Complete Cocos Creator port with level bundles, themes, and tooling.

Adds level prefabs, theme assets, audio, extensions, and deployment scripts for the Unity WebGL migration.

Co-authored-by: Cursor <cursoragent@cursor.com>
This commit is contained in:
2026-06-16 15:30:58 +08:00
parent cba5105908
commit d393302388
6248 changed files with 17322729 additions and 11036 deletions

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import {
_decorator, Color, Component, Graphics, Layers, Node, UITransform, Vec3, view,
} from 'cc';
import { CELL_PIXEL, CAMERA_ORTHO_HALF, DESIGN_HEIGHT } from '../core/GridConstants';
import { cellToWorldCenter, getHalfCellSize } from '../core/GridCoords';
import { EventManager, EventType } from '../core/EventManager';
import { GameManager } from '../manager/GameManager';
import { GridSnapHelper } from '../level/GridSnapHelper';
const { ccclass } = _decorator;
const UI_LAYER = Layers.Enum.UI_2D;
/** 对齐 Unity LineGridRenderer导航按钮切换的满屏等距辅助网格 */
@ccclass('LineGridRenderer')
export class LineGridRenderer extends Component {
static instance: LineGridRenderer | null = null;
/** 以中心向外的格子半径(菱形个数 ≈ (2r+1)²) */
radius = 24;
cellSize = CELL_PIXEL;
private graphics: Graphics | null = null;
private visible = false;
static ensure(parent: Node): LineGridRenderer {
LineGridRenderer.purgeDuplicates(parent);
let comp = LineGridRenderer.instance?.isValid ? LineGridRenderer.instance : null;
if (!comp) {
const found = LineGridRenderer.findUnder(parent);
comp = found?.getComponent(LineGridRenderer) ?? null;
}
if (!comp) {
const node = new Node('LineGrid');
node.parent = parent;
comp = node.addComponent(LineGridRenderer);
} else if (comp.node.parent !== parent) {
comp.node.parent = parent;
}
comp.setupRuntime();
comp.sendToBack();
return comp;
}
/** 移除误挂在关卡内的重复 LineGrid会导致叠线无法关闭 */
private static purgeDuplicates(entrance: Node) {
const keep = LineGridRenderer.instance?.isValid
? LineGridRenderer.instance.node
: LineGridRenderer.findUnder(entrance);
const walk = (node: Node) => {
for (let i = node.children.length - 1; i >= 0; i--) {
const ch = node.children[i];
if (ch.name === 'LineGrid' && ch !== keep) {
ch.destroy();
continue;
}
walk(ch);
}
};
walk(entrance);
}
private static findUnder(root: Node): Node | null {
if (root.name === 'LineGrid') return root;
for (const ch of root.children) {
const hit = LineGridRenderer.findUnder(ch);
if (hit) return hit;
}
return null;
}
onLoad() {
if (LineGridRenderer.instance && LineGridRenderer.instance !== this) {
this.node.destroy();
return;
}
LineGridRenderer.instance = this;
this.setupRuntime();
EventManager.register(EventType.LevelInit, this.onLevelInit);
}
onDestroy() {
EventManager.remove(EventType.LevelInit, this.onLevelInit);
if (LineGridRenderer.instance === this) LineGridRenderer.instance = null;
}
isGridVisible(): boolean {
return this.visible;
}
private setupRuntime() {
this.node.layer = UI_LAYER;
if (!this.node.getComponent(UITransform)) {
this.node.addComponent(UITransform).setContentSize(1, 1);
}
const g = this.getComponent(Graphics) ?? this.addComponent(Graphics);
this.graphics = g;
g.lineWidth = 1.4;
g.strokeColor = new Color(0, 0, 0, 255);
if (!this.visible) {
g.clear();
this.node.active = false;
}
}
private onLevelInit = () => {
this.purgeEditorGrid();
this.syncLevelOffset();
this.updateGridRadius();
if (this.visible) {
this.rebuild();
this.node.active = true;
this.sendToBack();
} else {
this.graphics?.clear();
this.node.active = false;
}
};
toggleGridVisibility() {
this.setupRuntime();
this.visible = !this.visible;
if (this.visible) {
this.purgeEditorGrid();
this.syncLevelOffset();
this.updateGridRadius();
this.rebuild();
this.node.active = true;
this.sendToBack();
} else {
