

这个是GameManager,游戏管理文件
import { \_decorator, Component, Node, director, instantiate, Label, find, Vec3, Color, Prefab } from 'cc';
import { LearningSystem } from './LearningSystem';
import { PlayerController } from './PlayerController';
import { EnemyAI } from './EnemyAI';
const { ccclass, property } \= \_decorator;
@ccclass('GameManager')
export class GameManager extends Component {
@property({ type: Prefab })
playerPrefab: Prefab \= null;
@property({ type: Prefab })
enemyPrefab: Prefab \= null;
@property({ type: Prefab })
uiRoot: Prefab \= null;
@property
spawnInterval: number \= 5.0;
private \_playerController: PlayerController \= null;
private \_learningSystem: LearningSystem \= null;
private \_score: number \= 0;
private \_playerHealth: number \= 100;
private \_gameOver: boolean \= false;
private \_lastSpawnTime: number \= 0;
private \_enemies: EnemyAI\[\] \= \[\];
start() {
// 初始化学习系统
this.\_learningSystem \= this.addComponent(LearningSystem);
// 生成玩家
this.spawnPlayer();
// 生成初始敌人
this.scheduleOnce(() \=> {
this.spawnEnemy();
}, 1.0);
}
update(deltaTime: number) {
if (this.\_gameOver) return;
this.\_lastSpawnTime += deltaTime;
if (this.\_lastSpawnTime \>= this.spawnInterval && this.\_enemies.length < 2) {
this.spawnEnemy();
this.\_lastSpawnTime \= 0;
}
// 更新UI
this.updateUI();
}
spawnPlayer() {
if (!this.playerPrefab) return;
const playerNode \= instantiate(this.playerPrefab);
playerNode.setParent(this.node);
// 设置初始位置,屏幕底部中央
playerNode.setPosition(new Vec3(0, \-200, 0));
this.\_playerController \= playerNode.getComponent(PlayerController);
}
spawnEnemy() {
if (!this.enemyPrefab || this.\_gameOver) return;
const enemyNode \= instantiate(this.enemyPrefab);
enemyNode.setParent(this.node);
const enemyAI \= enemyNode.getComponent(EnemyAI);
if (enemyAI) {
this.\_enemies.push(enemyAI);
}
}
registerPlayer(playerController: PlayerController) {
this.\_playerController \= playerController;
}
getPlayerController(): PlayerController {
return this.\_playerController;
}
getLearningSystem(): LearningSystem {
return this.\_learningSystem;
}
addScore(amount: number) {
this.\_score += amount;
}
playerTakeDamage(damage: number) {
this.\_playerHealth \-= damage;
this.\_playerHealth \= Math.max(0, this.\_playerHealth);
// 视觉反馈
if (this.\_playerController) {
this.\_playerController.takeDamage(damage);
}
// 检查游戏是否结束
if (this.\_playerHealth <= 0) {
this.gameOver();
}
}
enemyTakeDamage(enemy: EnemyAI, damage: number) {
enemy.takeDamage(damage);
// 如果敌人被摧毁,从列表中移除
if (enemy.node.isValid \=== false) {
const index \= this.\_enemies.indexOf(enemy);
if (index \> \-1) {
this.\_enemies.splice(index, 1);
}
}
}
updateUI() {
if (!this.uiRoot) return;
// 更新分数
const scoreLabel \= this.uiRoot.getChildByName('ScoreLabel')?.getComponent(Label);
if (scoreLabel) {
scoreLabel.string \= \`分数: ${this.\_score}\`;
}
// 更新血量
const healthLabel \= this.uiRoot.getChildByName('HealthLabel')?.getComponent(Label);
if (healthLabel) {
healthLabel.string \= \`血量: ${this.\_playerHealth}\`;
}
// 显示敌人智能水平
const intelligenceLabel \= this.uiRoot.getChildByName('IntelligenceLabel')?.getComponent(Label);
if (intelligenceLabel && this.\_enemies.length \> 0) {
const intelligenceLevel \= this.\_enemies\[0\].getIntelligenceLevel();
intelligenceLabel.string \= \`敌人智能: ${(intelligenceLevel \* 100).toFixed(0)}%\`;
}
}
gameOver() {
this.\_gameOver \= true;
// 显示游戏结束UI
