1. 初始化 Vue3 + TypeScript + Vite 工程并接入 Three.js。

2. 搭了一个最小 3D 场景(地面、灯光、角色方块、循环渲染)。
  3. 建了基础目录分层:core/game/ui/data。
  4. 加了一个简单 RPG 状态面板(HP/MP/Lv/区域)。
  5. 依赖安装并通过构建验证(npm run build 成功)。
This commit is contained in:
zwt13703 2026-04-11 00:36:38 +08:00
parent d56da176c8
commit f4a9faab18
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@ -190,3 +190,27 @@ replay_pid*
# Go workspace file
go.work
# Logs
logs
*.log
npm-debug.log*
yarn-debug.log*
yarn-error.log*
pnpm-debug.log*
lerna-debug.log*
node_modules
dist
dist-ssr
*.local
# Editor directories and files
.vscode/*
!.vscode/extensions.json
.idea
.DS_Store
*.suo
*.ntvs*
*.njsproj
*.sln
*.sw?

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# 任务执行摘要
## 会话 ID: 1775837013
- [2026-04-11 00:03:33]
- **执行原因**: 用户咨询是否可用 Node + TypeScript + Vue + WebGL 实现 PSP《火焰气息3》风格 RPG。
- **执行过程**:
1. 评估目标玩法与技术栈匹配度回合制战斗、场景探索、UI 系统、存档等)。
2. 给出可实现性结论、核心风险与分阶段落地建议。
3. 按项目规范记录本次会话任务摘要到 docs/tasks。
- **执行结果**: 结论为可实现,建议以 Web 平台复刻“风格与机制”而非原作内容,并采用分阶段 MVP 路线推进。
# 任务执行摘要
## 会话 ID: 1775837411
- [2026-04-11 00:10:11]
- **执行原因**: 用户要求先做《火焰气息3》风格 RPG 的简要实施规划。
- **执行过程**:
1. 按技术栈Node/TypeScript/Vue/WebGL拆分客户端、渲染、数据驱动、工具链与存档模块。
2. 设计分阶段里程碑MVP 到可扩展版本)与每阶段验收标准。
3. 汇总风险与优先级,给出先做什么、后做什么的执行顺序。
- **执行结果**: 形成一套可直接启动开发的简明路线图,优先保证可玩闭环,再逐步增加内容复杂度。
# 任务执行摘要
## 会话 ID: 1775837632
- [2026-04-11 00:13:52]
- **执行原因**: 用户要求生成“计划清单.md”用于 BOF3 风格 RPG 项目推进。
- **执行过程**:
1. 依据既定路线图整理里程碑与勾选式任务。
2. 在仓库根目录创建计划清单.md覆盖初始化、探索、战斗、成长存档、打磨与验收标准。
3. 补充持续风险跟踪项,便于后续迭代管理。
- **执行结果**: 已生成可直接执行的《计划清单.md》可作为当前项目任务看板使用。
# 任务执行摘要
## 会话 ID: 1775838708
- [2026-04-11 00:31:48]
- **执行原因**: 用户要求“先帮忙做一点”,期望先落地 BOF3 风格 RPG 的技术基础。
- **执行过程**:
1. 初始化 Vue3 + TypeScript + Vite 项目骨架并同步到仓库。
2. 新增 Three.js 最小场景组件、游戏循环模块、状态面板与基础配置文件。
3. 安装依赖并修复 TypeScript 构建问题,完成生产构建验证。
- **执行结果**: 项目已可运行并可构建,页面可显示基础 3D 场景与 RPG 调试面板,作为后续探索/战斗系统开发起点。

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<!doctype html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<link rel="icon" type="image/svg+xml" href="/favicon.svg" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>bof3-scaffold</title>
</head>
<body>
<div id="app"></div>
<script type="module" src="/src/main.ts"></script>
</body>
</html>

