feat: 优化游戏体验和系统平衡性
- 修复商店物品名称显示问题,添加堆叠物品出售数量选择 - 自动战斗状态持久化,战斗结束显示"寻找中"状态 - 战斗日志显示经验获取详情(战斗经验、武器经验) - 技能进度条显示当前/最大经验值 - 阅读自动解锁技能并持续获得阅读经验,背包可直接阅读 - 优化训练平衡:时长60秒,经验5点/秒,耐力消耗降低 - 实现自然回复系统:基于体质回复HP/耐力,休息提供3倍加成 - 战斗和训练时不进行自然回复 Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
This commit is contained in:
@@ -2,7 +2,7 @@
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<view class="progress-bar" :style="{ height }">
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<view class="progress-bar__fill" :style="fillStyle"></view>
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<view v-if="showText" class="progress-bar__text">
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{{ value }}/{{ max }}
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{{ displayValue }}/{{ displayMax }}
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</view>
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</view>
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</template>
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@@ -22,6 +22,10 @@ const percentage = computed(() => {
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return Math.min(100, Math.max(0, (props.value / props.max) * 100))
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})
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const displayValue = computed(() => Math.floor(props.value))
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const displayMax = computed(() => Math.floor(props.max))
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const fillStyle = computed(() => ({
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width: `${percentage.value}%`,
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backgroundColor: props.color
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@@ -55,6 +55,12 @@
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type="warning"
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@click="unequipItem"
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/>
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<TextButton
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v-if="canRead"
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text="阅读"
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type="primary"
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@click="readItem"
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/>
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<TextButton
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v-if="canUse"
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text="使用"
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@@ -75,6 +81,7 @@ import { ref, computed } from 'vue'
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import { usePlayerStore } from '@/store/player'
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import { useGameStore } from '@/store/game'
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import { equipItem as equipItemUtil, unequipItemBySlot, useItem as useItemUtil } from '@/utils/itemSystem.js'
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import { startTask } from '@/utils/taskSystem.js'
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import FilterTabs from '@/components/common/FilterTabs.vue'
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import TextButton from '@/components/common/TextButton.vue'
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@@ -112,6 +119,11 @@ const canUse = computed(() => {
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return selectedItem.value.type === 'consumable'
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})
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const canRead = computed(() => {
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if (!selectedItem.value) return false
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return selectedItem.value.type === 'book'
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})
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// 装备槽位映射
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const slotMap = {
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weapon: 'weapon',
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@@ -163,11 +175,34 @@ function useItem() {
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if (!selectedItem.value) return
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const result = useItemUtil(player, game, selectedItem.value.id, 1)
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if (result.success) {
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// 如果阅读任务,可以在这里处理
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selectedItem.value = null
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}
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}
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function readItem() {
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if (!selectedItem.value) return
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// 检查是否已经在阅读中
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const existingTask = game.activeTasks?.find(t => t.type === 'reading')
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if (existingTask) {
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game.addLog('已经在阅读其他书籍了', 'error')
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return
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}
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const result = startTask(game, player, 'reading', {
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itemId: selectedItem.value.id,
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duration: selectedItem.value.readingTime || 60
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})
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if (result.success) {
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game.addLog(`开始阅读《${selectedItem.value.name}》`, 'info')
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selectedItem.value = null
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emit('close') // 关闭背包以便看到阅读进度
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} else {
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game.addLog(result.message, 'error')
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}
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}
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function sellItem() {
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if (!selectedItem.value) return
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// 已装备的物品不能出售
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@@ -256,13 +291,6 @@ function sellItem() {
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font-size: 22rpx;
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margin-top: 4rpx;
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}
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}
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.quality-badge {
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font-size: 18rpx;
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opacity: 0.8;
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margin-left: 8rpx;
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}
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&__equipped-badge {
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width: 32rpx;
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@@ -278,6 +306,12 @@ function sellItem() {
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}
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}
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.quality-badge {
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font-size: 18rpx;
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opacity: 0.8;
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margin-left: 8rpx;
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}
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.inventory-empty {
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padding: 80rpx;
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text-align: center;
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@@ -130,6 +130,34 @@
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</view>
