fix: 同步 gameSpeed 倍率展示并修复移动端资源栏遮挡

- 顶部资源栏/概览页:产量、能耗、明细按 gameSpeed 统一缩放,避免显示与实际产出不一致
- 支持 gameSpeed=0:避免 “|| 1” 抹掉 0,并在循环间隔计算中规避除 0
- 修复移动端资源横向滚动时被菜单按钮遮挡(min-w-0/overflow-hidden + 对齐规则)
This commit is contained in:
lpj
2025-12-17 22:15:58 +08:00
parent cfcde0b024
commit 690e6cbbf5
6 changed files with 129 additions and 69 deletions

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@@ -201,11 +201,17 @@
</div> </div>
<!-- 资源显示 - PC端居中移动端可折叠 --> <!-- 资源显示 - PC端居中移动端可折叠 -->
<!-- 关键min-w-0 + overflow-hidden避免横向滚动内容溢出覆盖左侧菜单按钮 -->
<div class="min-w-0 overflow-hidden">
<div <div
class="resource-bar flex items-center gap-3 sm:gap-6 justify-center" class="resource-bar flex items-center gap-3 sm:gap-6 justify-start sm:justify-center"
:class="resourceBarExpanded ? 'hidden' : 'overflow-x-auto'" :class="resourceBarExpanded ? 'hidden' : 'overflow-x-auto'"
> >
<div v-for="resourceType in resourceTypes" :key="resourceType.key" class="flex items-center gap-1.5 sm:gap-2 flex-shrink-0"> <div
v-for="resourceType in resourceTypes"
:key="resourceType.key"
class="flex items-center gap-1.5 sm:gap-2 flex-shrink-0"
>
<ResourceIcon :type="resourceType.key" size="md" /> <ResourceIcon :type="resourceType.key" size="md" />
<div class="min-w-0"> <div class="min-w-0">
<!-- 电力显示净产量和效率 --> <!-- 电力显示净产量和效率 -->
@@ -226,7 +232,8 @@
class="text-xs sm:text-sm font-medium truncate" class="text-xs sm:text-sm font-medium truncate"
:class="getResourceColor(planet.resources[resourceType.key], capacity?.[resourceType.key] || Infinity)" :class="getResourceColor(planet.resources[resourceType.key], capacity?.[resourceType.key] || Infinity)"
> >
{{ formatNumber(planet.resources[resourceType.key]) }} / {{ formatNumber(capacity?.[resourceType.key] || 0) }} {{ formatNumber(planet.resources[resourceType.key]) }} /
{{ formatNumber(capacity?.[resourceType.key] || 0) }}
</p> </p>
<p class="text-[10px] sm:text-xs text-muted-foreground truncate"> <p class="text-[10px] sm:text-xs text-muted-foreground truncate">
+{{ formatNumber(Math.round((production?.[resourceType.key] || 0) / 60)) }}/{{ t('resources.perMinute') }} +{{ formatNumber(Math.round((production?.[resourceType.key] || 0) / 60)) }}/{{ t('resources.perMinute') }}
@@ -235,6 +242,7 @@
</div> </div>
</div> </div>
</div> </div>
</div>
<!-- 右侧展开按钮仅移动端 + 状态 --> <!-- 右侧展开按钮仅移动端 + 状态 -->
<div class="flex items-center gap-2 sm:gap-3 flex-shrink-0 justify-end"> <div class="flex items-center gap-2 sm:gap-3 flex-shrink-0 justify-end">
@@ -407,6 +415,7 @@
import { DIPLOMATIC_CONFIG } from '@/config/gameConfig' import { DIPLOMATIC_CONFIG } from '@/config/gameConfig'
import type { VersionInfo } from '@/utils/versionCheck' import type { VersionInfo } from '@/utils/versionCheck'
import { formatNumber, getResourceColor } from '@/utils/format' import { formatNumber, getResourceColor } from '@/utils/format'
import { getGameLoopIntervalMs, scaleNumber, scaleResources } from '@/utils/speed'
import { import {
Moon, Moon,
Sun, Sun,
@@ -1209,7 +1218,7 @@
clearInterval(gameLoop) clearInterval(gameLoop)
} }
// 根据游戏速度计算间隔时间 // 根据游戏速度计算间隔时间
const interval = 1000 / (gameStore.gameSpeed || 1) const interval = getGameLoopIntervalMs(gameStore.gameSpeed)
// 启动新的游戏循环 // 启动新的游戏循环
gameLoop = setInterval(() => { gameLoop = setInterval(() => {
updateGame() updateGame()
@@ -1410,11 +1419,12 @@
if (!planet.value) return null if (!planet.value) return null
const now = Date.now() const now = Date.now()
const bonuses = officerLogic.calculateActiveBonuses(gameStore.player.officers, now) const bonuses = officerLogic.calculateActiveBonuses(gameStore.player.officers, now)
return resourceLogic.calculateResourceProduction(planet.value, { const base = resourceLogic.calculateResourceProduction(planet.value, {
resourceProductionBonus: bonuses.resourceProductionBonus, resourceProductionBonus: bonuses.resourceProductionBonus,
darkMatterProductionBonus: bonuses.darkMatterProductionBonus, darkMatterProductionBonus: bonuses.darkMatterProductionBonus,
energyProductionBonus: bonuses.energyProductionBonus energyProductionBonus: bonuses.energyProductionBonus
}) })
return scaleResources(base, gameStore.gameSpeed)
}) })
const capacity = computed(() => { const capacity = computed(() => {
@@ -1427,7 +1437,7 @@
// 电力消耗 // 电力消耗
const energyConsumption = computed(() => { const energyConsumption = computed(() => {
if (!planet.value) return 0 if (!planet.value) return 0
return resourceLogic.calculateEnergyConsumption(planet.value) return scaleNumber(resourceLogic.calculateEnergyConsumption(planet.value), gameStore.gameSpeed)
}) })
// 净电力(产量 - 消耗) // 净电力(产量 - 消耗)

