Files
text-adventure-game/components/panels/StatusPanel.vue
Claude cb412544e9 Initial commit: Text Adventure Game
Features:
- Combat system with AP/EP hit calculation and three-layer defense
- Auto-combat/farming mode
- Item system with stacking support
- Skill system with levels, milestones, and parent skill sync
- Shop system with dynamic pricing
- Inventory management with bulk selling
- Event system
- Game loop with offline earnings
- Save/Load system

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-21 17:13:51 +08:00

424 lines
11 KiB
Vue

<template>
<view class="status-panel">
<!-- 资源进度条 -->
<view class="status-panel__resources">
<view class="resource-row">
<text class="resource-label">HP</text>
<view class="resource-bar">
<ProgressBar
:value="player.currentStats.health"
:max="player.currentStats.maxHealth"
color="#ff6b6b"
:showText="true"
height="24rpx"
/>
</view>
</view>
<view class="resource-row">
<text class="resource-label">耐力</text>
<view class="resource-bar">
<ProgressBar
:value="player.currentStats.stamina"
:max="player.currentStats.maxStamina"
color="#ffe66d"
:showText="true"
height="24rpx"
/>
</view>
</view>
<view class="resource-row">
<text class="resource-label">精神</text>
<view class="resource-bar">
<ProgressBar
:value="player.currentStats.sanity"
:max="player.currentStats.maxSanity"
color="#4ecdc4"
:showText="true"
height="24rpx"
/>
</view>
</view>
</view>
<!-- 主属性摘要 -->
<view class="status-panel__stats">
<StatItem label="力量" :value="player.baseStats.strength" icon="💪" />
<StatItem label="敏捷" :value="player.baseStats.agility" icon="🏃" />
<StatItem label="灵巧" :value="player.baseStats.dexterity" icon="🎯" />
<StatItem label="智力" :value="player.baseStats.intuition" icon="🧠" />
<StatItem label="体质" :value="player.baseStats.vitality" icon="❤️" />
</view>
<!-- 等级信息 -->
<view class="status-panel__level">
<text class="level-text">Lv.{{ player.level.current }}</text>
<ProgressBar
:value="player.level.exp"
:max="player.level.maxExp"
color="#a855f7"
:showText="true"
height="16rpx"
/>
</view>
<!-- 货币 -->
<view class="status-panel__currency">
<text class="currency-icon">💰</text>
<text class="currency-text">{{ currencyText }}</text>
</view>
<!-- 装备栏 -->
<view class="status-panel__equipment">
<text class="section-title">🎽 装备</text>
<view class="equipment-slots">
<view class="equipment-slot" :class="{ 'equipment-slot--empty': !player.equipment.weapon }">
<text class="equipment-slot__label">武器</text>
<text v-if="player.equipment.weapon" class="equipment-slot__item">
{{ player.equipment.weapon.icon }} {{ player.equipment.weapon.name }}
</text>
<text v-else class="equipment-slot__empty"></text>
</view>
<view class="equipment-slot" :class="{ 'equipment-slot--empty': !player.equipment.armor }">
<text class="equipment-slot__label">防具</text>
<text v-if="player.equipment.armor" class="equipment-slot__item">
{{ player.equipment.armor.icon }} {{ player.equipment.armor.name }}
</text>
<text v-else class="equipment-slot__empty"></text>
</view>
<view class="equipment-slot" :class="{ 'equipment-slot--empty': !player.equipment.shield }">
<text class="equipment-slot__label">盾牌</text>
<text v-if="player.equipment.shield" class="equipment-slot__item">
{{ player.equipment.shield.icon }} {{ player.equipment.shield.name }}
</text>
<text v-else class="equipment-slot__empty"></text>
</view>
<view class="equipment-slot" :class="{ 'equipment-slot--empty': !player.equipment.accessory }">
<text class="equipment-slot__label">饰品</text>
<text v-if="player.equipment.accessory" class="equipment-slot__item">
{{ player.equipment.accessory.icon }} {{ player.equipment.accessory.name }}
</text>
<text v-else class="equipment-slot__empty"></text>
</view>
</view>
</view>
<!-- 更多属性折叠 -->
<Collapse
title="更多属性"
:expanded="showMoreStats"
@toggle="showMoreStats = $event"
>
<view class="status-panel__more-stats">
<StatItem label="攻击力" :value="finalStats.attack" />
<StatItem label="防御力" :value="finalStats.defense" />
<StatItem label="暴击率" :value="finalStats.critRate + '%'" />
<StatItem label="AP" :value="finalStats.ap" />
<StatItem label="EP" :value="finalStats.ep" />
</view>
</Collapse>
<!-- 技能筛选 -->
<FilterTabs
:tabs="skillFilterTabs"
:modelValue="currentSkillFilter"
@update:modelValue="currentSkillFilter = $event"
/>
<!-- 技能列表 -->
<scroll-view class="status-panel__skills" scroll-y>
<view v-for="skill in filteredSkills" :key="skill.id" class="skill-item">
<text class="skill-item__icon">{{ skill.icon || '⚡' }}</text>
<view class="skill-item__info">
<text class="skill-item__name">{{ skill.name }}</text>
<text class="skill-item__level">Lv.{{ skill.level }}</text>
</view>
<view class="skill-item__bar">
<ProgressBar
:value="skill.exp"
:max="skill.maxExp"
height="8rpx"
:showText="false"