this.graphics?.clear();
this.node.active = false;
}
}
/** 移除编辑器 GridSnapHelper 遗留的蓝色/灰色参考格 */
private purgeEditorGrid() {
const entrance = this.node.parent;
if (entrance?.isValid) {
GridSnapHelper.purgeRuntimeGrids(entrance);
}
const scene = this.node.scene;
if (scene?.isValid) {
GridSnapHelper.purgeRuntimeGrids(scene);
}
}
/** 保持在 MainLevelEntrance 最底层,不遮挡关卡内砖块/角色 */
private sendToBack() {
const parent = this.node.parent;
if (parent?.isValid) {
this.node.setSiblingIndex(0);
}
}
/** 与关卡根节点对齐,网格覆盖当前可见砖块区域 */
private syncLevelOffset() {
const parent = this.node.parent;
if (!parent) return;
const levelRoot = parent.children.find(
(c) => c?.isValid && c !== this.node && (c.name ?? '').startsWith('Level'),
);
if (levelRoot?.isValid) {
const p = levelRoot.position;
this.node.setPosition(p.x, p.y, 0);
} else {
this.node.setPosition(0, 0, 0);
}
}
private updateGridRadius() {
const b = GameManager.instance?.getCurLevel()?.boundary;
const vs = view.getVisibleSize();
const halfH = CAMERA_ORTHO_HALF;
const halfW = halfH * (vs.width / Math.max(vs.height, DESIGN_HEIGHT));
const cover = Math.ceil(Math.max(halfW, halfH) / (CELL_PIXEL * 0.35)) + 6;
if (b) {
this.radius = Math.max(cover, b.x + 8, b.y + 8);
} else {
this.radius = cover;
}
}
private rebuild() {
const g = this.graphics;
if (!g) return;
g.clear();
const { halfW, halfH } = getHalfCellSize();
const r = this.radius;
for (let x = -r; x <= r; x++) {
for (let y = -r; y <= r; y++) {
const c = cellToWorldCenter(new Vec3(x, y, 0));
g.moveTo(c.x, c.y + halfH);
g.lineTo(c.x + halfW, c.y);
g.lineTo(c.x, c.y - halfH);
g.lineTo(c.x - halfW, c.y);
g.close();
}
}
g.stroke();
}
}

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{
"ver": "4.0.24",
"importer": "typescript",
"imported": true,
"uuid": "53b54d98-b129-4a11-8891-528a4a62a302",
"files": [],
"subMetas": {},
"userData": {}
}

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/**
* 移动 / 骑乘规则moveCondition 查表与 Unity Movement.MoveNextCheck 一致)
*
* 骑乘联动、上下车见 PlayerController / VehicleController非查表部分
*/
import { GridType, MoverRole, getMoveCondition, lookupMove } from '../core/Define';
export type MoveCheckResult = -1 | 0 | 1;
/** Unity PlayerController.OnMovingtargetGridType === None 时载具跟随 */
export function vehicleFollowsLandingTile(liveGrid: GridType): boolean {
return liveGrid === GridType.None;
}
/** 落到瓦片砖面时下车None 保持骑乘Ride 动态格由上车逻辑处理) */
export function shouldDismountOnTile(tileGrid: GridType): boolean {
return tileGrid === GridType.Across
|| tileGrid === GridType.Jump
|| tileGrid === GridType.Block
|| tileGrid === GridType.Boundary;
}
/** 落格后尝试保持骑乘:脚下为 None或动态 Ride 且同格有载具 */
export function canStayMountedAfterLanding(liveGrid: GridType): boolean {
return liveGrid === GridType.None || liveGrid === GridType.Ride;
}
/** 移动落点世界坐标应使用的 mover 角色(对齐 Unity 共享 transform / 载具甲板) */
export function moverRoleForLandingCell(
role: MoverRole,
liveGrid: GridType,
mounted: boolean,
): MoverRole {
if (mounted && vehicleFollowsLandingTile(liveGrid)) return 'vehicle';
if (!mounted && liveGrid === GridType.Ride) return 'vehicle';
return role;
}
/**
* 查表判定一步移动(对齐 Unity Movement.MoveNextCheck
* - 1可移动
* - 0不动仅多人模式表外组合单人表外为 -1
* - -1失败
*/
export function checkMoveStep(
role: MoverRole,
curGrid: GridType,
nextGrid: GridType,
isJump: boolean,
mult = false,
): MoveCheckResult {
const table = getMoveCondition(mult);
const v = lookupMove(table, role, curGrid, nextGrid, isJump);
if (v === undefined) return mult ? 0 : -1;
return v as MoveCheckResult;
}

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{
"ver": "4.0.24",
"importer": "typescript",
"imported": true,
"uuid": "261eb8b8-97f9-4df2-9de5-85bc83b9cf52",
"files": [],
"subMetas": {},
"userData": {}
}