const gameOverPanel \= this.uiRoot.getChildByName('GameOverPanel');
if (gameOverPanel) {
gameOverPanel.active \= true;
const finalScoreLabel \= gameOverPanel.getChildByName('FinalScoreLabel')?.getComponent(Label);
if (finalScoreLabel) {
finalScoreLabel.string \= \`最终分数: ${this.\_score}\`;
}
}
}
restartGame() {
// 重启场景
director.loadScene(director.getScene().name);
}
}
这个是GameUI,我都不知怎么做好了
import { \_decorator, Component, Node, Button, director, warn, isValid, Sprite, Color } from 'cc';
const { ccclass, property } \= \_decorator;
@ccclass('GameUI')
export class GameUI extends Component {
/\*\*
\* 【必须配置】游戏结束时的重启按钮
\* 路径规范: Canvas/UI Root/GameOverPanel/RestartButton
\* 交互效果: 点击时缩放反馈 + 颜色变化
\*/
@property({
type: Button,
tooltip: '拖拽以下节点到此处:\\nCanvas > UI Root > GameOverPanel > RestartButton',
displayOrder: 0
})
restartButton: Button | null \= null;
/\*\*
\* 【自动获取】游戏结束面板(避免硬编码字符串)
\*/
@property({
type: Node,
tooltip: '自动绑定名为"GameOverPanel"的子节点',
displayOrder: 1
})
private gameOverPanel: Node | null \= null;
start() {
this.setupSafeReferences();
this.hideGameOver();
this.bindRestartEvent();
}
/\*\* 安全引用初始化(防御式编程核心) \*/
private setupSafeReferences() {
// 1. 自动获取 gameOverPanel
if (!this.gameOverPanel) {
this.gameOverPanel \= this.node.getChildByPath('UI Root/GameOverPanel');
if (!isValid(this.gameOverPanel)) {
warn(\`\[GameUI\] 节点结构异常!
请按此结构创建UI:
Canvas
└─ UI Root (挂载此GameUI组件)
└─ GameOverPanel (需包含RestartButton)
当前子节点: ${this.node.children.map(n \=> n.name).join(', ')}\`);
return;
}
}
// 2. 自动获取重启按钮(若未在编辑器绑定)
if (!isValid(this.restartButton)) {
const btnNode \= this.gameOverPanel.getChildByPath('ButtonContainer/RestartButton');
this.restartButton \= isValid(btnNode) ? btnNode.getComponent(Button) : null;
if (!isValid(this.restartButton)) {
warn(\`\[GameUI\] 重启按钮未配置!
请二选一:
A) 在编辑器拖拽按钮到组件属性
B) 创建路径: GameOverPanel/ButtonContainer/RestartButton\`);
}
}
}
/\*\* 绑定带反馈的重启事件 \*/
private bindRestartEvent() {
if (!isValid(this.restartButton)) return;
const originalScale \= this.restartButton.node.scale.clone();
const pressScale \= new Vec3(0.9, 0.9, 1);
const originalColor \= this.restartButton.getComponent(Sprite)?.color || new Color(255, 255, 255);
this.restartButton.node.on(Button.EventType.CLICK, this.onRestartClicked, this);
// 添加视觉反馈(独立游戏必备细节)
this.restartButton.node.on(Button.EventType.PRESSED, () \=> {
this.restartButton.node.setScale(pressScale);
const sprite \= this.restartButton.getComponent(Sprite);
if (sprite) sprite.color \= new Color(200, 200, 255);
});
this.restartButton.node.on(Button.EventType.CANCELED, () \=> {
this.restartButton.node.setScale(originalScale);
const sprite \= this.restartButton.getComponent(Sprite);
if (sprite) sprite.color \= originalColor;
});
}
/\*\* 安全显示游戏结束面板 \*/
showGameOver() {
if (isValid(this.gameOverPanel)) {
this.gameOverPanel.active \= true;
// 重置按钮状态(应对快速连续死亡)
if (isValid(this.restartButton)) {
this.restartButton.interactable \= true;
}
} else {
warn('\[GameUI\] 尝试显示不存在的GameOverPanel');
}
}
private hideGameOver() {
if (isValid(this.gameOverPanel)) {
this.gameOverPanel.active \= false;
}
}
private onRestartClicked() {
// 1. 防重复点击
if (isValid(this.restartButton)) {
this.restartButton.interactable \= false;
}
// 2. 按钮视觉反馈
if (isValid(this.restartButton?.node)) {
const scaleUp \= new Vec3(1.1, 1.1, 1);
tween(this.restartButton.node)
.to(0.1, { scale: scaleUp })
.call(() \=> director.loadScene(director.getScene().name))
.start();