/>
</view>
</view>
<view v-if="filteredSkills.length === 0" class="skill-empty">
<text class="skill-empty__text">暂无技能</text>
</view>
</scroll-view>
</view>
</template>
<script setup>
import { computed, ref } from 'vue'
import { usePlayerStore } from '@/store/player'
import { SKILL_CONFIG } from '@/config/skills'
import ProgressBar from '@/components/common/ProgressBar.vue'
import StatItem from '@/components/common/StatItem.vue'
import Collapse from '@/components/common/Collapse.vue'
import FilterTabs from '@/components/common/FilterTabs.vue'
const player = usePlayerStore()
const showMoreStats = ref(false)
const currentSkillFilter = ref('all')
const skillFilterTabs = [
{ id: 'all', label: '全部' },
{ id: 'combat', label: '战斗' },
{ id: 'life', label: '生活' },
{ id: 'passive', label: '被动' }
]
const currencyText = computed(() => {
const c = player.currency.copper
const gold = Math.floor(c / 10000)
const silver = Math.floor((c % 10000) / 100)
const copper = c % 100
const parts = []
if (gold > 0) parts.push(`${gold}`)
if (silver > 0 || gold > 0) parts.push(`${silver}`)
parts.push(`${copper}`)
return parts.join(' ')
})
const filteredSkills = computed(() => {
const skills = Object.entries(player.skills || {})
.filter(([_, skill]) => skill.unlocked)
.map(([id, skill]) => ({
id,
name: SKILL_CONFIG[id]?.name || id,
type: SKILL_CONFIG[id]?.type || 'passive',
icon: SKILL_CONFIG[id]?.icon || '',
level: skill.level,
exp: skill.exp,
maxExp: SKILL_CONFIG[id]?.expPerLevel(skill.level + 1) || 100
}))
.sort((a, b) => b.level - a.level || b.exp - a.exp)
if (currentSkillFilter.value === 'all') {
return skills
}
return skills.filter(s => s.type === currentSkillFilter.value)
})
const finalStats = computed(() => {
// 计算最终属性(基础值 + 装备加成)
let attack = 0
let defense = 0
let critRate = 5
// 武器攻击力
if (player.equipment.weapon) {
attack += player.equipment.weapon.baseDamage || 0
}
// 防具防御力
if (player.equipment.armor) {
defense += player.equipment.armor.baseDefense || 0
}
// 计算AP和EP
const ap = player.baseStats.dexterity + player.baseStats.intuition * 0.2
const ep = player.baseStats.agility + player.baseStats.intuition * 0.2
return {
attack: Math.floor(attack),
defense: Math.floor(defense),
critRate: critRate,
ap: Math.floor(ap),
ep: Math.floor(ep)
}
})
</script>
<style lang="scss" scoped>
.status-panel {
display: flex;
flex-direction: column;
height: 100%;
padding: 16rpx;
background-color: $bg-primary;
&__resources {
display: flex;
flex-direction: column;
gap: 12rpx;
padding: 16rpx;
background-color: $bg-secondary;
border-radius: 12rpx;
margin-bottom: 16rpx;
}
&__stats {
display: flex;
flex-wrap: wrap;
gap: 8rpx;
padding: 16rpx;
background-color: $bg-secondary;
border-radius: 12rpx;
margin-bottom: 16rpx;
}
&__level {
padding: 16rpx;
background-color: $bg-secondary;
border-radius: 12rpx;
margin-bottom: 16rpx;
}
&__currency {
display: flex;
align-items: center;
gap: 12rpx;
padding: 16rpx;
background-color: $bg-secondary;
border-radius: 12rpx;
margin-bottom: 16rpx;
}
&__equipment {
padding: 16rpx;
background-color: $bg-secondary;
border-radius: 12rpx;
margin-bottom: 16rpx;
}
&__more-stats {
display: flex;
flex-wrap: wrap;
gap: 8rpx;
}
&__skills {
flex: 1;
margin-top: 16rpx;
}
}
.resource-row {
display: flex;
align-items: center;
gap: 12rpx;
}
.resource-bar {
flex: 1;
min-width: 0;
}
.resource-label {
min-width: 80rpx;
color: $text-secondary;
font-size: 24rpx;
}
.level-text {
display: block;
color: $accent;
font-size: 28rpx;
font-weight: bold;
margin-bottom: 8rpx;
}
.currency-icon {
font-size: 32rpx;
}
.currency-text {
color: $warning;
font-size: 28rpx;
font-weight: bold;
}
.skill-item {
display: flex;
align-items: center;
gap: 12rpx;
padding: 12rpx;
background-color: $bg-secondary;
border-radius: 8rpx;
margin-bottom: 8rpx;
&__icon {
font-size: 32rpx;
width: 48rpx;
text-align: center;
}
&__info {
flex: 1;
display: flex;
justify-content: space-between;
align-items: center;
}
&__name {
color: $text-primary;
font-size: 26rpx;
}
&__level {
color: $accent;
font-size: 24rpx;
}
&__bar {
flex: 1;
min-width: 0;
}
}
.skill-empty {
padding: 48rpx;
text-align: center;
&__text {
color: $text-muted;
font-size: 28rpx;
}
}
.section-title {
display: block;
color: $text-primary;
font-size: 24rpx;
font-weight: bold;
margin-bottom: 12rpx;
}
.equipment-slots {
display: grid;
grid-template-columns: 1fr 1fr;
gap: 8rpx;
}
.equipment-slot {
display: flex;
flex-direction: column;
align-items: center;
padding: 12rpx;
background-color: $bg-primary;
border-radius: 8rpx;
border: 1rpx solid $border-color;
&--empty {
opacity: 0.6;
}
&__label {
color: $text-secondary;
font-size: 20rpx;
margin-bottom: 4rpx;
}
&__item {
color: $text-primary;
font-size: 22rpx;
}
&__empty {
color: $text-muted;
font-size: 22rpx;
}
}
</style>