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@@ -1,55 +1,223 @@
import { _decorator, Component, Vec3 } from 'cc';
import {
Direction, GameState, GridType, MoveState, MoverRole,
addDirection, getMoveCondition, lookupMove,
Direction, GameState, GridType, MoveState, MoverRole, addDirection,
} from '../core/Define';
import { GameManager } from '../manager/GameManager';
import { scaledMoveSpeed, UNITY_VEHICLE_MOVE_SPEED } from '../core/GridConstants';
import { cellToWorldCenter } from '../core/GridCoords';
import {
entityWorldPositionForRole,
moverLogicalGridPositionForRole,
roleUsesPlayerStandOffset,
worldToMoverCellForRole,
} from '../level/EntitySpawnPlacement';
import { checkMoveStep, MoveCheckResult } from './MoveRules';
const { ccclass, property } = _decorator;
/**
* 离散格子移动基类(对齐 Unity Movement
* - 查表判定能否进入下一格
* - FixedUpdate 式插值到 targetPosition
* - 骑乘联动由 Player/Vehicle 子类覆写
*/
@ccclass('Movement')
export class Movement extends Component {
private static speedMultiplier = 1;
static setSpeedMultiplier(m: number) {
Movement.speedMultiplier = m > 0 ? m : 1;
if (typeof globalThis !== 'undefined') {
(globalThis as { __tfrhGameSpeed?: number }).__tfrhGameSpeed = Movement.speedMultiplier;
}
}
static getSpeedMultiplier(): number {
return Movement.speedMultiplier;
}
@property
moveSpeed = 4;
moveSpeed = scaledMoveSpeed(UNITY_VEHICLE_MOVE_SPEED);
direction: Direction = Direction.North;
moveState: MoveState = MoveState.Idle;
moverRole: MoverRole = 'player';
protected targetPosition = new Vec3();
/** 目标格类型(含 Ride 动态覆盖),对齐 Unity Movement.targetGridType */
protected targetGridType: GridType = GridType.None;
protected lastPosition = new Vec3();
protected step = 0;
private moveWait = false;
protected moveWait = false;
protected committedCell: Vec3 | null = null;
/** 关卡 spawn 逻辑格(优先于从世界坐标反推,避免站立 Y 微调导致格偏移) */
protected spawnCell: Vec3 | null = null;
protected landingCell: Vec3 | null = null;
private moveStepFrom = new Vec3();
private queue: Promise<void> = Promise.resolve();
static callEach = false;
protected getMoverLocalPosition(): Vec3 {
return this.node.position.clone();
}
setSpawnCell(cell: Vec3) {
this.spawnCell = cell.clone();
if (!this.committedCell) this.committedCell = new Vec3();
this.committedCell.set(cell);
}
getSpawnCell(): Vec3 | null {
return this.spawnCell ? this.spawnCell.clone() : null;
}
protected syncCommittedCellFromPosition() {
const gm = GameManager.instance;
if (!gm) return;
if (this.spawnCell) {
if (!this.committedCell) this.committedCell = new Vec3();
this.committedCell.set(this.spawnCell);
this.spawnCell = null;
return;
}
const config = gm.getCurLevel();
const theme = config?.theme ?? gm.uiStyle;
if (!this.committedCell) this.committedCell = new Vec3();
const cell = worldToMoverCellForRole(
this.getMoverLocalPosition(),
config ?? undefined,
theme,
this.moverRole,
);
this.committedCell.set(cell);
}
public shareCommittedCell(cell: Vec3) {
if (!this.committedCell) this.committedCell = new Vec3();
this.committedCell.set(cell);
}
getCommittedCell(): Vec3 | null {
return this.committedCell ? this.committedCell.clone() : null;
}
getLandingCell(): Vec3 | null {
return this.landingCell ? this.landingCell.clone() : null;
}
isMoving(): boolean {
return this.moveState === MoveState.Moving;
}
/** 当前移动步进度 0起步→ 1落点 */
getMoveStepProgress(): number {
if (this.moveState !== MoveState.Moving) return 1;
const total = Vec3.distance(this.moveStepFrom, this.targetPosition);
if (total < 1e-4) return 1;
const remain = Vec3.distance(this.node.position, this.targetPosition);
return Math.max(0, Math.min(1, 1 - remain / total));
}
/** 逻辑格采样(含动态 Ride骑乘时由 PlayerController 覆写 */
protected getGridSamplePosition(): Vec3 {
if (this.committedCell) {