} else {
director.loadScene(director.getScene().name);
}
}
}
这个是刚体控制器,还是有问题。
import { \_decorator, Component, BoxCollider2D, Contact2DType, IPhysics2DContact, PhysicsSystem } from 'cc';
const { ccclass, property } \= \_decorator;
@ccclass('CollisionDetection')
export class CollisionDetection extends Component {
private \_gameManager: any \= null;
start() {
// 启用物理系统
PhysicsSystem.instance.enable \= true;
PhysicsSystem.instance.gravity \= new Vec3(0, 0, 0);
// 注册碰撞事件
const collider \= this.getComponent(BoxCollider2D);
if (collider) {
collider.on(Contact2DType.BEGIN\_CONTACT, this.onBeginContact, this);
}
// 获取游戏管理器
this.\_gameManager \= this.node.parent.getComponent('GameManager');
}
onBeginContact(selfCollider: BoxCollider2D, otherCollider: BoxCollider2D, contact: IPhysics2DContact) {
// 获取碰撞的两个物体
const selfNode \= selfCollider.node;
const otherNode \= otherCollider.node;
// 获取组件
const selfBullet \= selfNode.getComponent('Bullet');
const otherBullet \= otherNode.getComponent('Bullet');
const selfPlayer \= selfNode.getComponent('PlayerController');
const otherPlayer \= otherNode.getComponent('PlayerController');
const selfEnemy \= selfNode.getComponent('EnemyAI');
const otherEnemy \= otherNode.getComponent('EnemyAI');
// 子弹与飞机的碰撞
if (selfBullet && (otherPlayer || otherEnemy)) {
this.\_handleBulletCollision(selfBullet, otherNode, otherPlayer, otherEnemy);
} else if (otherBullet && (selfPlayer || selfEnemy)) {
this.\_handleBulletCollision(otherBullet, selfNode, selfPlayer, selfEnemy);
}
}
private \_handleBulletCollision(bullet: any, targetNode: Node, playerScript: any, enemyScript: any) {
// 只处理不同阵营的碰撞
if (bullet.getOwner() \=== 'player' && enemyScript) {
// 玩家子弹击中敌人
if (this.\_gameManager) {
this.\_gameManager.enemyTakeDamage(enemyScript, bullet.getDamage());
// 记录学习数据
const learningSystem \= this.\_gameManager.getLearningSystem();
if (learningSystem) {
learningSystem.recordEnemyHit();
}
}
bullet.hitEffect(targetNode.position);
} else if (bullet.getOwner() \=== 'enemy' && playerScript) {
// 敌人子弹击中玩家
if (this.\_gameManager) {
this.\_gameManager.playerTakeDamage(bullet.getDamage());
// 记录学习数据
const learningSystem \= this.\_gameManager.getLearningSystem();
if (learningSystem) {
learningSystem.recordPlayerHit();
}
}
bullet.hitEffect(targetNode.position);
}
}
}
这个是控制敌人的AI,有问题。
import { \_decorator, Component, Node, Vec3, director, instantiate } from 'cc';
import { Bullet } from './Bullet';
const { ccclass, property } \= \_decorator;
@ccclass('EnemyAI')
export class EnemyAI extends Component {
@property({ type: Node })
bulletPrefab: Node \= null;
@property
moveSpeed: number \= 2;
@property
fireInterval: number \= 1.5;
@property
learningRate: number \= 0.1;
private \_lastFireTime: number \= 0;
private \_learningSystem: any \= null;
private \_playerController: any \= null;
private \_currentState: 'patrol' | 'chase' | 'evade' \= 'patrol';
private \_targetPosition: Vec3 \= new Vec3(0, 0, 0);
private \_patrolPoints: Vec3\[\] \= \[\];
private \_currentPatrolIndex: number \= 0;
private \_intelligenceLevel: number \= 0.1;
private \_timeSinceLastDecision: number \= 0;
private \_decisionInterval: number \= 2.0;
private \_lastHitTime: number \= \-1;
private \_health: number \= 3;
start() {
// 初始化巡逻点
this.\_initPatrolPoints();
// 获取游戏管理器
const gameManager \= this.node.parent.getComponent('GameManager');
if (gameManager) {
this.\_learningSystem \= gameManager.getLearningSystem();