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@@ -8,6 +8,7 @@ import type { Planet, Resources, Officer, BuildingConfig, TechnologyConfig } fro
import { OfficerType } from '@/types/game' import { OfficerType } from '@/types/game'
import * as officerLogic from '@/logic/officerLogic' import * as officerLogic from '@/logic/officerLogic'
import * as resourceLogic from '@/logic/resourceLogic' import * as resourceLogic from '@/logic/resourceLogic'
import { scaleResources } from '@/utils/speed'
/** /**
* 获取特定等级的升级条件 * 获取特定等级的升级条件
@@ -93,11 +94,12 @@ export const checkRequirements = (
* @param officers 玩家的军官对象 * @param officers 玩家的军官对象
* @returns 每小时各类资源的产量 * @returns 每小时各类资源的产量
*/ */
export const getResourceProduction = (planet: Planet, officers: Record<OfficerType, Officer>): Resources => { export const getResourceProduction = (planet: Planet, officers: Record<OfficerType, Officer>, resourceSpeed: number = 1): Resources => {
// 计算当前激活的军官加成 // 计算当前激活的军官加成
const bonuses = officerLogic.calculateActiveBonuses(officers, Date.now()) const bonuses = officerLogic.calculateActiveBonuses(officers, Date.now())
// 根据建筑等级和军官加成计算资源产量 // 根据建筑等级和军官加成计算资源产量
return resourceLogic.calculateResourceProduction(planet, bonuses) const base = resourceLogic.calculateResourceProduction(planet, bonuses)
return scaleResources(base, resourceSpeed)
} }
/** /**