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{
"name": "bof3-demo",
"private": true,
"version": "0.0.0",
"type": "module",
"scripts": {
"dev": "vite",
"build": "vue-tsc -b && vite build",
"preview": "vite preview"
},
"dependencies": {
"three": "^0.180.0",
"vue": "^3.5.32"
},
"devDependencies": {
"@types/node": "^24.12.2",
"@types/three": "^0.183.1",
"@vitejs/plugin-vue": "^6.0.5",
"@vue/tsconfig": "^0.9.1",
"typescript": "~6.0.2",
"vite": "^8.0.4",
"vue-tsc": "^3.2.6"
}
}

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<script setup lang="ts">
import ThreeScene from './game/ThreeScene.vue'
import StatusPanel from './ui/StatusPanel.vue'
import { gameConfig } from './data/gameConfig'
</script>
<template>
<div class="app-shell">
<header class="top-bar">
<h1>{{ gameConfig.title }}</h1>
<p>{{ gameConfig.tagline }}</p>
</header>
<main class="content">
<StatusPanel />
<ThreeScene />
</main>
</div>
</template>

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export class GameLoop {
private frameId = 0
private lastTime = 0
private readonly tick: (dt: number) => void
constructor(tick: (dt: number) => void) {
this.tick = tick
}
start() {
this.lastTime = performance.now()
const run = (now: number) => {
const dt = Math.min((now - this.lastTime) / 1000, 0.05)
this.lastTime = now
this.tick(dt)
this.frameId = requestAnimationFrame(run)
}
this.frameId = requestAnimationFrame(run)
}
stop() {
cancelAnimationFrame(this.frameId)
}
}

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export const gameConfig = {
title: 'Breath of Fire-like RPG Demo',
tagline: '里程碑 0: Vue + TypeScript + WebGL 基础骨架',
}

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<script setup lang="ts">
import { onBeforeUnmount, onMounted, ref } from 'vue'
import * as THREE from 'three'
import type { Object3D } from 'three'
import { GameLoop } from '../core/loop'
const root = ref<HTMLDivElement | null>(null)
let renderer: THREE.WebGLRenderer | null = null
let camera: THREE.PerspectiveCamera | null = null
let scene: THREE.Scene | null = null
let resizeObserver: ResizeObserver | null = null
let loop: GameLoop | null = null
const initScene = () => {
if (!root.value) return
scene = new THREE.Scene()
scene.background = new THREE.Color('#121a1f')
camera = new THREE.PerspectiveCamera(60, 1, 0.1, 100)
camera.position.set(5, 5, 7)
camera.lookAt(0, 0, 0)
renderer = new THREE.WebGLRenderer({ antialias: true })
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2))
root.value.appendChild(renderer.domElement)
const ambient = new THREE.AmbientLight('#89a2ff', 0.45)
scene.add(ambient)
const sun = new THREE.DirectionalLight('#ffe8ad', 1.4)
sun.position.set(4, 8, 3)
scene.add(sun)
const ground = new THREE.Mesh(
new THREE.PlaneGeometry(16, 16),
new THREE.MeshStandardMaterial({ color: '#1f2a33' }),
)
ground.rotation.x = -Math.PI / 2
scene.add(ground)
const hero = new THREE.Mesh(
new THREE.BoxGeometry(1, 1, 1),
new THREE.MeshStandardMaterial({ color: '#5bc8af' }),
)
hero.position.y = 0.55
scene.add(hero)
const grid = new THREE.GridHelper(16, 16, '#4e6878', '#24323c')
scene.add(grid)
const resize = () => {
if (!root.value || !renderer || !camera) return
const width = root.value.clientWidth
const height = root.value.clientHeight
camera.aspect = width / height
camera.updateProjectionMatrix()
renderer.setSize(width, height)
}
resizeObserver = new ResizeObserver(resize)
resizeObserver.observe(root.value)
resize()
loop = new GameLoop((dt) => {
hero.rotation.y += dt * 0.8
hero.position.y = 0.55 + Math.sin(performance.now() * 0.002) * 0.1
if (renderer && scene && camera) {
renderer.render(scene, camera)
}
})
loop.start()
}
const disposeScene = () => {
loop?.stop()
resizeObserver?.disconnect()
if (root.value && renderer) {
root.value.removeChild(renderer.domElement)
}
scene?.traverse((object: Object3D) => {
const mesh = object as THREE.Mesh
if (mesh.geometry) mesh.geometry.dispose()
const material = mesh.material
if (Array.isArray(material)) {
material.forEach((m) => m.dispose())
} else if (material) {
material.dispose()
}
})
renderer?.dispose()
renderer = null
camera = null
scene = null
resizeObserver = null
loop = null
}
onMounted(initScene)
onBeforeUnmount(disposeScene)
</script>
<template>
<section class="scene-wrap">
<div ref="root" class="scene-canvas" />
</section>
</template>
<style scoped>
.scene-wrap {
min-height: 420px;
border-radius: 14px;
overflow: hidden;
border: 1px solid #2c3d49;
box-shadow: 0 18px 40px rgba(0, 0, 0, 0.35);
}
.scene-canvas {
width: 100%;
height: 100%;
min-height: 420px;
}
</style>

