refactor: 把渲染系统迁移到 monorepo

This commit is contained in:
AncTe committed 2025-03-04 22:02:08 +08:00
1 parent 8cc0c76846
commit 1556e2c3ea
108 files changed
+756 -411

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@@ -1,4 +1,4 @@
import { logger } from '@/core/common/logger';
import { logger } from '@motajs/common';
export const enum PatchClass {
Actions,
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@@ -1,209 +0,0 @@
import { debounce } from 'lodash-es';
import logInfo from '../../data/logger.json';
export const enum LogLevel {
/** 输出所有,包括日志 */
LOG,
/** 报错、严重警告和警告 */
WARNING,
/** 仅报错 */
ERROR
}
interface LoggerCatchInfo {
code?: number;
level: LogLevel;
message: string;
}
interface LoggerCatchReturns<T> {
ret: T;
info: LoggerCatchInfo[];
}
let logTip: HTMLSpanElement;
if (!main.replayChecking) {
const tip = document.createElement('span');
logTip = tip;
tip.style.position = 'fixed';
tip.style.right = '0';
tip.style.bottom = '0';
tip.style.height = '20px';
tip.style.width = 'auto';
tip.style.textAlign = 'right';
tip.style.padding = '0 5px';
tip.style.fontSize = '16px';
tip.style.fontFamily = 'Arial';
tip.style.display = 'none';
tip.style.margin = '2px';
document.body.appendChild(tip);
}
const hideTipText = debounce(() => {
if (main.replayChecking) return;
logTip.style.display = 'none';
}, 5000);
const nums = new Set(['1', '2', '3', '4', '5', '6', '7', '8', '9', '0']);
const logError = logInfo.error as Record<number, string>;
const logWarn = logInfo.warn as Record<number, string>;
export class Logger {
level: LogLevel = LogLevel.LOG;
enabled: boolean = true;
private catching: boolean = false;
private catchedInfo: LoggerCatchInfo[] = [];
private catchStack: LoggerCatchInfo[][] = [];
constructor(logLevel: LogLevel) {
this.level = logLevel;
}
private parseInfo(text: string, ...params: string[]) {
let pointer = -1;
let str = '';
let inParam = false;
let paramNum = '';
while (++pointer < text.length) {
const char = text[pointer];
if (char === '$' && text[pointer - 1] !== '\\') {
inParam = true;
continue;
}
if (inParam) {
if (nums.has(char)) {
paramNum += char;
}
if (!nums.has(text[pointer + 1])) {
inParam = false;
const num = Number(paramNum);
paramNum = '';
str += params[num - 1] ?? '[not delivered]';
}
continue;
}
str += char;
}
return str;
}
/**
* 设置该日志类的输出等级
* @param level 要设置为的输出等级
*/
setLogLevel(level: LogLevel) {
this.level = level;
}
/**
* 输出报错信息
* @param code 错误代码,每个错误都应当使用唯一的错误代码
* @param params 参数
*/
error(code: number, ...params: string[]) {
const info = logError[code];
if (!info) {
logger.error(16, 'error', code.toString());
return;
}
const text = this.parseInfo(logError[code], ...params);
if (this.catching) {
this.catchedInfo.push({
level: LogLevel.ERROR,
message: text,
code
});
}
if (this.level <= LogLevel.ERROR && this.enabled) {
if (!main.replayChecking) {
logTip.style.color = 'lightcoral';
logTip.style.display = 'block';
logTip.textContent = `Error thrown, please check in console.`;
hideTipText();
}
console.error(`[ERROR Code ${code}] ${text}`);
}
}
/**
* 输出警告信息
* @param code 警告代码
* @param text 警告信息
*/
warn(code: number, ...params: string[]) {
const info = logWarn[code];
if (!info) {
logger.error(16, 'warn', code.toString());
return;
}
const text = this.parseInfo(logWarn[code], ...params);
if (this.catching) {
this.catchedInfo.push({
level: LogLevel.ERROR,
message: text,
code
});
}
if (this.level <= LogLevel.WARNING && this.enabled) {
console.warn(`[WARNING Code ${code}] ${text}`);
