Add score-o mode and split game map HUD presentation
This commit is contained in:
@@ -55,6 +55,8 @@ const AUTO_ROTATE_HEADING_SMOOTHING = 0.32
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const COMPASS_NEEDLE_SMOOTHING = 0.12
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const GPS_TRACK_MAX_POINTS = 200
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const GPS_TRACK_MIN_STEP_METERS = 3
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const MAP_TAP_MOVE_THRESHOLD_PX = 14
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const MAP_TAP_DURATION_MS = 280
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type TouchPoint = WechatMiniprogram.TouchDetail
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@@ -124,8 +126,11 @@ export interface MapEngineViewState {
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heartRateStatusText: string
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heartRateDeviceText: string
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gameSessionStatus: 'idle' | 'running' | 'finished' | 'failed'
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gameModeText: string
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panelTimerText: string
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panelMileageText: string
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panelActionTagText: string
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panelDistanceTagText: string
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panelDistanceValueText: string
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panelDistanceUnitText: string
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panelProgressText: string
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@@ -209,8 +214,11 @@ const VIEW_SYNC_KEYS: Array<keyof MapEngineViewState> = [
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'heartRateStatusText',
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'heartRateDeviceText',
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'gameSessionStatus',
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'gameModeText',
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'panelTimerText',
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'panelMileageText',
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'panelActionTagText',
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'panelDistanceTagText',
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'panelDistanceValueText',
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'panelDistanceUnitText',
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'panelProgressText',
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@@ -492,6 +500,9 @@ export class MapEngine {
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panLastX: number
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panLastY: number
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panLastTimestamp: number
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tapStartX: number
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tapStartY: number
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tapStartAt: number
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panVelocityX: number
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panVelocityY: number
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pinchStartDistance: number
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@@ -531,7 +542,7 @@ export class MapEngine {
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gameRuntime: GameRuntime
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telemetryRuntime: TelemetryRuntime
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gamePresentation: GamePresentationState
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gameMode: 'classic-sequential'
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gameMode: 'classic-sequential' | 'score-o'
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punchPolicy: 'enter' | 'enter-confirm'
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punchRadiusMeters: number
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autoFinishOnLastControl: boolean
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@@ -711,6 +722,8 @@ export class MapEngine {
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heartRateDeviceText: '--',
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panelTimerText: '00:00:00',
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panelMileageText: '0m',
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panelActionTagText: '目标',
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panelDistanceTagText: '点距',
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panelDistanceValueText: '--',
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panelDistanceUnitText: '',
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panelProgressText: '0/0',
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@@ -728,6 +741,7 @@ export class MapEngine {
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panelAccuracyUnitText: '',
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punchButtonText: '打点',
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gameSessionStatus: 'idle',
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gameModeText: '顺序赛',
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punchButtonEnabled: false,
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punchHintText: '等待进入检查点范围',
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punchFeedbackVisible: false,
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@@ -754,6 +768,9 @@ export class MapEngine {
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this.panLastX = 0
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this.panLastY = 0
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this.panLastTimestamp = 0
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this.tapStartX = 0
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this.tapStartY = 0
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this.tapStartAt = 0
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this.panVelocityX = 0
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this.panVelocityY = 0
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this.pinchStartDistance = 0
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@@ -812,6 +829,14 @@ export class MapEngine {
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this.setCourseHeading(null)
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}
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getHudTargetControlId(): string | null {
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return this.gamePresentation.hud.hudTargetControlId
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}
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getGameModeText(): string {
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return this.gameMode === 'score-o' ? '积分赛' : '顺序赛'
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}
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loadGameDefinitionFromCourse(): GameEffect[] {
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if (!this.courseData) {
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this.clearGameRuntime()
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@@ -828,20 +853,23 @@ export class MapEngine {
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)
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const result = this.gameRuntime.loadDefinition(definition)
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this.telemetryRuntime.loadDefinition(definition)
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this.telemetryRuntime.syncGameState(this.gameRuntime.definition, result.nextState)
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this.gamePresentation = result.presentation
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this.telemetryRuntime.syncGameState(this.gameRuntime.definition, result.nextState, this.getHudTargetControlId())
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this.refreshCourseHeadingFromPresentation()
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this.updateSessionTimerLoop()
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this.setState({
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gameModeText: this.getGameModeText(),
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})
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return result.effects
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}
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refreshCourseHeadingFromPresentation(): void {
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if (!this.courseData || !this.gamePresentation.activeLegIndices.length) {
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if (!this.courseData || !this.gamePresentation.map.activeLegIndices.length) {
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this.setCourseHeading(null)
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return
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}
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const activeLegIndex = this.gamePresentation.activeLegIndices[0]
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const activeLegIndex = this.gamePresentation.map.activeLegIndices[0]
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const activeLeg = this.courseData.layers.legs[activeLegIndex]
