Prepare to add forks to the map.

准备为地图添加分叉。
This commit is contained in:
Cold-Mint 2024-05-10 22:56:27 +08:00
parent 5c4dc37181
commit 92659d23b0
Signed by: Cold-Mint
GPG Key ID: C5A9BF8A98E0CE99
14 changed files with 139 additions and 20 deletions

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@ -7,4 +7,7 @@
<RootNamespace>ColdMint</RootNamespace>
<Nullable>enable</Nullable>
</PropertyGroup>
<ItemGroup>
<Folder Include="scripts\map\branch\" />
</ItemGroup>
</Project>

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@ -34,6 +34,7 @@ shape = SubResource("CapsuleShape2D_bb8wt")
debug_color = Color(0.886275, 0, 0.803922, 0.419608)
[node name="Camera2D" type="Camera2D" parent="."]
position_smoothing_enabled = true
[node name="Area2DPickingArea" type="Area2D" parent="."]
collision_layer = 0

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@ -32,7 +32,7 @@ collision_layer = 64
collision_mask = 38
script = ExtResource("1_ubaid")
metadata/CampId = "Mazoku"
metadata/MaxHp = 99999
metadata/MaxHp = 50
metadata/Name = "死灵法师"
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]

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@ -1,4 +1,4 @@
[gd_scene load_steps=6 format=3 uid="uid://dslr5tdbp4noq"]
[gd_scene load_steps=5 format=3 uid="uid://dslr5tdbp4noq"]
[ext_resource type="TileSet" uid="uid://c4wpp12rr44hi" path="res://tileSets/dungeon.tres" id="1_rn2om"]
@ -8,9 +8,6 @@ size = Vector2(508.75, 191)
[sub_resource type="RectangleShape2D" id="RectangleShape2D_o85u0"]
size = Vector2(20, 48)
[sub_resource type="RectangleShape2D" id="RectangleShape2D_30r3c"]
size = Vector2(20, 46)
[sub_resource type="RectangleShape2D" id="RectangleShape2D_x4kt2"]
size = Vector2(46, 20)
@ -42,12 +39,6 @@ shape = SubResource("RectangleShape2D_kiih8")
position = Vector2(17, 129)
shape = SubResource("RectangleShape2D_o85u0")
[node name="Area2D2" type="Area2D" parent="RoomSlotList"]
[node name="CollisionShape2D" type="CollisionShape2D" parent="RoomSlotList/Area2D2"]
position = Vector2(498, 128)
shape = SubResource("RectangleShape2D_30r3c")
[node name="Area2D3" type="Area2D" parent="RoomSlotList"]
[node name="CollisionShape2D" type="CollisionShape2D" parent="RoomSlotList/Area2D3"]

View File

@ -1,9 +1,10 @@
[gd_scene load_steps=5 format=3 uid="uid://bnftvkj2cido7"]
[gd_scene load_steps=6 format=3 uid="uid://bnftvkj2cido7"]
[ext_resource type="Script" path="res://scripts/loader/sceneLoader/GameSceneLoader.cs" id="1_mqdgt"]
[ext_resource type="Texture2D" uid="uid://cs6e0af876ss5" path="res://sprites/ui/HeartEmpty.png" id="2_n1yht"]
[ext_resource type="Script" path="res://scripts/inventory/HotBar.cs" id="2_owrhq"]
[ext_resource type="Script" path="res://scripts/HealthBarUi.cs" id="2_xrm3v"]
[ext_resource type="Script" path="res://scripts/FpsLabel.cs" id="5_dis4v"]
[node name="Game" type="Node2D"]
script = ExtResource("1_mqdgt")
@ -55,6 +56,17 @@ bbcode_enabled = true
text = "OperationTip"
fit_content = true
[node name="FPSLabel" type="Label" parent="CanvasLayer/Control"]
layout_mode = 1
anchors_preset = 1
anchor_left = 1.0
anchor_right = 1.0
offset_left = -40.0
offset_bottom = 25.0
grow_horizontal = 0
horizontal_alignment = 2
script = ExtResource("5_dis4v")
[node name="ProjectileContainer" type="Node2D" parent="."]
[node name="DamageNumberContainer" type="Node2D" parent="."]

56
scripts/FpsLabel.cs Normal file
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@ -0,0 +1,56 @@
using Godot;
namespace ColdMint.scripts;
/// <summary>
/// <para>FPSLabel</para>
/// <para>FPS标签</para>
/// </summary>
public partial class FpsLabel : Label
{
bool _enable;
private LabelSettings? _labelSettings;
public override void _Ready()
{
Text = null;
if (Config.IsDebug())
{
_labelSettings = new LabelSettings();
LabelSettings = _labelSettings;
_enable = true;
}
}
public override void _Process(double delta)
{
if (!_enable)
{
return;
}
var fps = Engine.GetFramesPerSecond();
Text = "FPS:" + fps;
if (_labelSettings != null)
{
//Green above 54 frames (smooth)
//在54帧以上为绿色流畅
if (fps > 54)
{
_labelSettings.FontColor = Colors.Green;
}
else if (fps > 48)
{
//Yellow between 48 and 54 frames (Karting)
//在48到54帧之间为黄色卡顿
_labelSettings.FontColor = Colors.Yellow;
}
else
{
//Red below 48 frames (lag)
//在48帧以下为红色
_labelSettings.FontColor = Colors.Red;
}
}
}
}

