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