Files
gplan-2/game/presentation/views/standee_body.gd
T
DKChan d458e393de feat(art): T3 演出密度终稿批——演出四项落码+fx_probe 新探针
死亡碎裂(standee mark_dead 增五碎块抛物线弹飞 0.45s——§4.6.4 灰化+碎裂禁瞬间消失+§8.4 冻结值);意图三档动画终稿(§4.6.4:档①普通攻击零表示不变/档②特殊准备=弹入+二次弹跳高举/档③重击蓄力=缓推 1.22+定格微顿+回落——三档运动签名互异灰度可辨);胜利纹章(battle_end open_victory 蜡封落定后十碎砖自四周拼纹章环,驻留至 close——§2.4);失败掸灰(open_defeat 八尘絮飘落——§2.5)+既有旗光收回挂探针;结算轮光带终稿(加 2px 亮金前导缘线——§2.2 逐行横扫方向可读)。全部程序化 tween 零新帧资产,确定性散布禁全局随机,时长全走 UiKit.motion 减动效包装。
新探针 smoke/fx_probe.tscn+gd:死亡碎裂5/意图三档+零表示/纹章10/掸灰8+旗光8/光带+缘线 五断言全 PASS。
连带:图例旗条目名回退『旗』(click_probe 图例基线精确匹配;T1 曾改旗(封印印记)——封印语义移描述列,色 #000000 保留)。轻闸=冒烟 557/0+五探针(ui_input/ui_probe/click/tune/fx)全 PASS。
2026-09-28 04:34:51 +08:00

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# VERTICAL SLICE - NOT FOR PRODUCTION
# 实现 GDD:design/ux/battle.md(B 区全站桩形态——2026-09-20 用户看对照样张拍板,台账 99:
# 主角与敌人均为无框立绘+底座,英雄卡/敌人卡卡片式整体退役禁再提)。
# 战斗舞台 Node2D 迁移批 Phase B 2026-09-26(循环 1 T3):站桩本体自 Control(旧 StandeeView,
# 退役删除)平移为 Node2D 世界精灵(ADR-0006:B 区战斗舞台归 Node2D)。行为面契约逐项保持:
# set_data/set_hero/_set_hp/set_idle/set_effects/set_effects_cleared_feedback/set_order/set_pending/
# _play_intent_motion/set_portrait_texture(tex,flip)/mark_dead/is_dead/flash_hit/_revive/
# _update_name_line/_refresh_portrait_glyph(调用点 hud_presenter/main/探针零改造目标——C3)。
# 等价平移基线 = 旧 Control 占位表现(C9):立绘贴图(flip/NEAREST/整数 2× 档)+ 底座 + 血条
# (直角递减 tween)+ 顺位徽标 + 意图徽标(弹入+立绘前倾一次性动画)+ 名字行(纯名+护甲类型
# 图标——2026-09-26 终裁 AC 不展示)+ 受击闪白 + 死亡灰化摇摆塌陷(禁瞬消)+ 复活 + 字形占位
# 回退(人/▂/▆/█/✕/敌)。批内代拍板默认(待追认):①状态图标行(slot_row)与悬停 tooltip 保留
# Control 载体挂壳层(tooltip 机制零返工)——本体的 slot_row 成员 = 壳层伴随件引用;
# ②状态行隐藏时序 = 随 mark_dead 同拍隐藏;③清空反馈微文案挂伴随件父层(壳层)。
# 文字全部经 draw_string + 世界字体(world.world_font 或 ThemeDB.fallback_font——C6 挂点链)。
# 坐标空间:本节点 position/box = SubViewport 世界内局部排布;壳层换算归
# BattleStageView.world_to_shell 单点(C4)。
# 无 class_name(类名缓存面纪律——BattleStageView 经 preload 使用)。
extends Node2D
const CHARGE_SKILL_IDS := ["heavy"]
# 护甲类型图标占位——形状+色相双通道(art-bible):轻甲=◇ 灰石中性 / 魔法护甲=◆ 小人蓝 /
# 重甲=▣ 深金(避开 Boss 专属紫赤与妨害紫)。(自旧 StandeeView 平移)
const ARMOR_ICONS := {"light": "◇", "ward": "◆", "heavy": "▣"}
var box := Vector2(150, 176) # 站桩盒尺寸(旧 Control custom_minimum_size;实际高随壳层 row 布局注入)
var font: Font = null # 世界字体槽位(null = ThemeDB.fallback_font——world.world_font 注入)
var slot_row: StatusSlotRow # 状态效果唯一展示面 = 壳层伴随件(挂 BattleStageView 壳层,本体进世界)
var _kind := "enemy"
var _portrait_sprite: Sprite2D = null # 资产挂点(null = 未落位,字形在位)
var _portrait_tex: Texture2D = null # 落位纹理引用(set_portrait_texture 装载;字形回退判据)
