Files
Claude 7b851656de feat: 扩展游戏内容和地图系统优化
- MiniMap: 添加缩放/平移功能,优化节点显示样式
- 新增洞穴相关敌人和Boss(洞穴蝙蝠、洞穴领主)
- 新增义体类物品(钢制义臂、光学义眼、真皮护甲)
- 扩展武器技能系统(剑、斧、钝器、弓箭精通)
- 更新商店配置和义体相关功能
- 完善玩家/游戏Store状态管理

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-02-02 15:54:49 +08:00

598 lines
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<template>
<view class="mini-map">
<!-- 地图容器 -->
<view class="mini-map__container">
<scroll-view
class="mini-map__scroll"
scroll-x
scroll-y
:scroll-left="scrollLeft"
:scroll-top="scrollTop"
@scroll="onScroll"
>
<view
class="mini-map__content"
:style="contentStyle"
>
<!-- 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)"
@touchstart="onTouchStart"
@touchmove="onTouchMove"
@touchend="onTouchEnd"
>
<!-- 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>
</scroll-view>
<!-- 缩放控制 -->
<view class="mini-map__zoom-controls">
<view class="zoom-btn" @click="zoomIn">
<text class="zoom-icon">+</text>
</view>
<view class="zoom-btn" @click="resetZoom">
<text class="zoom-icon"></text>
</view>
<view class="zoom-btn" @click="zoomOut">
<text class="zoom-icon"></text>
</view>
</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([])
// 缩放和平移状态
const zoom = ref(1)
const scrollLeft = ref(0)
const scrollTop = ref(0)
const currentLocationNode = ref(null)
// 容器尺寸
const containerWidth = 280
const containerHeight = 300
// 触摸拖动状态
const touchStartX = ref(0)
const touchStartY = ref(0)
const isDragging = ref(false)
const currentLocation = computed(() => player.currentLocation)
// 内容样式
const contentStyle = computed(() => {
return {
width: (containerWidth * zoom.value) + 'px',
height: (containerHeight * zoom.value) + 'px',
transformOrigin: 'center center'
}
})
// 初始化地图
function initMap() {
const data = getMapData(player.currentLocation)
// 不再缩放以适应容器,使用原始坐标
// 但确保地图足够大
const padding = 40
mapData.value = {
nodes: data.nodes.map(n => ({
...n,
x: n.x,
y: n.y
})),
edges: data.edges,
width: data.width,
height: data.height,
reachable: data.reachable
}
// 找到当前节点并居中
centerOnLocation()
selectedPath.value = []
}
// 居中到当前位置
function centerOnLocation() {
const currentNode = mapData.value.nodes.find(n => n.id === currentLocation.value)
if (!currentNode) return
currentLocationNode.value = currentNode
// 计算需要滚动的位置以居中当前节点
// 考虑缩放比例
const targetLeft = currentNode.x * zoom.value - containerWidth / 2
const targetTop = currentNode.y * zoom.value - containerHeight / 2
scrollLeft.value = Math.max(0, targetLeft)
scrollTop.value = Math.max(0, targetTop)
}
// 缩放控制
function zoomIn() {
zoom.value = Math.min(2, zoom.value + 0.2)
centerOnLocation()
}
function zoomOut() {
zoom.value = Math.max(0.5, zoom.value - 0.2)
centerOnLocation()
}
function resetZoom() {
zoom.value = 1
centerOnLocation()
}
// 触摸事件处理(用于拖动)
function onTouchStart(e) {
touchStartX.value = e.touches[0].clientX
touchStartY.value = e.touches[0].clientY
isDragging.value = false
}
function onTouchMove(e) {
const deltaX = e.touches[0].clientX - touchStartX.value
const deltaY = e.touches[0].clientY - touchStartY.value
if (Math.abs(deltaX) > 5 || Math.abs(deltaY) > 5) {
isDragging.value = true
}
}
function onTouchEnd(e) {
// 如果不是拖动,则视为点击
// 这里的处理在 handleNodeClick 中完成
}
// 滚动事件
function onScroll(e) {
// 可以在这里记录滚动位置
}
// 获取节点样式
function getNodeStyle(node) {
return {
left: (node.x * zoom.value) + 'px',
top: (node.y * zoom.value) + '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) * zoom.value
const dy = (toNode.y - fromNode.y) * zoom.value
const length = Math.sqrt(dx * dx + dy * dy)
const angle = Math.atan2(dy, dx) * 180 / Math.PI
return {
left: (fromNode.x * zoom.value) + 'px',
top: (fromNode.y * zoom.value) + '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;
}
&__scroll {
width: 100%;
height: 300rpx;
}
&__content {
position: relative;
min-width: 100%;
min-height: 100%;
}
&__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 $accent;
border-radius: 8rpx;
}
&__zoom-controls {
position: absolute;
bottom: 12rpx;
right: 12rpx;
display: flex;
flex-direction: column;
gap: 8rpx;
z-index: 20;
}
}
.zoom-btn {
width: 56rpx;
height: 56rpx;
display: flex;
align-items: center;
justify-content: center;
background-color: rgba($bg-primary, 0.8);
border: 1rpx solid rgba($accent, 0.5);
border-radius: 8rpx;
backdrop-filter: blur(4rpx);
&:active {
background-color: rgba($accent, 0.3);
}
}
.zoom-icon {
font-size: 32rpx;
color: $accent;
font-weight: bold;
}
.connection-line {
position: absolute;
height: 2rpx;
background-color: rgba(74, 85, 104, 0.5);
transform-origin: left center;
&--path {
background-color: rgba($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>