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ogame-vue-ts/src/components/dialogs/BattleAnimationPlayer.vue
谦君 5e3557e2da feat: 新增多语言README并优化文档结构
新增德语、俄语、韩语、繁体中文多语言README,英文与简体中文README同步优化,统一下载链接与徽章样式,完善多语言入口。提升国际化支持与文档可读性。
2025-12-24 01:45:17 +08:00

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<template>
<div class="battle-animation-container">
<!-- 播放控制栏 -->
<div class="flex items-center justify-between gap-2 mb-4 p-3 bg-muted/50 rounded-lg border">
<div class="flex items-center gap-2">
<Button variant="outline" size="icon" @click="restart" :disabled="!canRestart">
<RotateCcw class="h-4 w-4" />
</Button>
<Button variant="outline" size="icon" @click="previousRound" :disabled="!canGoPrevious">
<SkipBack class="h-4 w-4" />
</Button>
<Button :variant="isPlaying ? 'default' : 'outline'" size="icon" @click="togglePlay" :disabled="!canPlay">
<Pause v-if="isPlaying" class="h-4 w-4" />
<Play v-else class="h-4 w-4" />
</Button>
<Button variant="outline" size="icon" @click="nextRound" :disabled="!canGoNext">
<SkipForward class="h-4 w-4" />
</Button>
</div>
<!-- 播放速度 -->
<div class="flex items-center gap-2">
<span class="text-xs text-muted-foreground">{{ t('messagesView.speed') }}:</span>
<Select v-model="speedMultiplier">
<SelectTrigger class="w-20 h-8">
<SelectValue />
</SelectTrigger>
<SelectContent class="z-100">
<SelectItem value="0.5">0.5x</SelectItem>
<SelectItem value="1">1x</SelectItem>
<SelectItem value="2">2x</SelectItem>
<SelectItem value="4">4x</SelectItem>
</SelectContent>
</Select>
</div>
</div>
<!-- 战斗场景 -->
<div class="battle-scene relative overflow-hidden rounded-lg border bg-gradient-to-b from-slate-900 to-slate-950 p-4 min-h-[300px]">
<!-- 星空背景 -->
<div class="absolute inset-0 overflow-hidden pointer-events-none">
<div v-for="i in 20" :key="i" class="star" :style="getStarStyle(i)" />
</div>
<!-- 攻击方区域 -->
<div class="relative z-10 flex justify-between items-center gap-4">
<!-- 攻击方舰队 -->
<div class="flex-1">
<div class="flex items-center gap-2 mb-2">
<Sword class="h-4 w-4 text-red-400" />
<span class="text-sm font-medium text-red-400">{{ t('simulatorView.attacker') }}</span>
</div>
<div class="fleet-display attacker" :class="{ attacking: attackAnimationPhase === 'attack' }">
<div class="grid grid-cols-5 gap-1">
<div
v-for="(count, shipType) in currentAttackerFleet"
:key="shipType"
class="ship-unit flex flex-col items-center p-1.5 rounded bg-red-950/50 border border-red-900/50"
:class="{ 'exploding': isShipExploding('attacker', shipType as ShipType) }"
>
<Rocket class="h-4 w-4 text-red-400" />
<span class="text-[10px] text-red-300">{{ formatNumber(count, 0) }}</span>
</div>
</div>
<div class="mt-2 text-xs text-red-400/80">{{ t('messagesView.power') }}: {{ formatNumber(currentAttackerPower) }}</div>
</div>
</div>
<!-- VS 标志 -->
<div class="flex flex-col items-center gap-2">
<div
class="vs-badge w-12 h-12 rounded-full bg-yellow-500/20 border-2 border-yellow-500/50 flex items-center justify-center"
:class="{ 'pulse-animation': attackAnimationPhase === 'attack' }"
>
<Swords class="h-6 w-6 text-yellow-400" />
</div>
<!-- 当前回合损失动画 -->
<Transition name="damage-popup">
<div v-if="showDamageNumbers" class="damage-numbers text-center">
<div v-if="displayedLosses.attacker > 0" class="text-red-400 text-xs font-bold animate-bounce">
-{{ displayedLosses.attacker }}
</div>
<div v-if="displayedLosses.defender > 0" class="text-blue-400 text-xs font-bold animate-bounce">