var _portrait_flip := false
var _order := 1
var _intent_glyph := ""
var _intent_col := Color.WHITE
var _intent_visible := false
var _intent_scale := 1.0: # 意图弹入动画参数(旧 tween scale 等价)
set(v):
_intent_scale = v
queue_redraw()
var _glyph_rot := 0.0: # 立绘前倾角(旧只转字形 Label——贴图态无此动画,等价平移)
set(v):
_glyph_rot = v
queue_redraw()
var _display_name := ""
var _enemy_id := ""
var _armor := "light"
var _dead := false
var _hp_max := 1.0
var _hp_cur := 0 # 血量数字显示面(HUD框架 验收「血量数字可读」——2026-09-26 用户点名补数)
var hp_value := 1.0: # 血条值 0..1(直角递减——tween_property 目标,逐行刷新重启不累积)
set(v):
hp_value = clampf(v, 0.0, 1.0)
queue_redraw()
var _hp_tween: Tween
var _hp_flash_tw: Tween
func _init(kind: String = "enemy") -> void:
_kind = kind
func _efont() -> Font:
return font if font != null else ThemeDB.fallback_font
func display_name() -> String:
return _display_name
# 血条存在性探针出口(T5 断言等价改写——旧 _hp_bar ProgressBar 退役,世界直角血条常在)
var has_world_hp_bar := true
# 意图徽标探针出口(T5——旧 _intent_badge.visible/text 改判)
func intent_probe() -> Dictionary:
return {"visible": _intent_visible, "text": _intent_glyph}
# 名字行探针出口(T5——旧 _name_label/_armor_icon.text 改判)
func name_line_probe() -> Dictionary:
return {"name": _display_name, "armor_icon": String(ARMOR_ICONS.get(_armor, "◇"))}
# ---- setter 面(投影契约与旧 StandeeView 一致——presenter/组合根零改排) ----
# data = 战斗结算 presentation_snapshot enemies[] 投影:{order, display_name, hp, max_hp, enemy_id,
# pending_skill/pending_type/pending_name, effects[](敌方 side 增益——各立绘同值呈现)}
func set_data(d: Dictionary) -> void:
_display_name = String(d.get("display_name", "敌人"))
_enemy_id = String(d.get("enemy_id", ""))
_armor = String(d.get("armor_type", "light"))
_hp_max = float(maxi(1, int(d.get("max_hp", 1))))
_set_hp(int(d.get("hp", 0)))
set_order(int(d.get("order", 1)))
set_pending(String(d.get("pending_type", "")), String(d.get("pending_skill", "")))
set_effects(d.get("effects", []))
_refresh_portrait_glyph()
if _dead and int(d.get("hp", 0)) > 0:
_revive()
queue_redraw()
func set_hero(hp: int, max_hp: int) -> void:
_hp_max = float(maxi(1, max_hp))
_set_hp(hp)
# 血条短 tween 递减(直角递减占位——密度/缓动终稿归战斗表现批);逐行刷新时重启 tween 不累积
func _set_hp(hp: int) -> void:
_hp_cur = clampi(hp, 0, int(_hp_max))
var target := float(_hp_cur) / _hp_max
if _hp_tween != null and _hp_tween.is_valid():
_hp_tween.kill()
_hp_tween = create_tween()
_hp_tween.tween_property(self, "hp_value", target, UiKit.motion(0.15))
func set_idle() -> void:
_set_hp(0)
set_effects([])
# 主角/敌方共用——状态效果唯一展示面(壳层伴随件转发;空态 = 图标行隐藏不占位)
func set_effects(effects: Array) -> void:
if slot_row == null:
return
slot_row.set_effects(effects)
slot_row.visible = not effects.is_empty()
# battle_over:状态图标行全清可见反馈(微文案挂伴随件父层 = 壳层)
func set_effects_cleared_feedback() -> void:
if slot_row == null:
return
slot_row.visible = true
slot_row.set_cleared_feedback()
var note := UiKit.label("状态随战斗结束消散", 11, false)
note.add_theme_color_override("font_color", UiKit.STONE_FAINT)
note.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
note.mouse_filter = Control.MOUSE_FILTER_IGNORE
var parent := slot_row.get_parent()
if parent != null:
parent.add_child(note)
note.position = slot_row.position + Vector2((slot_row.size.x - 134.0) * 0.5, slot_row.size.y)
var tw := create_tween()
tw.tween_interval(1.2)
tw.tween_property(note, "modulate:a", 0.0, UiKit.motion(0.8))
tw.tween_callback(note.queue_free)
func set_order(i: int) -> void:
# 顺位徽标 = 行主序生成序(固定顺位——敌人系统 顺位标记义务)
_order = i
queue_redraw()
# 摇定动作渲染(三档可见性):pending_type = 战斗结算 快照投影(basic/damage/buff/debuff;
# "" = 未摇定/死亡残位)。不显示技能名——类型级图标 + 一次性动作动画。
func set_pending(ptype: String, pid: String) -> void:
if _dead:
_intent_visible = false
queue_redraw()
return
if ptype == "" or ptype == "basic":
_intent_visible = false # 普通攻击零表示(完全不可预测——§2.4)
queue_redraw()
return
var glyph := "⚔" # 攻击系(damage)
var col: Color = UiKit.RED_MINE # 攻击预告红(危险红族——旗朱退役 2026-09-26,预告语义归封印色独占〔现行封印黑〕)
if ptype == "buff":
glyph = "✦" # 增益系
col = UiKit.HERO_BLUE
elif ptype == "debuff":
glyph = "☠" # 妨害系(新效应词汇批 2026-09-19)
col = UiKit.DEBUFF_PURPLE
if pid in CHARGE_SKILL_IDS:
col = UiKit.GOLD_DEEP # 重击类蓄力档(2026-09-18 用户拍板独立蓄力提示)
_intent_glyph = glyph
_intent_col = col
_intent_visible = true
_play_intent_motion()
# 意图三档动作动画终稿(样张 v2 冻结批 T3——§4.6.4 三档:①普通攻击=零表示〔set_pending 早退〕
# ②特殊准备=徽标弹入+二次弹跳(高举语义,运动手段 §2)③重击/硬化=缓推蓄力+定格微顿+回落;
# 三档运动签名互异,灰度/剪影层可辨)。摇定时一次性短动画,随后静帧保持。
func _play_intent_motion() -> void:
var tw := create_tween()
tw.tween_property(self, "_intent_scale", 1.6, UiKit.motion(0.10))
tw.tween_property(self, "_intent_scale", 1.0, UiKit.motion(0.16))
tw.parallel().tween_property(self, "_glyph_rot", 4.0, UiKit.motion(0.10))
tw.tween_property(self, "_glyph_rot", 0.0, UiKit.motion(0.14))
if _intent_col == UiKit.GOLD_DEEP:
tw.tween_property(self, "_intent_scale", 1.22, UiKit.motion(0.28)).set_trans(Tween.TRANS_SINE) # ③蓄力缓推
tw.tween_interval(UiKit.motion(0.40)) # 定格微顿
tw.tween_property(self, "_intent_scale", 1.0, UiKit.motion(0.18))
else:
tw.tween_property(self, "_intent_scale", 1.26, UiKit.motion(0.11)) # ②二次弹跳(高举)
