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blockly组件抽离

liyanbo 7 månader sedan
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3 ändrade filer med 2229 tillägg och 234 borttagningar
  1. 2166 0
      src/components/blockly/MapGame.vue
  2. 61 233
      src/views/blockly/MapGame.vue
  3. 2 1
      src/views/programming/Interface.vue

+ 2166 - 0
src/components/blockly/MapGame.vue

@@ -0,0 +1,2166 @@
+<template>
+  <div class="title-box">
+    <!-- 左侧标题部分 -->
+    <div class="left-container">
+      <!-- 游戏编号 -->
+      <div class="game-badge">{{ gameSort }}</div>
+    </div>
+  </div>
+
+  <div class="content">
+    <!-- 地图显示区域 -->
+    <div class="map-section">
+      <!-- 内容简介提示 -->
+      <div v-if="currentGameData?.info" class="info-message-container">
+        <div class="message-item">
+          <div class="avatar">
+            <img src="@/assets/images/xiaozhi2.png" alt="头像" class="avatar-image" />
+          </div>
+          <p v-if="currentGameData?.info" v-html="currentGameData?.info"></p>
+        </div>
+      </div>
+
+      <div class="map-container">
+        <!-- 地图背景 -->
+        <div class="map-background">
+          <img :src="mapBackground" alt="地图背景" class="map-image" @load="onMapImageLoad" />
+
+          <!-- 可行走区域标记 -->
+          <div
+              v-for="(point, index) in walkablePoints"
+              :key="index"
+              class="walkable-point"
+              :style="getPointStyle(point)"
+          >
+          </div>
+
+          <!-- 玩家角色 -->
+          <div
+              class="player"
+              :style="playerStyle"
+              :class="{ 'collision': isColliding, 'success': hasReachedEnd }"
+          >
+          </div>
+          <!-- 携带物品容器 -->
+          <div class="carried-items-container" v-show="gameState.player.carriedItems.length > 0">
+            <div
+                v-for="(item, index) in gameState.player.carriedItems"
+                :key="index"
+                class="carried-item"
+                :style="getCarriedItemStyle(index, item)"
+            ></div>
+          </div>
+        </div>
+
+        <!-- 游戏状态提示 -->
+        <div v-if="gameMessage" :class="['game-message', messageType]">
+          {{ gameMessage }}
+        </div>
+      </div>
+    </div>
+
+    <!-- Blockly工作区 -->
+    <div class="blockly-section">
+      <div class="toolbox-section" style="display: none;">
+        <h2>工具箱</h2>
+        <div id="toolbox">
+          <!-- 移动控制积木 -->
+          <category name="移动控制" colour="%{BKY_MOTION_HUE}">
+            <block type="move_forward"></block>
+            <block type="turn_left"></block>
+            <block type="turn_right"></block>
+            <block type="turn_around"></block>
+            <block type="pickup_item"></block>
+            <block type="use_item"></block>
+          </category>
+
+          <!-- 逻辑控制积木 -->
+          <category name="逻辑" colour="%{BKY_LOGIC_HUE}">
+            <block type="controls_if"></block>
+            <block type="logic_compare"></block>
+            <block type="logic_operation"></block>
+            <block type="logic_boolean"></block>
+          </category>
+
+          <!-- 循环控制积木 -->
+          <category name="循环" colour="%{BKY_LOOPS_HUE}">
+            <block type="controls_repeat_ext"></block>
+            <!--              <blockly type="controls_whileUntil"></blockly>-->
+          </category>
+
+          <!-- 数学运算积木 -->
+          <category name="数学" colour="%{BKY_MATH_HUE}">
+            <block type="math_number"></block>
+            <block type="math_arithmetic"></block>
+          </category>
+        </div>
+      </div>
+
+      <div class="workspace-section">
+        <div class="controls">
+          <button id="runCode" @click="runCode">运行代码</button>
+          <button @click="clearWorkspace">清空工作区</button>
+          <button @click="resetPlayer">重置玩家</button>
+        </div>
+
+        <div id="blocklyDiv"></div>
+      </div>
+    </div>
+  </div>
+</template>
+
+<script setup>
+import {ref, onMounted, onUnmounted, reactive, computed, nextTick} from 'vue';
+import { useRouter, useRoute } from 'vue-router';
+import { ArrowLeftBold } from '@element-plus/icons-vue';
+import * as Blockly from "blockly";
+import 'blockly/msg/zh-hans';
+import { javascriptGenerator } from "blockly/javascript";
+import playerImage from '@/assets/images/blockly/user.png';
+
+// 定义组件属性
+const props = defineProps({
+  // 游戏ID
+  gameId: {
+    type: [String, Number],
+    default: ''
+  },
+  // 地图背景
+  mapBackground: {
+    type: String,
+    default: ''
+  },
+  // 地图瓦片大小
+  mapTileSize: {
+    type: [String, Object],
+    default: ''
+  },
+  // 地图起点
+  mapStartPoint: {
+    type: [String, Object],
+    default: ''
+  },
+  // 地图终点
+  mapEndPoint: {
+    type: [String, Object],
+    default: ''
+  },
+  // 可行走点
+  mapWalkablePoints: {
+    type: [String, Array],
+    default: ''
+  },
+  // 用户方向
+  userDirection: {
+    type: Number,
+    default: 0
+  },
+  // 用户图片
+  userImage: {
+    type: String,
+    default: ''
+  },
+  // 游戏信息
+  info: {
+    type: String,
+    default: ''
+  },
+  // 游戏标题
+  gameTitle: {
+    type: String,
+    default: ''
+  },
+  // 课程列表
+  courseList: {
+    type: Array,
+    default: () => []
+  },
+  // 当前课程索引
+  currentIndex: {
+    type: Number,
+    default: 0
+  }
+});
+
+// 游戏接口数据
+import { getMapGameById } from '@/api/blockly/game.js';
+
+// 配置常量
+const CONFIG = {
+  // 动画时长配置(毫秒)
+  ANIMATION: {
+    MOVE_DURATION: 500,      // 移动动画持续时间
+    ROTATE_DURATION: 500,    // 旋转动画持续时间(左转/右转)
+    TURN_AROUND_DURATION: 750, // 向后转动画持续时间
+  },
+  // 延迟配置(毫秒)
+  DELAY: {
+    ACTION_DELAY: 200,       // 每次动作后的延迟时间
+    COLLISION_DELAY: 300,    // 碰撞后的延迟时间
+    RESET_DELAY: 300,        // 重置后的延迟时间
+    MESSAGE_DISPLAY: 2000,   // 消息显示时间
+    COLLISION_RESET: 1000,   // 碰撞状态重置时间
+    LOOP_PREVENTION: 10,     // 循环防止UI阻塞的延迟
+    ITEMS_APPEAR: 300,      // 物品出现延迟时间
+    ITEMS_FLIGHT_ANIMATION_DELAY: 800, // 飞行动画延迟时间
+  },
+  // 游戏配置
+  GAME: {
+    MAX_LOOP_COUNT: 100,     // 最大循环次数
+    DIRECTIONS: {
+      UP: 0,
+      RIGHT: 1,
+      DOWN: 2,
+      LEFT: 3
+    }
+  },
+  // 样式配置
+  STYLES: {
+    DEFAULT_TILE_SIZE: 143,  // 默认瓦片大小
+    PLAYER_SIZE_RATIO: 0.8,   // 玩家大小占瓦片的比例
+    PLAYER_SIZE_MARGIN: 0.1   // 玩家大小占瓦片的比例
+  },
+  //提示语
+  TIPS: {
+    NO_ENTRY: '当前位置无通路,无法移动',
+    UNFINISHED: '任务未完成!',
+    FINISH: '恭喜你到达终点!',
+    PICKUP_ITEM: '拾取物品成功!',
+    NULL_PICKUP_ITEM: '当前位置没有可拾取的物品',
+    USE_ITEM_SUCCESS: '使用物品成功',
+    USE_SPECIAL_ITEM: '需要特殊物品才能使用',
+    NO_USE_ITEM: '当前位置不需要使用物品',
+  }
+};
+
+// 路由和游戏状态
+const route = useRoute();
+const gameTitle = computed(() => props.gameTitle);
+const currentGameData = ref(null);
+const playerInitialDirection = ref(0); // 人物初始朝向
+const gameSort = ref('Game1'); // 默认排序
+
+// 运行控制标志
+let shouldStopExecution = false;
+let currentExecutionPromise = null;
+let executionAbortController = null;
+// 添加响应式的容器尺寸
+const mapContainerDimensions = ref({ width: 0, height: 0 });
+
+// Blockly相关状态
+let workspace = null;
+
+// 使用 Map 存储可行走点及其类型,提高查询效率
+let walkablePointsMap = new Map();
+
+// 创建游戏状态的响应式对象
+const gameState = reactive({
+  // 地图配置信息
+  mapConfig: {
+    // 地图背景图片路径
+    background: '',
+    // 每个瓦片的尺寸(像素)
+    tileSize: CONFIG.STYLES.DEFAULT_TILE_SIZE,
+  },
+
+  // 玩家相关状态
+  player: {
+    // 玩家当前位置坐标
+    position: {},
+    // 玩家当前朝向:0=上, 1=右, 2=下, 3=左
+    direction: 1,
+    // 是否正在发生碰撞
+    isColliding: false,
+    // 是否已到达终点
+    hasReachedEnd: false,
+    // 是否正在冰块上滑行
+    isSliding: false,
+    // 携带的物品数组
+    carriedItems: [],
+  },
+
+  // 游戏状态信息
+  status: {
+    // 当前显示的游戏消息
+    message: '',
+    // 消息类型(如success、error、info等)
+    messageType: ''
+  },
+
+  // 地图数据信息
+  mapData: {
+    // 游戏起点位置
+    startPoint: {},
+    // 游戏终点位置
+    endPoint: {},
+    // 地图上所有可行走的点坐标集合,添加type属性区分普通点和冰块
+    walkablePoints: [],
+    // 保存原始的可行走点数据,用于重置
+    originalWalkablePoints: [],
+  }
+});
+const BLOCKLY_MAP_TYPE_DICT = {
+  ICE: 'ice',//冰块
+  TASK: 'task',//钥匙
+  ITEM: 'item',//物品
+  TRAP: 'trap',//陷阱
+
+};
+
+// 计算属性 - 提高性能和可读性
+const mapBackground = computed(() => gameState.mapConfig.background);
+// const tileSize = computed(() => gameState.mapConfig.tileSize);
+const walkablePoints = computed(() => gameState.mapData.walkablePoints);
+const startPoint = computed(() => gameState.mapData.startPoint);
+const endPoint = computed(() => gameState.mapData.endPoint);
+const playerPosition = computed(() => gameState.player.position);
+const playerDirection = computed(() => gameState.player.direction);
+const isColliding = computed(() => gameState.player.isColliding);
+const hasReachedEnd = computed(() => gameState.player.hasReachedEnd);
+const gameMessage = computed(() => gameState.status.message);
+const messageType = computed(() => gameState.status.messageType);
+const isSliding = computed(() => gameState.player.isSliding);
+
+// 计算玩家图片路径,优先使用接口数据
+const playerImageSrc = computed(() => {
+  if (currentGameData.value && currentGameData.value.userImage) {
+    return currentGameData.value.userImage.trim();
+  }
+  return playerImage;
+});
+
+// 地图图片加载完成后更新容器尺寸
+const onMapImageLoad = () => {
+  updateMapContainerDimensions();
+};
+
+// 计算实际瓦片大小(基于容器尺寸和地图数据)
+const tileSize = computed(() => {
+  if (mapContainerDimensions.value.width === 0 || mapContainerDimensions.value.height === 0) {
+    return gameState.mapConfig.tileSize;
+  }
+
+  // 获取地图数据中的最大坐标