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if (!activeLeg) {
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this.setCourseHeading(null)
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@@ -876,8 +904,11 @@ export class MapEngine {
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const telemetryPresentation = this.telemetryRuntime.getPresentation()
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const patch: Partial<MapEngineViewState> = {
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gameSessionStatus: this.gameRuntime.state ? this.gameRuntime.state.status : 'idle',
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gameModeText: this.getGameModeText(),
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panelTimerText: telemetryPresentation.timerText,
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panelMileageText: telemetryPresentation.mileageText,
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panelActionTagText: this.gamePresentation.hud.actionTagText,
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panelDistanceTagText: this.gamePresentation.hud.distanceTagText,
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panelDistanceValueText: telemetryPresentation.distanceToTargetValueText,
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panelDistanceUnitText: telemetryPresentation.distanceToTargetUnitText,
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panelSpeedValueText: telemetryPresentation.speedText,
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@@ -892,10 +923,10 @@ export class MapEngine {
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panelAverageSpeedUnitText: telemetryPresentation.averageSpeedUnitText,
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panelAccuracyValueText: telemetryPresentation.accuracyValueText,
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panelAccuracyUnitText: telemetryPresentation.accuracyUnitText,
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panelProgressText: this.gamePresentation.progressText,
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punchButtonText: this.gamePresentation.punchButtonText,
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punchButtonEnabled: this.gamePresentation.punchButtonEnabled,
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punchHintText: this.gamePresentation.punchHintText,
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panelProgressText: this.gamePresentation.hud.progressText,
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punchButtonText: this.gamePresentation.hud.punchButtonText,
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punchButtonEnabled: this.gamePresentation.hud.punchButtonEnabled,
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punchHintText: this.gamePresentation.hud.punchHintText,
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}
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if (statusText) {
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@@ -945,6 +976,8 @@ export class MapEngine {
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this.setState({
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panelTimerText: telemetryPresentation.timerText,
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panelMileageText: telemetryPresentation.mileageText,
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panelActionTagText: this.gamePresentation.hud.actionTagText,
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panelDistanceTagText: this.gamePresentation.hud.distanceTagText,
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panelDistanceValueText: telemetryPresentation.distanceToTargetValueText,
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panelDistanceUnitText: telemetryPresentation.distanceToTargetUnitText,
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panelSpeedValueText: telemetryPresentation.speedText,
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@@ -1099,7 +1132,7 @@ export class MapEngine {
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applyGameEffects(effects: GameEffect[]): string | null {
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this.feedbackDirector.handleEffects(effects)
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this.telemetryRuntime.syncGameState(this.gameRuntime.definition, this.gameRuntime.state)
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this.telemetryRuntime.syncGameState(this.gameRuntime.definition, this.gameRuntime.state, this.getHudTargetControlId())
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this.updateSessionTimerLoop()
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return this.resolveGameStatusText(effects)
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}
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@@ -1239,6 +1272,22 @@ export class MapEngine {
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this.locationController.start()
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}
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handleSetGameMode(nextMode: 'classic-sequential' | 'score-o'): void {
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if (this.gameMode === nextMode) {
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return
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}
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this.gameMode = nextMode
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const effects = this.loadGameDefinitionFromCourse()
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const modeText = this.getGameModeText()
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const statusText = this.applyGameEffects(effects) || `已切换到${modeText} (${this.buildVersion})`
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this.setState({
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...this.getGameViewPatch(statusText),
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gameModeText: modeText,
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}, true)
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this.syncRenderer()
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}
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handleConnectHeartRate(): void {
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this.heartRateController.startScanAndConnect()
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}
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@@ -1392,6 +1441,9 @@ export class MapEngine {
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this.panLastX = event.touches[0].pageX
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this.panLastY = event.touches[0].pageY
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this.panLastTimestamp = event.timeStamp || Date.now()
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this.tapStartX = event.touches[0].pageX
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this.tapStartY = event.touches[0].pageY
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this.tapStartAt = event.timeStamp || Date.now()
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}
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}
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@@ -1463,6 +1515,14 @@ export class MapEngine {
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}
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handleTouchEnd(event: WechatMiniprogram.TouchEvent): void {
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const changedTouch = event.changedTouches && event.changedTouches.length ? event.changedTouches[0] : null
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const endedAsTap = changedTouch
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&& this.gestureMode === 'pan'
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&& event.touches.length === 0
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&& Math.abs(changedTouch.pageX - this.tapStartX) <= MAP_TAP_MOVE_THRESHOLD_PX
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&& Math.abs(changedTouch.pageY - this.tapStartY) <= MAP_TAP_MOVE_THRESHOLD_PX
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&& ((event.timeStamp || Date.now()) - this.tapStartAt) <= MAP_TAP_DURATION_MS
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if (this.gestureMode === 'pinch' && event.touches.length < 2) {
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const gestureScale = this.previewScale || 1
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const zoomDelta = Math.round(Math.log2(gestureScale))
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@@ -1509,6 +1569,10 @@ export class MapEngine {
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return
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}
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if (endedAsTap && changedTouch) {
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this.handleMapTap(changedTouch.pageX - this.state.stageLeft, changedTouch.pageY - this.state.stageTop)
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}
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this.gestureMode = 'idle'
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this.resetPinchState()
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this.renderer.setAnimationPaused(false)
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@@ -1526,6 +1590,80 @@ export class MapEngine {
