Localize game architecture documentation

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# Game Architecture # 游戏架构
This project keeps the game layer separate from the Frostbite2D engine. The 该项目将游戏层与 Frostbite2D 引擎分离开来。引擎保留在 `Frostbite2D/`
engine remains in `Frostbite2D/`; game-specific code lives under `game/`. 目录下;游戏特定代码位于 `game/` 目录下。
## Directory Layout ## 目录结构
```text ```text
game/ game/
├─ assets/ ├─ assets/
│ ├─ character/ Runtime character spritesheets. │ ├─ character/ 运行时角色精灵图
│ └─ shaders/ Runtime shaders used by the game target. │ └─ shaders/ 游戏目标使用的运行时着色器
├─ docs/ ├─ docs/
│ └─ ARCHITECTURE.md This document. │ └─ ARCHITECTURE.md 本文档
└─ src/ └─ src/
├─ actor/ Game actors such as player, enemy, projectile. ├─ actor/ 游戏角色,如玩家、敌人、抛射物
├─ combat/ Hitbox, hurtbox, damage and combat resolution types. ├─ combat/ 碰撞箱、伤害判定和战斗解算类型
├─ core/ Shared config, input snapshots and asset paths. ├─ core/ 共享配置、输入快照和资源路径
├─ data/ Level and gameplay data definitions. ├─ data/ 关卡和游戏数据定义
├─ movement/ Reusable movement and collision helpers. ├─ movement/ 可复用的移动和碰撞辅助工具
├─ scene/ Game scenes and level orchestration. ├─ scene/ 游戏场景和关卡编排
└─ main.cpp Game executable entry point. └─ main.cpp 游戏可执行文件入口点
``` ```
## Runtime Flow ## 运行时流程
```text ```text
main.cpp main.cpp
@@ -30,83 +30,82 @@ main.cpp
-> SceneManager::ReplaceScene(WhiteboxScene) -> SceneManager::ReplaceScene(WhiteboxScene)
-> WhiteboxScene::onEnter() -> WhiteboxScene::onEnter()
-> CreateWhiteboxLevel() -> CreateWhiteboxLevel()
-> create PlayerActor -> 创建 PlayerActor
-> pass PlatformWorld to PlayerActor -> PlatformWorld 传递给 PlayerActor
-> every frame: -> 每一帧:
-> PlayerActor samples InputState -> PlayerActor 采样 InputState
-> PlayerActor moves through PlatformMover -> PlayerActor 通过 PlatformMover 移动
-> PlayerActor updates animation -> PlayerActor 更新动画
-> WhiteboxScene updates camera -> WhiteboxScene 更新摄像机
-> WhiteboxScene draws whitebox level -> WhiteboxScene 绘制白盒关卡
``` ```
## Module Responsibilities ## 模块职责
`core` `core`
- `game_config.h` stores shared tuning constants such as virtual resolution, - `game_config.h` 存储共享的调整常数,如虚拟分辨率、
gravity, player speed and attack duration. 重力、玩家速度和攻击持续时间
- `asset_paths.h` stores stable runtime asset paths. - `asset_paths.h` 存储稳定的运行时资源路径
- `input_state.*` converts raw SDL keyboard state into an engine-independent - `input_state.*` 将原始 SDL 键盘状态转换为与引擎无关的
`InputState` snapshot. Player logic consumes this snapshot instead of reading `InputState` 快照。玩家逻辑使用此快照而不是直接读取
SDL directly. SDL
`movement` `movement`
- `PlatformWorld` owns level boundaries and platform rectangles. - `PlatformWorld` 拥有关卡边界和平台矩形
- `MovementBody` is a reusable position/size/velocity container. - `MovementBody` 是可复用的位置/尺寸/速度容器
- `PlatformMover` applies gravity, clamps horizontal bounds and resolves basic - `PlatformMover` 应用重力、限制水平边界并解算基本的
top-side platform landing. 顶面平台着陆
`data` `data`
- `LevelDefinition` groups collision and whitebox props. - `LevelDefinition` 组合碰撞和白盒道具
- `CreateWhiteboxLevel()` currently returns the first hard-coded blockout level. - `CreateWhiteboxLevel()` 当前返回第一个硬编码的阻挡关卡。
Later this can be replaced by JSON, Tiled, LDtk, or a custom editor export 稍后可以替换为 JSONTiledLDtk 或自定义编辑器导出,
without changing `PlayerActor`. 而无需更改 `PlayerActor`
`actor` `actor`
- `PlayerActor` owns player sprites, player state and animation. - `PlayerActor` 拥有玩家精灵、玩家状态和动画
- It depends on `InputStateProvider` and `PlatformMover`, so input and movement - 它依赖于 `InputStateProvider` `PlatformMover`,因此输入和移动
can be reused for enemies or changed independently. 可以被敌人复用或独立更改
`scene` `scene`
- `WhiteboxScene` orchestrates the current level: it loads level data, creates - `WhiteboxScene` 编排当前关卡:加载关卡数据、创建
actors, draws whitebox geometry and controls the camera. 角色、绘制白盒几何和控制摄像机
`combat` `combat`
- `hitbox.h` defines early `Hitbox` and `Hurtbox` structs plus team filtering. - `hitbox.h` 定义早期的 `Hitbox` `Hurtbox` 结构体及团队过滤。
Full ACT combat should build from this instead of embedding hit detection in 完整的 ACT 战斗应该建立在此基础上,而不是在
actors. 角色中嵌入打击判定
## Current Build Target ## 当前构建目标
`xmake.lua` defines `Frostbite2DGame` for Windows. It compiles all `xmake.lua` 为 Windows 定义 `Frostbite2DGame`。它编译所有
`game/src/**.cpp` files, links against `Frostbite2D`, and copies `game/assets` `game/src/**.cpp` 文件,链接到 `Frostbite2D`,并在构建后
next to the executable after build. `game/assets` 复制到可执行文件旁边。
Build command: 构建命令:
```powershell ```powershell
xmake -b Frostbite2DGame xmake -b Frostbite2DGame
``` ```
Output: 输出:
```text ```text
build/windows/x64/release/Frostbite2DGame.exe build/windows/x64/release/Frostbite2DGame.exe
``` ```
## Next Architecture Steps ## 后续架构步骤
1. Add `actor/enemy_actor.*` and reuse `PlatformMover`. 1. 添加 `actor/enemy_actor.*` 并复用 `PlatformMover`
2. Add a `combat/CombatSystem` that collects active hitboxes and hurtboxes each 2. 添加 `combat/CombatSystem` 来收集每一帧的活跃碰撞箱和伤害判定箱、
frame, resolves hits, and emits damage events. 解算打击并发出伤害事件
3. Replace hard-coded animation timing in `PlayerActor` with data definitions. 3. 用数据定义替换 `PlayerActor` 中的硬编码动画时序
4. Move `CreateWhiteboxLevel()` to an external level format once the first 4. 当第一个白盒循环稳定后,将 `CreateWhiteboxLevel()` 迁移到外部关卡格式
whitebox loop is stable. 5. 如果多个关卡共享生成、摄像机、
5. Add a `scene/gameplay_scene` base if multiple levels share spawn, camera, 战斗和暂停逻辑,则添加 `scene/gameplay_scene` 基类
combat and pause logic.