+  let size = JSON.parse(gameState.mapConfig.tileSize);
+  // 计算基于容器的瓦片大小,确保地图完全可见
+  const tileWidth = mapContainerDimensions.value.width / size.x;
+  const tileHeight = mapContainerDimensions.value.height / size.y;
+
+  // 返回较小的值以确保地图完全可见
+  return Math.min(tileWidth, tileHeight);
+});
+
+
+// 生命周期钩子
+onMounted(async () => {
+  // 获取游戏数据
+  await fetchGameData();
+  // 初始化可行走点集合
+  initWalkablePointsSet();
+  // 注册自定义积木
+  registerCustomBlocks();
+  // 注册JavaScript生成器
+  registerJavaScriptGenerators();
+  // 初始化Blockly工作区
+  initBlockly();
+  // 重置玩家位置
+  resetPlayer();
+
+  await nextTick();
+  // 添加对窗口大小变化的监听
+  updateMapContainerDimensions();
+  window.addEventListener('resize', updateMapContainerDimensions);
+});
+
+// 获取游戏数据
+const fetchGameData = async () => {
+  try {
+    // 优先使用props传递的数据
+    if (props.gameId && props.mapBackground) {
+      // 使用props数据构建游戏数据对象
+      currentGameData.value = {
+        mapBackground: props.mapBackground,
+        mapTileSize: props.mapTileSize,
+        mapStartPoint: props.mapStartPoint,
+        mapEndPoint: props.mapEndPoint,
+        mapWalkablePoints: props.mapWalkablePoints,
+        userDirection: props.userDirection,
+        userImage: props.userImage,
+        info: props.info
+      };
+      
+      // 直接更新游戏状态
+      await updateGameStateFromData(currentGameData.value);
+      
+      // 数据更新后强制刷新容器尺寸(等待DOM更新)
+      await nextTick();
+      updateMapContainerDimensions();
+    } else {
+      // 如果没有props数据,则从API获取
+      const gameId = route.query.gameId || props.gameId;
+      const nameFromRoute = route.query.gameName;
+      const sortFromRoute = route.query.gameSort;
+
+      if (nameFromRoute) {
+        gameTitle.value = nameFromRoute;
+      }
+      if (sortFromRoute) {
+        gameSort.value = sortFromRoute;
+      }
+
+      let mapGameData = await getMapGameById(gameId);
+      if (mapGameData.code === 0) {
+        currentGameData.value = mapGameData?.data;
+
+        // 使用接口数据
+        if (currentGameData.value && currentGameData.value.sort) {
+          let sortNum = currentGameData.value.sort;
+          gameSort.value = sortNum > 9 ? `Game${sortNum}` : `Game${sortNum}`;
+        }
+
+        await updateGameStateFromData(currentGameData.value);
+
+        // 数据更新后强制刷新容器尺寸(等待DOM更新)
+        await nextTick();
+        updateMapContainerDimensions();
+      }
+    }
+  } catch (error) {
+    console.error('获取游戏数据失败:', error);
+  }
+};
+
+// 根据获取到的数据更新游戏状态
+const updateGameStateFromData = (gameData) => {
+  try {
+    // 更新地图配置
+    gameState.mapConfig.background = gameData.mapBackground ? gameData.mapBackground.trim() : '';
+    gameState.mapConfig.tileSize = gameData.mapTileSize || CONFIG.STYLES.DEFAULT_TILE_SIZE;
+
+    // 更新玩家方向
+    if (gameData.userDirection) {
+      playerInitialDirection.value = gameData.userDirection;
+    }
+
+    // 更新地图数据
+    // 地图起点
+    if (gameData.mapStartPoint) {
+      const startPoint = JSON.parse(gameData.mapStartPoint);
+      gameState.mapData.startPoint = { x: startPoint.x, y: startPoint.y };
+      gameState.player.position = { x: startPoint.x, y: startPoint.y };
+    }
+    // 地图终点
+    if (gameData.mapEndPoint) {
+      const endPoint = JSON.parse(gameData.mapEndPoint);
+      gameState.mapData.endPoint = { x: endPoint.x, y: endPoint.y };
+    }
+    if (gameData.mapWalkablePoints) {
+      gameState.mapData.walkablePoints = JSON.parse(gameData.mapWalkablePoints);
+    }
+    // 重新初始化可行走点集合
+    initWalkablePointsSet();
+  } catch (error) {
+    console.error('更新游戏状态失败:', error);
+  }
+};
+
+// 初始化可行走点映射
+function initWalkablePointsSet() {
+  walkablePointsMap.clear();
+  gameState.mapData.walkablePoints.forEach(point => {
+    walkablePointsMap.set(`${point.x},${point.y}`, point);
+  });
+  // 保存原始的可行走点数据,用于重置
+  gameState.mapData.originalWalkablePoints = JSON.parse(JSON.stringify(gameState.mapData.walkablePoints));
+}
+
+// 可行走检查函数
+function isWalkable(x, y) {
+  return walkablePointsMap.has(`${x},${y}`);
+}
+
+// 计算点的样式
+function getPointStyle(point) {
+  const style = {
+    left: point.x * tileSize.value - tileSize.value + 'px',
+    top: point.y * tileSize.value - tileSize.value + 'px',
+    width: tileSize.value + 'px',
+    height: tileSize.value + 'px',
+  };
+
+  // 如果point有img属性,则添加图标
+  if (point.img) {
+    const iconSize = tileSize.value * CONFIG.STYLES.PLAYER_SIZE_RATIO;
+    const marginSize = tileSize.value * CONFIG.STYLES.PLAYER_SIZE_MARGIN;
+
+    // 重置可能影响背景图显示的样式
+    style.backgroundColor = 'transparent';
+    style.backgroundImage = `url(${point.img})`;
+    style.backgroundSize = 'contain';
+    style.backgroundPosition = 'center';
+    style.backgroundRepeat = 'no-repeat';
+
+    // 设置与玩家相同的宽高和边距
+    style.width = iconSize + 'px';
+    style.height = iconSize + 'px';
+    style.margin = marginSize + 'px';
+  }
+
+  return style;
+}
+
+// 计算玩家样式
+const playerStyle = computed(() => ({
+  left: playerPosition.value.x * tileSize.value - tileSize.value + 'px',
+  top: playerPosition.value.y * tileSize.value - tileSize.value + 'px',
+  transform: `rotate(${playerDirection.value * 90}deg)`,
+  '--player-rotation': `${playerDirection.value * 90}deg`,
+  '--player-image': `url(${playerImageSrc.value})`,
+  width: (tileSize.value * CONFIG.STYLES.PLAYER_SIZE_RATIO) + 'px',
+  height: (tileSize.value * CONFIG.STYLES.PLAYER_SIZE_RATIO) + 'px',
+  margin: (tileSize.value * CONFIG.STYLES.PLAYER_SIZE_MARGIN) + 'px',
+}));
+
+// 计算携带物品样式
+function getCarriedItemStyle(index, item) {
+  const baseSize = tileSize.value * CONFIG.STYLES.PLAYER_SIZE_RATIO * 0.5;
+
+  return {
+    position: 'relative',
+    width: baseSize + 'px',
+    height: baseSize + 'px',
+    backgroundSize: 'contain',
+    backgroundPosition: 'center',
+    backgroundRepeat: 'no-repeat',
+    backgroundImage: `url(${item.img})`,
+    animationDelay: index * 0.1 + 's'
+  };
+}
+
+// 注册自定义积木
+function registerCustomBlocks() {
+  // 向前移动积木
+  Blockly.Blocks['move_forward'] = {
+    init: function() {
+      this.jsonInit({
+        "type": "move_forward",
+        "message0": "向前移动",
+        "previousStatement": null,
+        "nextStatement": null,
+        "colour": 230,
+        "tooltip": "控制角色向前移动一格",
+        "helpUrl": ""
+      });
+    }
+  };
+
+  // 向左转积木
+  Blockly.Blocks['turn_left'] = {
+    init: function() {
+      this.jsonInit({
+        "type": "turn_left",
+        "message0": "向左转",
+        "previousStatement": null,
+        "nextStatement": null,
+        "colour": 230,
+        "tooltip": "控制角色向左转",
+        "helpUrl": ""
+      });
+    }
+  };
+
+  // 向右转积木
+  Blockly.Blocks['turn_right'] = {
+    init: function() {
+      this.jsonInit({
+        "type": "turn_right",
+        "message0": "向右转",
+        "previousStatement": null,
+        "nextStatement": null,
+        "colour": 230,
+        "tooltip": "控制角色向右转",
+        "helpUrl": ""
+      });
+    }
+  };
+
+  // 向后转积木
+  Blockly.Blocks['turn_around'] = {
+    init: function() {
+      this.jsonInit({
+        "type": "turn_around",
+        "message0": "向后转",
+        "previousStatement": null,
+        "nextStatement": null,
+        "colour": 230,
+        "tooltip": "控制角色向后转",
+        "helpUrl": ""
+      });
+    }
+  };
+
+  // 拾取物品积木
+  Blockly.Blocks['pickup_item'] = {
+    init: function() {
+      this.jsonInit({
+        "type": "pickup_item",
+        "message0": "拾取物品",
+        "previousStatement": null,
+        "nextStatement": null,
+        "colour": 30,
+        "tooltip": "尝试拾取当前位置的物品",
+        "helpUrl": ""
+      });
+    }
+  };
+
+  // 使用物品积木
+  Blockly.Blocks['use_item'] = {
+    init: function() {
+      this.jsonInit({
+        "type": "use_item",
+        "message0": "使用物品",
+        "previousStatement": null,
+        "nextStatement": null,
+        "colour": 30,
+        "tooltip": "在当前位置使用物品",
+        "helpUrl": ""
+      });
+    }
+  };
+}
+
+// 注册JavaScript生成器
+function registerJavaScriptGenerators() {
+  // 向前移动生成器
+  javascriptGenerator.forBlock['move_forward'] = function(block) {
+    return 'await moveForward();\n';
+  };
+
+  // 向左转生成器
+  javascriptGenerator.forBlock['turn_left'] = function(block) {
+    return 'await turnLeft();\n';
+  };
+
+  // 向右转生成器
+  javascriptGenerator.forBlock['turn_right'] = function(block) {
+    return 'await turnRight();\n';
+  };
+
+  // 向后转生成器
+  javascriptGenerator.forBlock['turn_around'] = function(block) {
+    return 'await turnAround();\n';
+  };
+
+  // 拾取物品生成器
+  javascriptGenerator.forBlock['pickup_item'] = function(block) {
+    return 'await pickupItem();\n';
+  };
+
+  // 使用物品生成器
+  javascriptGenerator.forBlock['use_item'] = function(block) {
+    return 'await useItem();\n';
+  };
+
+  // 为重复循环块注册自定义生成器,确保支持异步操作
+  javascriptGenerator.forBlock['controls_repeat_ext'] = function(block) {
+    const repeats = javascriptGenerator.valueToCode(block, 'TIMES', javascriptGenerator.ORDER_ATOMIC) || '0';
+
+    // 确保获取到的是数字类型,如果是字符串需要转换
+    const safeRepeats = `(function() {
+      const num = Number(${repeats});
+      return isNaN(num) ? 0 : Math.max(0, Math.floor(num));
+    })()`;
+
+    // 获取循环体代码
+    // const branch = javascriptGenerator.statementToCode(blockly, 'DO');
+    const branch = ""
+
+    // 生成支持异步的循环代码
+    let code = `for (let i = 0; i < ${safeRepeats}; i++) {\n`;
+    code += javascriptGenerator.prefixLines(branch, javascriptGenerator.INDENT);
+    code += '}\n';
+
+    return code;
+  };
+
+  // 为while/until循环块注册自定义生成器