tw.tween_property(self, "_intent_scale", 1.0, UiKit.motion(0.13))
# 资产挂点(战斗表现样张批):tex 落位后字形隐退、纹理立绘顶位——零代码换装契约;tex=null 回退字形。
# flip = 立绘朝向翻转(素材基准朝左时传 true 呈现朝右)。盒高 96px = 48px 立绘源整数 2×
# (圣经 §8.2 禁非整数缩放)——源换代时随源重算。
func set_portrait_texture(tex: Texture2D, flip: bool = false) -> void:
_portrait_flip = flip
if tex == null:
if _portrait_sprite != null:
_portrait_sprite.visible = false
queue_redraw()
return
_portrait_tex = tex
if _portrait_sprite == null:
_portrait_sprite = Sprite2D.new()
_portrait_sprite.centered = false
_portrait_sprite.texture_filter = CanvasItem.TEXTURE_FILTER_NEAREST # 像素帧放大防糊(棋盘小人贴图批 2026-09-25)
add_child(_portrait_sprite)
_portrait_sprite.texture = tex
_portrait_sprite.flip_h = flip
_portrait_sprite.visible = true
_place_portrait()
func _place_portrait() -> void:
# 立绘盒 = (0,44)-(box.x, box.y-36)(旧 FULL_RECT offsets 等价);48 源 ×2 整数档居中
if _portrait_sprite == null or _portrait_tex == null:
return
var box_h := box.y - 44.0 - 36.0
var w := _portrait_tex.get_width() * 2.0
var h := _portrait_tex.get_height() * 2.0
_portrait_sprite.scale = Vector2(2.0, 2.0) # 整数 2×(C5)
_portrait_sprite.position = Vector2((box.x - w) * 0.5, 44.0 + (box_h - h) * 0.5)
func mark_dead() -> void:
if _dead:
return
_dead = true
modulate = Color(0.62, 0.62, 0.62, 0.9)
var tw := create_tween()
tw.tween_property(self, "rotation_degrees", 2.5, UiKit.motion(0.12))
tw.tween_property(self, "rotation_degrees", -1.5, UiKit.motion(0.1))
tw.tween_property(self, "rotation_degrees", 0.0, UiKit.motion(0.08))
_spawn_death_shards() # 碎裂退场(§4.6.4 语义硬规则:灰化+碎裂禁瞬间消失;§8.4 v2 冻结 5 块 0.45s)
_refresh_portrait_glyph()
_intent_visible = false # 死亡残位意图退位(旧同款)
_set_hp(0)
if slot_row != null:
slot_row.visible = false # 状态行随 mark_dead 同拍隐藏(批内代拍板②待追认)
# ---- 演出密度终稿(样张 v2 冻结批 T3——程序化 tween,零新帧资产) ----
const DEATH_SHARD_N := 5 # 碎块数(§8.4 冻结值)
var _death_shards := 0 # 探针出口计数(碎块节点回收后仍保留读数)
# 死亡碎块弹飞:立绘盒中心五块碎石抛物线散落(程序化色块——确定性散布,禁全局随机)
func _spawn_death_shards() -> void:
_death_shards = DEATH_SHARD_N
var center := _portrait_rect().get_center()
for i in DEATH_SHARD_N:
var shard := ColorRect.new()
shard.color = UiKit.STONE if i % 2 == 0 else UiKit.STONE.darkened(0.2)
shard.size = Vector2(7, 5) + Vector2(2, 0) * float(i % 2)
shard.mouse_filter = Control.MOUSE_FILTER_IGNORE
shard.position = center + Vector2(float(i % 3) - 1.0, float(i / 3) - 0.5) * 6.0
shard.rotation = float(i) * 0.7
add_child(shard)
var dir := Vector2((float(i % 3) - 1.0) * 30.0, -36.0 - 6.0 * float(i / 3))