this.\_playerController \= gameManager.getPlayerController();
}
// 随机初始位置
const randomX \= (Math.random() \- 0.5) \* 400;
const randomY \= 200 + Math.random() \* 100;
this.node.setPosition(new Vec3(randomX, randomY, 0));
}
update(deltaTime: number) {
this.\_lastFireTime += deltaTime;
this.\_timeSinceLastDecision += deltaTime;
// 定期更新决策
if (this.\_timeSinceLastDecision \>= this.\_decisionInterval) {
this.\_makeDecision();
this.\_timeSinceLastDecision \= 0;
}
// 根据当前状态行动
this.\_executeCurrentState();
// 射击逻辑
const adjustedFireInterval \= this.fireInterval \* (1 \- this.\_intelligenceLevel \* 0.5);
if (this.\_lastFireTime \>= adjustedFireInterval) {
this.fireBullet();
this.\_lastFireTime \= 0;
}
// 重生逻辑
if (this.\_lastHitTime \> 0 && director.getCurrentTime() \- this.\_lastHitTime \> 5) {
this.\_health \= 3;
this.\_lastHitTime \= \-1;
}
}
private \_initPatrolPoints() {
this.\_patrolPoints \= \[
new Vec3(\-200, 150, 0),
new Vec3(200, 150, 0),
new Vec3(200, 250, 0),
new Vec3(\-200, 250, 0)
\];
this.\_currentPatrolIndex \= Math.floor(Math.random() \* this.\_patrolPoints.length);
this.\_targetPosition \= this.\_patrolPoints\[this.\_currentPatrolIndex\].clone();
}
private \_makeDecision() {
if (!this.\_playerController || !this.\_learningSystem) return;
const playerPos \= this.\_playerController.getPlayerCurrentPosition();
const distanceToPlayer \= Vec3.distance(this.node.position, playerPos);
// 基于学习水平和距离做出决策
if (distanceToPlayer < 250 && this.\_intelligenceLevel \> 0.3) {
// 智能足够高且距离玩家近,尝试追逐
this.\_currentState \= 'chase';
this.\_targetPosition \= playerPos.clone();
} else if (this.\_learningSystem.isPlayerLikelyToShoot(this.node.position)) {
// 预测玩家可能射击当前位置,躲避
this.\_currentState \= 'evade';
this.\_calculateEvadePosition(playerPos);
} else {
// 否则继续巡逻
this.\_currentState \= 'patrol';
this.\_updatePatrolTarget();
}
}
private \_executeCurrentState() {
switch (this.\_currentState) {
case 'patrol':
this.\_moveTowards(this.\_targetPosition);
break;
case 'chase':
this.\_moveTowards(this.\_targetPosition);
break;
case 'evade':
this.\_moveTowards(this.\_targetPosition);
break;
}
}
private \_moveTowards(target: Vec3) {
const currentPos \= this.node.position;
const direction \= new Vec3();
Vec3.subtract(direction, target, currentPos);
direction.normalize();
// 根据智能水平调整移动速度
const speedMultiplier \= 1 + this.\_intelligenceLevel \* 1.5;
const newPos \= new Vec3();
Vec3.scaleAndAdd(newPos, currentPos, direction, this.moveSpeed \* speedMultiplier);
// 限制在合理范围内
newPos.x \= Math.max(\-350, Math.min(350, newPos.x));
newPos.y \= Math.max(50, Math.min(300, newPos.y));
this.node.setPosition(newPos);
// 如果接近目标,更新状态
if (Vec3.distance(newPos, target) < 15) {
if (this.\_currentState \=== 'patrol') {
this.\_updatePatrolTarget();
}
}
}
private \_updatePatrolTarget() {
this.\_currentPatrolIndex \= (this.\_currentPatrolIndex + 1) % this.\_patrolPoints.length;
this.\_targetPosition \= this.\_patrolPoints\[this.\_currentPatrolIndex\].clone();
}
private \_calculateEvadePosition(playerPos: Vec3) {
const escapeDirection \= new Vec3();
Vec3.subtract(escapeDirection, this.node.position, playerPos);
// 如果学习系统有预测,使用它
if (this.\_learningSystem && this.\_intelligenceLevel \> 0.4) {
const predictedBulletDirection \= this.\_learningSystem.predictPlayerAimDirection(this.node.position);
if (predictedBulletDirection) {
// 朝垂直于预测子弹轨迹的方向移动