+  // javascriptGenerator.forBlock['controls_whileUntil'] = function(blockly) {
+  //   const until = blockly.getFieldValue('MODE') === 'UNTIL';
+  //   const condition = javascriptGenerator.valueToCode(blockly, 'CONDITION',
+  //       javascriptGenerator.ORDER_NONE) || 'false';
+  //   const branch = javascriptGenerator.statementToCode(blockly, 'DO');
+
+  //   // 修复变量作用域问题,使用IIFE包装循环
+  //   let code = '(async function() {\n';
+  //   code += '  let loopCount = 0;\n';
+  //   code += until ? '  while (!((' + condition + ')) && loopCount < ' + CONFIG.GAME.MAX_LOOP_COUNT + ') {\n' :
+  //       '  while (((' + condition + ')) && loopCount < ' + CONFIG.GAME.MAX_LOOP_COUNT + ') {\n';
+  //   code += javascriptGenerator.prefixLines(branch, javascriptGenerator.INDENT + '  ');
+  //   code += '    loopCount++';
+  //   code += '    await new Promise(resolve => setTimeout(resolve, ' + CONFIG.DELAY.LOOP_PREVENTION + '));\n'; // 防止UI阻塞
+  //   code += '  }\n';
+  //   code += '})();\n';
+
+  //   return code;
+  // };
+
+  // 为text_print块添加生成器,用于调试
+  javascriptGenerator.forBlock['text_print'] = function(block) {
+    const msg = javascriptGenerator.valueToCode(block, 'TEXT', javascriptGenerator.ORDER_NONE) || '';
+    return msg;
+  };
+}
+
+const setupBlocklyChineseLocale = () => {
+  // 覆盖默认的英文文本为中文
+  if (!Blockly.Msg) Blockly.Msg = {};
+
+  // 逻辑积木中文配置
+  Blockly.Msg.CONTROLS_IF_MSG_IF = "如果";
+  Blockly.Msg.CONTROLS_IF_MSG_ELSEIF = "否则如果";
+  Blockly.Msg.CONTROLS_IF_MSG_ELSE = "否则";
+  Blockly.Msg.CONTROLS_IF_MSG_DO = "执行"; // 添加这行将'do'转换为中文
+  Blockly.Msg.CONTROLS_IF_TOOLTIP_1 = "如果条件为真,则执行相应的代码。";
+  Blockly.Msg.CONTROLS_IF_TOOLTIP_2 = "如果条件为真,则执行相应的代码;否则执行其他代码。";
+  Blockly.Msg.CONTROLS_IF_TOOLTIP_3 = "如果条件为真,则执行相应的代码;否则检查其他条件。";
+
+  // 添加设置按钮相关的中文配置
+  Blockly.Msg.CONTROLS_IF_ELSEIF_TOOLTIP = "否则如果条件为真,则执行相应的代码。";
+  Blockly.Msg.CONTROLS_IF_ELSE_TOOLTIP = "否则执行相应的代码。";
+
+  // 打开/关闭块的提示文本
+  Blockly.Msg.CONTROLS_IF_TOOLTIP_IF = "添加或删除条件。";
+  Blockly.Msg.CONTROLS_IF_TOOLTIP_ELSE = "添加或删除否则块。";
+
+
+  // 比较运算符中文配置 - 添加显示文本
+  Blockly.Msg.LOGIC_COMPARE_EQ = "等于";
+  Blockly.Msg.LOGIC_COMPARE_NEQ = "不等于";
+  Blockly.Msg.LOGIC_COMPARE_LT = "小于";
+  Blockly.Msg.LOGIC_COMPARE_LTE = "小于等于";
+  Blockly.Msg.LOGIC_COMPARE_GT = "大于";
+  Blockly.Msg.LOGIC_COMPARE_GTE = "大于等于";
+
+  // 比较运算符提示文本(已存在)
+  Blockly.Msg.LOGIC_COMPARE_TOOLTIP_EQ = "比较两个值是否相等。";
+  Blockly.Msg.LOGIC_COMPARE_TOOLTIP_NEQ = "比较两个值是否不相等。";
+  Blockly.Msg.LOGIC_COMPARE_TOOLTIP_LT = "比较第一个值是否小于第二个值。";
+  Blockly.Msg.LOGIC_COMPARE_TOOLTIP_LTE = "比较第一个值是否小于或等于第二个值。";
+  Blockly.Msg.LOGIC_COMPARE_TOOLTIP_GT = "比较第一个值是否大于第二个值。";
+  Blockly.Msg.LOGIC_COMPARE_TOOLTIP_GTE = "比较第一个值是否大于或等于第二个值。";
+
+  // 逻辑运算中文配置 - 添加显示文本
+  Blockly.Msg.LOGIC_OPERATION_AND = "且";
+  Blockly.Msg.LOGIC_OPERATION_OR = "或";
+
+  // 逻辑运算提示文本(已存在)
+  Blockly.Msg.LOGIC_OPERATION_TOOLTIP_AND = "如果两个条件都为真,则结果为真。";
+  Blockly.Msg.LOGIC_OPERATION_TOOLTIP_OR = "如果任一条件为真,则结果为真。";
+
+  // 布尔值配置
+  Blockly.Msg.LOGIC_BOOLEAN_TRUE = "真";
+  Blockly.Msg.LOGIC_BOOLEAN_FALSE = "假";
+  Blockly.Msg.LOGIC_BOOLEAN_TOOLTIP = "返回一个布尔值:真或假。";
+
+  // 循环积木中文配置(保持不变)
+  Blockly.Msg.CONTROLS_REPEAT_TITLE = "重复%1次";
+  Blockly.Msg.CONTROLS_REPEAT_TOOLTIP = "重复执行内部代码指定次数。";
+  // Blockly.Msg.CONTROLS_WHILEUNTIL_TITLE_WHILE = "当%1时重复";
+  // Blockly.Msg.CONTROLS_WHILEUNTIL_TITLE_UNTIL = "重复直到%1";
+  // Blockly.Msg.CONTROLS_WHILEUNTIL_TOOLTIP_WHILE = "只要条件为真,就重复执行内部代码。";
+  // Blockly.Msg.CONTROLS_WHILEUNTIL_TOOLTIP_UNTIL = "重复执行内部代码,直到条件变为真。";
+
+  // 数学积木中文配置(保持不变)
+  Blockly.Msg.MATH_NUMBER_TOOLTIP = "一个数字。在编辑器中双击以更改。";
+  Blockly.Msg.MATH_ADDITION_SYMBOL = "加";
+  Blockly.Msg.MATH_SUBTRACTION_SYMBOL = "减";
+  Blockly.Msg.MATH_MULTIPLICATION_SYMBOL = "乘";
+  Blockly.Msg.MATH_DIVISION_SYMBOL = "除";
+  Blockly.Msg.MATH_ARITHMETIC_TOOLTIP_ADD = "返回两个数的和。";
+  Blockly.Msg.MATH_ARITHMETIC_TOOLTIP_SUBTRACT = "返回第一个数减去第二个数的差。";
+  Blockly.Msg.MATH_ARITHMETIC_TOOLTIP_MULTIPLY = "返回两个数的积。";
+  Blockly.Msg.MATH_ARITHMETIC_TOOLTIP_DIVIDE = "返回第一个数除以第二个数的商。";
+}
+
+
+// 初始化Blockly工作区
+function initBlockly() {
+  // 应用中文配置
+  setupBlocklyChineseLocale();
+
+  const toolbox = document.getElementById('toolbox');
+  workspace = Blockly.inject('blocklyDiv', {
+    toolbox: toolbox,
+    collapse: false,
+    comments: true,
+    disable: false, // 设为false以允许编辑
+    maxBlocks: Infinity,
+    trashcan: true,
+    horizontalLayout: false,
+    toolboxPosition: 'start',
+    toolboxCollapse: false, // 设置工具箱默认展开
+    toolboxAlwaysExpanded: true, // 确保点击类别后保持展开状态
+    css: true,
+    media: 'https://unpkg.com/blockly/media/',
+    rtl: false,
+    scrollbars: true,
+    sounds: false, // 禁用声音以提高性能
+    oneBasedIndex: true,
+    grid: {
+      spacing: 20,
+      length: 3,
+      colour: "#ccc",
+      snap: true
+    },
+    zoom: {
+      controls: true,
+      wheel: true,
+      startScale: 1.0,
+      maxScale: 3,
+      minScale: 0.3,
+      scaleSpeed: 1.2
+    }
+  });
+}
+
+// 平滑移动函数
+async function smoothMoveTo(targetX, targetY) {
+  const startX = playerPosition.value.x;
+  const startY = playerPosition.value.y;
+
+  const startTime = performance.now();
+
+  // 使用Promise包装动画过程,使其可以await
+  return new Promise(resolve => {
+    function animate(currentTime) {
+      // 检查是否应该停止执行
+      if (shouldStopExecution) {
+        resolve();
+        return;
+      }
+
+      const elapsed = currentTime - startTime;
+      const progress = Math.min(elapsed / CONFIG.ANIMATION.MOVE_DURATION, 1); // 计算进度,最大为1
+
+      // 线性插值计算当前位置
+      const currentX = startX + (targetX - startX) * progress;
+      const currentY = startY + (targetY - startY) * progress;
+
+      gameState.player = {
+        ...gameState.player,
+        position: { x: currentX, y: currentY },
+      };
+
+      // 检查是否到达终点
+      if (progress < 1) {
+        // 继续动画
+        requestAnimationFrame(animate);
+      } else {
+        resolve(); // 动画完成
+      }
+    }
+
+    // 启动动画
+    requestAnimationFrame(animate);
+  });
+}
+
+// 处理地图类型逻辑
+async function switchMapType(type, isMapType = null) {
+  //取人物当前位置
+  let x = playerPosition.value.x;
+  let y = playerPosition.value.y;
+  let tileMap = walkablePointsMap.get(`${x},${y}`);
+
+  //判断是否是指定地图类型
+  if (isMapType) {
+    return isMapType === tileMap.type;
+  }
+
+  //移动前置
+  if (type === 0) {
+    //判断方块类型并处理逻辑
+    switch (tileMap.type) {
+      case BLOCKLY_MAP_TYPE_DICT.TASK:
+        await taskLogic(tileMap);
+        break;
+    }
+
+  }else {//移动后置
+
+    //判断方块类型并处理逻辑
+    switch (tileMap.type) {
+      case BLOCKLY_MAP_TYPE_DICT.ICE:
+        do {
+
+          showGameMessage(tileMap.tip, 'warning',300)
+
+
+          // 处理方块类型逻辑
+          await switchMapType(0);
+
+          console.log("滑行前位置:" + playerPosition.value.x + "," + playerPosition.value.y);
+          await slidingLogic();
+
+          tileMap = walkablePointsMap.get(`${playerPosition.value.x},${playerPosition.value.y}`);
+        }while (tileMap.type === BLOCKLY_MAP_TYPE_DICT.ICE && !isColliding.value)
+        break;
+      case BLOCKLY_MAP_TYPE_DICT.TRAP:
+        showGameMessage(tileMap.tip, 'error')
+        await handleWallCollision(tileMap.tip);
+        break;
+    }
+  }
+}
+
+// 处理冰块滑行逻辑
+async function slidingLogic() {
+  if (shouldStopExecution || isColliding.value) {
+    return;
+  }
+  gameState.player.isSliding = true;
+
+  try {
+    // 计算下一个位置
+    let nextX = playerPosition.value.x;
+    let nextY = playerPosition.value.y;
+
+    // 根据当前方向计算下一个位置
+    switch(playerDirection.value) {
+      case CONFIG.GAME.DIRECTIONS.UP: nextY--; break;
+      case CONFIG.GAME.DIRECTIONS.RIGHT: nextX++; break;
+      case CONFIG.GAME.DIRECTIONS.DOWN: nextY++; break;
+      case CONFIG.GAME.DIRECTIONS.LEFT: nextX--; break;
+    }
+
+    // 检查下一个位置是否可行走
+    if (isWalkable(nextX, nextY)) {
+
+      // 执行平滑移动到下一个位置
+      await smoothMoveTo(nextX, nextY);
+
+    } else {
+      // 使用统一的碰撞处理方法,但不等待延迟(因为slidingLogic不需要这个延迟)
+      await handleWallCollision();
+    }
+  } catch (error) {
+    console.error('滑行过程中发生错误:', error);
+  } finally {
+    // 无论如何都要确保滑行状态被重置
+    gameState.player.isSliding = false;
+  }
+}
+
+// 处理任务逻辑
+async function taskLogic(tileMap) {
+  if (shouldStopExecution || isColliding.value) {
+    return;
+  }
+
+  try {
+    // 判断当前位置是否有特殊需求
+    if (tileMap && tileMap.type === BLOCKLY_MAP_TYPE_DICT.TASK && tileMap.must === true && tileMap.status !== true) {
+      await handleWallCollision(tileMap.unfinishedTip);
+      return;
+    }
+  } catch (error) {
+    console.error('处理任务逻辑发生错误:', error);
+  }
+}
+
+// 物品拾取动画函数
+async function animateItemPickup(item, itemX, itemY) {
+  // 创建临时动画元素
+  const tempItem = document.createElement('div');
+  const iconSize = tileSize.value * CONFIG.STYLES.PLAYER_SIZE_RATIO;
+  const marginSize = tileSize.value * CONFIG.STYLES.PLAYER_SIZE_MARGIN;
+
+  // 计算物品在地图上的实际位置
+  const itemLeft = itemX * tileSize.value - tileSize.value + marginSize;
+  const itemTop = itemY * tileSize.value - tileSize.value + marginSize;
+
+  // 平行移动到容器位置,同时调整大小
+  const finalSize = tileSize.value * CONFIG.STYLES.PLAYER_SIZE_RATIO * 0.3;
+
+  // 获取携带物品容器的位置(左上角)
+  // 注意:这里不需要考虑当前已携带物品数量,因为物品还没被添加
+  let containerLeft = 30;
+  let containerTop = 30;
+
+  // 如果已经有物品,计算新物品应该出现的位置
+  if (gameState.player.carriedItems.length > 0) {
+    let containerSize = finalSize + 10;
+    containerLeft = 30 + gameState.player.carriedItems.length * containerSize;
+  }
+
+  // 设置临时元素样式
+  Object.assign(tempItem.style, {