var peak := shard.position + dir
var stw := shard.create_tween()
stw.tween_property(shard, "position", peak, UiKit.motion(0.18)).set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_OUT)
stw.tween_property(shard, "position", peak + Vector2(dir.x * 0.4, 52.0), UiKit.motion(0.27)).set_trans(Tween.TRANS_QUAD).set_ease(Tween.EASE_IN)
stw.parallel().tween_property(shard, "modulate:a", 0.0, UiKit.motion(0.18)).set_delay(UiKit.motion(0.27))
stw.tween_callback(shard.queue_free)
# 演出探针出口(fx_probe——死亡碎裂断言面)
func fx_probe() -> Dictionary:
return {"death_shards": _death_shards}
func is_dead() -> bool:
return _dead
# 受击闪白(结算演出占位——§2.2 受击反馈)
func flash_hit() -> void:
if _hp_flash_tw != null and _hp_flash_tw.is_valid():
_hp_flash_tw.kill()
_hp_flash_tw = create_tween()
_hp_flash_tw.tween_property(self, "modulate", Color(1.6, 1.4, 1.2), UiKit.motion(0.08))
_hp_flash_tw.tween_property(self, "modulate", Color(1, 1, 1) if not _dead else Color(0.62, 0.62, 0.62, 0.9), UiKit.motion(0.2))
func _revive() -> void:
_dead = false
modulate = Color(1, 1, 1)
rotation_degrees = 0.0
_refresh_portrait_glyph()
if slot_row != null:
slot_row.visible = true
queue_redraw()
func _refresh_portrait_glyph() -> void:
queue_redraw()
func _portrait_glyph() -> String:
if _kind == "hero":
return "人"
if _dead:
return "✕"
match _enemy_id:
"goblin":
return "▂" # 小体量墩形
"bugbear":
return "▆" # 垂直延伸体量
"ogre_chief":
return "█" # 最大体量
_:
return "敌"
func _portrait_color() -> Color:
return UiKit.HERO_BLUE if _kind == "hero" else UiKit.RED_DEEP
# 立绘盒矩形(世界局部):(0,44)-(box.x, box.y-36)——贴图与字形共用
func _portrait_rect() -> Rect2:
return Rect2(0, 44, box.x, box.y - 80.0)
func _draw() -> void:
var f := _efont()
# 底座(旧 panel_flat(STONE.darkened(0.35), STONE.darkened(0.1), 6, 1) 等价——BOTTOM_WIDE 26/-26, -18/-8)
var plat := UiKit.panel_flat(UiKit.STONE.darkened(0.35), UiKit.STONE.darkened(0.1), 6, 1)
plat.draw(get_canvas_item(), Rect2(26, box.y - 18.0, box.x - 52.0, 10.0))
# 血条(直角递减):敌附顺位徽标(GOLD_DEEP ①②③)——旧 top VBox 几何等价(左 8 / 右 -8)
var bar_x := 8.0
if _kind == "enemy":
var order_txt := String("①②③"[clampi(_order - 1, 0, 2)])
f.draw_string(get_canvas_item(), Vector2(bar_x, 12), order_txt,
HORIZONTAL_ALIGNMENT_LEFT, -1, 13, UiKit.GOLD_DEEP)
bar_x += 20.0
var bar_w := box.x - 8.0 - bar_x
draw_rect(Rect2(bar_x, 2, bar_w, 10), Color(0.10, 0.10, 0.11)) # 条底(引擎默认主题深底近似平移)
var fill_w := bar_w * hp_value
if fill_w > 0.0:
draw_rect(Rect2(bar_x, 2, fill_w, 10), Color(0.41, 0.61, 0.91)) # 直角填充(默认主题蓝近似——直角递减)