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@@ -249,7 +249,8 @@ export interface ConsumptionDetail {
export const calculateProductionBreakdown = ( export const calculateProductionBreakdown = (
planet: Planet, planet: Planet,
officers: Record<OfficerType, Officer>, officers: Record<OfficerType, Officer>,
currentTime: number currentTime: number,
resourceSpeed: number = 1
): ProductionBreakdown => { ): ProductionBreakdown => {
const metalMineLevel = planet.buildings[BuildingType.MetalMine] || 0 const metalMineLevel = planet.buildings[BuildingType.MetalMine] || 0
const crystalMineLevel = planet.buildings[BuildingType.CrystalMine] || 0 const crystalMineLevel = planet.buildings[BuildingType.CrystalMine] || 0
@@ -435,42 +436,56 @@ export const calculateProductionBreakdown = (
const energyFinal = energyBase * (1 + totalEnergyBonus / 100) const energyFinal = energyBase * (1 + totalEnergyBonus / 100)
const speed = resourceSpeed
const scaleBonuses = (bonuses: ProductionBonus[]) =>
bonuses.map(bonus => ({
...bonus,
value: bonus.value * speed
}))
const scaleSources = (sources?: ProductionSource[]) =>
sources?.map(source => ({
...source,
production: source.production * speed
}))
return { return {
metal: { metal: {
baseProduction: metalBase, baseProduction: metalBase * speed,
buildingLevel: metalMineLevel, buildingLevel: metalMineLevel,
buildingName: 'buildings.metalMine', buildingName: 'buildings.metalMine',
bonuses: metalBonuses, bonuses: scaleBonuses(metalBonuses),
finalProduction: metalFinal finalProduction: metalFinal * speed
}, },
crystal: { crystal: {
baseProduction: crystalBase, baseProduction: crystalBase * speed,
buildingLevel: crystalMineLevel, buildingLevel: crystalMineLevel,
buildingName: 'buildings.crystalMine', buildingName: 'buildings.crystalMine',
bonuses: crystalBonuses, bonuses: scaleBonuses(crystalBonuses),
finalProduction: crystalFinal finalProduction: crystalFinal * speed
}, },
deuterium: { deuterium: {
baseProduction: deuteriumBase, baseProduction: deuteriumBase * speed,
buildingLevel: deuteriumSynthesizerLevel, buildingLevel: deuteriumSynthesizerLevel,
buildingName: 'buildings.deuteriumSynthesizer', buildingName: 'buildings.deuteriumSynthesizer',
bonuses: deuteriumBonuses, bonuses: scaleBonuses(deuteriumBonuses),
finalProduction: deuteriumFinal finalProduction: deuteriumFinal * speed
}, },
darkMatter: { darkMatter: {
baseProduction: darkMatterBase, baseProduction: darkMatterBase * speed,
buildingLevel: darkMatterCollectorLevel, buildingLevel: darkMatterCollectorLevel,
buildingName: 'buildings.darkMatterCollector', buildingName: 'buildings.darkMatterCollector',
bonuses: darkMatterBonuses, bonuses: scaleBonuses(darkMatterBonuses),
finalProduction: darkMatterFinal finalProduction: darkMatterFinal * speed
}, },
energy: { energy: {
baseProduction: energyBase, baseProduction: energyBase * speed,
buildingLevel: solarPlantLevel, buildingLevel: solarPlantLevel,
buildingName: 'buildings.solarPlant', buildingName: 'buildings.solarPlant',
bonuses: energyBonuses, bonuses: scaleBonuses(energyBonuses),
finalProduction: energyFinal, finalProduction: energyFinal * speed,
sources: energySources sources: scaleSources(energySources)
} }
} }
} }
@@ -478,7 +493,7 @@ export const calculateProductionBreakdown = (
/** /**
* 计算能量消耗详细breakdown * 计算能量消耗详细breakdown
*/ */
export const calculateConsumptionBreakdown = (planet: Planet): ConsumptionBreakdown => { export const calculateConsumptionBreakdown = (planet: Planet, resourceSpeed: number = 1): ConsumptionBreakdown => {
const metalMineLevel = planet.buildings[BuildingType.MetalMine] || 0 const metalMineLevel = planet.buildings[BuildingType.MetalMine] || 0
const crystalMineLevel = planet.buildings[BuildingType.CrystalMine] || 0 const crystalMineLevel = planet.buildings[BuildingType.CrystalMine] || 0
const deuteriumSynthesizerLevel = planet.buildings[BuildingType.DeuteriumSynthesizer] || 0 const deuteriumSynthesizerLevel = planet.buildings[BuildingType.DeuteriumSynthesizer] || 0
@@ -487,22 +502,24 @@ export const calculateConsumptionBreakdown = (planet: Planet): ConsumptionBreakd
const crystalConsumption = crystalMineLevel * 10 * Math.pow(1.1, crystalMineLevel) const crystalConsumption = crystalMineLevel * 10 * Math.pow(1.1, crystalMineLevel)
const deuteriumConsumption = deuteriumSynthesizerLevel * 15 * Math.pow(1.1, deuteriumSynthesizerLevel) const deuteriumConsumption = deuteriumSynthesizerLevel * 15 * Math.pow(1.1, deuteriumSynthesizerLevel)
const speed = resourceSpeed
return { return {
metalMine: { metalMine: {
buildingLevel: metalMineLevel, buildingLevel: metalMineLevel,
buildingName: 'buildings.metalMine', buildingName: 'buildings.metalMine',
consumption: metalConsumption consumption: metalConsumption * speed
}, },
crystalMine: { crystalMine: {
buildingLevel: crystalMineLevel, buildingLevel: crystalMineLevel,
buildingName: 'buildings.crystalMine', buildingName: 'buildings.crystalMine',
consumption: crystalConsumption consumption: crystalConsumption * speed
}, },
deuteriumSynthesizer: { deuteriumSynthesizer: {
buildingLevel: deuteriumSynthesizerLevel, buildingLevel: deuteriumSynthesizerLevel,
buildingName: 'buildings.deuteriumSynthesizer', buildingName: 'buildings.deuteriumSynthesizer',
consumption: deuteriumConsumption consumption: deuteriumConsumption * speed
}, },
total: metalConsumption + crystalConsumption + deuteriumConsumption total: (metalConsumption + crystalConsumption + deuteriumConsumption) * speed
} }
} }