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import { createApp } from 'vue'
import App from './App.vue'
import './style.css'
createApp(App).mount('#app')

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:root {
color: #d7e0e6;
background-color: #0d1419;
font-family: 'PingFang SC', 'Noto Sans SC', 'Microsoft YaHei', sans-serif;
}
* {
box-sizing: border-box;
}
body {
margin: 0;
min-height: 100vh;
background: radial-gradient(circle at 20% 20%, #1f2a33, #0d1419 60%);
}
#app {
max-width: 1100px;
margin: 0 auto;
padding: 20px;
}
.app-shell {
display: grid;
gap: 16px;
}
.top-bar {
background: linear-gradient(180deg, #1a2630, #152029);
border: 1px solid #2a3b47;
border-radius: 12px;
padding: 14px 16px;
}
.top-bar h1 {
margin: 0;
font-size: 22px;
letter-spacing: 0.3px;
}
.top-bar p {
margin: 6px 0 0;
color: #97b1c1;
font-size: 14px;
}
.content {
display: grid;
grid-template-columns: 260px 1fr;
gap: 16px;
}
@media (max-width: 900px) {
.content {
grid-template-columns: 1fr;
}
}

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<script setup lang="ts">
const stats = {
hp: '120 / 120',
mp: '38 / 38',
level: 1,
area: '训练平原',
}
</script>
<template>
<aside class="panel">
<h2>调试状态</h2>
<ul>
<li>Lv. {{ stats.level }}</li>
<li>HP: {{ stats.hp }}</li>
<li>MP: {{ stats.mp }}</li>
<li>区域: {{ stats.area }}</li>
</ul>
</aside>
</template>
<style scoped>
.panel {
background: linear-gradient(180deg, #1e2b33, #172127);
border: 1px solid #2c3d49;
border-radius: 12px;
padding: 14px;
}
h2 {
margin: 0 0 8px;
font-size: 16px;
}
ul {
margin: 0;
padding: 0;
list-style: none;
display: grid;
gap: 6px;
font-size: 14px;
}
</style>

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{
"extends": "@vue/tsconfig/tsconfig.dom.json",
"compilerOptions": {
"tsBuildInfoFile": "./node_modules/.tmp/tsconfig.app.tsbuildinfo",
"types": ["vite/client"],
/* Linting */
"noUnusedLocals": true,
"noUnusedParameters": true,
"erasableSyntaxOnly": true,
"noFallthroughCasesInSwitch": true
},
"include": ["src/**/*.ts", "src/**/*.tsx", "src/**/*.vue"]
}

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{
"files": [],
"references": [
{ "path": "./tsconfig.app.json" },
{ "path": "./tsconfig.node.json" }
]
}

