feat: 添加可视化地图系统

- 创建地图布局工具(mapLayout.js)
  - 预定义区域位置配置
  - BFS计算可达距离和最短路径
  - 地图数据结构构建
- 添加迷你地图组件(MiniMap.vue)
  - 可视化显示所有区域节点和连接线
  - 当前位置脉冲动画高亮
  - 相邻区域虚线标记
  - 锁定区域显示🔒图标
  - 显示到各区域的距离步数
  - 点击区域显示前往路径
  - 图例说明不同区域类型

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
This commit is contained in:
Claude
2026-01-25 15:09:44 +08:00
parent 5d4371ba1f
commit 27e1c8d440
3 changed files with 718 additions and 0 deletions

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<template>
<view class="mini-map">
<!-- 地图容器 -->
<view class="mini-map__container">
<!-- 连接线层 -->
<view class="mini-map__connections">
<view
v-for="edge in mapData.edges"
:key="`${edge.from}-${edge.to}`"
class="connection-line"
:class="{ 'connection-line--path': isInPath(edge) }"
:style="getLineStyle(edge)"
></view>
</view>
<!-- 节点层 -->
<view
v-for="node in mapData.nodes"
:key="node.id"
class="map-node"
:class="getNodeClass(node)"
:style="getNodeStyle(node)"
@click="handleNodeClick(node)"
>
<!-- 节点圆点 -->
<view class="node__dot"></view>
<!-- 当前位置脉冲效果 -->
<view v-if="node.id === currentLocation" class="node__pulse"></view>
<!-- 节点名称 -->
<text class="node__name">{{ node.name }}</text>
<!-- 锁定图标 -->
<text v-if="isLocked(node)" class="node__lock">🔒</text>
<!-- 距离标记 -->
<text v-else-if="getDistance(node) > 0" class="node__distance">{{ getDistance(node) }}</text>
</view>
</view>
<!-- 图例 -->
<view class="mini-map__legend">
<view class="legend-item">
<view class="legend-dot legend-dot--current"></view>
<text class="legend-text">当前位置</text>
</view>
<view class="legend-item">
<view class="legend-dot legend-dot--safe"></view>
<text class="legend-text">安全</text>
</view>
<view class="legend-item">
<view class="legend-dot legend-dot--danger"></view>
<text class="legend-text">危险</text>
</view>
<view class="legend-item">
<view class="legend-dot legend-dot--dungeon"></view>
<text class="legend-text">副本</text>
</view>
</view>
<!-- 路径提示 -->
<view v-if="selectedPath.length > 1" class="mini-map__path">
<text class="path-text">前往路径: {{ selectedPath.map(id => getLocationName(id)).join(' → ') }}</text>
</view>
</view>
</template>
<script setup>
import { ref, computed, onMounted, watch } from 'vue'
import { useGameStore } from '@/store/game'
import { usePlayerStore } from '@/store/player'
import { LOCATION_CONFIG } from '@/config/locations'
import { getMapData, getPath } from '@/utils/mapLayout.js'
const game = useGameStore()
const player = usePlayerStore()
const mapData = ref({ nodes: [], edges: [], width: 300, height: 400 })
const selectedPath = ref([])
const currentLocation = computed(() => player.currentLocation)
// 初始化地图
function initMap() {
const data = getMapData(player.currentLocation)
// 缩放坐标以适应容器
const containerWidth = 280
const containerHeight = 340
const scaleX = containerWidth / data.width
const scaleY = containerHeight / data.height
const scale = Math.min(scaleX, scaleY, 1)
// 居中偏移
const offsetX = (containerWidth - data.width * scale) / 2 + 10
const offsetY = (containerHeight - data.height * scale) / 2 + 10
mapData.value = {
nodes: data.nodes.map(n => ({
...n,
x: n.x * scale + offsetX,
y: n.y * scale + offsetY
})),
edges: data.edges,
width: data.width,
height: data.height,
reachable: data.reachable
}
// 更新缩放比例供样式使用
updateNodeStyles()
selectedPath.value = []
}
// 更新节点样式转换为rpx
function updateNodeStyles() {
// 在实际渲染时使用百分比或rpx
}
// 获取节点样式
function getNodeStyle(node) {
return {
left: node.x + 'px',
top: node.y + 'px'
}
}
// 获取节点样式类
function getNodeClass(node) {
const classes = []
if (node.id === currentLocation.value) {
classes.push('map-node--current')
}
if (isLocked(node)) {
classes.push('map-node--locked')
} else {
if (node.type === 'safe') classes.push('map-node--safe')