return cellToWorldCenter(this.committedCell);
}
const gm = GameManager.instance;
const local = this.getMoverLocalPosition();
if (!gm) return local;
const config = gm.getCurLevel();
const theme = config?.theme ?? gm.uiStyle;
if (this.moverRole === 'player' || this.moverRole === 'vehicle') {
return moverLogicalGridPositionForRole(
local,
config ?? undefined,
theme,
this.moverRole,
);
}
return local;
}
/** 当前格(含 Ride 动态格) */
get curGrid(): GridType {
return GameManager.instance!.calculateGridType(this.node.position);
const gm = GameManager.instance!;
if (this.committedCell) return gm.calculateGridTypeAtCell(this.committedCell);
return gm.calculateGridType(this.getGridSamplePosition());
}
get nextGrid(): GridType {
return GameManager.instance!.calculateNextGridType(this.node.position, this.direction);
const gm = GameManager.instance!;
if (this.committedCell) return gm.calculateNextGridTypeAtCell(this.committedCell, this.direction);
return gm.calculateNextGridType(this.getGridSamplePosition(), this.direction);
}
get lastGrid(): GridType {
return GameManager.instance!.calculateLastGridType(this.node.position, this.direction);
const gm = GameManager.instance!;
if (this.committedCell) return gm.calculateLastGridTypeAtCell(this.committedCell, this.direction);
return gm.calculateLastGridType(this.getGridSamplePosition(), this.direction);
}
get isFront(): boolean {
return this.direction === Direction.South || this.direction === Direction.East;
}
start() {
this.setDirection(this.direction);
this.syncCommittedCellFromPosition();
}
protected commitLandingCell() {
if (this.landingCell) {
if (!this.committedCell) this.committedCell = new Vec3();
this.committedCell.set(this.landingCell);
this.landingCell = null;
}
this.snapMoverToCellStand();
}
protected shouldApplyPlayerStandOffset(): boolean {
return roleUsesPlayerStandOffset(this.moverRole);
}
protected snapMoverToCellStand() {
const gm = GameManager.instance;
if (!gm || !this.committedCell) return;
const config = gm.getCurLevel();
const theme = config?.theme ?? gm.uiStyle;
const pos = entityWorldPositionForRole(
this.committedCell,
config ?? undefined,
theme,
this.moverRole,
);
this.node.setPosition(pos);
this.targetPosition.set(pos);
}
/** 主题 entityDisplay 变更后重算站立 Y缩放刷新不会自动更新节点坐标 */
reapplyCellStandPosition() {
this.snapMoverToCellStand();
}
resetMoveRuntime() {
this.moveState = MoveState.Idle;
this.moveWait = false;
this.step = 0;
this.queue = Promise.resolve();
}
update(dt: number) {
if (this.moveState !== MoveState.Moving) return;
const pos = this.node.position;
const next = new Vec3();
Vec3.moveTowards(next, pos, this.targetPosition, this.moveSpeed * dt);
const speedMul = GameManager.instance?.getGameSpeed() ?? Movement.speedMultiplier;
Vec3.moveTowards(next, pos, this.targetPosition, this.moveSpeed * dt * speedMul);
this.node.setPosition(next);
this.onMoving();
if (Vec3.distance(next, this.targetPosition) < 0.01) {
this.syncRideAfterMoveStep();
if (Vec3.distance(next, this.targetPosition) < 0.005) {
this.node.setPosition(this.targetPosition);
this.moveState = MoveState.Idle;
this.moveWait = false;
@@ -57,47 +225,70 @@ export class Movement extends Component {
}
}
protected syncRideAfterMoveStep() {}
setDirection(dir: Direction) {
this.direction = dir;
}
protected onMoving() {}
protected onMoveToTarget() {}
protected onMoveToTarget() {
this.commitLandingCell();
}
/** 转向结束Unity RotateCoroutine 只改朝向,不重新 snap 落点) */
protected onRotateComplete() {}
protected onMoveNextSet(_isJump: boolean) {}
protected onMoveFail(_isJump: boolean) {}
protected playMoveAnim() {}
/** 本步移动起点(子类可去掉骑乘视觉抬高等) */
protected resolveMoveStepOrigin(_targetCell: Vec3, _landingGrid: GridType): Vec3 {
return this.node.position.clone();
}
