector<Vec2>& polygon);
void AddDebugMoveAreaInfo(const Rect& rect);
void ClearDebugAreaInfo();
void AddObject(RefPtr<Actor> obj);
private:
std::vector<Rect> feasibleAreaInfoList_;
std::vector<Vec2> feasibleAreaPolygon_;
std::vector<Rect> feasibleAreaFillRects_;
std::vector<Rect> moveAreaInfoList_;
};

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@@ -0,0 +1,22 @@
#pragma once
#include <frostbite2D/scene/ui_scene.h>
namespace frostbite2D {
class CharacterObject;
class GameMap;
class GameDebugUIScene : public UIScene {
public:
GameDebugUIScene() = default;
~GameDebugUIScene() override = default;
void onEnter() override;
void onExit() override;
void SetDebugContext(GameMap* map, CharacterObject* character);
void ClearDebugContext();
};
} // namespace frostbite2D

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@@ -1,8 +1,9 @@
#pragma once
#pragma once
#include "camera/GameCameraController.h"
#include "character/CharacterObject.h"
#include "map/GameMap.h"
#include "scene/GameDebugUIScene.h"
#include <frostbite2D/scene/scene.h>
namespace frostbite2D {
@@ -19,6 +20,7 @@ public:
private:
GameCameraController cameraController_;
RefPtr<CharacterObject> character_;
RefPtr<GameDebugUIScene> debugScene_;
bool initialized_ = false;
RefPtr<GameMap> map_;
};

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@@ -0,0 +1,54 @@
#pragma once
#include <array>
#include <string>
#include <frostbite2D/2d/actor.h>
#include <frostbite2D/2d/sprite.h>
namespace frostbite2D {
/**
* @brief Composes 9 consecutive NPK frames into a resizable nine-slice panel.
*/
class NineSliceActor : public Actor {
public:
NineSliceActor();
~NineSliceActor() override = default;
static Ptr<NineSliceActor> createFromNpk(const std::string& imgPath,
size_t startIndex = 0);
bool SetSlices(const std::string& imgPath, size_t startIndex);
void SetSize(const Vec2& size);
void SetSize(float width, float height);
const std::string& GetImgPath() const { return imgPath_; }
size_t GetStartIndex() const { return startIndex_; }
private:
enum SliceIndex : size_t {
TopLeft = 0,
Top = 1,
TopRight = 2,
Left = 3,
Center = 4,
Right = 5,
BottomLeft = 6,
Bottom = 7,
BottomRight = 8,
SliceCount = 9
};
void updateLayout();
void applySliceLayout(Ptr<Sprite> sprite, const Vec2& position,
const Vec2& size);
Vec2 getNaturalSize() const;
std::string imgPath_;
size_t startIndex_ = 0;
std::array<Ptr<Sprite>, SliceCount> sliceSprites_;
std::array<Vec2, SliceCount> sliceNaturalSizes_ = {};
};
} // namespace frostbite2D