-{{ displayedLosses.defender }}
</div>
</div>
</Transition>
</div>
<!-- 防守方舰队 -->
<div class="flex-1">
<div class="flex items-center justify-end gap-2 mb-2">
<span class="text-sm font-medium text-blue-400">{{ t('simulatorView.defender') }}</span>
<ShieldIcon class="h-4 w-4 text-blue-400" />
</div>
<div class="fleet-display defender" :class="{ defending: attackAnimationPhase === 'attack' }">
<div class="grid grid-cols-5 gap-1 justify-end">
<div
v-for="(count, shipType) in currentDefenderFleet"
:key="shipType"
class="ship-unit flex flex-col items-center p-1.5 rounded bg-blue-950/50 border border-blue-900/50"
:class="{ 'exploding': isShipExploding('defender', shipType as string) }"
>
<component :is="isDefenseType(String(shipType)) ? Shield : Rocket" class="h-4 w-4 text-blue-400" />
<span class="text-[10px] text-blue-300">{{ formatNumber(count, 0) }}</span>
</div>
</div>
<div class="mt-2 text-xs text-blue-400/80 text-right">
{{ t('messagesView.power') }}: {{ formatNumber(currentDefenderPower) }}
</div>
</div>
</div>
</div>
<!-- 战斗日志 -->
<div class="battle-log mt-4 p-3 bg-black/30 rounded border border-white/10 max-h-32 overflow-y-auto">
<div v-for="(log, index) in battleLogs" :key="index" class="text-xs mb-1" :class="log.type">
<span class="text-muted-foreground">[{{ log.round }}]</span>
{{ log.message }}
</div>
<div v-if="battleLogs.length === 0" class="text-xs text-muted-foreground text-center py-2">
{{ t('messagesView.battleLogEmpty') }}
</div>
</div>
</div>
<!-- 战斗结果预览 (仅在完成时显示) -->
<Transition name="fade">
<div v-if="showResult" class="mt-4 p-4 rounded-lg border text-center" :class="resultStyle">
<p class="text-lg font-bold">{{ resultText }}</p>
<p class="text-sm text-muted-foreground mt-1">
{{ t('simulatorView.afterRounds').replace('{rounds}', String(totalRounds)) }}
</p>
</div>
</Transition>
</div>
</template>
<script setup lang="ts">
import { ref, computed, watch, onUnmounted } from 'vue'
import { useI18n } from '@/composables/useI18n'
import { useGameConfig } from '@/composables/useGameConfig'
import { formatNumber } from '@/utils/format'
import { Button } from '@/components/ui/button'
import { Select, SelectContent, SelectItem, SelectTrigger, SelectValue } from '@/components/ui/select'
import { Play, Pause, SkipBack, SkipForward, RotateCcw, Sword, Shield as ShieldIcon, Swords, Rocket, Shield } from 'lucide-vue-next'
import type { BattleResult, ShipType, DefenseType, Fleet } from '@/types/game'
const props = defineProps<{
report: BattleResult
}>()
const emit = defineEmits<{
(e: 'complete'): void
}>()
const { t } = useI18n()
const { SHIPS, DEFENSES } = useGameConfig()
// 播放状态
const isPlaying = ref(false)
const currentRoundIndex = ref(0)
const speedMultiplier = ref('1')
const attackAnimationPhase = ref<'idle' | 'attack' | 'damage'>('idle')
const showDamageNumbers = ref(false)
const showResult = ref(false)
// 爆炸动画追踪
const explodingShips = ref<{ side: 'attacker' | 'defender'; type: string }[]>([])
// 当前显示的损失数字(用于动画显示)
const displayedLosses = ref({ attacker: 0, defender: 0 })
// 战斗日志
interface BattleLog {
round: number
message: string
type: 'attacker-loss' | 'defender-loss' | 'info'
}
const battleLogs = ref<BattleLog[]>([])
// 计算属性
const totalRounds = computed(() => props.report.roundDetails?.length || props.report.rounds || 1)
const canPlay = computed(() => currentRoundIndex.value < totalRounds.value)