escapeDirection.set(\-predictedBulletDirection.y \* 2, predictedBulletDirection.x, 0);
}
}
escapeDirection.normalize();
// 计算一个新的安全位置
const escapeDistance \= 150 + this.\_intelligenceLevel \* 150;
this.\_targetPosition \= new Vec3();
Vec3.scaleAndAdd(this.\_targetPosition, this.node.position, escapeDirection, escapeDistance);
// 限制在屏幕内
this.\_targetPosition.x \= Math.max(\-350, Math.min(350, this.\_targetPosition.x));
this.\_targetPosition.y \= Math.max(50, Math.min(300, this.\_targetPosition.y));
}
fireBullet() {
if (!this.bulletPrefab || !this.\_playerController) return;
// 获取玩家位置,用于瞄准
const playerPos \= this.\_playerController.getPlayerCurrentPosition();
// 创建子弹
const bulletNode \= instantiate(this.bulletPrefab);
const bulletScript \= bulletNode.getComponent(Bullet);
if (bulletScript) {
// 设置子弹初始位置
const pos \= this.node.position;
bulletNode.setPosition(new Vec3(pos.x, pos.y \- 30, pos.z));
// 计算瞄准向量,加入基于intelligenceLevel的精确度
const aimVector \= new Vec3();
Vec3.subtract(aimVector, playerPos, pos);
// 添加基于智能水平的预测
if (this.\_learningSystem && this.\_intelligenceLevel \> 0.5) {
const predictedPlayerPos \= this.\_learningSystem.predictPlayerFuturePosition(0.3); // 预测0.3秒后的位置
if (predictedPlayerPos) {
Vec3.subtract(aimVector, predictedPlayerPos, pos);
}
}
aimVector.normalize();
// 添加随机偏差,智能越低偏差越大
const accuracy \= 0.3 + this.\_intelligenceLevel \* 0.7;
const randomOffset \= new Vec3(
(Math.random() \- 0.5) \* (1 \- accuracy) \* 2,
(Math.random() \- 0.5) \* (1 \- accuracy) \* 2,
0
);
Vec3.add(aimVector, aimVector, randomOffset);
aimVector.normalize();
bulletScript.setDirection(aimVector);
bulletScript.setOwner('enemy');
bulletScript.setDamage(1);
}
this.node.parent.addChild(bulletNode);
}
takeDamage(amount: number) {
this.\_health \-= amount;
// 记录被击中,用于学习
if (this.\_learningSystem) {
this.\_learningSystem.recordEnemyHit();
}
// 更新智能水平
this.\_intelligenceLevel \= Math.min(1.0, this.\_intelligenceLevel + 0.05);
// 视觉反馈
const originalColor \= this.node.getComponent(Sprite).color;
this.node.getComponent(Sprite).color \= Color.YELLOW;
tween(this.node)
.to(0.1, { opacity: 150 })
.to(0.1, { opacity: 255 })
.call(() \=> {
this.node.getComponent(Sprite).color \= originalColor;
})
.start();
this.\_lastHitTime \= director.getCurrentTime();
if (this.\_health <= 0) {
this.destroyEnemy();
}
}
destroyEnemy() {
// 增加分数
const gameManager \= this.node.parent.getComponent('GameManager');
if (gameManager) {
gameManager.addScore(100 \* (1 + this.\_intelligenceLevel));
}
// 播放爆炸效果
// const explosion = instantiate(this.explosionPrefab);
// explosion.setPosition(this.node.position);
// this.node.parent.addChild(explosion);
this.node.destroy();
}
getIntelligenceLevel(): number {
return this.\_intelligenceLevel;
}
}
这个是学习系统,改了很多遍,几个小时都搞不定。
import { \_decorator, Component, Vec3, director } from 'cc';
const { ccclass, property } \= \_decorator;
@ccclass('LearningSystem')
export class LearningSystem extends Component {
// 玩家行为记录
private \_playerPositionHistory: Vec3\[\] \= \[\];
private \_playerShotHistory: { position: Vec3, target: Vec3, time: number }\[\] \= \[\];
// 事件记录
private \_lastPlayerHitTime: number \= \-1;
private \_lastEnemyHitTime: number \= \-1;
private \_lastNearMissTime: number \= \-1;
// 分析参数
private \_maxHistoryLength: number \= 200;
private \_playerMovementPattern: 'random' | 'predictable' | 'aggressive' | 'defensive' \= 'random';
