Implement scene-based chapter quest progression
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This commit is contained in:
2026-04-08 11:58:47 +08:00
parent 9d2fc9e4b8
commit bd9fdcbe31
170 changed files with 18259 additions and 1049 deletions

View File

@@ -12,7 +12,6 @@ import {
type ScenePresetInfo,
type WorldType,
} from '../../types';
import {CharacterAnimator} from '../CharacterAnimator';
import {HostileNpcAnimator} from '../HostileNpcAnimator';
import {MedievalNpcAnimator} from '../MedievalNpcAnimator';
import {getRenderableNpcFacing} from '../npcRenderUtils';
@@ -31,7 +30,6 @@ import {
mapHostileNpcAnimationToCharacterState,
MONSTER_RENDER_OFFSETS,
ROLE_CHARACTER_FRAME_CLASS,
ROLE_CHARACTER_SPRITE_CLASS,
RoleCharacterSprite,
SCENE_TRANSITION_LOWER_COMPANION_DELAY_S,
SCENE_TRANSITION_UPPER_COMPANION_DELAY_S,
@@ -166,19 +164,11 @@ export function GameCanvasEntityLayer({
</div>
)}
<div className={ROLE_CHARACTER_FRAME_CLASS}>
<div
className="h-full w-full"
style={{
transform:
(sceneTransitionPhase === 'idle' ? companion.facing : 'right') === 'left'
? 'scaleX(-1)'
: undefined,
}}
>
<CharacterAnimator
<div className={companion.hp <= 0 ? 'opacity-45 grayscale' : undefined}>
<RoleCharacterSprite
state={sceneTransitionPhase === 'idle' ? companion.animationState : AnimationState.RUN}
character={companion.character}
className={`${ROLE_CHARACTER_SPRITE_CLASS} ${companion.hp <= 0 ? 'opacity-45 grayscale' : ''}`}
facing={sceneTransitionPhase === 'idle' ? (companion.facing ?? 'right') : 'right'}
/>
</div>
</div>
@@ -220,13 +210,13 @@ export function GameCanvasEntityLayer({
ariaLabel={playerCharacter ? `查看${playerCharacter.name}详情` : undefined}
className="relative block"
>
<div className="relative" style={{transform: effectivePlayerFacing === 'left' ? 'scaleX(-1)' : undefined}}>
<div className="relative">
<div className={ROLE_CHARACTER_FRAME_CLASS}>
{playerCharacter && (
<CharacterAnimator
<RoleCharacterSprite
state={effectivePlayerAnimationState}
character={playerCharacter}
className={ROLE_CHARACTER_SPRITE_CLASS}
facing={effectivePlayerFacing}
/>
)}
</div>
@@ -248,15 +238,18 @@ export function GameCanvasEntityLayer({
if (!npcEncounter) return null;
const config = monsters.find(item => item.id === hostileNpc.id);
const renderOffset = MONSTER_RENDER_OFFSETS[hostileNpc.id] ?? {x: 0, y: 0};
const npcMonsterConfig = npcEncounter?.monsterPresetId
const npcCharacter = npcEncounter?.characterId ? getCharacterById(npcEncounter.characterId) : null;
const npcMonsterConfig = !npcCharacter && npcEncounter?.monsterPresetId
? monsters.find(item => item.id === npcEncounter.monsterPresetId) ?? config ?? null
: null;
const npcCharacter = npcEncounter?.characterId ? getCharacterById(npcEncounter.characterId) : null;
const npcSceneSpriteFacing =
npcCharacter
? hostileNpc.facing
: getRenderableNpcFacing(npcEncounter, hostileNpc.facing, {medievalVisual: true});
const npcCombatHpTop = getNpcCombatHpTop(npcEncounter?.characterId, npcEncounter?.monsterPresetId);
const npcCombatHpTop = getNpcCombatHpTop(
npcCharacter ? npcEncounter?.characterId : null,
npcCharacter ? null : npcEncounter?.monsterPresetId,
);
const hostileNpcBottomOffsetPx = npcMonsterConfig
? HOSTILE_NPC_SCENE_BOTTOM_OFFSET_PX
: 0;
@@ -350,7 +343,7 @@ export function GameCanvasEntityLayer({
encounter.kind !== 'treasure' && encounter.characterId
? getCharacterById(encounter.characterId)
: null;
const peacefulMonsterConfig =
const peacefulMonsterConfig = !peacefulResolvedCharacter &&
encounter.kind === 'npc' && encounter.monsterPresetId
? monsters.find(item => item.id === encounter.monsterPresetId) ?? null
: null;