if (!main.replayChecking) {
logTip.style.color = 'gold';
logTip.style.display = 'block';
logTip.textContent = `Warning thrown, please check in console.`;
hideTipText();
}
}
}
/**
* 输出日志
* @param text 日志信息
*/
log(text: string) {
if (this.catching) {
this.catchedInfo.push({
level: LogLevel.ERROR,
message: text
});
}
if (this.level <= LogLevel.LOG && this.enabled) {
console.log(`[LOG] ${text}`);
}
}
catch<T>(fn: () => T): LoggerCatchReturns<T> {
const before = this.enabled;
this.catchedInfo = [];
this.catchStack.push(this.catchedInfo);
this.disable();
this.catching = true;
const ret = fn();
this.catching = false;
if (before) this.enable();
this.catchStack.pop();
const last = this.catchStack?.at(-1);
const info = this.catchedInfo;
this.catchedInfo = last ?? [];
return { ret, info };
}
disable() {
this.enabled = false;
}
enable() {
this.enabled = true;
}
}
export const logger = new Logger(LogLevel.LOG);
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@@ -1,6 +1,6 @@
import axios, { AxiosRequestConfig, ResponseType } from 'axios';
import { Disposable } from './disposable';
import { logger } from './logger';
import { logger } from '@motajs/common';
import JSZip from 'jszip';
import { EventEmitter } from './eventEmitter';
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@@ -1,214 +0,0 @@
import { EventEmitter } from 'eventemitter3';
import { logger } from '../common/logger';
interface OffscreenCanvasEvent {
/** 当被动触发resize时(例如core.domStyle.scale变化、窗口大小变化)时触发,使用size函数并不会触发 */
resize: [];
}
export class MotaOffscreenCanvas2D extends EventEmitter<OffscreenCanvasEvent> {
static list: Set<MotaOffscreenCanvas2D> = new Set();
canvas: HTMLCanvasElement;
ctx: CanvasRenderingContext2D;
width: number;
height: number;
/** 是否自动跟随样板的core.domStyle.scale进行缩放 */
autoScale: boolean = false;
/** 是否是高清画布 */
highResolution: boolean = true;
/** 是否启用抗锯齿 */
antiAliasing: boolean = true;
scale: number = 1;
/** 更新标识符,如果发生变化则说明画布被动清空 */
symbol: number = 0;
private _freezed: boolean = false;
/** 当前画布是否被冻结 */
get freezed() {
return this._freezed;
}
private _active: boolean = true;
get active() {
return this._active;
}
/**
* 创建一个新的离屏画布\
* **注意**:如果你在自定义渲染元素中使用,请避免使用此构造函数,而应该使用 `RenderItem.requireCanvas`
* @param alpha 是否启用透明度通道
* @param canvas 指定画布,不指定时会自动创建一个新画布
*/
constructor(alpha: boolean = true, canvas?: HTMLCanvasElement) {
super();
// console.trace();
this.canvas = canvas ?? document.createElement('canvas');
this.ctx = this.canvas.getContext('2d', { alpha })!;
this.width = this.canvas.width / devicePixelRatio;
this.height = this.canvas.height / devicePixelRatio;
MotaOffscreenCanvas2D.list.add(this);
}
/**
* 设置画布的大小
*/
size(width: number, height: number) {
if (this._freezed) {
logger.warn(33);
return;
}
const w = Math.max(width, 1);
const h = Math.max(height, 1);
let ratio = this.highResolution ? devicePixelRatio : 1;
const scale = core.domStyle.scale;
if (this.autoScale) {
ratio *= scale;
}
this.scale = ratio;
this.canvas.width = w * ratio;
this.canvas.height = h * ratio;
this.width = w;
this.height = height;
this.ctx.setTransform(1, 0, 0, 1, 0, 0);
this.ctx.scale(ratio, ratio);
this.ctx.imageSmoothingEnabled = this.antiAliasing;
if (this.canvas.isConnected) {
this.canvas.style.width = `${w * scale}px`;
this.canvas.style.height = `${h * scale}px`;
}
}
/**
* 设置当前画布是否跟随样板的 core.domStyle.scale 一同进行缩放
*/
withGameScale(auto: boolean) {
if (this._freezed) {
logger.warn(33);
return;
}
this.autoScale = auto;
this.size(this.width, this.height);
}
/**
* 设置当前画布是否为高清画布