private \_playerShootingPattern: 'random' | 'predictable' | 'frequent' | 'conservative' \= 'random';
private \_playerAimAccuracy: number \= 0.5;
// 预测参数
private \_predictionAccuracy: number \= 0.25;
start() {
// 每2秒分析一次玩家行为
this.schedule(this.\_analyzePlayerBehavior, 2.0);
}
updatePlayerPosition(position: Vec3) {
this.\_playerPositionHistory.push(position.clone());
if (this.\_playerPositionHistory.length \> this.\_maxHistoryLength) {
this.\_playerPositionHistory.shift();
}
}
recordPlayerShot(playerPosition: Vec3, aimDirection: Vec3) {
const currentTime \= director.getCurrentTime();
const targetPosition \= new Vec3();
Vec3.scaleAndAdd(targetPosition, playerPosition, aimDirection, 500);
this.\_playerShotHistory.push({
position: playerPosition.clone(),
target: targetPosition,
time: currentTime
});
if (this.\_playerShotHistory.length \> this.\_maxHistoryLength) {
this.\_playerShotHistory.shift();
}
}
recordPlayerHit() {
this.\_lastPlayerHitTime \= director.getCurrentTime();
}
recordEnemyHit() {
this.\_lastEnemyHitTime \= director.getCurrentTime();
}
recordNearMiss() {
this.\_lastNearMissTime \= director.getCurrentTime();
}
private \_analyzePlayerBehavior() {
if (this.\_playerPositionHistory.length < 10) return;
// 分析移动模式
this.\_analyzeMovementPattern();
// 分析射击模式
this.\_analyzeShootingPattern();
// 分析瞄准准确度
this.\_analyzeAimAccuracy();
// 基于分析结果调整预测准确度
this.\_updatePredictionAccuracy();
}
private \_analyzeMovementPattern() {
if (this.\_playerPositionHistory.length < 20) return;
let positionVariance \= 0;
const recentPositions \= this.\_playerPositionHistory.slice(\-20);
const avgPosition \= new Vec3();
// 计算平均位置
recentPositions.forEach(pos \=> {
Vec3.add(avgPosition, avgPosition, pos);
});
Vec3.scale(avgPosition, avgPosition, 1 / recentPositions.length);
// 计算方差
recentPositions.forEach(pos \=> {
const diff \= new Vec3();
Vec3.subtract(diff, pos, avgPosition);
positionVariance += diff.lengthSqr();
});
positionVariance /= recentPositions.length;
// 根据方差判断移动模式
if (positionVariance < 800) {
this.\_playerMovementPattern \= 'predictable';
} else if (positionVariance \> 4000) {
this.\_playerMovementPattern \= 'aggressive';
} else {
this.\_playerMovementPattern \= 'random';
}
}
private \_analyzeShootingPattern() {
if (this.\_playerShotHistory.length < 10) return;
const currentTime \= director.getCurrentTime();
const recentShots \= this.\_playerShotHistory.filter(shot \=>
currentTime \- shot.time < 5
);
if (recentShots.length \=== 0) return;
// 计算射击频率
const shotFrequency \= recentShots.length / 5;
if (shotFrequency \> 1.5) {
this.\_playerShootingPattern \= 'frequent';
} else if (shotFrequency < 0.4) {
this.\_playerShootingPattern \= 'conservative';
} else {
// 检查射击的规律性
let directionConsistency \= 0;
const firstShotDir \= new Vec3();
Vec3.subtract(firstShotDir, recentShots\[0\].target, recentShots\[0\].position);
firstShotDir.normalize();
recentShots.forEach(shot \=> {
const shotDir \= new Vec3();
Vec3.subtract(shotDir, shot.target, shot.position);
shotDir.normalize();
directionConsistency += Vec3.dot(firstShotDir, shotDir);
});
directionConsistency /= recentShots.length;
if (directionConsistency \> 0.6) {
this.\_playerShootingPattern \= 'predictable';
} else {
this.\_playerShootingPattern \= 'random';
}
}
}
private \_analyzeAimAccuracy() {
// 基于击中率估算
const currentTime \= director.getCurrentTime();
const recentHits \= this.\_lastEnemyHitTime \> 0 && (currentTime \- this.\_lastEnemyHitTime) < 5 ? 1 : 0;