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@@ -2,7 +2,6 @@ import {useEffect, useLayoutEffect, useRef, useState} from 'react';
import {resolveRuleWorldType} from '../../data/customWorldRuntime';
import {MONSTERS_BY_WORLD, PLAYER_BASE_X_METERS} from '../../data/hostileNpcs';
import {getWorldCampScenePreset} from '../../data/scenePresets';
import {AnimationState, WorldType} from '../../types';
import {GameCanvasEffectLayer} from './GameCanvasEffectLayer';
import {GameCanvasEntityLayer} from './GameCanvasEntityLayer';
@@ -51,8 +50,6 @@ export function GameCanvasRuntime({
const resolvedWorldType = worldType ? resolveRuleWorldType(worldType) ?? WorldType.WUXIA : null;
const backgroundSrc = currentScenePreset?.imageSrc
|| (resolvedWorldType === WorldType.WUXIA ? '/scene_bg/45_PixelSky.png' : '/scene_bg/47_PixelSky.png');
const campSceneId = worldType ? getWorldCampScenePreset(worldType)?.id ?? null : null;
const showOpeningCampOverlay = Boolean(!inBattle && currentScenePreset?.id && currentScenePreset.id === campSceneId);
const monsters = resolvedWorldType ? MONSTERS_BY_WORLD[resolvedWorldType] : [];
const groundBottom = '18%';
const stageLiftPx = 68;
@@ -154,7 +151,6 @@ export function GameCanvasRuntime({
backgroundSrc={backgroundSrc}
currentScenePreset={currentScenePreset}
resolvedWorldType={resolvedWorldType}
showOpeningCampOverlay={showOpeningCampOverlay}
sceneTitleSpinToken={sceneTitleSpinToken}
onSceneNameClick={onSceneNameClick}
onBackgroundLoadError={() => setBackgroundLoadFailed(true)}

View File

@@ -3,17 +3,13 @@ import {AnimatePresence, motion} from 'motion/react';
import {type ScenePresetInfo, WorldType} from '../../types';
import {CHROME_ICONS, getNineSliceStyle, UI_CHROME} from '../../uiAssets';
import {PixelIcon} from '../PixelIcon';
import {
OPENING_CAMP_OVERLAY_SRC,
SCENE_TITLE_GEAR_FILTER,
} from './GameCanvasShared';
import { SCENE_TITLE_GEAR_FILTER } from './GameCanvasShared';
interface GameCanvasSceneLayerProps {
backgroundLoadFailed: boolean;
backgroundSrc: string;
currentScenePreset: ScenePresetInfo | null;
resolvedWorldType: WorldType | null;
showOpeningCampOverlay: boolean;
sceneTitleSpinToken: number;
onSceneNameClick?: (() => void) | null;
onBackgroundLoadError: () => void;
@@ -24,7 +20,6 @@ export function GameCanvasSceneLayer({
backgroundSrc,
currentScenePreset,
resolvedWorldType,
showOpeningCampOverlay,
sceneTitleSpinToken,
onSceneNameClick = null,
onBackgroundLoadError,
@@ -55,19 +50,6 @@ export function GameCanvasSceneLayer({
<div className="pointer-events-none absolute inset-0 opacity-10 mix-blend-overlay [background-image:radial-gradient(circle_at_20%_20%,rgba(255,255,255,0.14),transparent_20%),radial-gradient(circle_at_80%_30%,rgba(255,255,255,0.08),transparent_18%),radial-gradient(circle_at_50%_80%,rgba(255,255,255,0.06),transparent_22%)]" />
{showOpeningCampOverlay && (
<img
src={OPENING_CAMP_OVERLAY_SRC}
alt=""
aria-hidden="true"
className="pointer-events-none absolute bottom-[9%] left-1/2 z-[1] w-[min(92%,980px)] -translate-x-1/2 object-contain opacity-95"
style={{
imageRendering: 'pixelated',
filter: 'drop-shadow(0 12px 30px rgba(0, 0, 0, 0.42))',
}}
/>
)}
{currentScenePreset && (
<div className="absolute left-1/2 top-3 z-20 -translate-x-1/2">
<motion.div

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@@ -2,6 +2,7 @@ import React, {useEffect, useState} from 'react';
import {getCharacterById} from '../../data/characterPresets';
import {METERS_TO_PIXELS} from '../../data/hostileNpcs';
import {buildMedievalNpcVisualFromCustomWorldVisual} from '../../data/medievalNpcVisuals';
import {
AnimationState,
Character,
@@ -14,6 +15,7 @@ import {
WorldType,
} from '../../types';
import {CharacterAnimator} from '../CharacterAnimator';
import {MedievalNpcAnimator} from '../MedievalNpcAnimator';
export type GameCanvasEntitySelection =
| {kind: 'player'}
@@ -66,7 +68,6 @@ export const GENERIC_NPC_EFFECT_TARGET_OFFSET_PX = -16;
export const HOSTILE_NPC_SCENE_INSET_PX = 28;
export const HOSTILE_NPC_SCENE_BOTTOM_OFFSET_PX = -18;
export const CHAT_BUBBLE_SPRITE_SRC = '/chat.png';
export const OPENING_CAMP_OVERLAY_SRC = '/scene_bg/hut.png';
export const CHAT_BUBBLE_FRAME_WIDTH = 27;
export const CHAT_BUBBLE_FRAME_HEIGHT = 22;
export const CHAT_BUBBLE_FRAME_COUNT = 12;
@@ -219,6 +220,17 @@ export function RoleCharacterSprite({
state: AnimationState;
facing: 'left' | 'right';
}) {
if (character.visual) {
return (
<MedievalNpcAnimator
visualSpec={buildMedievalNpcVisualFromCustomWorldVisual(character.visual)}
className="origin-bottom"
scale={1.36}
facing={facing}
/>
);
}
return (
<div className="h-full w-full" style={{transform: facing === 'left' ? 'scaleX(-1)' : undefined}}>
<CharacterAnimator