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{
"compilerOptions": {
"tsBuildInfoFile": "./node_modules/.tmp/tsconfig.node.tsbuildinfo",
"target": "es2023",
"lib": ["ES2023"],
"module": "esnext",
"types": ["node"],
"skipLibCheck": true,
/* Bundler mode */
"moduleResolution": "bundler",
"allowImportingTsExtensions": true,
"verbatimModuleSyntax": true,
"moduleDetection": "force",
"noEmit": true,
/* Linting */
"noUnusedLocals": true,
"noUnusedParameters": true,
"erasableSyntaxOnly": true,
"noFallthroughCasesInSwitch": true
},
"include": ["vite.config.ts"]
}

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import { defineConfig } from 'vite'
import vue from '@vitejs/plugin-vue'
// https://vite.dev/config/
export default defineConfig({
plugins: [vue()],
})

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# BOF3 风格 RPG 开发计划清单
## 使用说明
- [ ] 每完成一项就勾选,优先保证“可玩闭环”。
- [ ] 所有系统尽量数据驱动(配置文件),减少硬编码。
- [ ] 每周结束至少产出一个可运行版本。
## 里程碑 0项目初始化第 1 周)
- [ ] 初始化前端工程Vue 3 + TypeScript + Vite
- [ ] 集成 Three.js跑通基础 3D 场景。
- [ ] 建立目录结构(`src/core`、`src/game`、`src/ui`、`src/data`)。
- [ ] 建立状态管理(玩家状态、场景状态、战斗状态)。
- [ ] 接入输入系统(键盘/手柄映射预留)。
- [ ] 完成主循环基础update/render 分离)。
- [ ] 输出一个“可移动角色 + 固定相机”的最小场景。
## 里程碑 1探索玩法第 2 周)
- [ ] 搭建一个小地图(城镇或迷宫二选一)。
- [ ] 实现角色移动、碰撞、触发器。
- [ ] 实现 NPC 对话框系统(支持多段文本)。
- [ ] 实现传送点/场景切换。
- [ ] 实现随机遇敌触发(可配置概率)。
- [ ] 场景 UI小地图/状态栏HP、MP
## 里程碑 2回合制战斗 MVP第 3 周)
- [ ] 战斗场景切入/切出流程。
- [ ] 行动顺序系统(速度或时间条机制)。
- [ ] 指令菜单:攻击、技能、道具、防御。
- [ ] 目标选择逻辑(单体/群体)。
- [ ] 伤害与命中公式(先做简化版)。
- [ ] 胜负判定与战斗结算。
- [ ] 至少 3 种敌人、3 个技能可用。
## 里程碑 3成长与存档第 4 周)
- [ ] 经验与升级逻辑。
- [ ] 角色属性成长(力量、防御、速度等)。
- [ ] 装备系统(武器/防具基础版)。
- [ ] 物品背包与消耗品效果。
- [ ] 本地存档IndexedDB 或 localStorage
- [ ] 读档恢复场景与角色状态。
## 里程碑 4内容整合与打磨第 5-6 周)
- [ ] 完成 10~20 分钟可玩流程。
- [ ] 至少 1 个短任务链(接任务->战斗->回报)。
- [ ] 补齐音效与基础 BGM 切换。
- [ ] 增加战斗反馈(受击闪烁、技能特效、数字飘字)。
- [ ] 关键性能优化(减少 draw call、纹理压缩、对象池
- [ ] 基础设置菜单(音量、按键、画质档位)。
## 技术债与风险清单(持续跟踪)
- [ ] 资源版权检查(严禁直接使用原作素材)。
- [ ] 战斗与探索状态切换稳定性。
- [ ] 数据配置版本兼容(旧存档升级策略)。
- [ ] 移动端/低端设备帧率监控。
## 验收标准Demo
- [ ] 玩家能完成“探索 -> 遇敌 -> 战斗 -> 结算 -> 存档/读档”全链路。
- [ ] 连续游玩 15 分钟无阻断性 Bug。
- [ ] 平均帧率达到目标(例如桌面端 60 FPS、低端设备 30 FPS
- [ ] 主要系统可通过配置扩展内容(怪物、技能、道具)。