+    position: 'absolute',
+    left: itemLeft + 'px',
+    top: itemTop + 'px',
+    width: iconSize + 'px',
+    height: iconSize + 'px',
+    backgroundImage: `url(${item.img})`,
+    backgroundSize: 'contain',
+    backgroundPosition: 'center',
+    backgroundRepeat: 'no-repeat',
+    zIndex: '100', // 确保在最上层
+    opacity: '0', // 初始完全透明
+    transform: 'scale(1)',
+  });
+
+  // 将临时元素添加到地图容器
+  const mapBackground = document.querySelector('.map-background');
+  if (!mapBackground) {
+    console.error('地图容器未找到');
+    return;
+  }
+  mapBackground.appendChild(tempItem);
+
+  // 触发淡入动画
+  tempItem.offsetHeight;
+  tempItem.style.transition = 'opacity ' + CONFIG.DELAY.ITEMS_APPEAR + 'ms ease-out';
+  tempItem.style.opacity = '1'; // 完全显示
+  await new Promise(resolve => setTimeout(resolve, CONFIG.DELAY.ITEMS_APPEAR));
+
+  // 移动动画
+  tempItem.style.transition = 'all ' + CONFIG.DELAY.ITEMS_FLIGHT_ANIMATION_DELAY + 'ms ease-out'; // 减慢动画速度
+  Object.assign(tempItem.style, {
+    left: containerLeft + 'px',
+    top: containerTop + 'px',
+    width: finalSize + 'px',
+    height: finalSize + 'px',
+    opacity: '0.8',
+    transform: 'scale(1)',
+  });
+
+  // 等待动画完成
+  await new Promise(resolve => setTimeout(resolve, CONFIG.DELAY.ITEMS_FLIGHT_ANIMATION_DELAY));
+
+  // 移除临时元素
+  if (mapBackground.contains(tempItem)) {
+    mapBackground.removeChild(tempItem);
+  }
+}
+
+// 物品使用动画函数
+async function animateItemUse(item, itemIndex) {
+  // 创建临时动画元素
+  const tempItem = document.createElement('div');
+  const finalSize = tileSize.value * CONFIG.STYLES.PLAYER_SIZE_RATIO * 0.3;
+  const iconSize = tileSize.value * CONFIG.STYLES.PLAYER_SIZE_RATIO;
+  const marginSize = tileSize.value * CONFIG.STYLES.PLAYER_SIZE_MARGIN;
+
+  // 计算物品在物品栏中的初始位置
+  let startLeft = 30;
+  let startTop = 30;
+  let containerSize = finalSize + 10;
+
+  // 根据物品索引计算在物品栏中的位置
+  if (itemIndex > 0) {
+    startLeft = 30 + itemIndex * containerSize;
+  }
+
+  // 计算玩家当前位置(物品目标位置)
+  const playerLeft = playerPosition.value.x * tileSize.value - tileSize.value + marginSize;
+  const playerTop = playerPosition.value.y * tileSize.value - tileSize.value + marginSize;
+
+  // 获取玩家元素
+  const playerElement = document.querySelector('.player');
+  const originalPlayerZIndex = playerElement ? playerElement.style.zIndex : '';
+
+  // 获取当前位置的任务点元素
+  let taskPointElement = null;
+  const walkablePointsElements = document.querySelectorAll('.walkable-point');
+  walkablePointsElements.forEach(el => {
+    const rect = el.getBoundingClientRect();
+    const targetRect = {
+      left: playerLeft,
+      top: playerTop,
+      width: iconSize,
+      height: iconSize
+    };
+    // 简单判断元素是否在玩家位置附近
+    if (Math.abs(rect.left - targetRect.left) < iconSize &&
+        Math.abs(rect.top - targetRect.top) < iconSize) {
+      taskPointElement = el;
+    }
+  });
+
+  // 先将任务图标置顶盖住人物
+  if (taskPointElement) {
+    taskPointElement.style.zIndex = '150';
+  }
+
+  // 设置临时元素初始样式
+  Object.assign(tempItem.style, {
+    position: 'absolute',
+    left: startLeft + 'px',
+    top: startTop + 'px',
+    width: finalSize + 'px',
+    height: finalSize + 'px',
+    backgroundImage: `url(${item.img})`,
+    backgroundSize: 'contain',
+    backgroundPosition: 'center',
+    backgroundRepeat: 'no-repeat',
+    zIndex: '120',
+    transition: 'transform ' + CONFIG.DELAY.ITEMS_APPEAR + 'ms ease-out',
+    transform: 'scale(1)',
+  });
+
+  // 将临时元素添加到地图容器
+  const mapBackground = document.querySelector('.map-background');
+  if (!mapBackground) {
+    console.error('地图容器未找到');
+    return;
+  }
+  mapBackground.appendChild(tempItem);
+
+  // 准备漂移动画
+  await new Promise(resolve => setTimeout(resolve, CONFIG.DELAY.ITEMS_APPEAR));
+
+  // 设置漂移动画样式
+  tempItem.style.transition = 'all 1s ease-out';
+  Object.assign(tempItem.style, {
+    left: playerLeft + 'px',
+    top: playerTop + 'px',
+    width: iconSize + 'px',
+    height: iconSize + 'px',
+  });
+
+  // 等待漂移到玩家位置
+  await new Promise(resolve => setTimeout(resolve, CONFIG.DELAY.ITEMS_FLIGHT_ANIMATION_DELAY));
+
+  // 物品使用效果动画
+  tempItem.style.transition = 'transform 0.3s ease-in-out';
+  tempItem.style.transform = 'scale(1.2)';
+
+  await new Promise(resolve => setTimeout(resolve, CONFIG.DELAY.ITEMS_APPEAR));
+
+  // 移除临时元素
+  if (mapBackground.contains(tempItem)) {
+    mapBackground.removeChild(tempItem);
+  }
+
+  // 延迟一段时间后将人物图标置顶,露出完整的人物图标
+  await new Promise(resolve => setTimeout(resolve, CONFIG.DELAY.ITEMS_APPEAR));
+
+  // 恢复层级关系
+  if (taskPointElement) {
+    taskPointElement.style.zIndex = '';
+  }
+
+  if (playerElement) {
+    playerElement.style.zIndex = originalPlayerZIndex || '';
+  }
+}
+
+// 拾取物品函数
+window.pickupItem = async function()  {
+  if (shouldStopExecution || isColliding.value || isSliding.value) {
+    return;
+  }
+
+  //取人物当前位置
+  let x = playerPosition.value.x;
+  let y = playerPosition.value.y;
+  let tileMap = walkablePointsMap.get(`${x},${y}`);
+
+  // 判断是否是要拾取的方块类型
+  if (tileMap && tileMap.type === BLOCKLY_MAP_TYPE_DICT.ITEM) {
+    showGameMessage(tileMap.tip || CONFIG.TIPS.PICKUP_ITEM, 'warning')
+
+    // 处理携带物品逻辑
+    if (tileMap && tileMap.img) {
+
+      // 从地图上移除图标(但保留点的可通行性)
+      const pointIndex = gameState.mapData.walkablePoints.findIndex(
+          p => p.x === x && p.y === y
+      );
+      if (pointIndex !== -1) {
+
+        // 保留点但移除img属性
+        const updatedPoint = { ...gameState.mapData.walkablePoints[pointIndex] };
+        delete updatedPoint.img;
+        gameState.mapData.walkablePoints.splice(pointIndex, 1, updatedPoint);
+        // 更新映射
+        walkablePointsMap.set(`${x},${y}`, updatedPoint);
+
+        // 执行物品拾取动画:放大晃动两下然后移动到左上角物品容器
+        await animateItemPickup(tileMap, x, y);
+
+        // 将物品添加到玩家携带物品中
+        gameState.player.carriedItems.push({
+          ...tileMap,
+          originalX: x,
+          originalY: y
+        });
+      }
+    }
+  } else {
+    showGameMessage(CONFIG.TIPS.NULL_PICKUP_ITEM, 'info')
+  }
+
+  await new Promise(resolve => setTimeout(resolve, CONFIG.DELAY.ACTION_DELAY));
+}
+
+// 使用物品函数
+window.useItem = async function() {
+  if (shouldStopExecution || isColliding.value || isSliding.value) {
+    return;
+  }
+
+  //取人物当前位置
+  let x = playerPosition.value.x;
+  let y = playerPosition.value.y;
+  let tileMap = walkablePointsMap.get(`${x},${y}`);
+
+  // 判断当前位置是否有特殊需求
+  if (tileMap && tileMap.type === BLOCKLY_MAP_TYPE_DICT.TASK) {
+    // 检查玩家是否携带了需要的物品
+    const requiredItems = tileMap.type;
+
+    let hasRequiredItem = false;
+    let itemIndex = -1;
+
+    if (gameState.player.carriedItems.length > 0) {
+      hasRequiredItem = true;
+      itemIndex = 0;
+    }
+
+    if (hasRequiredItem) {
+
+      // 获取要使用的物品
+      const itemToUse = gameState.player.carriedItems[itemIndex];
+      // 执行物品使用动画
+      await animateItemUse(itemToUse, itemIndex);
+      // 从携带物品中移除已使用的物品
+      gameState.player.carriedItems.splice(itemIndex, 1);
+
+      // 从地图上移除图标(但保留点的可通行性)
+      const pointIndex = gameState.mapData.walkablePoints.findIndex(
+          p => p.x === x && p.y === y
+      );
+      if (pointIndex !== -1) {
+
+        // 保留点但移除img属性并设置完成状态图标
+        const updatedPoint = { ...gameState.mapData.walkablePoints[pointIndex] };
+        updatedPoint.img = updatedPoint.endImg; // 设置完成状态图标
+        updatedPoint.status = true;
+        gameState.mapData.walkablePoints.splice(pointIndex, 1, updatedPoint);
+
+        // 更新映射
+        walkablePointsMap.set(`${x},${y}`, updatedPoint);
+      }
+
+      // 使用物品成功
+      showGameMessage(tileMap.finishedTip || CONFIG.TIPS.USE_ITEM_SUCCESS, 'success');
+
+    } else {
+      // 提示缺少所需物品
+      showGameMessage(tileMap.unfinishedTip || CONFIG.TIPS.USE_SPECIAL_ITEM, 'warning');
+    }
+  } else {
+    showGameMessage(CONFIG.TIPS.NO_USE_ITEM, 'info');
+  }
+
+  await new Promise(resolve => setTimeout(resolve, CONFIG.DELAY.ACTION_DELAY));
+}
+
+// 向前移动
+window.moveForward = async function() {
+  if (shouldStopExecution || isColliding.value || isSliding.value) {
+    return;
+  }
+
+  let newX = playerPosition.value.x;
+  let newY = playerPosition.value.y;
+
+  // 向前移动
+  switch(playerDirection.value) {
+    case CONFIG.GAME.DIRECTIONS.UP: newY--; break;
+    case CONFIG.GAME.DIRECTIONS.RIGHT: newX++; break;
+    case CONFIG.GAME.DIRECTIONS.DOWN: newY++; break;
+    case CONFIG.GAME.DIRECTIONS.LEFT: newX--; break;
+  }
+
+  // 检查是否可以移动
+  if (isWalkable(newX, newY)) {
+
+    // 处理方块类型逻辑
+    await switchMapType(0);
+
+    // 使用平滑移动动画
+    await smoothMoveTo(newX, newY);
+
+    // 处理方块类型逻辑
+    await switchMapType(1);
+
+    await new Promise(resolve => setTimeout(resolve, CONFIG.DELAY.ACTION_DELAY));
+  } else {
+    // 发生碰撞 使用统一的碰撞处理方法
+    await handleWallCollision();
+  }
+};
+
+//向左转(逆时针旋转90度)
+window.turnLeft = async function() {
+  // 如果已经发生过碰撞,不再执行任何旋转
+  if (shouldStopExecution || isColliding.value) {
+    return;
+  }
+
+  // 记录起始方向和目标方向
+  const startDirection = playerDirection.value;
+  const targetDirection = (playerDirection.value - 1 + 4) % 4;
+
+  // 实现平滑旋转
+  const startTime = performance.now();
+
+  // 使用 requestAnimationFrame 实现平滑动画
+  await new Promise(resolve => {
+    function animate(currentTime) {
+      // 检查是否应该停止执行
+      if (shouldStopExecution) {
+        resolve();
+        return;
+      }
+
+      const elapsedTime = currentTime - startTime;
+      const progress = Math.min(elapsedTime / CONFIG.ANIMATION.ROTATE_DURATION, 1);
+
+      // 在动画过程中更新方向