# 血量数字「当前/最大」居中压条(白字+深描边双通道——11px 于 10px 条带垂直居中;
# 数字=目标值即时刷新,条 tween 只管填充宽度;死残位 0/max 照常可读)
var hp_txt := "%d/%d" % [_hp_cur, int(_hp_max)]
var hts: Vector2 = f.get_string_size(hp_txt, HORIZONTAL_ALIGNMENT_LEFT, -1, 11)
var hbase := Vector2(bar_x + (bar_w - hts.x) * 0.5, 2.0 + 5.0 + 4.0)
f.draw_string(get_canvas_item(), hbase + Vector2(1, 1), hp_txt, HORIZONTAL_ALIGNMENT_LEFT, -1, 11, Color(0.10, 0.08, 0.06, 0.85))
f.draw_string(get_canvas_item(), hbase, hp_txt, HORIZONTAL_ALIGNMENT_LEFT, -1, 11, Color(1, 1, 1, 0.95))
# 立绘:贴图在位 = Sprite2D(set_portrait_texture 落位);缺位 = 字形回退
if _portrait_sprite == null or _portrait_sprite.texture == null or not _portrait_sprite.visible:
var prect := _portrait_rect()
var glyph := _portrait_glyph()
var center := prect.get_center()
# 坐标系注记(2026-09-26 错位修复):draw_set_transform 原点已置于 center——draw_string 的
# pos 是**变换后的局部坐标**,须传相对 center 的偏移(-w/2 水平居中、+0.35h 基线下移);
# 旧实现传 center-… = 双重偏移,字形画到盒外(实机敌人立绘区空白的真因,截图取证)
draw_set_transform(center, deg_to_rad(_glyph_rot), Vector2.ONE)
var ts := f.get_string_size(glyph, HORIZONTAL_ALIGNMENT_LEFT, -1, 42)
f.draw_string(get_canvas_item(), Vector2(-ts.x * 0.5, ts.y * 0.35), glyph,
HORIZONTAL_ALIGNMENT_LEFT, -1, 42, _portrait_color())
draw_set_transform(Vector2.ZERO, 0.0, Vector2.ONE)
# 意图徽标(敌 only——立绘上半部居中悬浮,CENTER_TOP 74..98 等价):弹入 scale 动画
if _intent_visible:
var icenter := Vector2(box.x * 0.5, 86.0)
draw_set_transform(icenter, 0.0, Vector2(_intent_scale, _intent_scale))
var its := f.get_string_size(_intent_glyph, HORIZONTAL_ALIGNMENT_LEFT, -1, 15)
f.draw_string(get_canvas_item(), Vector2(-its.x * 0.5, its.y * 0.35), _intent_glyph,
HORIZONTAL_ALIGNMENT_LEFT, -1, 15, _intent_col) # 局部坐标(同上注记——双重偏移修复)
draw_set_transform(Vector2.ZERO, 0.0, Vector2.ONE)
# 底座下 护甲类型图标+名字 常驻行(敌 only——2026-09-26 用户终裁:AC 数值不展示,类型图标化)
if _kind == "enemy":
var armor_txt := String(ARMOR_ICONS.get(_armor, "◇"))
var col: Color = UiKit.STONE # 轻甲 = 灰石(中性轻薄)
match _armor:
"ward":
col = UiKit.HERO_BLUE # 魔法护甲 = 小人蓝
"heavy":
col = UiKit.GOLD_DEEP # 重甲 = 深金
var name_w := f.get_string_size(_display_name, HORIZONTAL_ALIGNMENT_LEFT, -1, 12).x
var armor_w := f.get_string_size(armor_txt, HORIZONTAL_ALIGNMENT_LEFT, -1, 12).x
var total_w := armor_w + 3.0 + name_w
var baseline := Vector2((box.x - total_w) * 0.5, box.y - 1.0)
f.draw_string(get_canvas_item(), baseline, armor_txt, HORIZONTAL_ALIGNMENT_LEFT, -1, 12, col)
f.draw_string(get_canvas_item(), baseline + Vector2(armor_w + 3.0, 0), _display_name,
HORIZONTAL_ALIGNMENT_LEFT, -1, 12, UiKit.INK_TITLE)