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</view>
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</view>
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<!-- 数量选择弹窗 -->
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<view v-if="quantitySelector" class="item-detail-popup" @click="cancelQuantitySell">
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<view class="item-detail" @click.stop>
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<text class="item-detail__name">选择出售数量</text>
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<view class="quantity-selector">
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<text class="quantity-selector__item-name">{{ quantitySelector.item.icon }} {{ quantitySelector.item.name }}</text>
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<text class="quantity-selector__available">拥有: {{ quantitySelector.maxCount }}</text>
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<view class="quantity-selector__controls">
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<TextButton text="-" type="default" @click="decreaseSellCount" :disabled="quantitySelector.selectedCount <= 1" />
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<text class="quantity-selector__count">{{ quantitySelector.selectedCount }}</text>
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<TextButton text="+" type="default" @click="increaseSellCount" :disabled="quantitySelector.selectedCount >= quantitySelector.maxCount" />
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</view>
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<TextButton text="全部" type="default" size="small" @click="setMaxSellCount" style="margin-top: 12rpx;" />
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<view class="quantity-selector__preview">
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<text class="quantity-selector__price-label">预计获得:</text>
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<text class="quantity-selector__price">{{ getSellPrice(quantitySelector.item) * quantitySelector.selectedCount }} 铜币</text>
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</view>
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</view>
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<view class="item-detail__actions">
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<TextButton text="确认出售" type="primary" @click="confirmQuantitySell" />
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<TextButton text="取消" @click="cancelQuantitySell" />
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</view>
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</view>
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</view>
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</view>
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</template>
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@@ -138,6 +166,7 @@ import { ref, computed } from 'vue'
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import { usePlayerStore } from '@/store/player'
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import { useGameStore } from '@/store/game'
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import { getShopConfig, getBuyPrice as calcBuyPrice, getSellPrice as calcSellPrice } from '@/config/shop.js'
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import { ITEM_CONFIG } from '@/config/items.js'
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import { addItemToInventory, removeItemFromInventory } from '@/utils/itemSystem.js'
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import FilterTabs from '@/components/common/FilterTabs.vue'
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import TextButton from '@/components/common/TextButton.vue'
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@@ -149,6 +178,8 @@ const currentMode = ref('buy')
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const selectedItem = ref(null)
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const bulkMode = ref(false)
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const selectedItems = ref([])
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// 数量选择弹窗状态
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const quantitySelector = ref(null) // { item: Object, maxCount: Number, selectedCount: Number }
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const emit = defineEmits(['close'])
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@@ -171,10 +202,18 @@ const shopItems = computed(() => {
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return config.items
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.filter(item => item.stock === -1 || item.stock > 0)
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.map(shopItem => {
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const itemConfig = { ...shopItem }
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itemConfig.id = shopItem.itemId
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return itemConfig
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// 从 ITEM_CONFIG 获取完整物品信息
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const itemConfig = ITEM_CONFIG[shopItem.itemId]
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if (!itemConfig) return null
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return {
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...itemConfig, // 复制所有物品属性(name, icon, description等)
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id: shopItem.itemId, // 使用 itemId 作为 id
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stock: shopItem.stock,
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baseStock: shopItem.baseStock
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}
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})
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.filter(Boolean)
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})
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// 玩家可出售物品
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@@ -248,7 +287,7 @@ function isItemSelected(item) {
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// 处理出售列表点击
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function handleSellItemClick(item) {
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if (bulkMode.value) {
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// 批量模式:切换选中状态
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// 批量模式:切换选中状态(批量出售出售全部)
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const index = selectedItems.value.findIndex(i =>
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(i.uniqueId && i.uniqueId === item.uniqueId) || i.id === item.id
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)
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@@ -258,8 +297,18 @@ function handleSellItemClick(item) {
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selectedItems.value.push(item)
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}
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} else {
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// 普通模式:显示详情
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trySell(item)
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// 普通模式:检查是否是堆叠物品
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if (item.count > 1) {
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// 堆叠物品:显示数量选择弹窗
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quantitySelector.value = {
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item: item,
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maxCount: item.count,
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selectedCount: 1
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}
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} else {
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// 非堆叠物品:直接显示详情
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trySell(item)
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}
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}
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}
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@@ -338,20 +387,68 @@ function confirmSell() {
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if (!selectedItem.value) return