else if (node.type === 'danger') classes.push('map-node--danger')
else if (node.type === 'dungeon') classes.push('map-node--dungeon')
const dist = getDistance(node)
if (dist === 1) classes.push('map-node--adjacent')
}
return classes.join(' ')
}
// 检查区域是否锁定
function isLocked(node) {
const loc = LOCATION_CONFIG[node.id]
if (!loc?.unlockCondition) return false
if (loc.unlockCondition.type === 'kill') {
const killCount = (player.killCount && player.killCount[loc.unlockCondition.target]) || 0
return killCount < loc.unlockCondition.count
} else if (loc.unlockCondition.type === 'item') {
return !player.inventory.some(i => i.id === loc.unlockCondition.item)
}
return false
}
// 获取距离(步数)
function getDistance(node) {
return mapData.value.reachable?.[node.id] ?? 99
}
// 获取位置名称
function getLocationName(id) {
return LOCATION_CONFIG[id]?.name || id
}
// 获取连接线样式
function getLineStyle(edge) {
const fromNode = mapData.value.nodes.find(n => n.id === edge.from)
const toNode = mapData.value.nodes.find(n => n.id === edge.to)
if (!fromNode || !toNode) return {}
const dx = toNode.x - fromNode.x
const dy = toNode.y - fromNode.y
const length = Math.sqrt(dx * dx + dy * dy)
const angle = Math.atan2(dy, dx) * 180 / Math.PI
return {
left: fromNode.x + 'px',
top: fromNode.y + 'px',
width: length + 'px',
transform: `rotate(${angle}deg)`
}
}
// 检查边是否在选中路径上
function isInPath(edge) {
if (selectedPath.value.length < 2) return false
for (let i = 0; i < selectedPath.value.length - 1; i++) {
const from = selectedPath.value[i]
const to = selectedPath.value[i + 1]
if ((edge.from === from && edge.to === to) ||
(edge.from === to && edge.to === from)) {
return true
}
}
return false
}
// 处理节点点击
function handleNodeClick(node) {
if (node.id === currentLocation.value) {
selectedPath.value = []
return
}
const path = getPath(currentLocation.value, node.id)
if (path) {
selectedPath.value = path
// 如果相邻且未锁定,提示可前往
if (path.length === 2 && !isLocked(node)) {
game.addLog(`可以前往 ${node.name}`, 'info')
}
}
}
// 监听当前位置变化
watch(() => player.currentLocation, () => {
initMap()
})
onMounted(() => {
initMap()
})
</script>
<style lang="scss" scoped>
.mini-map {
display: flex;
flex-direction: column;
gap: 12rpx;
&__container {
position: relative;
width: 100%;
height: 360rpx;
background: linear-gradient(135deg, #1a202c 0%, #2d3748 100%);
border-radius: 12rpx;
overflow: hidden;
border: 2rpx solid #4a5568;
}
&__connections {
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
pointer-events: none;
}
&__legend {
display: flex;
flex-wrap: wrap;
gap: 16rpx;
padding: 12rpx;
background-color: $bg-secondary;
border-radius: 8rpx;
}
&__path {
padding: 10rpx 12rpx;
background-color: rgba($accent, 0.15);
border: 1rpx solid $accent;
border-radius: 8rpx;
}
}
.connection-line {
position: absolute;
height: 2rpx;
background-color: rgba(74, 85, 104, 0.5);
transform-origin: left center;
&--path {
background-color: rgba($warning, 0.8);
height: 3rpx;
box-shadow: 0 0 6rpx rgba($warning, 0.5);
}
}
.map-node {
position: absolute;
width: 64rpx;
height: 64rpx;
transform: translate(-50%, -50%);
cursor: pointer;
transition: all 0.2s;
&:active {
transform: translate(-50%, -50%) scale(1.15);
}
&--current {
z-index: 10;
}
&--locked {
opacity: 0.5;
filter: grayscale(0.5);
}
}
.node__dot {
position: absolute;
top: 50%;
left: 50%;
transform: translate(-50%, -50%);
width: 40rpx;
height: 40rpx;
border-radius: 50%;
border: 2rpx solid;
.map-node--safe & {
background-color: rgba($success, 0.3);
border-color: $success;
}
.map-node--danger & {
background-color: rgba($danger, 0.3);
border-color: $danger;
}
.map-node--dungeon & {
background-color: rgba($accent, 0.3);
border-color: $accent;
}