const canGoPrevious = computed(() => currentRoundIndex.value > 0)
const canGoNext = computed(() => currentRoundIndex.value < totalRounds.value)
const canRestart = computed(() => currentRoundIndex.value > 0 || battleLogs.value.length > 0)
// 当前回合的舰队状态(通过累计损失计算)
const currentAttackerFleet = computed(() => {
const fleet: Partial<Fleet> = { ...props.report.attackerFleet }
if (props.report.roundDetails) {
for (let i = 0; i < currentRoundIndex.value; i++) {
const roundLosses = props.report.roundDetails[i]?.attackerLosses || {}
for (const [shipType, count] of Object.entries(roundLosses)) {
if (fleet[shipType as keyof Fleet] !== undefined) {
fleet[shipType as keyof Fleet] = Math.max(0, (fleet[shipType as keyof Fleet] || 0) - count)
}
}
}
}
// 过滤掉数量为0的
return Object.fromEntries(Object.entries(fleet).filter(([, count]) => count > 0))
})
const currentDefenderFleet = computed(() => {
const fleet: Partial<Fleet> = { ...props.report.defenderFleet }
const defense: Partial<Record<DefenseType, number>> = { ...props.report.defenderDefense }
if (props.report.roundDetails) {
for (let i = 0; i < currentRoundIndex.value; i++) {
const roundLosses = props.report.roundDetails[i]?.defenderLosses || { fleet: {}, defense: {} }
for (const [shipType, count] of Object.entries(roundLosses.fleet || {})) {
if (fleet[shipType as keyof Fleet] !== undefined) {
fleet[shipType as keyof Fleet] = Math.max(0, (fleet[shipType as keyof Fleet] || 0) - count)
}
}
for (const [defType, count] of Object.entries(roundLosses.defense || {})) {
if (defense[defType as DefenseType] !== undefined) {
defense[defType as DefenseType] = Math.max(0, (defense[defType as DefenseType] || 0) - count)
}
}
}
}
// 合并舰队和防御
const combined = {
...Object.fromEntries(Object.entries(fleet).filter(([, count]) => count > 0)),
...Object.fromEntries(Object.entries(defense).filter(([, count]) => count > 0))
}
return combined
})
const currentAttackerPower = computed(() => {
if (props.report.roundDetails && currentRoundIndex.value > 0) {
return props.report.roundDetails[currentRoundIndex.value - 1]?.attackerRemainingPower || 0
}
// 初始战斗力
return calculateFleetPower(props.report.attackerFleet)
})
const currentDefenderPower = computed(() => {
if (props.report.roundDetails && currentRoundIndex.value > 0) {
return props.report.roundDetails[currentRoundIndex.value - 1]?.defenderRemainingPower || 0
}
// 初始战斗力
return calculateFleetPower(props.report.defenderFleet) + calculateDefensePower(props.report.defenderDefense)
})
const resultStyle = computed(() => {
if (props.report.winner === 'draw') {
return 'bg-gray-50 dark:bg-gray-950/30 border-gray-200 dark:border-gray-800 text-gray-700 dark:text-gray-300'
}
if (props.report.winner === 'attacker') {
return 'bg-red-50 dark:bg-red-950/30 border-red-300 dark:border-red-800 text-red-700 dark:text-red-300'
}
return 'bg-blue-50 dark:bg-blue-950/30 border-blue-300 dark:border-blue-800 text-blue-700 dark:text-blue-300'
})
const resultText = computed(() => {
if (props.report.winner === 'draw') return t('messagesView.draw')
if (props.report.winner === 'attacker') return t('messagesView.attackerWins')
return t('messagesView.defenderWins')
})
// 辅助函数
const calculateFleetPower = (fleet: Partial<Fleet>): number => {
let power = 0
for (const [shipType, count] of Object.entries(fleet)) {
const config = SHIPS.value[shipType as ShipType]
if (config) {
power += (config.attack + config.shield + config.armor) * count
}
}