*/
setHD(hd: boolean) {
if (this._freezed) {
logger.warn(33);
return;
}
this.highResolution = hd;
this.size(this.width, this.height);
}
/**
* 设置当前画布的抗锯齿设置
*/
setAntiAliasing(anti: boolean) {
if (this._freezed) {
logger.warn(33);
return;
}
this.antiAliasing = anti;
this.ctx.imageSmoothingEnabled = anti;
}
/**
* 清空画布
*/
clear() {
if (this._freezed) {
logger.warn(33);
return;
}
this.ctx.save();
this.ctx.setTransform(1, 0, 0, 1, 0, 0);
this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);
this.ctx.restore();
}
/**
* 删除这个画布
*/
delete() {
this.canvas.remove();
this.ctx.reset();
this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);
this._freezed = true;
MotaOffscreenCanvas2D.list.delete(this);
}
/**
* 冻结这个画布的属性,之后便不能被修改,同时会从画布列表中删去。
*/
freeze() {
this._freezed = true;
MotaOffscreenCanvas2D.list.delete(this);
}
/**
* 使此画布生效,使用前请务必调用此函数,生效后会跟随游戏的放缩比例更改大小,但会导致不会被垃圾回收
*/
activate() {
if (this._active || this._freezed) return;
MotaOffscreenCanvas2D.list.add(this);
if (this.autoScale) {
this.size(this.width, this.height);
this.symbol++;
this.emit('resize');
}
}
/**
* 使此画布失效,当这个画布暂时不会被使用时请务必调用此函数,失效后若没有对此画布的引用,那么会自动垃圾回收
*/
deactivate() {
if (!this._active || this._freezed) return;
MotaOffscreenCanvas2D.list.delete(this);
}
/**
* 复制一个离屏Canvas2D对象,一般用于缓存等操作
* @param canvas 被复制的MotaOffscreenCanvas2D对象
* @returns 复制结果,注意复制结果是被冻结的,无法进行大小等的修改,但是可以继续绘制
*/
static clone(canvas: MotaOffscreenCanvas2D): MotaOffscreenCanvas2D {
const newCanvas = new MotaOffscreenCanvas2D();
newCanvas.setHD(canvas.highResolution);
newCanvas.withGameScale(canvas.autoScale);
newCanvas.size(canvas.width, canvas.height);
newCanvas.ctx.drawImage(
canvas.canvas,
0,
0,
canvas.width,
canvas.height
);
newCanvas.freeze();
return newCanvas;
}
static refreshAll(force: boolean = false) {
this.list.forEach(v => {
if (force || v.autoScale) {
v.size(v.width, v.height);
v.symbol++;
v.emit('resize');
}
});
}
}
window.addEventListener('resize', () => {
requestAnimationFrame(() => {
MotaOffscreenCanvas2D.refreshAll();
});
});
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@@ -1,21 +1,17 @@
import { mat4 } from 'gl-matrix';
import { logger } from '../common/logger';
import { logger } from '@motajs/common';
import {
WebGLColorArray,
createProgram,
isWebGL2Supported
} from './webgl';
import { ILayerRenderExtends, Layer } from '../render/preset/layer';
import { HeroRenderer } from '../render/preset/hero';
import { Sprite } from '../render/sprite';
import { ILayerRenderExtends, Layer, HeroRenderer, Sprite } from '@motajs/render';
/**
* 最大光源数量,必须设置,且光源数不能超过这个值,这个值决定了会预留多少的缓冲区,因此最好尽可能小,同时游戏过程中不可修改
* 这个值越大,对显卡尤其是显存的要求会越大,不过考虑到各种设备的性能差异,不建议超过10
*/
const MAX_LIGHT_NUM = 5;
/** 阴影层的Z值 */
const Z_INDEX = 55;
// 我也不知道这个数怎么来的,试出来是这个,别动就行
const FOVY = Math.PI / 2;
const ignore: Set<AllNumbers> = new Set([660, 661]);
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@@ -1,6 +1,6 @@
import { ensureArray, tip } from '@/plugin/utils';
import { sleep } from 'mutate-animate';
import { logger } from '../common/logger';
import { logger } from '@motajs/common';
const { gl, gl2 } = checkSupport();
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@@ -56,25 +56,13 @@ import EnemyTarget from '@/panel/enemyTarget.vue';
import KeyboardPanel from '@/panel/keyboard.vue';
import { MCGenerator } from './main/layout';
import { ResourceController } from './loader/controller';
import { logger } from './common/logger';
import { logger } from '@motajs/common';
import { Danmaku } from './main/custom/danmaku';