/** 本步移动落点世界坐标 */
protected resolveTargetWorldPosition(targetCell: Vec3, landingGrid: GridType): Vec3 {
const gm = GameManager.instance!;
const config = gm.getCurLevel();
const theme = config?.theme ?? gm.uiStyle;
return entityWorldPositionForRole(
targetCell,
config ?? undefined,
theme,
this.moverRole,
);
}
protected extraMoveStepCheck(_isJump: boolean, _toFront: boolean): MoveCheckResult | null {
return null;
}
private moveNextCheck(isJump: boolean, toFront: boolean): number {
const gm = GameManager.instance!;
const mult = gm.isMultMode();
const dir = toFront ? this.direction : addDirection(this.direction, 2);
const targetTmp = gm.nextGridPosition(this.node.position, dir);
const targetType = gm.calculateGridType(targetTmp);
const table = getMoveCondition(gm.multMode);
const nextG = toFront ? this.nextGrid : this.lastGrid;
const v = lookupMove(table, this.moverRole, this.curGrid, nextG, isJump);
if (v !== undefined) {
if (v === 1) {
if (gm.multMode) {
const nextCell = gm.worldToCell(targetTmp);
for (const n of ['PlayerA1', 'PlayerA2', 'PlayerA3', 'PlayerB1', 'PlayerB2', 'PlayerB3']) {
const p = gm.findNodeByName(n);
if (p) {
const c = gm.worldToCell(p.worldPosition);
if (c.x === nextCell.x && c.y === nextCell.y) return 0;
}
}
if (nextG === GridType.Ride) {
const ride = gm.getGameObject(targetTmp);
const expect = this.node.name.replace('Player', 'Vehicle');
if (ride && ride.name !== expect) return 0;
}
}
this.targetPosition.set(targetTmp);
this.targetGridType = targetType;
}
return v;
const blocked = this.extraMoveStepCheck(isJump, toFront);
if (blocked !== null) return blocked;
const r = checkMoveStep(this.moverRole, this.curGrid, nextG, isJump, mult);
if (r !== 1) return r;
const targetTmp = gm.nextGridPosition(this.getGridSamplePosition(), dir);
const targetCell = gm.worldToCell(targetTmp);
if (mult && nextG === GridType.Ride) {
const rideNode = gm.getGameObjectAtCell(targetCell);
const expectedVehicle = this.node.name.replace('Player', 'Vehicle');
if (rideNode && rideNode.name !== expectedVehicle) return 0;
}
return gm.multMode ? 0 : -1;
if (!this.landingCell) this.landingCell = new Vec3();
this.landingCell.set(targetCell);
const landingGrid = gm.calculateGridTypeAtCell(targetCell);
const targetPos = this.resolveTargetWorldPosition(targetCell, landingGrid);
this.targetGridType = landingGrid;
this.moveStepFrom.set(this.resolveMoveStepOrigin(targetCell, landingGrid));
this.targetPosition.set(targetPos);
return 1;
}
private enqueue(fn: () => Promise<void>) {
@@ -128,13 +319,18 @@ export class Movement extends Component {
}
if (r === 1) {
this.moveWait = true;
this.lastPosition.set(this.node.position);
this.lastPosition.set(this.getGridSamplePosition());
this.moveState = MoveState.Moving;
this.onMoveNextSet(isJump);
await this.waitUntil(() => !this.moveWait);
} else {
this.playMoveAnim();
this.moveState = MoveState.Moving;
// 本步不可走但步数已消耗:须回传 processData / processVehicleData
if (this.step === 0) {
this.moveState = MoveState.Idle;
this.onMoveToTarget();
}
}
}
}
@@ -144,14 +340,20 @@ export class Movement extends Component {
this.moveWait = true;
this.setDirection(addDirection(this.direction, n));
this.moveWait = false;
this.onRotateComplete();
// 对齐 Unity RotateCoroutine → OnMoveToTarget → ExternalCallScratch/Python 等待 processData
this.onMoveToTarget();
}
protected jsCallCheck(n: number): boolean {
const gm = GameManager.instance!;
const name = this.node.name;
if (name === 'Player' || name === 'Vehicle') return gm.jsCallCheck(n);
if (gm.multMode) return gm.jsCallCheckMultMode(n, name);
if (
name === 'Player' || name === 'Vehicle'
|| /^Player[AB]\d$/.test(name) || /^Vehicle[AB]\d$/.test(name)
) {
return gm.jsCallCheck(n);
}
return false;
}