+      gameState.player.direction = startDirection - progress;
+
+      // 如果动画未完成,继续下一帧
+      if (progress < 1) {
+        requestAnimationFrame(animate);
+      } else {
+        // 动画完成后设置最终方向
+        gameState.player.direction = targetDirection;
+        resolve();
+      }
+    }
+    // 开始动画
+    requestAnimationFrame(animate);
+  });
+
+  await new Promise(resolve => setTimeout(resolve, CONFIG.DELAY.ACTION_DELAY));
+};
+
+//向右转(顺时针旋转90度)
+window.turnRight = async function() {
+  // 如果已经发生过碰撞,不再执行任何旋转
+  if (shouldStopExecution || isColliding.value) {
+    return;
+  }
+
+  // 记录起始方向和目标方向
+  const startDirection = playerDirection.value;
+  const targetDirection = (playerDirection.value + 1) % 4;
+
+  // 实现平滑旋转
+  const startTime = performance.now();
+
+  // 使用 requestAnimationFrame 实现平滑动画
+  await new Promise(resolve => {
+    function animate(currentTime) {
+      // 检查是否应该停止执行
+      if (shouldStopExecution) {
+        resolve();
+        return;
+      }
+
+      const elapsedTime = currentTime - startTime;
+      const progress = Math.min(elapsedTime / CONFIG.ANIMATION.ROTATE_DURATION, 1);
+
+      // 处理从3到0的边界情况,确保顺时针旋转
+      let currentDirection;
+      if (startDirection === 3 && targetDirection === 0) {
+        // 对于从3到0的顺时针旋转,我们需要模拟+1的效果而不是-3
+        currentDirection = startDirection + progress;
+        // 当超过3.99时,设置为0(避免显示4)
+        if (currentDirection > 3.99) {
+          currentDirection = 0;
+        }
+      } else {
+        // 正常情况下的线性插值
+        currentDirection = startDirection + (targetDirection - startDirection) * progress;
+      }
+
+      // 在动画过程中更新方向
+      gameState.player.direction = currentDirection;
+
+      // 如果动画未完成,继续下一帧
+      if (progress < 1) {
+        requestAnimationFrame(animate);
+      } else {
+        // 动画完成后设置最终方向
+        gameState.player.direction = targetDirection;
+        resolve();
+      }
+    }
+
+    // 开始动画
+    requestAnimationFrame(animate);
+  });
+
+  await new Promise(resolve => setTimeout(resolve, CONFIG.DELAY.ACTION_DELAY));
+};
+
+// 向后转(旋转180度)
+window.turnAround = async function() {
+  // 如果已经发生过碰撞,不再执行任何旋转
+  if (shouldStopExecution || isColliding.value) {
+    return;
+  }
+
+  // 记录起始方向和目标方向
+  const startDirection = playerDirection.value;
+  const targetDirection = (playerDirection.value + 2) % 4;
+
+  // 实现平滑旋转
+  const startTime = performance.now();
+
+  // 使用 requestAnimationFrame 实现平滑动画
+  await new Promise(resolve => {
+    function animate(currentTime) {
+      // 检查是否应该停止执行
+      if (shouldStopExecution) {
+        resolve();
+        return;
+      }
+
+      const elapsedTime = currentTime - startTime;
+      const progress = Math.min(elapsedTime / CONFIG.ANIMATION.TURN_AROUND_DURATION, 1);
+
+      // 在动画过程中更新方向
+      gameState.player.direction = startDirection + 2 * progress;
+
+      // 如果动画未完成,继续下一帧
+      if (progress < 1) {
+        requestAnimationFrame(animate);
+      } else {
+        // 动画完成后设置最终方向
+        gameState.player.direction = targetDirection;
+        resolve();
+      }
+    }
+    // 开始动画
+    requestAnimationFrame(animate);
+  });
+
+  await new Promise(resolve => setTimeout(resolve, CONFIG.DELAY.ACTION_DELAY));
+};
+
+//校验是否到达终点
+window.isFinish = async function() {
+  // 如果已经发生过碰撞,不再执行任何检查
+  if (isColliding.value) {
+    return;
+  }
+
+  if (gameState.player.position.x === endPoint.value.x && gameState.player.position.y === endPoint.value.y) {
+
+    //检查是否有未完成的任务点
+    const pointIndex = gameState.mapData.walkablePoints.findIndex(
+        p => p.type === BLOCKLY_MAP_TYPE_DICT.TASK && p.status !== true
+    );
+    if (pointIndex !== -1) {
+      showGameMessage(CONFIG.TIPS.UNFINISHED, 'error');
+      return;
+    }
+
+    gameState.player.hasReachedEnd = true;
+    showGameMessage(CONFIG.TIPS.FINISH, 'success' );
+  }
+};
+
+// 运行代码
+const runCode = async () => {
+  try {
+    await resetPlayer();
+    await new Promise(resolve => setTimeout(resolve, CONFIG.DELAY.RESET_DELAY));
+    // 重置执行标志,允许新的执行
+    shouldStopExecution = false;
+
+    // 创建新的AbortController用于取消执行
+    executionAbortController = new AbortController();
+    const signal = executionAbortController.signal;
+
+    // 确保生成器和工作区都存在
+    if (!javascriptGenerator || !workspace) {
+      throw new Error('生成器或工作区未正确初始化');
+    }
+
+    // 生成JavaScript代码
+    const code = javascriptGenerator.workspaceToCode(workspace) + "await isFinish();";
+
+    try {
+      // 增强的安全检查
+      const unsafePatterns = [
+        'eval(', 'Function(', 'document.write', 'window.location',
+        'document.createElement', 'XMLHttpRequest', 'fetch',
+        'setInterval', 'setTimeout', 'window.',
+        'alert(', 'confirm(', 'prompt(',
+        'document.cookie', 'localStorage', 'sessionStorage'
+      ];
+
+      const hasUnsafeCode = unsafePatterns.some(pattern => code.includes(pattern));
+
+      if (hasUnsafeCode) {
+        throw new Error('代码包含不安全的操作');
+      }
+
+      // 包装代码为异步函数执行,并设置超时保护
+      currentExecutionPromise = new Promise(async (resolve, reject) => {
+        try {
+          // 检查信号是否已中止
+          if (signal.aborted) {
+            throw new Error('执行已取消');
+          }
+
+          // 添加信号监听
+          signal.addEventListener('abort', () => {
+            reject(new Error('执行已取消'));
+          });
+
+          const wrappedCode = `(async () => { ${code} })()`;
+          await new Function(wrappedCode)();
+          resolve();
+        } catch (error) {
+          reject(error);
+        }
+      });
+
+    } catch (error) {
+      // 捕获并显示执行错误
+      if (error.message !== '执行已取消') {
+        const errorMsg = error.message || '未知错误';
+        showGameMessage(`代码执行错误: ${errorMsg}`, 'error');
+        console.error('代码执行错误:', error);
+      }
+    } finally {
+      // 清除当前执行的Promise引用
+      currentExecutionPromise = null;
+    }
+  } catch (error) {
+    showGameMessage(`运行时错误: ${error.message || '未知错误'}`, 'error');
+    console.error('运行时错误:', error);
+  }
+};
+
+// 清空工作区
+const clearWorkspace = () => {
+  workspace.clear();
+  showGameMessage('工作区已清空', 'info');
+};
+
+// 重置玩家位置和状态
+const resetPlayer = () => {
+  // 设置标志强制停止所有执行
+  shouldStopExecution = true;
+
+  // 取消任何正在执行的代码
+  if (executionAbortController) {
+    executionAbortController.abort();
+    executionAbortController = null;
+  }
+
+  if (currentExecutionPromise) {
+    currentExecutionPromise = null;
+  }
+
+  // 重置携带的物品回地图
+  if (gameState.mapData.originalWalkablePoints.length > 0) {
+    gameState.mapData.walkablePoints = JSON.parse(JSON.stringify(gameState.mapData.originalWalkablePoints));
+  }
+  // 清空携带物品
+  gameState.player.carriedItems = [];
+  // 重新初始化可行走点集合
+  initWalkablePointsSet();
+
+  gameState.player.position = { ...startPoint.value };
+  gameState.player.direction = playerInitialDirection.value; // 重置为初始方向
+  gameState.player.isColliding = false; //碰撞标志
+  gameState.player.hasReachedEnd = false;
+  gameState.player.isSliding = false; // 重置滑行状态
+};
+
+// 更新地图容器尺寸的函数
+function updateMapContainerDimensions() {
+  const mapContainer = document.querySelector('.map-container');
+  if (mapContainer) {
+    const rect = mapContainer.getBoundingClientRect();
+    // 确保获取到有效的尺寸值
+    if (rect.width > 0 && rect.height > 0) {
+      mapContainerDimensions.value = {
+        width: rect.width,
+        height: rect.height
+      };
+    } else {
+      // 若尺寸无效,使用默认容器尺寸(可根据实际情况调整)
+      mapContainerDimensions.value = {
+        width: 800,
+        height: 600
+      };
+    }
+  }
+};
+
+// 显示游戏消息
+function showGameMessage(message, type = 'info', duration = CONFIG.DELAY.MESSAGE_DISPLAY) {
+  gameState.status.message = message;
+  gameState.status.messageType = type;
+
+  // 消息显示时间后自动清除消息
+  setTimeout(() => {
+    gameState.status.message = '';
+  }, duration);
+}
+
+// 统一处理撞到墙时的停止逻辑
+async function handleWallCollision(endMsg = CONFIG.TIPS.NO_ENTRY) {
+  // 设置碰撞状态
+  gameState.player.isColliding = true;
+  // 显示错误消息
+  showGameMessage(endMsg, 'error');
+
+  // 立即中止整个代码执行
+  if (executionAbortController) {
+    executionAbortController.abort();
+  }
+
+  // 所有动画和移动操作立即停止
+  shouldStopExecution = true;
+
+  // 碰撞状态重置时间后取消碰撞状态
+  setTimeout(() => {
+    gameState.player.isColliding = false;
+  }, CONFIG.DELAY.COLLISION_RESET);
+
+  // 返回一个Promise,允许调用者等待碰撞延迟
+  return new Promise(resolve => setTimeout(resolve, CONFIG.DELAY.COLLISION_DELAY));
+}
+
+// 组件卸载时清理
+onUnmounted(() => {
+  if (workspace) {
+    workspace.dispose();
+  }
+  window.removeEventListener('resize', updateMapContainerDimensions);
+});
+
+</script>
+
+<style scoped lang="scss">
+@use "sass:math";
+@function rpx($px) {
+  @return math.div($px, 750) * 100vw;
+}
+
+//将tileSize属性绑定到CSS变量上
+:root {
+  --tile-size: v-bind('tileSize + "px"');
+}
+
+.map-game-container {
+  position: fixed;
+  top: 0;
+  left: 0;
+  right: 0;
+  bottom: 0;
+  background: transparent;
+  overflow-y: auto;
+  background-image: url('@/assets/programming/list_bg03.png');
+}
+
+/* 自定义滚动条样式 */
+.map-game-container::-webkit-scrollbar {
+  width: rpx(2); /* 滚动条宽度 */
+}
+
+.map-game-container::-webkit-scrollbar-track {
+  background: #f1effd; /* 滚动条轨道背景色 */
+  border-radius: rpx(4);
+}
+
+.map-game-container::-webkit-scrollbar-thumb {
+  background: #e2ddfc; /* 滚动条滑块颜色 */
+  border-radius: rpx(4);
+}
+
+.map-game-container::-webkit-scrollbar-thumb:hover {
+  background: #e2ddfc; /* 滚动条滑块 hover 状态颜色 */
+}
+
+/* 游戏简介样式 */
+.info-message-container {
+  display: flex;
+  flex-direction: column;