28
src/utils/speed.ts Normal file
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@@ -0,0 +1,28 @@
import type { Resources } from '@/types/game'
/**
* 按倍率缩放一个数值
* - 支持合法的 0例如用于“暂停”
*/
export const scaleNumber = (value: number, multiplier: number): number => value * multiplier
/**
* 按倍率缩放 Resources常用于“每小时产量/消耗”等展示)
* - 支持合法的 0例如用于“暂停”
*/
export const scaleResources = (resources: Resources, multiplier: number): Resources => ({
metal: resources.metal * multiplier,
crystal: resources.crystal * multiplier,
deuterium: resources.deuterium * multiplier,
darkMatter: resources.darkMatter * multiplier,
energy: resources.energy * multiplier
})
/**
* 计算游戏循环的间隔(毫秒)
* - multiplier <= 0 或非有限值时,回退到 baseMs避免除 0
*/
export const getGameLoopIntervalMs = (multiplier: number, baseMs: number = 1000): number => {
if (!Number.isFinite(multiplier) || multiplier <= 0) return baseMs
return baseMs / multiplier
}

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@@ -201,6 +201,7 @@
import { Badge } from '@/components/ui/badge' import { Badge } from '@/components/ui/badge'
import ResourceIcon from '@/components/ResourceIcon.vue' import ResourceIcon from '@/components/ResourceIcon.vue'
import { formatNumber, getResourceColor } from '@/utils/format' import { formatNumber, getResourceColor } from '@/utils/format'
import { scaleNumber } from '@/utils/speed'
import type { Planet } from '@/types/game' import type { Planet } from '@/types/game'
import * as publicLogic from '@/logic/publicLogic' import * as publicLogic from '@/logic/publicLogic'
import * as resourceLogic from '@/logic/resourceLogic' import * as resourceLogic from '@/logic/resourceLogic'
@@ -209,25 +210,27 @@
const { t } = useI18n() const { t } = useI18n()
const { SHIPS } = useGameConfig() const { SHIPS } = useGameConfig()
const planet = computed(() => gameStore.currentPlanet) const planet = computed(() => gameStore.currentPlanet)
const production = computed(() => (planet.value ? publicLogic.getResourceProduction(planet.value, gameStore.player.officers) : null)) const production = computed(() =>
planet.value ? publicLogic.getResourceProduction(planet.value, gameStore.player.officers, gameStore.gameSpeed) : null
)
const capacity = computed(() => (planet.value ? publicLogic.getResourceCapacity(planet.value, gameStore.player.officers) : null)) const capacity = computed(() => (planet.value ? publicLogic.getResourceCapacity(planet.value, gameStore.player.officers) : null))
// 能量消耗 // 能量消耗
const energyConsumption = computed(() => { const energyConsumption = computed(() => {
if (!planet.value) return 0 if (!planet.value) return 0
return resourceLogic.calculateEnergyConsumption(planet.value) return scaleNumber(resourceLogic.calculateEnergyConsumption(planet.value), gameStore.gameSpeed)
}) })
// 资源产量详细breakdown // 资源产量详细breakdown
const productionBreakdown = computed(() => { const productionBreakdown = computed(() => {
if (!planet.value) return null if (!planet.value) return null
return resourceLogic.calculateProductionBreakdown(planet.value, gameStore.player.officers, Date.now()) return resourceLogic.calculateProductionBreakdown(planet.value, gameStore.player.officers, Date.now(), gameStore.gameSpeed)
}) })
// 资源消耗详细breakdown // 资源消耗详细breakdown
const consumptionBreakdown = computed(() => { const consumptionBreakdown = computed(() => {
if (!planet.value) return null if (!planet.value) return null
return resourceLogic.calculateConsumptionBreakdown(planet.value) return resourceLogic.calculateConsumptionBreakdown(planet.value, gameStore.gameSpeed)
}) })
// 资源类型配置 // 资源类型配置

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@@ -68,7 +68,7 @@
<div class="flex items-center gap-2 sm:gap-4 w-full sm:w-auto"> <div class="flex items-center gap-2 sm:gap-4 w-full sm:w-auto">
<div class="flex items-center gap-2 flex-1 sm:flex-initial"> <div class="flex items-center gap-2 flex-1 sm:flex-initial">
<Button @click="decreaseSpeed" variant="outline" size="sm" :disabled="gameStore.gameSpeed <= 0.5">-</Button> <Button @click="decreaseSpeed" variant="outline" size="sm" :disabled="gameStore.gameSpeed <= 0.5">-</Button>
<span class="min-w-[60px] text-center font-medium">{{ gameStore.gameSpeed || 1 }}x</span> <span class="min-w-[60px] text-center font-medium">{{ gameStore.gameSpeed }}x</span>
<Button @click="increaseSpeed" variant="outline" size="sm" :disabled="gameStore.gameSpeed >= 10">+</Button> <Button @click="increaseSpeed" variant="outline" size="sm" :disabled="gameStore.gameSpeed >= 10">+</Button>
</div> </div>
<Button @click="resetSpeed" variant="ghost" size="sm">{{ t('settings.reset') }}</Button> <Button @click="resetSpeed" variant="ghost" size="sm">{{ t('settings.reset') }}</Button>