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const item = selectedItem.value
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const price = getSellPrice(item)
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const sellCount = item.sellCount || 1
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const price = getSellPrice(item) * sellCount
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// 移除物品
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const result = removeItemFromInventory(player, item.uniqueId || item.id)
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const result = removeItemFromInventory(player, item.uniqueId || item.id, sellCount)
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if (result.success) {
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// 增加金币
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player.currency.copper += price
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game.addLog(`出售了 ${item.name},获得 ${price} 铜币`, 'reward')
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const countText = sellCount > 1 ? `x${sellCount}` : ''
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game.addLog(`出售了 ${item.name}${countText},获得 ${price} 铜币`, 'reward')
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}
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selectedItem.value = null
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}
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// 确认数量选择出售
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function confirmQuantitySell() {
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if (!quantitySelector.value) return
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const { item, selectedCount } = quantitySelector.value
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const price = getSellPrice(item) * selectedCount
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// 移除指定数量的物品
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const result = removeItemFromInventory(player, item.uniqueId || item.id, selectedCount)
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if (result.success) {
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// 增加金币
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player.currency.copper += price
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game.addLog(`出售了 ${item.name}x${selectedCount},获得 ${price} 铜币`, 'reward')
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}
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// 关闭弹窗
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quantitySelector.value = null
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}
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// 取消数量选择
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function cancelQuantitySell() {
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quantitySelector.value = null
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}
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// 增加出售数量
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function increaseSellCount() {
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if (quantitySelector.value && quantitySelector.value.selectedCount < quantitySelector.value.maxCount) {
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quantitySelector.value.selectedCount++
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}
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}
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// 减少出售数量
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function decreaseSellCount() {
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if (quantitySelector.value && quantitySelector.value.selectedCount > 1) {
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quantitySelector.value.selectedCount--
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}
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}
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// 设置最大出售数量
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function setMaxSellCount() {
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if (quantitySelector.value) {
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quantitySelector.value.selectedCount = quantitySelector.value.maxCount
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}
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}
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function close() {
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emit('close')
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}
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@@ -630,4 +727,58 @@ function close() {
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justify-content: flex-end;
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}
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}
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// 数量选择器样式
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.quantity-selector {
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&__item-name {
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display: block;
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color: $text-primary;
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font-size: 28rpx;
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margin-bottom: 8rpx;
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}
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&__available {
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display: block;
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color: $text-secondary;
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font-size: 24rpx;
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margin-bottom: 16rpx;
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}
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&__controls {
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display: flex;
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align-items: center;
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justify-content: center;
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gap: 24rpx;
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margin-bottom: 16rpx;
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}
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&__count {
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min-width: 80rpx;
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text-align: center;
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color: $text-primary;
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font-size: 32rpx;
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font-weight: bold;
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}
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&__preview {
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display: flex;
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justify-content: space-between;
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align-items: center;
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padding: 16rpx;
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background-color: $bg-tertiary;
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border-radius: 8rpx;
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margin-top: 16rpx;
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}
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&__price-label {
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color: $text-secondary;
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font-size: 24rpx;
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}
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&__price {
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color: $accent;
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font-size: 28rpx;
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font-weight: bold;
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}
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}
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</style>
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@@ -32,6 +32,17 @@
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/>
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</view>
