Added GameOver Scene

This commit is contained in:
2025-12-14 10:33:06 +08:00
parent 27ff62df14
commit ad3b8d7732
12 changed files with 264 additions and 30 deletions

View File

@@ -11,21 +11,12 @@ GameUIManager::~GameUIManager() {
}
void GameUIManager::init() {
auto button = std::make_unique<Button>(m_textRenderer);
button->setBackgroundColor({255, 100, 0, 255});
button->setBorder(2, {0, 0, 0, 255});
button->setPosition(20, 20);
button->setEnabled(true);
button->setVisible(true);
button->setText("Please Choose", {"SourceHanSansSC-Regular.otf", 48, {0, 0, 0, 255}});
button->setName("ActionButton");
m_buttons.emplace(button->getNameHash(), std::move(button));
//m_restartCallback = restartCallback;
setupUIComponents();
}
auto label = std::make_unique<Label>();
label->setPosition(1200, 20);
label->setText("0 0", {"SourceHanSansSC-Regular.otf", 48, {0, 0, 0, 255}});
label->setName("MousePositionLabel");
m_labels.emplace(label->getNameHash(), std::move(label));
void GameUIManager::setCallback(std::function<void()> restartCallback) {
m_restartCallback = restartCallback;
}
@@ -92,4 +83,100 @@ void GameUIManager::updateActionType(ActionType type) {
break;
}
}
}
}
void GameUIManager::updateGameState(GameState state) {
if (m_currentGameState == state) {
SDL_Log("State unchanged, returning early\n");
return;
}
// 根据传入的 GameState 更新 UI 组件状态
{
auto buttonIt = m_buttons.find(makeHash("RestartButton"));
if (buttonIt != m_buttons.end()) {
auto& button = buttonIt->second;
if (state != GameState::GAME_RUNING) {
//button->setBackgroundColor({255, 215, 0, 255}); // 金色
//button->setText("GAME OVER");
button->setVisible(true);
button->setEnabled(true);
} else {
button->setVisible(false);
button->setEnabled(false);
}
}
}
{
auto actionButtonIt = m_buttons.find(makeHash("ActionButton"));
if (actionButtonIt != m_buttons.end()) {
auto& actionButton = actionButtonIt->second;
if (state != GameState::GAME_RUNING) {
actionButton->setEnabled(false);
actionButton->setVisible(false);
} else {
actionButton->setEnabled(true);
actionButton->setVisible(true);
}
}
}
// 保存当前游戏状态,避免后续相同状态更新被误判为无变化
m_currentGameState = state;
}
void GameUIManager::setupUIComponents() {
// 这里可以添加更多的UI组件初始化逻辑
auto button = std::make_unique<Button>(m_textRenderer);
button->setBackgroundColor({255, 100, 0, 255});
button->setBorder(2, {0, 0, 0, 255});
button->setPosition(20, 20);
button->setEnabled(true);
button->setVisible(true);
button->setText("Please Choose", {"SourceHanSansSC-Regular.otf", 48, {0, 0, 0, 255}});
button->setName("ActionButton");
m_buttons.emplace(button->getNameHash(), std::move(button));
auto label = std::make_unique<Label>();
label->setPosition(1200, 20);
label->setText("0 0", {"SourceHanSansSC-Regular.otf", 48, {0, 0, 0, 255}});
label->setName("MousePositionLabel");
m_labels.emplace(label->getNameHash(), std::move(label));
auto restartButton = std::make_unique<Button>(
"Restart",
(TextStyle){"SourceHanSansSC-Regular.otf", 48, {0, 0, 0, 255}},
700,
500,
m_textRenderer,
(SDL_Color){100, 255, 100, 255}
);
restartButton->setCallback([this](){
if (m_restartCallback) {
m_restartCallback();
}
});
restartButton->setName("RestartButton");
restartButton->setVisible(false); // 初始时隐藏
restartButton->setEnabled(false);
m_buttons.emplace(restartButton->getNameHash(), std::move(restartButton));
}
bool GameUIManager::handleClick(float x, float y) {
auto logicalPos = physicalToLogical(static_cast<float>(x), static_cast<float>(y), m_renderer);
int lx = logicalPos.first;
int ly = logicalPos.second;
// 遍历所有按钮,检查点击位置是否在按钮范围内
for (auto& [id, button] : m_buttons) {
if (button->isEnabled() && button->isVisible()) {
if(button->handleCilck(lx, ly)) {
return true;
}
}
}
return false;
}