+  align-items: flex-start;
+}
+.message-item {
+  display: flex;
+  align-items: flex-start;
+  width: 100%;
+  margin-bottom: rpx(5);
+}
+/* 头像样式 */
+.avatar {
+  margin-right: rpx(4);
+  flex-shrink: 0;
+}
+.avatar-image {
+  width: rpx(30);
+  height: rpx(30);
+  object-fit: cover;
+}
+/* 消息内容样式 */
+.message-item {
+  flex: 1;
+}
+.message-item p {
+  margin: rpx(4) 0;
+  line-height: 1.6;
+  font-size: rpx(7);
+  text-align: left;
+  color: black;
+  background-color: #e6faff;
+  opacity: 0.8;
+  border-radius: rpx(4);
+  padding: rpx(6);
+  max-width: 100%;
+}
+.message-item p:first-child {
+  margin-top: 0;
+  font-weight: 500;
+}
+.message-item p:last-child {
+  margin-bottom: 0;
+}
+
+.title-box {
+  position: relative;
+  top: rpx(5);
+  padding-left: 15px;
+  z-index: 10;
+  display: flex;
+  justify-content: space-between;
+  align-items: center;
+}
+
+/* 左侧容器样式 */
+.left-container {
+  display: flex;
+  flex-direction: column;
+  align-items: flex-start;
+  gap: 10px;
+}
+
+/* 右侧两个角为圆角的长方形格子样式 */
+.game-badge {
+  width: rpx(80);
+  height: rpx(20);
+  margin-left: rpx(3);
+  background-color: #5fb5dc;
+  color: #fff;
+  border-radius: 0 rpx(20) rpx(20) 0;
+  display: flex;
+  align-items: center;
+  justify-content: center;
+  font-size: rpx(15);
+  font-weight: bold;
+}
+
+/* 右侧容器样式 */
+.right-container {
+  display: flex;
+  gap: 10px;
+  padding-right: 20px;
+}
+
+/* 上下节按钮样式 */
+.section-button {
+  padding: rpx(5) rpx(12);
+  border: none;
+  border-radius: rpx(10);
+  background: #3498db;
+  color: #fff;
+  font-weight: 500;
+  cursor: pointer;
+  transition: all 0.3s ease;
+  font-size: rpx(7);
+}
+
+.section-button:hover {
+  background: #2980b9;
+  transform: translateY(-2px);
+  box-shadow: 0 5px 10px rgba(0, 0, 0, 0.1);
+}
+.previous-btn {
+    background-color: rgba(255, 255, 255, 0.8);
+    color: #333;
+}
+.previous-btn:hover {
+    background-color: rgba(255, 255, 255, 0.9);
+}
+.next-btn {
+  background: #5fb5dc;
+}
+.next-btn:hover {
+  background: #2980b9;
+}
+.box-icon {
+  display: flex;
+  align-items: center;
+  margin-top: rpx(5);
+  gap: 10px;
+  padding: 10px 20px;
+  background-color: rgba(255, 255, 255, 0.8);
+  border-radius: 30px;
+  backdrop-filter: blur(10px);
+  cursor: pointer;
+  transition: all 0.3s ease;
+  font-size: 16px;
+  color: #333;
+  font-weight: 500;
+  width: fit-content;
+}
+
+.box-icon:hover {
+  background-color: rgba(255, 255, 255, 0.9);
+  transform: translate(-3px);
+}
+
+.left-icon {
+  font-size: 18px;
+}
+
+.content {
+  display: flex;
+  flex-wrap: nowrap;
+  gap: 20px;
+  padding: 20px;
+  min-width: 1160px;
+}
+
+/* 地图区域样式 */
+.map-section {
+  flex: 1;
+  min-width: 500px;
+  background: rgba(248, 249, 250, 0.82);
+  padding: 15px;
+  border-radius: 15px;
+}
+
+.map-container {
+  position: relative;
+  width: 100%;
+  height: 100%;
+  overflow: hidden; // 防止内容溢出
+}
+
+.map-background {
+  position: relative;
+  width: 100%;
+  height: 100%;
+  background-size: cover;
+  background-position: center;
+  background-repeat: no-repeat;
+}
+
+.map-image {
+  width: 100%;
+  height: 100%;
+  object-fit: cover;
+}
+
+/* 可行走区域样式 */
+.walkable-point {
+  position: absolute;
+  //background-color: rgba(52, 152, 219, 0.2);
+  //border: 1px solid rgba(52, 152, 219, 0.5);
+  //box-sizing: border-box;
+  //是否显示可行路线
+  opacity: 1;
+}
+
+/* 玩家样式 */
+.player {
+  position: absolute;
+  background-image: var(--player-image);
+  background-size: contain;
+  background-repeat: no-repeat;
+  background-position: center;
+  border-radius: 5px;
+  z-index: 10;
+}
+
+/* 碰撞动画 */
+.player.collision {
+  animation: collision 0.5s ease-in-out;
+}
+
+@keyframes collision {
+  0% { transform: rotate(var(--player-rotation)) translateX(0) translateY(0) scale(1); }
+  25% { transform: rotate(var(--player-rotation)) translateX(-3px) translateY(-2px) scale(1.2); }
+  50% { transform: rotate(var(--player-rotation)) translateX(3px) translateY(2px) scale(1.2); }
+  75% { transform: rotate(var(--player-rotation)) translateX(-3px) translateY(-2px) scale(1.2); }
+  100% { transform: rotate(var(--player-rotation)) translateX(0) translateY(0) scale(1); }
+}
+
+/* 滑行动画 */
+@keyframes sliding {
+  0% { transform: rotate(var(--player-rotation)) translateX(0) translateY(0); }
+  25% { transform: rotate(var(--player-rotation)) translateX(2px) translateY(0); }
+  75% { transform: rotate(var(--player-rotation)) translateX(-2px) translateY(0); }
+  100% { transform: rotate(var(--player-rotation)) translateX(0) translateY(0); }
+}
+
+/* 携带物品容器 */
+.carried-items-container {
+  position: absolute;
+  top: 20px;
+  left: 20px;
+  background: rgba(255, 255, 255, 0.8);
+  border: 2px solid #3498db;
+  border-radius: 10px;
+  padding: 10px;
+  display: flex;
+  gap: 10px;
+  z-index: 15;
+  backdrop-filter: blur(10px);
+  animation: fadeInScale 0.5s ease-out;
+}
+
+/* 淡入缩放动画 */
+@keyframes fadeInScale {
+  0% {
+    opacity: 0;
+    transform: scale(0.5) translateY(-10px);
+  }
+  100% {
+    opacity: 1;
+    transform: scale(1) translateY(0);
+  }
+}
+
+/* 携带物品样式 */
+.carried-item {
+  animation: bounceIn 0.3s ease-out forwards;
+  opacity: 0;
+}
+
+/* 弹入动画 */
+@keyframes bounceIn {
+  0% {
+    opacity: 0;
+    transform: scale(0.3) translateY(-20px);
+  }
+  50% {
+    opacity: 0.7;
+    transform: scale(1.1) translateY(5px);
+  }
+  80% {
+    opacity: 0.9;
+    transform: scale(0.95) translateY(-2px);
+  }
+  100% {
+    opacity: 1;
+    transform: scale(1) translateY(0);
+  }
+}
+
+/* 成功到达终点动画 */
+.player.success {
+  animation: success 1s ease-in-out;
+}
+
+@keyframes success {
+  0% { transform: rotate(var(--player-rotation)) scale(1); }
+  10% { transform: rotate(var(--player-rotation)) scale(1.2) translateX(-5px) translateY(-5px); }
+  20% { transform: rotate(var(--player-rotation)) scale(1.3) translateX(5px) translateY(5px); }
+  30% { transform: rotate(var(--player-rotation)) scale(1.2) translateX(-5px) translateY(-5px); }
+  40% { transform: rotate(var(--player-rotation)) scale(1.3) translateX(5px) translateY(5px); }
+  50% { transform: rotate(var(--player-rotation)) scale(1.4) translateX(0) translateY(0); }
+  60% { transform: rotate(var(--player-rotation)) scale(1.3) translateX(-3px) translateY(-3px); }
+  70% { transform: rotate(var(--player-rotation)) scale(1.2) translateX(3px) translateY(3px); }
+  80% { transform: rotate(var(--player-rotation)) scale(1.3) translateX(-3px) translateY(-3px); }
+  90% { transform: rotate(var(--player-rotation)) scale(1.2) translateX(3px) translateY(3px); }
+  100% { transform: rotate(var(--player-rotation)) scale(1); }
+}
+
+/* 游戏消息样式 */
+.game-message {
+  position: absolute;
+  top: 20px;
+  left: 50%;
+  transform: translateX(-50%);
+  padding: 10px 20px;
+  border-radius: 5px;
+  font-weight: bold;
+  z-index: 20;
+  min-width: 200px;
+  text-align: center;
+}
+
+.game-message.success {
+  background-color: #d4edda;
+  color: #155724;
+  border: 1px solid #c3e6cb;
+}
+
+.game-message.error {
+  background-color: #f8d7da;
+  color: #721c24;
+  border: 1px solid #f5c6cb;
+}
+
+.game-message.info {
+  background-color: #d1ecf1;
+  color: #0c5460;
+  border: 1px solid #bee5eb;
+}
+
+.game-message.warning {
+  background-color: #baeff8;
+  color: #035767;
+  border: 1px solid #9be9f6;
+}
+
+/* Blockly区域样式 */
+.blockly-section {
+  flex: 1;
+  min-width: 600px;
+  display: flex;
+  flex-direction: column;
+  gap: 20px;
+}
+
+// 合并重复的区块样式
+.map-section, .toolbox-section, .workspace-section {
+  background: rgba(248, 249, 250, 0.82);
+  padding: 15px;
+  border-radius: 15px;
+  height: 100%;
+}
+
+.map-section h2, .toolbox-section h2, .workspace-section h2 {
+  margin-bottom: 15px;
+  color: #2c3e50;
+  border-bottom: 2px solid #3498db;
+  padding-bottom: 8px;
+}
+
+// 合并重复的区块背景样式
+.map-section,
+.toolbox-section,
+.workspace-section {
+  background: rgba(248, 249, 250, 0.82);
+  padding: 15px;
+  border-radius: 15px;
+}
+
+#blocklyDiv {
+  height: rpx(250);
+  // min-height: 500px;
+  width: 100%;
+  background: #fff;
+  border: 1px solid #ddd;
+  border-radius: 8px;
+}
+
+/* 优化Blockly积木样式 */
+/* 增加积木高度 */
+.blocklyBlockCanvas .blocklyBlock {
+  height: 45px; /* 增加默认高度 */
+  min-height: 45px;
+}
+
+/* 增加积木内部元素的行高和间距 */
+.blocklyText {
+  font-size: 16px;
+  line-height: 20px;
+  font-weight: 500;
+}
+
+/* 增加输入字段的高度 */
+.blocklyHtmlInput {
+  height: 30px;
+  font-size: 14px;
+  padding: 5px;
+}
+
+/* 增加下拉菜单的高度 */
+.blocklyDropdownMenu {
+  line-height: 28px;
+  font-size: 14px;
+}
+
+/* 优化积木圆角和阴影效果 */
+.blocklyBlock {
+  border-radius: 8px;
+  filter: drop-shadow(0 2px 4px rgba(0, 0, 0, 0.1));
+}
+
+/* 增加积木之间的连接点间距 */
+.blocklyConnection {
+  height: 20px;
+  width: 20px;
+}
+
+/* 增加工具箱中积木的高度 */
+.blocklyTreeRow {
+  height: 40px;
+  line-height: 40px;
+}
+
+
+.controls {
+  display: flex;
+  gap: 10px;
+  margin: 15px 0px;
+  flex-wrap: wrap;
+}
+
+button {
+  padding: 10px 20px;
+  border: none;
+  border-radius: 5px;
+  background: #3498db;
+  color: #fff;
+  font-weight: 700;
+  cursor: pointer;
+  transition: all 0.3s ease;
+}
+
+button:hover {
+  background: #2980b9;
+  transform: translateY(-2px);
+  box-shadow: 0 5px 10px rgba(0, 0, 0, 0.1);
+}
+
+#runCode {
+  background: #e74c3c;
+}
+
+#runCode:hover {
+  background: #c0392b;
+}
+
+/* 响应式布局 */
+@media (max-width: 1200px) {
+  .map-section,
+  .blockly-section {
+    flex: 1;
+    min-width: 45%;
+  }
+
+  .map-background {
+    width: 100%;
+    height: 400px;
+  }
+}
+</style>