return power
}
const calculateDefensePower = (defense: Partial<Record<DefenseType, number>>): number => {
let power = 0
for (const [defType, count] of Object.entries(defense)) {
const config = DEFENSES.value[defType as DefenseType]
if (config) {
power += (config.attack + config.shield + config.armor) * count
}
}
return power
}
const isDefenseType = (type: string): boolean => {
return type in DEFENSES.value
}
const isShipExploding = (side: 'attacker' | 'defender', type: string): boolean => {
return explodingShips.value.some(s => s.side === side && s.type === type)
}
const getStarStyle = (index: number): Record<string, string> => {
const seed = index * 1234
const x = seed % 100
const y = (seed * 7) % 100
const size = 1 + (seed % 2)
const opacity = 0.3 + (seed % 5) / 10
const delay = seed % 3000
return {
position: 'absolute',
left: `${x}%`,
top: `${y}%`,
width: `${size}px`,
height: `${size}px`,
backgroundColor: 'white',
borderRadius: '50%',
opacity: String(opacity),
animation: `twinkle 2s ease-in-out ${delay}ms infinite`
}
}
// 播放控制
let playTimeoutId: ReturnType<typeof setTimeout> | null = null
let isPlayingRound = false // 防止重复执行
const togglePlay = () => {
if (isPlaying.value) {
pause()
} else {
play()
}
}
const play = () => {
if (currentRoundIndex.value >= totalRounds.value) {
restart()
}
isPlaying.value = true
scheduleNextRound()
}
const pause = () => {
isPlaying.value = false
if (playTimeoutId) {
clearTimeout(playTimeoutId)
playTimeoutId = null
}
}
const scheduleNextRound = () => {
if (!isPlaying.value) return
if (playTimeoutId) clearTimeout(playTimeoutId)
// 使用 setTimeout 而非 setInterval确保每回合顺序执行
playTimeoutId = setTimeout(async () => {
if (!isPlaying.value) return
if (currentRoundIndex.value < totalRounds.value) {
await playRound()
scheduleNextRound() // 回合完成后再调度下一回合
} else {
pause()
showResult.value = true
emit('complete')
}
}, 100) // 短暂延迟启动
}
const playRound = async () => {
if (isPlayingRound) return // 防止重复执行
if (currentRoundIndex.value >= totalRounds.value) return
isPlayingRound = true
const speed = parseFloat(speedMultiplier.value)
const roundIndex = currentRoundIndex.value
const roundData = props.report.roundDetails?.[roundIndex]
// 攻击动画阶段
attackAnimationPhase.value = 'attack'
// 添加日志
battleLogs.value.push({
round: roundIndex + 1,
message: t('messagesView.roundStarted').replace('{round}', String(roundIndex + 1)),
type: 'info'
})
// 等待攻击动画
await sleep(400 / speed)
// 伤害阶段
attackAnimationPhase.value = 'damage'
// 计算当前回合的损失数字
if (roundData) {
const attackerLoss = Object.values(roundData.attackerLosses).reduce((sum, count) => sum + count, 0)
const defenderLoss =
Object.values(roundData.defenderLosses.fleet || {}).reduce((sum, count) => sum + count, 0) +
Object.values(roundData.defenderLosses.defense || {}).reduce((sum, count) => sum + count, 0)
displayedLosses.value = { attacker: attackerLoss, defender: defenderLoss }
} else {
displayedLosses.value = { attacker: 0, defender: 0 }
}
showDamageNumbers.value = true
if (roundData) {
// 记录攻击方损失
for (const [shipType, count] of Object.entries(roundData.attackerLosses)) {
if (count > 0) {
explodingShips.value.push({ side: 'attacker', type: shipType })
battleLogs.value.push({
round: roundIndex + 1,
message: t('messagesView.shipDestroyed')
.replace('{count}', String(count))
.replace('{ship}', SHIPS.value[shipType as ShipType]?.name || shipType),
type: 'attacker-loss'
})
}
}
// 记录防守方损失
