独立产品崩溃了,自己学习Cocos时做的一个飞机小游戏跑不动

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崩溃了,自己学习Cocos时做的一个飞机小游戏跑不动
崩溃了,自己学习Cocos时做的一个飞机小游戏跑不动

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);

 }

}

崩溃了,自己学习Cocos时做的一个飞机小游戏跑不动崩溃了,自己学习Cocos时做的一个飞机小游戏跑不动

求大佬出售帮我修改一下,或者告诉我怎么做

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等级4

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。

头像
等级0

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

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等级0

啥东西AI都能解决,程序员这个行业也没有存在的必要了

头像
等级3

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

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