+ 61 - 233
src/views/blockly/MapGame.vue

@@ -1,39 +1,20 @@
 <template>
   <div class="map-game-container">
+    <!-- 标题栏 -->
     <div class="title-box">
-      <!-- 左侧标题部分 -->
-      <div class="left-container">
-        <div class="box-icon" @click="navigateBack">
-          <el-icon class="left-icon"><ArrowLeftBold /></el-icon>
-          返回
-        </div>
-        <!-- 游戏编号 -->
-        <div class="game-badge">{{ gameSort }}</div>
+      <div class="box-icon" @click="navigateBack">
+        <el-icon class="left-icon"><ArrowLeftBold /></el-icon>
+        {{ gameTitle }}
       </div>
-      <!-- 右侧上下节按钮 -->
-<!--      <div class="right-container">
-        <button 
-          class="section-button previous-btn" 
-          @click="handlePreviousSection"
-          v-if="props.currentIndex > 0"
-        >
-          上一节
-        </button>
-        <button 
-          class="section-button next-btn" 
-          @click="handleNextSection"
-          v-if="props.currentIndex < props.courseList.length - 1"
-        >
-          下一节
-        </button>
-      </div>-->
+      <!-- 游戏编号 -->
+      <div class="game-badge">{{ gameSort }}</div>
     </div>
 
     <div class="content">
       <!-- 地图显示区域 -->
       <div class="map-section">
         <!-- 内容简介提示 -->
-         <div v-if="currentGameData?.info" class="info-message-container">
+        <div v-if="currentGameData?.info" class="info-message-container">
           <div class="message-item">
             <div class="avatar">
               <img src="@/assets/images/xiaozhi2.png" alt="头像" class="avatar-image" />
@@ -65,12 +46,12 @@
             </div>
             <!-- 携带物品容器 -->
             <div class="carried-items-container" v-show="gameState.player.carriedItems.length > 0">
-                <div
-                    v-for="(item, index) in gameState.player.carriedItems"
-                    :key="index"
-                    class="carried-item"
-                    :style="getCarriedItemStyle(index, item)"
-                ></div>
+              <div
+                  v-for="(item, index) in gameState.player.carriedItems"
+                  :key="index"
+                  class="carried-item"
+                  :style="getCarriedItemStyle(index, item)"
+              ></div>
             </div>
           </div>
 
@@ -107,7 +88,7 @@
             <!-- 循环控制积木 -->
             <category name="循环" colour="%{BKY_LOOPS_HUE}">
               <block type="controls_repeat_ext"></block>
-<!--              <blockly type="controls_whileUntil"></blockly>-->
+              <!--              <block type="controls_whileUntil"></block>-->
             </category>
 
             <!-- 数学运算积木 -->
@@ -141,73 +122,6 @@ import 'blockly/msg/zh-hans';
 import { javascriptGenerator } from "blockly/javascript";
 import playerImage from '@/assets/images/blockly/user.png';
 
-// 定义组件属性
-const props = defineProps({
-  // 游戏ID
-  gameId: {
-    type: [String, Number],
-    default: ''
-  },
-  // 地图背景
-  mapBackground: {
-    type: String,
-    default: ''
-  },
-  // 地图瓦片大小
-  mapTileSize: {
-    type: [String, Object],
-    default: ''
-  },
-  // 地图起点
-  mapStartPoint: {
-    type: [String, Object],
-    default: ''
-  },
-  // 地图终点
-  mapEndPoint: {
-    type: [String, Object],
-    default: ''
-  },
-  // 可行走点
-  mapWalkablePoints: {
-    type: [String, Array],
-    default: ''
-  },
-  // 用户方向
-  userDirection: {
-    type: Number,
-    default: 0
-  },
-  // 用户图片
-  userImage: {
-    type: String,
-    default: ''
-  },
-  // 游戏信息
-  info: {
-    type: String,
-    default: ''
-  },
-  // 游戏标题
-  gameTitle: {
-    type: String,
-    default: ''
-  },
-  // 课程列表
-  courseList: {
-    type: Array,
-    default: () => []
-  },
-  // 当前课程索引
-  currentIndex: {
-    type: Number,
-    default: 0
-  }
-});
-
-// 定义emit事件
-const emit = defineEmits(['closeGame', 'prevSection', 'nextSection']);
-
 // 游戏接口数据
 import { getMapGameById } from '@/api/blockly/game.js';
 