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<!-- 寻找敌人中状态 -->
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<view v-if="game.isSearching && !game.inCombat" class="searching-status">
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<text class="searching-status__title">🔍 寻找中...</text>
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<text class="searching-status__desc">正在寻找新的敌人</text>
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<view class="searching-status__dots">
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<text class="dot">●</text>
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<text class="dot">●</text>
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<text class="dot">●</text>
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</view>
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</view>
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<!-- 区域列表 -->
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<view class="map-panel__locations-header">
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<text class="locations-title">可前往的区域</text>
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@@ -380,6 +391,8 @@ function toggleAutoCombat() {
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}
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}
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} else {
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// 关闭自动战斗时,清除寻找中状态
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game.isSearching = false
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game.addLog('自动战斗已关闭', 'info')
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}
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}
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@@ -472,6 +485,62 @@ function toggleAutoCombat() {
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}
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}
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// 寻找中状态样式
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.searching-status {
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padding: 16rpx;
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background-color: rgba($accent, 0.1);
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border: 1rpx solid $accent;
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border-radius: 12rpx;
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margin-bottom: 16rpx;
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text-align: center;
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&__title {
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display: block;
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color: $accent;
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font-size: 28rpx;
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font-weight: bold;
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margin-bottom: 8rpx;
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}
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&__desc {
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display: block;
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color: $text-secondary;
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font-size: 24rpx;
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margin-bottom: 12rpx;
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}
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&__dots {
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display: flex;
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justify-content: center;
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gap: 12rpx;
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.dot {
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color: $accent;
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font-size: 24rpx;
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animation: pulse 1.5s ease-in-out infinite;
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&:nth-child(2) {
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animation-delay: 0.3s;
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}
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&:nth-child(3) {
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animation-delay: 0.6s;
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}
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}
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}
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}
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@keyframes pulse {
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0%, 100% {
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opacity: 0.3;
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transform: scale(0.8);
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}
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50% {
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opacity: 1;
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transform: scale(1.2);
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}
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}
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.locations-title {
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color: $text-secondary;
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font-size: 24rpx;
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||||
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@@ -139,6 +139,7 @@
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height="8rpx"
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:showText="false"
|
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/>
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<text class="skill-item__progress">{{ skill.exp }}/{{ skill.maxExp }}</text>
|
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</view>
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</view>
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<view v-if="filteredSkills.length === 0" class="skill-empty">
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@@ -261,7 +262,7 @@ import { usePlayerStore } from '@/store/player'
|
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import { useGameStore } from '@/store/game'
|
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import { SKILL_CONFIG } from '@/config/skills'
|
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import { ITEM_CONFIG } from '@/config/items'
|
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import { startTask } from '@/utils/taskSystem'
|
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import { startTask, endTask } from '@/utils/taskSystem'
|
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import { getSkillDisplayInfo } from '@/utils/skillSystem'
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import ProgressBar from '@/components/common/ProgressBar.vue'
|
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import StatItem from '@/components/common/StatItem.vue'
|
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@@ -426,7 +427,7 @@ const trainingTask = computed(() => {
|
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function startTraining(skill) {
|
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const result = startTask(game, player, 'training', {
|
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skillId: skill.id,
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duration: 300 // 5分钟
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||||
duration: 60 // 1分钟
|
||||
})
|
||||
|
||||
if (result.success) {
|
||||
@@ -438,7 +439,6 @@ function startTraining(skill) {
|
||||
|
||||
function stopTraining() {
|
||||
if (trainingTask.value) {
|
||||
const { endTask } = require('@/utils/taskSystem')
|
||||
endTask(game, player, trainingTask.value.taskId, false)
|
||||
game.addLog('停止了训练', 'info')
|
||||
}
|
||||
@@ -631,6 +631,15 @@ function cancelActiveTask(task) {
|
||||
&__bar {
|
||||
flex: 1;
|
||||
min-width: 0;
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
gap: 4rpx;
|
||||
}
|
||||
|
||||
&__progress {
|
||||
color: $text-muted;
|
||||
font-size: 20rpx;
|
||||
text-align: right;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user