const totalShots \= this.\_playerShotHistory.filter(shot \=>
currentTime \- shot.time < 5
).length;
if (totalShots \> 0) {
this.\_playerAimAccuracy \= Math.min(0.9, Math.max(0.3, recentHits / totalShots + 0.2));
}
}
private \_updatePredictionAccuracy() {
// 基于对玩家的理解提高预测准确度
let accuracyBoost \= 0;
if (this.\_playerMovementPattern \=== 'predictable') {
accuracyBoost += 0.15;
}
if (this.\_playerShootingPattern \=== 'predictable') {
accuracyBoost += 0.2;
}
if (this.\_playerAimAccuracy \> 0.7) {
accuracyBoost += 0.1;
}
this.\_predictionAccuracy \= Math.min(0.85, this.\_predictionAccuracy + accuracyBoost \* 0.1);
}
predictPlayerFuturePosition(secondsAhead: number): Vec3 | null {
if (this.\_playerPositionHistory.length < 5) return null;
// 简单的线性预测
const recentPositions \= this.\_playerPositionHistory.slice(\-5);
let avgVelocity \= new Vec3();
for (let i \= 1; i < recentPositions.length; i++) {
const velocity \= new Vec3();
Vec3.subtract(velocity, recentPositions\[i\], recentPositions\[i\-1\]);
Vec3.add(avgVelocity, avgVelocity, velocity);
}
Vec3.scale(avgVelocity, avgVelocity, 1 / (recentPositions.length \- 1));
// 考虑预测准确度
Vec3.scale(avgVelocity, avgVelocity, this.\_predictionAccuracy);
const lastPosition \= recentPositions\[recentPositions.length \- 1\];
const predictedPosition \= new Vec3();
Vec3.scaleAndAdd(predictedPosition, lastPosition, avgVelocity, secondsAhead \* 60);
return predictedPosition;
}
predictPlayerAimDirection(enemyPosition: Vec3): Vec3 | null {
if (this.\_playerShotHistory.length < 3) return null;
// 分析玩家最近的射击方向
const recentShots \= this.\_playerShotHistory.slice(\-3);
let avgAimDirection \= new Vec3();
recentShots.forEach(shot \=> {
const direction \= new Vec3();
Vec3.subtract(direction, shot.target, shot.position);
direction.normalize();
Vec3.add(avgAimDirection, avgAimDirection, direction);
});
Vec3.scale(avgAimDirection, avgAimDirection, 1 / recentShots.length);
return avgAimDirection;
}
isPlayerLikelyToShoot(position: Vec3): boolean {
if (this.\_playerShotHistory.length < 5) return false;
const lastPlayerPosition \= this.\_playerPositionHistory\[this.\_playerPositionHistory.length \- 1\];
const toPosition \= new Vec3();
Vec3.subtract(toPosition, position, lastPlayerPosition);
toPosition.normalize();
let shootCount \= 0;
const recentShots \= this.\_playerShotHistory.slice(\-10);
recentShots.forEach(shot \=> {
const shotDirection \= new Vec3();
Vec3.subtract(shotDirection, shot.target, shot.position);
shotDirection.normalize();
const dotProduct \= Vec3.dot(shotDirection, toPosition);
if (dotProduct \> 0.7) {
shootCount++;
}
});
const probability \= shootCount / recentShots.length;
const adjustedProbability \= probability \* (0.5 + this.\_playerAimAccuracy);
return adjustedProbability \> 0.55;
}
getLastNearMissTime(): number {
return this.\_lastNearMissTime;
}
wasRecentlyHit(): boolean {
const currentTime \= director.getCurrentTime();
return this.\_lastPlayerHitTime \> 0 && (currentTime \- this.\_lastPlayerHitTime) < 3;
}
wasRecentHitOnPlayer(): boolean {
const currentTime \= director.getCurrentTime();
return this.\_lastEnemyHitTime \> 0 && (currentTime \- this.\_lastEnemyHitTime) < 3;
}
}
玩家控制更是问题多多
import { \_decorator, Component, Node, input, Input, EventTouch, Vec3 } from 'cc';
import { Bullet } from './Bullet';
const { ccclass, property } \= \_decorator;
@ccclass('PlayerController')