.map-node--current & {
background-color: $warning;
border-color: #fff;
box-shadow: 0 0 12rpx rgba($warning, 0.8);
}
.map-node--locked & {
background-color: rgba($text-muted, 0.3);
border-color: $text-muted;
}
}
.node__pulse {
position: absolute;
top: 50%;
left: 50%;
transform: translate(-50%, -50%);
width: 64rpx;
height: 64rpx;
border-radius: 50%;
background-color: rgba($warning, 0.4);
animation: pulse 1.5s ease-out infinite;
}
@keyframes pulse {
0% {
transform: translate(-50%, -50%) scale(0.8);
opacity: 0.8;
}
100% {
transform: translate(-50%, -50%) scale(1.8);
opacity: 0;
}
}
.map-node--adjacent .node__dot::after {
content: '';
position: absolute;
top: -8rpx;
left: -8rpx;
right: -8rpx;
bottom: -8rpx;
border-radius: 50%;
border: 1rpx dashed rgba($warning, 0.6);
}
.node__name {
position: absolute;
top: 40rpx;
left: 50%;
transform: translateX(-50%);
font-size: 20rpx;
color: #e2e8f0;
white-space: nowrap;
text-shadow: 0 2rpx 4rpx rgba(0, 0, 0, 0.8);
pointer-events: none;
}
.node__lock {
position: absolute;
top: -12rpx;
right: -12rpx;
font-size: 20rpx;
}
.node__distance {
position: absolute;
bottom: -12rpx;
right: -12rpx;
font-size: 18rpx;
color: rgba($text-secondary, 0.8);
background-color: rgba(0, 0, 0, 0.6);
padding: 2rpx 6rpx;
border-radius: 6rpx;
}
.legend-item {
display: flex;
align-items: center;
gap: 6rpx;
}
.legend-dot {
width: 24rpx;
height: 24rpx;
border-radius: 50%;
&--current {
background-color: $warning;
}
&--safe {
background-color: $success;
}
&--danger {
background-color: $danger;
}
&--dungeon {
background-color: $accent;
}
}
.legend-text {
font-size: 20rpx;
color: $text-secondary;
}
.path-text {
font-size: 22rpx;
color: $accent;
}
</style>

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@@ -14,6 +14,11 @@
<text class="description-text">{{ currentLocation.description }}</text>
</view>
<!-- 迷你地图 -->
<view class="map-panel__minimap">
<MiniMap />
</view>
<!-- 战斗状态 -->
<view v-if="game.inCombat" class="combat-status">
<text class="combat-status__title"> 战斗中</text>
@@ -123,6 +128,7 @@ import { triggerExploreEvent, tryFlee } from '@/utils/eventSystem.js'
import TextButton from '@/components/common/TextButton.vue'
import ProgressBar from '@/components/common/ProgressBar.vue'
import FilterTabs from '@/components/common/FilterTabs.vue'
import MiniMap from '@/components/common/MiniMap.vue'
const game = useGameStore()
const player = usePlayerStore()
@@ -424,6 +430,10 @@ function toggleAutoCombat() {
margin-bottom: 16rpx;
}
&__minimap {
margin-bottom: 16rpx;
}
&__locations-header {
padding: 12rpx 16rpx 8rpx;
}

254
utils/mapLayout.js Normal file
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/**
* 地图布局系统 - 根据区域连接生成可视化地图
*/
import { LOCATION_CONFIG } from '@/config/locations.js'
/**
* 构建地图图形结构
* @returns {Object} 地图数据
*/
export function buildMapGraph() {
const nodes = []
const edges = []
// 首先创建所有节点
for (const [id, config] of Object.entries(LOCATION_CONFIG)) {
nodes.push({
id,
name: config.name,
type: config.type,
x: 0,
y: 0
})
}
// 创建连接边
for (const [id, config] of Object.entries(LOCATION_CONFIG)) {
if (config.connections) {
for (const connId of config.connections) {
// 避免重复边
const edgeExists = edges.some(e =>
(e.from === id && e.to === connId) ||
(e.from === connId && e.to === id)
)
if (!edgeExists) {
edges.push({ from: id, to: connId })
}
}
}
}
return { nodes, edges }
}
/**
* 简单的力导向布局算法
* 将节点分布在合理的坐标上
* @param {Object} graph - 地图图形结构
* @param {Object} options - 布局选项
* @returns {Object} 带有坐标的节点
*/
export function layoutMap(graph, options = {}) {
const { nodes, edges } = graph
const { width = 300, height = 400 } = options
// 创建邻接表
const adj = {}
for (const node of nodes) {
adj[node.id] = []
}
for (const edge of edges) {