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this.scheduleAutoRotate()
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}
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handleMapTap(stageX: number, stageY: number): void {
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if (!this.gameRuntime.definition || !this.gameRuntime.state || this.gameRuntime.definition.mode !== 'score-o') {
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return
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}
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const focusedControlId = this.findFocusableControlAt(stageX, stageY)
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if (focusedControlId === undefined) {
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return
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}
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const gameResult = this.gameRuntime.dispatch({
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type: 'control_focused',
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at: Date.now(),
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controlId: focusedControlId,
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})
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this.gamePresentation = gameResult.presentation
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this.telemetryRuntime.syncGameState(this.gameRuntime.definition, this.gameRuntime.state, this.getHudTargetControlId())
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this.setState({
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...this.getGameViewPatch(focusedControlId ? `已选择目标点 (${this.buildVersion})` : `已取消目标点选择 (${this.buildVersion})`),
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}, true)
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this.syncRenderer()
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}
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findFocusableControlAt(stageX: number, stageY: number): string | null | undefined {
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if (!this.gameRuntime.definition || !this.courseData || !this.state.stageWidth || !this.state.stageHeight) {
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return undefined
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}
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const focusableControls = this.gameRuntime.definition.controls.filter((control) => (
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this.gamePresentation.map.focusableControlIds.includes(control.id)
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))
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let matchedControlId: string | null | undefined
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let matchedDistance = Number.POSITIVE_INFINITY
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const hitRadiusPx = Math.max(28, this.getControlHitRadiusPx())
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for (const control of focusableControls) {
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const screenPoint = this.getControlScreenPoint(control.id)
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if (!screenPoint) {
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continue
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}
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const distancePx = Math.sqrt(
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Math.pow(screenPoint.x - stageX, 2)
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+ Math.pow(screenPoint.y - stageY, 2),
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)
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if (distancePx <= hitRadiusPx && distancePx < matchedDistance) {
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matchedDistance = distancePx
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matchedControlId = control.id
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}
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}
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if (matchedControlId === undefined) {
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return undefined
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}
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return matchedControlId === this.gamePresentation.map.focusedControlId ? null : matchedControlId
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}
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getControlHitRadiusPx(): number {
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if (!this.state.tileSizePx) {
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return 28
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}
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const centerLonLat = worldTileToLonLat({ x: this.state.centerTileX + 0.5, y: this.state.centerTileY + 0.5 }, this.state.zoom)
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const metersPerTile = Math.cos(centerLonLat.lat * Math.PI / 180) * 40075016.686 / Math.pow(2, this.state.zoom)
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if (!metersPerTile) {
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return 28
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}
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const pixelsPerMeter = this.state.tileSizePx / metersPerTile
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return Math.max(28, this.cpRadiusMeters * pixelsPerMeter * 1.6)
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}
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handleRecenter(): void {
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this.clearInertiaTimer()
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this.clearPreviewResetTimer()
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@@ -2054,15 +2192,22 @@ export class MapEngine {
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gpsCalibrationOrigin: worldTileToLonLat({ x: this.defaultCenterTileX, y: this.defaultCenterTileY }, this.defaultZoom),
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course: this.courseData,
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cpRadiusMeters: this.cpRadiusMeters,
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activeControlSequences: this.gamePresentation.activeControlSequences,
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activeStart: this.gamePresentation.activeStart,
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completedStart: this.gamePresentation.completedStart,
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activeFinish: this.gamePresentation.activeFinish,
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completedFinish: this.gamePresentation.completedFinish,
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revealFullCourse: this.gamePresentation.revealFullCourse,
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activeLegIndices: this.gamePresentation.activeLegIndices,
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completedLegIndices: this.gamePresentation.completedLegIndices,
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completedControlSequences: this.gamePresentation.completedControlSequences,
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controlVisualMode: this.gamePresentation.map.controlVisualMode,
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showCourseLegs: this.gamePresentation.map.showCourseLegs,
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guidanceLegAnimationEnabled: this.gamePresentation.map.guidanceLegAnimationEnabled,
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focusableControlIds: this.gamePresentation.map.focusableControlIds,
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focusedControlId: this.gamePresentation.map.focusedControlId,
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focusedControlSequences: this.gamePresentation.map.focusedControlSequences,
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activeControlSequences: this.gamePresentation.map.activeControlSequences,
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activeStart: this.gamePresentation.map.activeStart,
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completedStart: this.gamePresentation.map.completedStart,
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activeFinish: this.gamePresentation.map.activeFinish,
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focusedFinish: this.gamePresentation.map.focusedFinish,
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completedFinish: this.gamePresentation.map.completedFinish,
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revealFullCourse: this.gamePresentation.map.revealFullCourse,
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activeLegIndices: this.gamePresentation.map.activeLegIndices,
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completedLegIndices: this.gamePresentation.map.completedLegIndices,
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completedControlSequences: this.gamePresentation.map.completedControlSequences,
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osmReferenceEnabled: this.state.osmReferenceEnabled,
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overlayOpacity: MAP_OVERLAY_OPACITY,
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}
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