@@ -262,7 +176,7 @@ const CONFIG = {
 // 路由和游戏状态
 const router = useRouter();
 const route = useRoute();
-const gameTitle = computed(() => props.gameTitle);
+const gameTitle = ref('地图游戏编程'); // 默认标题
 const currentGameData = ref(null);
 const playerInitialDirection = ref(0); // 人物初始朝向
 const gameSort = ref('Game1'); // 默认排序
@@ -377,13 +291,13 @@ const tileSize = computed(() => {
   return Math.min(tileWidth, tileHeight);
 });
 
-
 // 生命周期钩子
 onMounted(async () => {
   // 获取游戏数据
   await fetchGameData();
   // 初始化可行走点集合
   initWalkablePointsSet();
+
   // 注册自定义积木
   registerCustomBlocks();
   // 注册JavaScript生成器
@@ -402,55 +316,32 @@ onMounted(async () => {
 // 获取游戏数据
 const fetchGameData = async () => {
   try {
-    // 优先使用props传递的数据
-    if (props.gameId && props.mapBackground) {
-      // 使用props数据构建游戏数据对象
-      currentGameData.value = {
-        mapBackground: props.mapBackground,
-        mapTileSize: props.mapTileSize,
-        mapStartPoint: props.mapStartPoint,
-        mapEndPoint: props.mapEndPoint,
-        mapWalkablePoints: props.mapWalkablePoints,
-        userDirection: props.userDirection,
-        userImage: props.userImage,
-        info: props.info
-      };
-      
-      // 直接更新游戏状态
-      await updateGameStateFromData(currentGameData.value);
-      
-      // 数据更新后强制刷新容器尺寸(等待DOM更新)
-      await nextTick();
-      updateMapContainerDimensions();
-    } else {
-      // 如果没有props数据,则从API获取
-      const gameId = route.query.gameId || props.gameId;
-      const nameFromRoute = route.query.gameName;
-      const sortFromRoute = route.query.gameSort;
+    const gameId = route.query.gameId;
+    const nameFromRoute = route.query.gameName;
+    const sortFromRoute = route.query.gameSort;
 
-      if (nameFromRoute) {
-        gameTitle.value = nameFromRoute;
-      }
-      if (sortFromRoute) {
-        gameSort.value = sortFromRoute;
-      }
+    if (nameFromRoute) {
+      gameTitle.value = nameFromRoute;
+    }
+    if (sortFromRoute) {
+      gameSort.value = sortFromRoute;
+    }
 
-      let mapGameData = await getMapGameById(gameId);
-      if (mapGameData.code === 0) {
-        currentGameData.value = mapGameData?.data;
+    let mapGameData = await getMapGameById(gameId);
+    if (mapGameData.code === 0) {
+      currentGameData.value = mapGameData?.data;
 
-        // 使用接口数据
-        if (currentGameData.value && currentGameData.value.sort) {
-          let sortNum = currentGameData.value.sort;
-          gameSort.value = sortNum > 9 ? `Game${sortNum}` : `Game${sortNum}`;
-        }
+      // 使用接口数据
+      if (currentGameData.value && currentGameData.value.sort) {
+        let sortNum = currentGameData.value.sort;
+        gameSort.value = sortNum > 9 ? `Game${sortNum}` : `Game${sortNum}`;
+      }
 
-        await updateGameStateFromData(currentGameData.value);
+      await updateGameStateFromData(currentGameData.value);
 
-        // 数据更新后强制刷新容器尺寸(等待DOM更新)
-        await nextTick();
-        updateMapContainerDimensions();
-      }
+      // 数据更新后强制刷新容器尺寸(等待DOM更新)
+      await nextTick();
+      updateMapContainerDimensions();
     }
   } catch (error) {
     console.error('获取游戏数据失败:', error);
@@ -550,7 +441,7 @@ const playerStyle = computed(() => ({
 
 // 计算携带物品样式
 function getCarriedItemStyle(index, item) {
-  const baseSize = tileSize.value * CONFIG.STYLES.PLAYER_SIZE_RATIO * 0.5;
+  const baseSize = tileSize.value * CONFIG.STYLES.PLAYER_SIZE_RATIO * 0.3;
 
   return {
     position: 'relative',
@@ -566,21 +457,7 @@ function getCarriedItemStyle(index, item) {
 
 // 导航返回
 function navigateBack() {
-  emit('closeGame');
-}
-
-// 上一节按钮点击事件
-function handlePreviousSection() {
-  if (props.currentIndex > 0) {
-    emit('prevSection');
-  }
-}
-
-// 下一节按钮点击事件
-function handleNextSection() {
-  if (props.currentIndex < props.courseList.length - 1) {
-    emit('nextSection');
-  }
+  router.back();
 }
 
 // 注册自定义积木
@@ -719,8 +596,7 @@ function registerJavaScriptGenerators() {
     })()`;
 
     // 获取循环体代码
-    // const branch = javascriptGenerator.statementToCode(blockly, 'DO');
-    const branch = ""
+    const branch = javascriptGenerator.statementToCode(block, 'DO');
 
     // 生成支持异步的循环代码
     let code = `for (let i = 0; i < ${safeRepeats}; i++) {\n`;
@@ -731,25 +607,25 @@ function registerJavaScriptGenerators() {
   };
 
   // 为while/until循环块注册自定义生成器
-  // javascriptGenerator.forBlock['controls_whileUntil'] = function(blockly) {
-  //   const until = blockly.getFieldValue('MODE') === 'UNTIL';
-  //   const condition = javascriptGenerator.valueToCode(blockly, 'CONDITION',
-  //       javascriptGenerator.ORDER_NONE) || 'false';
-  //   const branch = javascriptGenerator.statementToCode(blockly, 'DO');
-
-  //   // 修复变量作用域问题,使用IIFE包装循环
-  //   let code = '(async function() {\n';
-  //   code += '  let loopCount = 0;\n';
-  //   code += until ? '  while (!((' + condition + ')) && loopCount < ' + CONFIG.GAME.MAX_LOOP_COUNT + ') {\n' :
-  //       '  while (((' + condition + ')) && loopCount < ' + CONFIG.GAME.MAX_LOOP_COUNT + ') {\n';
-  //   code += javascriptGenerator.prefixLines(branch, javascriptGenerator.INDENT + '  ');
-  //   code += '    loopCount++';
-  //   code += '    await new Promise(resolve => setTimeout(resolve, ' + CONFIG.DELAY.LOOP_PREVENTION + '));\n'; // 防止UI阻塞
-  //   code += '  }\n';
-  //   code += '})();\n';
-
-  //   return code;
-  // };
+  javascriptGenerator.forBlock['controls_whileUntil'] = function(block) {
+    const until = block.getFieldValue('MODE') === 'UNTIL';
+    const condition = javascriptGenerator.valueToCode(block, 'CONDITION',
+        javascriptGenerator.ORDER_NONE) || 'false';
+    const branch = javascriptGenerator.statementToCode(block, 'DO');
+
+    // 修复变量作用域问题,使用IIFE包装循环
+    let code = '(async function() {\n';
+    code += '  let loopCount = 0;\n';
+    code += until ? '  while (!((' + condition + ')) && loopCount < ' + CONFIG.GAME.MAX_LOOP_COUNT + ') {\n' :
+        '  while (((' + condition + ')) && loopCount < ' + CONFIG.GAME.MAX_LOOP_COUNT + ') {\n';
+    code += javascriptGenerator.prefixLines(branch, javascriptGenerator.INDENT + '  ');
+    code += '    loopCount++';
+    code += '    await new Promise(resolve => setTimeout(resolve, ' + CONFIG.DELAY.LOOP_PREVENTION + '));\n'; // 防止UI阻塞
+    code += '  }\n';
+    code += '})();\n';
+
+    return code;
+  };
 
   // 为text_print块添加生成器,用于调试
   javascriptGenerator.forBlock['text_print'] = function(block) {
@@ -1702,6 +1578,7 @@ onUnmounted(() => {
 
 <style scoped lang="scss">
 @use "sass:math";
+
 @function rpx($px) {
   @return math.div($px, 750) * 100vw;
 }
@@ -1719,7 +1596,6 @@ onUnmounted(() => {
   bottom: 0;
   background: transparent;
   overflow-y: auto;
-  background-image: url('@/assets/programming/list_bg03.png');
 }
 
 /* 自定义滚动条样式 */
@@ -1792,24 +1668,15 @@ onUnmounted(() => {
   top: rpx(5);
   padding-left: 15px;
   z-index: 10;
-  display: flex;
-  justify-content: space-between;
-  align-items: center;
-}
-
-/* 左侧容器样式 */
-.left-container {
   display: flex;
   flex-direction: column;
-  align-items: flex-start;
-  gap: 10px;
 }
 
 /* 右侧两个角为圆角的长方形格子样式 */
 .game-badge {
   width: rpx(80);
   height: rpx(20);
-  margin-left: rpx(3);
+  margin-left: rpx(10);
   background-color: #5fb5dc;
   color: #fff;
   border-radius: 0 rpx(20) rpx(20) 0;
@@ -1820,48 +1687,9 @@ onUnmounted(() => {
   font-weight: bold;
 }
 
-/* 右侧容器样式 */
-.right-container {
-  display: flex;
-  gap: 10px;
-  padding-right: 20px;
-}
-
-/* 上下节按钮样式 */
-.section-button {
-  padding: rpx(5) rpx(12);
-  border: none;
-  border-radius: rpx(10);
-  background: #3498db;
-  color: #fff;
-  font-weight: 500;
-  cursor: pointer;
-  transition: all 0.3s ease;
-  font-size: rpx(7);
-}
-
-.section-button:hover {
-  background: #2980b9;
-  transform: translateY(-2px);
-  box-shadow: 0 5px 10px rgba(0, 0, 0, 0.1);
-}
-.previous-btn {
-    background-color: rgba(255, 255, 255, 0.8);
-    color: #333;
-}
-.previous-btn:hover {
-    background-color: rgba(255, 255, 255, 0.9);
-}
-.next-btn {
-  background: #5fb5dc;
-}
-.next-btn:hover {
-  background: #2980b9;
-}
 .box-icon {
   display: flex;
   align-items: center;
-  margin-top: rpx(5);
   gap: 10px;
   padding: 10px 20px;
   background-color: rgba(255, 255, 255, 0.8);

+ 2 - 1
src/views/programming/Interface.vue

@@ -137,7 +137,7 @@ import TextToText from "@/components/ai/text/TextToText.vue";
 import TextToImage from "@/components/ai/image/TextToImage.vue";
 import ImageToImage from "@/components/ai/image/ImageToImage.vue";
 import ImageToVideo from "@/components/ai/video/ImageToVideo.vue";
-import MapGame from "@/views/blockly/MapGame.vue";
+import MapGame from "@/components/blockly/MapGame.vue";
 
 const router = useRouter() // 获取当前路由对象
 // 渲染页面标题
@@ -658,6 +658,7 @@ $text-color: #483d8b; // 文本颜色:靛蓝色
   // background: linear-gradient(to bottom, #001169, #8a78d0);
   background-image: url('@/assets/programming/list_bg03.png');
 
+  overflow-y: auto;
 }
 .home-container {
   position: fixed;