export class PlayerController extends Component {
@property({ type: Node })
bulletPrefab: Node \= null;
@property
moveSpeed: number \= 5;
@property
fireInterval: number \= 0.2;
private \_lastFireTime: number \= 0;
private \_playerPositionHistory: Vec3\[\] \= \[\];
private \_maxHistoryLength: number \= 100;
start() {
input.on(Input.EventType.TOUCH\_START, this.\_onTouchStart, this);
input.on(Input.EventType.TOUCH\_MOVE, this.\_onTouchMove, this);
input.on(Input.EventType.TOUCH\_END, this.\_onTouchEnd, this);
// 注册到游戏管理器,以便AI可以访问玩家数据
const gameManager \= this.node.parent.getComponent('GameManager');
if (gameManager) {
gameManager.registerPlayer(this);
}
}
update(deltaTime: number) {
// 发射子弹
this.\_lastFireTime += deltaTime;
if (this.\_lastFireTime \>= this.fireInterval) {
this.fireBullet();
this.\_lastFireTime \= 0;
}
// 记录玩家位置历史
this.\_recordPlayerPosition();
}
private \_recordPlayerPosition() {
this.\_playerPositionHistory.push(this.node.position.clone());
if (this.\_playerPositionHistory.length \> this.\_maxHistoryLength) {
this.\_playerPositionHistory.shift();
}
}
private \_onTouchStart(event: EventTouch) {}
private \_onTouchMove(event: EventTouch) {
const delta \= event.getDelta();
const pos \= this.node.position;
const newPos \= new Vec3(
pos.x + delta.x \* 0.01 \* this.moveSpeed,
pos.y + delta.y \* 0.01 \* this.moveSpeed,
pos.z
);
// 限制在屏幕范围内
const maxX \= 300;
const maxY \= 200;
newPos.x \= Math.max(\-maxX, Math.min(maxX, newPos.x));
newPos.y \= Math.max(\-maxY, Math.min(maxY, newPos.y));
this.node.setPosition(newPos);
}
private \_onTouchEnd(event: EventTouch) {}
fireBullet() {
if (this.bulletPrefab) {
const bulletNode \= instantiate(this.bulletPrefab);
const bulletScript \= bulletNode.getComponent(Bullet);
if (bulletScript) {
// 设置子弹初始位置
const pos \= this.node.position;
bulletNode.setPosition(new Vec3(pos.x, pos.y + 50, pos.z));
bulletScript.setDirection(new Vec3(0, 1, 0)); // 向上发射
bulletScript.setOwner('player');
}
this.node.parent.addChild(bulletNode);
}
}
getPlayerPositionHistory(): Vec3\[\] {
return this.\_playerPositionHistory;
}
getPlayerCurrentPosition(): Vec3 {
return this.node.position.clone();
}
takeDamage(amount: number) {
// 简单的闪烁效果
const originalColor \= this.node.getComponent(Sprite).color;
this.node.getComponent(Sprite).color \= Color.RED;
tween(this.node)
.to(0.1, { opacity: 100 })
.to(0.1, { opacity: 255 })
.call(() \=> {
this.node.getComponent(Sprite).color \= originalColor;
})
.start();
}
onDestroy() {
input.off(Input.EventType.TOUCH\_START, this.\_onTouchStart, this);
input.off(Input.EventType.TOUCH\_MOVE, this.\_onTouchMove, this);
input.off(Input.EventType.TOUCH\_END, this.\_onTouchEnd, this);
}
}


求大佬出售帮我修改一下,或者告诉我怎么做


8


先学会问问题的方式,你要知道崩溃的原因是什么,再去搜导致出现的问题是什么原因,问AI也是一样,要学会描述问题,一句崩溃了,把代码甩出来,不会有人管你的,因为有时候不仅仅是代码问题,比如环境变量配置错误,或者目录写错,原因都不是固定的。简单看了一下你的上一个帖子,先不要着急接单,先学会程序员思维,先打好编程基础,不要上来就搞这么难的,先学会编程基本功,如何排查问题。随便找个全套视频,都会告诉你怎样排查错误。
免费视频有的是
你想实现什么功能?直接发代码没什么用,跑不起来
就是玩家可以左右移动不能上下移动,敌人也是左右移动不能上下移动,但会越来越难,敌人会学习玩家习惯,都能发射子弹。就这些
那你先把问题拆解一下,先让敌人左右移动,移动可以用缓动动画改变游戏对象的x,Update函数里增加或者减少x,把这个弄成组件,挂在敌人的游戏对象上,然后就处理自己的左右移动,移动的原理跟敌人的一样,查一下文档,看看怎样获取输入,判断有输入在改变x就可以,这个也是一个组件,挂在玩家的游戏对象上,然后就是子弹了,子弹也是一个个的游戏对象,行为就是上下移动,这里就是改变y了,然后就是子弹打中敌人或者玩家,这些需要在文档里找到碰撞检测的内容,基本就能实现了
我还是不懂如何将子弹在飞机头部发射
在飞机头部放个空对象作为发射的位置,子弹发射的时候就是从这个对象的位置发射出去,需要把发射的位置转换成世界坐标,子弹添加到Canvas上,坐标就是发射位置的世界坐标
啥东西AI都能解决,程序员这个行业也没有存在的必要了
问AI,你发一大段代码也没人给解决
ai也是乱写一通的,一样跑不通