import * as Shadow from './fx/shadow';
import { MotaRenderer } from './render/render';
import { Container } from './render/container';
import { Sprite } from './render/sprite';
import { Image, Text } from './render/preset/misc';
import { RenderItem } from './render/item';
import { texture } from './render/cache';
import { RenderAdapter } from './render/adapter';
import { Layer } from './render/preset/layer';
import { LayerGroupFloorBinder } from './render/preset/floor';
import { Render } from '@motajs/client';
import { HeroKeyMover } from './main/action/move';
import { Camera } from './render/camera';
import * as Animation from 'mutate-animate';
import './render/index';
import * as RenderUtils from './render/utils';
import '@/module';
import { MotaOffscreenCanvas2D } from './fx/canvas2d';
// ----- 类注册
Mota.register('class', 'CustomToolbar', CustomToolbar);
@@ -143,21 +131,7 @@ Mota.register('module', 'UIComponents', {
Mota.register('module', 'MCGenerator', MCGenerator);
Mota.register('module', 'Shadow', Shadow);
Mota.register('module', 'Effect', {});
Mota.register('module', 'Render', {
texture,
MotaRenderer,
Container,
Sprite,
Text,
Image,
RenderItem,
RenderAdapter,
Layer,
LayerGroupFloorBinder,
Camera,
MotaOffscreenCanvas2D,
Utils: RenderUtils
});
Mota.register('module', 'Render', Render);
Mota.register('module', 'Action', {
HeroKeyMover
});
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@@ -1,6 +1,6 @@
import BoxAnimate from '@/components/boxAnimate.vue';
import { EventEmitter } from '@/core/common/eventEmitter';
import { logger } from '@/core/common/logger';
import { logger } from '@motajs/common';
import { ResponseBase } from '@/core/interface';
import {
deleteWith,
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@@ -1,135 +0,0 @@
type AdapterFunction<T> = (item: T, ...params: any[]) => Promise<any>;
type SyncAdapterFunction<T> = (item: T, ...params: any[]) => any;
type GlobalAdapterFunction = (...params: any[]) => Promise<any>;
/**
* 渲染适配器,用作渲染层与数据层沟通的桥梁,用于在数据层等待渲染层执行,常用与动画等。
* 例如移动图块,移动图块操作先由数据层执行,删除原有图块,然后通知渲染层进行移动动画,
* 而移动动画是耗时的,因此需要通过本类进行适配,实现等待移动动画执行完毕,然后进行后续操作
*/
export class RenderAdapter<T> {
static adapters: Map<string, RenderAdapter<any>> = new Map();
/** 所有元素的集合 */
items: Set<T> = new Set();
/** 适配器的id */
id: string;
private execute: Map<string, AdapterFunction<T>> = new Map();
private syncExecutes: Map<string, SyncAdapterFunction<T>> = new Map();
private globalExecutes: Map<string, GlobalAdapterFunction> = new Map();
constructor(id: string) {
this.id = id;
RenderAdapter.adapters.set(id, this);
}
/**
* 添加一个元素
*/
add(item: T) {
this.items.add(item);
}
/**
* 移除一个元素
*/
remove(item: T) {
this.items.delete(item);
}
/**
* 定义一个类似于静态函数的函数,只会调用一次,不会对每个元素执行
* @param id 函数名称
* @param fn 执行的函数
*/
receiveGlobal(id: string, fn: GlobalAdapterFunction) {
this.globalExecutes.set(id, fn);
}
/**
* 设置执行函数
* @param fn 对于每个元素执行的函数
*/
receive(id: string, fn: AdapterFunction<T>): void {
this.execute.set(id, fn);
}
/**
* 设置同步执行函数
* @param fn 对于每个元素执行的函数
*/
receiveSync(id: string, fn: SyncAdapterFunction<T>): void {
this.syncExecutes.set(id, fn);
}
/**
* 对所有元素执行函数,当所有元素都运行完毕后兑现,类似于Promise.all
* @returns 包含每个元素运行结果的数组
*/
all<R = any>(fn: string, ...params: any[]): Promise<R[]> {
const execute = this.execute.get(fn);
if (!execute) {
return Promise.reject();
} else {
return Promise.all(
[...this.items].map(v => execute!(v, ...params))
);
}
}
/**
* 对所有元素执行函数,当任意一个元素运行完毕后兑现,类似于Promise.any
* @returns 最先运行完毕的元素的结果