for (const [shipType, count] of Object.entries(roundData.defenderLosses.fleet || {})) {
if (count > 0) {
explodingShips.value.push({ side: 'defender', type: shipType })
battleLogs.value.push({
round: roundIndex + 1,
message: t('messagesView.shipDestroyed')
.replace('{count}', String(count))
.replace('{ship}', SHIPS.value[shipType as ShipType]?.name || shipType),
type: 'defender-loss'
})
}
}
for (const [defType, count] of Object.entries(roundData.defenderLosses.defense || {})) {
if (count > 0) {
explodingShips.value.push({ side: 'defender', type: defType })
battleLogs.value.push({
round: roundIndex + 1,
message: t('messagesView.defenseDestroyed')
.replace('{count}', String(count))
.replace('{defense}', DEFENSES.value[defType as DefenseType]?.name || defType),
type: 'defender-loss'
})
}
}
}
// 等待伤害显示
await sleep(600 / speed)
// 清理状态
attackAnimationPhase.value = 'idle'
showDamageNumbers.value = false
explodingShips.value = []
currentRoundIndex.value++
isPlayingRound = false
}
const nextRound = () => {
if (currentRoundIndex.value < totalRounds.value) {
pause()
playRound()
}
}
const previousRound = () => {
if (currentRoundIndex.value > 0) {
pause()
currentRoundIndex.value--
// 移除该回合的日志
battleLogs.value = battleLogs.value.filter(log => log.round <= currentRoundIndex.value)
showResult.value = false
}
}
const restart = () => {
pause()
currentRoundIndex.value = 0
battleLogs.value = []
showResult.value = false
explodingShips.value = []
attackAnimationPhase.value = 'idle'
showDamageNumbers.value = false
displayedLosses.value = { attacker: 0, defender: 0 }
}
const sleep = (ms: number): Promise<void> => {
return new Promise(resolve => setTimeout(resolve, ms))
}
// 监听速度变化
watch(speedMultiplier, () => {
if (isPlaying.value) {
scheduleNextRound()
}
})
// 清理
onUnmounted(() => {
if (playTimeoutId) {
clearTimeout(playTimeoutId)
}
})
// 暴露给父组件
defineExpose({
currentRoundIndex,
totalRounds
})
</script>
<style scoped>
.star {
will-change: opacity;
}
@keyframes twinkle {
0%,
100% {
opacity: 0.3;
}
50% {
opacity: 0.8;
}
}
.fleet-display {
will-change: transform;
}
.fleet-display.attacking {
animation: shake 0.3s ease-in-out;
}
.fleet-display.defending {
animation: shake 0.3s ease-in-out 0.1s;
}
@keyframes shake {
0%,
100% {
transform: translate3d(0, 0, 0);
}
25% {
transform: translate3d(-3px, 0, 0);
}
75% {
transform: translate3d(3px, 0, 0);
}
}
.ship-unit {
will-change: transform, opacity;
}
.ship-unit.exploding {
animation: explode 0.5s ease-out forwards;
}
@keyframes explode {
0% {
transform: scale3d(1, 1, 1);
opacity: 1;
}
50% {
transform: scale3d(1.3, 1.3, 1);
opacity: 0.5;
background-color: rgba(239, 68, 68, 0.5);
}
100% {
transform: scale3d(0.8, 0.8, 1);
opacity: 0.3;
}
}
.vs-badge {
will-change: transform;
}
.pulse-animation {
animation: pulse 0.5s ease-in-out;
}
@keyframes pulse {
0%,
100% {
transform: scale3d(1, 1, 1);
}
50% {
transform: scale3d(1.2, 1.2, 1);
}
}
.damage-popup-enter-active,
.damage-popup-leave-active {
transition: all 0.3s ease;
}
.damage-popup-enter-from {
opacity: 0;
transform: translate3d(0, 10px, 0);
}
.damage-popup-leave-to {
opacity: 0;
transform: translate3d(0, -10px, 0);
}
.fade-enter-active,
.fade-leave-active {
transition: opacity 0.5s ease;
}
.fade-enter-from,
.fade-leave-to {
opacity: 0;
}
.battle-log .attacker-loss {
color: rgb(248, 113, 113);
}
.battle-log .defender-loss {
color: rgb(96, 165, 250);
}
.battle-log .info {
color: rgb(156, 163, 175);
}
</style>