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- <template>
- <div class="map-game-container">
- <!-- 标题栏 -->
- <div class="title-box">
- <div class="box-icon" @click="navigateBack">
- <el-icon class="left-icon"><ArrowLeftBold /></el-icon>
- {{ gameTitle }}
- </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 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>
- <!-- <block type="controls_whileUntil"></block>-->
- </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>
- </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';
- // 游戏接口数据
- import { getMapGameById } from '@/api/blockly/game.js';
- import { BLOCKLY_MAP_TYPE_DICT } from '@/api/blockly/blockly.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 router = useRouter();
- const route = useRoute();
- 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
- // 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: [],
- }
- });
- // BLOCKLY_MAP_TYPE_DICT和BLOCKLY_CUSTOMIZE_DICT已从blockly.js导入
- // 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 {
- 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;
- }
- 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 * 0.3;
- 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'
- };
- }
- // 导航返回
- function navigateBack() {
- router.back();
- }
- // 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(block, 'DO');
- // 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(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) {
- const msg = javascriptGenerator.valueToCode(block, 'TEXT', javascriptGenerator.ORDER_NONE) || '';
- return msg;
- };
- }
- const setupBlocklyChineseLocale = () => {
- // 使用扩展方式覆盖默认的英文文本为中文
- const locale = {
- // 逻辑积木中文配置
- CONTROLS_IF_MSG_IF: "如果",
- CONTROLS_IF_MSG_ELSEIF: "否则如果",
- CONTROLS_IF_MSG_ELSE: "否则",
- CONTROLS_IF_MSG_THEN: "执行",
- CONTROLS_IF_MSG_DO: "执行",
- CONTROLS_IF_TOOLTIP_1: "如果条件为真,则执行相应的代码。",
- 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。",
- 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。",
- CONTROLS_IF_TOOLTIP_4: "如果条件为真,则执行相应的代码;否则检查其他条件,如果都不满足则执行最后代码。",
- // 控制块的弹出菜单文本
- CONTROLS_IF_IF: "如果",
- CONTROLS_IF_ELSEIF: "否则如果",
- CONTROLS_IF_ELSE: "否则",
- CONTROLS_IF_IF_TITLE: "如果",
- CONTROLS_IF_IF_TITLE_IF: "如果",
- CONTROLS_IF_ELSEIF_TITLE_ELSEIF: "否则如果",
- CONTROLS_IF_ELSE_TITLE: "否则",
- CONTROLS_IF_ELSE_TITLE_ELSE: "否则",
- // 条件块的提示文本和帮助URL
- CONTROLS_IF_HELPURL: "条件语句帮助",
- CONTROLS_IF_TOOLTIP_IF: "添加或删除条件。",
- CONTROLS_IF_TOOLTIP_ELSE: "添加或删除否则块。",
- // 添加设置按钮相关的中文配置
- CONTROLS_IF_ELSEIF_TOOLTIP: "否则如果条件为真,则执行相应的代码。",
- CONTROLS_IF_ELSE_TOOLTIP: "否则执行相应的代码。",
- // 比较运算符中文配置
- LOGIC_COMPARE_EQ: "等于",
- LOGIC_COMPARE_NEQ: "不等于",
- LOGIC_COMPARE_LT: "小于",
- LOGIC_COMPARE_LTE: "小于等于",
- LOGIC_COMPARE_GT: "大于",
- LOGIC_COMPARE_GTE: "大于等于",
- LOGIC_COMPARE_TOOLTIP_EQ: "比较两个值是否相等。",
- LOGIC_COMPARE_TOOLTIP_NEQ: "比较两个值是否不相等。",
- LOGIC_COMPARE_TOOLTIP_LT: "比较第一个值是否小于第二个值。",
- LOGIC_COMPARE_TOOLTIP_LTE: "比较第一个值是否小于或等于第二个值。",
- LOGIC_COMPARE_TOOLTIP_GT: "比较第一个值是否大于第二个值。",
- 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
- LOGIC_OPERATION_AND: "且",
- LOGIC_OPERATION_OR: "或",
- LOGIC_OPERATION_TOOLTIP_AND: "如果两个条件都为真,则结果为真。",
- LOGIC_OPERATION_TOOLTIP_OR: "如果任一条件为真,则结果为真。",
- // 布尔值配置
- LOGIC_BOOLEAN_TRUE: "真",
- LOGIC_BOOLEAN_FALSE: "假",
- LOGIC_BOOLEAN_TOOLTIP: "返回一个布尔值:真或假。",
- // 循环积木中文配置
- CONTROLS_REPEAT_TITLE: "重复%1次",
- CONTROLS_REPEAT_TOOLTIP: "重复执行内部代码指定次数。",
- CONTROLS_REPEAT_MSG_DO: "执行",
- CONTROLS_REPEAT_INPUT_DO: "执行",
- CONTROLS_WHILEUNTIL_MSG_DO: "执行",
- CONTROLS_WHILEUNTIL_INPUT_DO: "执行",
- CONTROLS_FOR_MSG_DO: "执行",
- CONTROLS_FOR_INPUT_DO: "执行",
- CONTROLS_FOR_EACH_MSG_DO: "执行",
- CONTROLS_FOR_EACH_INPUT_DO: "执行",
- // 数学积木中文配置
- MATH_NUMBER_TOOLTIP: "一个数字。在编辑器中双击以更改。",
- MATH_ADDITION_SYMBOL: "加",
- MATH_SUBTRACTION_SYMBOL: "减",
- MATH_MULTIPLICATION_SYMBOL: "乘",
- MATH_DIVISION_SYMBOL: "除",
- MATH_ARITHMETIC_TOOLTIP_ADD: "返回两个数的和。",
- MATH_ARITHMETIC_TOOLTIP_SUBTRACT: "返回第一个数减去第二个数的差。",
- MATH_ARITHMETIC_TOOLTIP_MULTIPLY: "返回两个数的积。",
- MATH_ARITHMETIC_TOOLTIP_DIVIDE: "返回第一个数除以第二个数的商。"
- };
- // 使用Object.assign来合并配置,避免直接修改导入对象
- Object.assign(Blockly.Msg, locale);
- }
- // 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;
- }
- /* 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;
- flex-direction: column;
- }
- /* 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(10);
- 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;
- }
- .box-icon {
- display: flex;
- align-items: center;
- 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(300);
- // 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>
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