View File

@ -58,8 +58,15 @@ public static class LogCat
GD.Print(string.Format(HandleMessage(message).ToString(), args));
}
public static void LogError(Exception e)
/// <summary>
/// <para>This method is called when an exception is caught</para>
/// <para>当捕获异常后调用此方法</para>
/// </summary>
/// <param name="e"></param>
public static void WhenCaughtException(Exception e)
{
//Log an exception here or send it to the server.
//请在这里记录异常或将异常发送至服务器。
GD.PrintErr(HandleMessage(e.Message).Append('\n').Append(e.StackTrace));
}
}

View File

@ -46,8 +46,8 @@ public partial class GameSceneLoader : SceneLoaderTemplate
new RoomTemplate("res://prefab/roomTemplates/dungeon/horizontalCorridorWithSewer.tscn");
var horizontalCorridor = new RoomTemplate("res://prefab/roomTemplates/dungeon/horizontalCorridor.tscn");
roomProvider.AddRoom(initialRoom);
roomProvider.AddRoom(horizontalCorridor);
roomProvider.AddRoom(horizontalCorridorWithSewer);
roomProvider.AddRoom(horizontalCorridor);
roomProvider.AddRoom(utilityRoom);
_mapGenerator.RoomProvider = roomProvider;

View File

@ -70,8 +70,7 @@ public class MapGenerator : IMapGenerator
}
catch (Exception e)
{
LogCat.LogError(e);
throw;
LogCat.WhenCaughtException(e);
}
}

View File

@ -1,4 +1,5 @@
using ColdMint.scripts.map.interfaces;
using ColdMint.scripts.debug;
using ColdMint.scripts.map.interfaces;
using Godot;
namespace ColdMint.scripts.map;
@ -9,15 +10,21 @@ public class MapGeneratorConfig : IMapGeneratorConfig
/// <para>At least how many rooms are generated</para>
/// <para>至少生成多少个房间</para>
/// </summary>
public const int MinCount = 15;
public const int MinRoomCount = 15;
/// <summary>
/// <para>Maximum number of rooms generated</para>
/// <para>最多生成多少个房间</para>
/// </summary>
public const int MaxCount = 30;
public const int MaxRoomCount = 30;
public const int MinBranchCount = 3;
public const int MaxBranchCount = 5;
private int _roomCount;
private int _branchCount;
public MapGeneratorConfig(Node2D mapRoot, ulong seed)
{
@ -25,11 +32,14 @@ public class MapGeneratorConfig : IMapGeneratorConfig
Seed = seed;
RandomNumberGenerator = new RandomNumberGenerator();
RandomNumberGenerator.Seed = seed;
_roomCount = RandomNumberGenerator.RandiRange(MinCount, MaxCount);
_roomCount = RandomNumberGenerator.RandiRange(MinRoomCount, MaxRoomCount);
_branchCount = RandomNumberGenerator.RandiRange(MinBranchCount, MaxBranchCount);
LogCat.Log("Seed:" + seed + " RoomCount:" + _roomCount);
}
public Node2D MapRoot { get; }
public int RoomCount => _roomCount;
public int BranchCount => _branchCount;
public ulong Seed { get; }
public RandomNumberGenerator RandomNumberGenerator { get; }

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@ -0,0 +1,18 @@
namespace ColdMint.scripts.map.interfaces;
/// <summary>
/// <para>Represents a branch on the map.</para>
/// <para>表示地图上的一个分支。</para>
/// </summary>
public interface IBranch
{
/// <summary>
/// <para>Master branch or not</para>
/// <para>是否为主分支</para>
/// </summary>
bool IsMasterBranch
{
get;
set;
}
}

View File

@ -16,6 +16,12 @@ public interface IMapGeneratorConfig
/// </summary>
int RoomCount { get; }
/// <summary>
/// <para>The number of forks in this map</para>
/// <para>这个地图的分叉数量</para>
/// </summary>
int BranchCount { get; }
/// <summary>
/// <para>seed</para>
/// <para>种子</para>

View File

@ -1,5 +1,13 @@
namespace ColdMint.scripts.map.interfaces;
/// <summary>
/// <para>Room holder</para>
/// <para>房间持有者</para>
/// </summary>
/// <remarks>
///<para>This class holds all generated and placed rooms.</para>
///<para>该类保存所有已生成且已放置的房间。</para>
/// </remarks>
public interface IRoomHolder
{
bool AddRoom(IRoom room);

View File

@ -1,5 +1,13 @@
namespace ColdMint.scripts.map.interfaces;
/// <summary>
/// <para>Room provider</para>
/// <para>房间提供者</para>
/// </summary>
/// <remarks>
///<para>Responsible for providing room templates for map generator.</para>
///<para>负责为地图生成器提供房间模板。</para>
/// </remarks>
public interface IRoomProvider
{
/// <summary>