adj[edge.from].push(edge.to)
adj[edge.to].push(edge.from)
}
// 找到中心节点(连接最多的节点作为起点)
let centerNode = nodes[0]
for (const node of nodes) {
if (adj[node.id].length > adj[centerNode.id].length) {
centerNode = node
}
}
// BFS 分层布局
const levels = {}
const visited = new Set()
const queue = [{ id: centerNode.id, level: 0 }]
while (queue.length > 0) {
const { id, level } = queue.shift()
if (visited.has(id)) continue
visited.add(id)
if (!levels[level]) levels[level] = []
levels[level].push(id)
for (const neighbor of adj[id]) {
if (!visited.has(neighbor)) {
queue.push({ id: neighbor, level: level + 1 })
}
}
}
// 计算节点位置
const nodePositions = {}
const levelHeight = height / (Object.keys(levels).length + 1)
for (const [level, nodeIds] of Object.entries(levels)) {
const y = (parseInt(level) + 1) * levelHeight
const levelWidth = width / (nodeIds.length + 1)
nodeIds.forEach((nodeId, index) => {
nodePositions[nodeId] = {
x: (index + 1) * levelWidth,
y
}
})
}
// 更新节点坐标
return nodes.map(node => ({
...node,
x: nodePositions[node.id]?.x || width / 2,
y: nodePositions[node.id]?.y || height / 2
}))
}
/**
* 获取从当前位置可达的区域(包括多步可达)
* @param {string} currentLocation - 当前位置ID
* @param {number} maxDistance - 最大距离(步数)
* @returns {Object} 可达区域信息key为locationIdvalue为距离
*/
export function getReachableLocations(currentLocation, maxDistance = 10) {
const distances = {}
const queue = [{ id: currentLocation, dist: 0 }]
distances[currentLocation] = 0
while (queue.length > 0) {
const { id, dist } = queue.shift()
if (dist >= maxDistance) continue
// 找到所有连接的节点
const connections = LOCATION_CONFIG[id]?.connections || []
for (const connId of connections) {
if (distances[connId] === undefined) {
distances[connId] = dist + 1
queue.push({ id: connId, dist: dist + 1 })
}
}
}
return distances
}
/**
* 获取地图的路径信息
* @param {string} from - 起点
* @param {string} to - 终点
* @returns {Array} 路径数组
*/
export function getPath(from, to) {
if (from === to) return [from]
const { edges } = buildMapGraph()
const adj = {}
for (const node of Object.keys(LOCATION_CONFIG)) {
adj[node] = LOCATION_CONFIG[node]?.connections || []
}
// BFS 寻找最短路径
const queue = [[from]]
const visited = new Set([from])
while (queue.length > 0) {
const path = queue.shift()
const current = path[path.length - 1]
if (current === to) {
return path
}
for (const neighbor of adj[current]) {
if (!visited.has(neighbor)) {
visited.add(neighbor)
queue.push([...path, neighbor])
}
}
}
return null // 无路径
}
/**
* 预定义的地图布局配置
* 为每个区域指定固定的显示位置
*/
export const PREDEFINED_LAYOUT = {
// 营地为中心
camp: { x: 150, y: 200 },
// 营地周围
market: { x: 50, y: 120 },
blackmarket: { x: 250, y: 120 },
wild1: { x: 150, y: 320 },
// 更远的地方
boss_lair: { x: 150, y: 440 },
basement: { x: 150, y: 540 }
}
/**
* 使用预定义布局获取节点位置
* @param {Object} graph - 地图图形结构
* @returns {Array} 带有坐标的节点
*/
export function getPredefinedLayout(graph) {
const { nodes } = graph
return nodes.map(node => ({
...node,
x: PREDEFINED_LAYOUT[node.id]?.x || 150,
y: PREDEFINED_LAYOUT[node.id]?.y || 200
}))
}
/**
* 获取可视化的地图数据
* @param {string} currentLocation - 当前位置
* @returns {Object} 地图数据
*/
export function getMapData(currentLocation) {
const graph = buildMapGraph()
const layoutNodes = getPredefinedLayout(graph)
// 计算画布大小
let maxX = 0, maxY = 0
for (const node of layoutNodes) {
maxX = Math.max(maxX, node.x)
maxY = Math.max(maxY, node.y)
}
// 获取可达距离
const reachable = getReachableLocations(currentLocation, 10)
// 计算到每个区域的路径
const paths = {}
for (const node of layoutNodes) {
const path = getPath(currentLocation, node.id)
if (path) {
paths[node.id] = path
}
}
return {
nodes: layoutNodes,
edges: graph.edges,
width: maxX + 50,
height: maxY + 50,
currentLocation,
reachable,
paths
}
}