*/
any<R = any>(fn: string, ...params: any[]): Promise<R> {
const execute = this.execute.get(fn);
if (!execute) {
return Promise.reject();
} else {
return Promise.any(
[...this.items].map(v => execute!(v, ...params))
);
}
}
/**
* 对所有元素执行同步函数
* @returns 包含每个元素运行结果的数组
*/
sync<R = any>(fn: string, ...params: any[]): R[] {
const execute = this.syncExecutes.get(fn);
if (!execute) {
return [];
} else {
return [...this.items].map(v => execute!(v, ...params));
}
}
/**
* 调用一个全局函数
*/
global<R = any>(id: string, ...params: any[]): Promise<R> {
const execute = this.globalExecutes.get(id);
if (!execute) {
return Promise.reject();
} else {
return execute(...params);
}
}
/**
* 销毁这个adapter
*/
destroy() {
RenderAdapter.adapters.delete(this.id);
}
/**
* 获取适配器
*/
static get<T>(id: string): RenderAdapter<T> | undefined {
return this.adapters.get(id);
}
}
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@@ -1,560 +0,0 @@
import { EventEmitter } from '../common/eventEmitter';
import { logger } from '../common/logger';
import { MotaOffscreenCanvas2D } from '../fx/canvas2d';
import { SizedCanvasImageSource } from './preset/misc';
// 经过测试(https://www.measurethat.net/Benchmarks/Show/30741/1/drawimage-img-vs-canvas-vs-bitmap-cropping-fix-loading)
// 得出结论,ImageBitmap和Canvas的绘制性能不如Image,于是直接画Image就行,所以缓存基本上就是存Image
type ImageMapKeys = Exclude<Cls, 'tileset' | 'autotile'>;
type ImageMap = Record<ImageMapKeys, HTMLImageElement>;
const i = (img: ImageMapKeys) => {
return core.material.images[img];
};
const imageMap: Partial<ImageMap> = {};
Mota.require('var', 'loading').once('loaded', () => {
[
'enemys',
'enemy48',
'npcs',
'npc48',
'terrains',
'items',
'animates'
].forEach(v => (imageMap[v as ImageMapKeys] = i(v as ImageMapKeys)));
});
interface AutotileCache {
parent?: Set<AllNumbersOf<'autotile'>>;
frame: number;
cache: Record<string, HTMLCanvasElement>;
}
type AutotileCaches = Record<AllNumbersOf<'autotile'>, AutotileCache>;
interface TextureRequire {
tileset: Record<string, HTMLImageElement>;
material: Record<ImageMapKeys, HTMLImageElement>;
autotile: AutotileCaches;
images: Record<ImageIds, HTMLImageElement>;
}
interface RenderableDataBase {
/** 图块的总帧数 */
frame: number;
/** 对应图块属性的动画帧数,-1表示没有设定,0表示第一帧 */
animate: number;
/** 是否是大怪物 */
bigImage: boolean;
render: [x: number, y: number, width: number, height: number][];
}
export interface RenderableData extends RenderableDataBase {
image: SizedCanvasImageSource;
autotile: false;
}
export interface AutotileRenderable extends RenderableDataBase {
image: Record<string, SizedCanvasImageSource>;
autotile: true;
bigImage: false;
}
interface TextureCacheEvent {}
class TextureCache extends EventEmitter<TextureCacheEvent> {
tileset!: Record<string, HTMLImageElement>;
material: Record<ImageMapKeys, HTMLImageElement>;
autotile!: AutotileCaches;
images!: Record<ImageIds, HTMLImageElement>;
idNumberMap!: IdToNumber;
/** 渲染信息 */
renderable: Map<number, RenderableData | AutotileRenderable> = new Map();
/** 自动元件额外连接信息,用于对非自身图块进行连接 */
autoConn: Map<number, Set<number>> = new Map();
/** 行走图朝向绑定 */
characterDirection: Record<Dir2, number> = {
down: 0,
left: 1,
right: 2,
up: 3,
leftup: 1,
leftdown: 1,
rightup: 2,
rightdown: 2
};
/** 行走图转向顺序 */
characterTurn: Dir[] = ['up', 'right', 'down', 'left'];
characterTurn2: Dir2[] = ['leftup', 'rightup', 'rightdown', 'leftdown'];
constructor() {
super();
this.material = imageMap as Record<ImageMapKeys, HTMLImageElement>;
Mota.require('var', 'loading').once('loaded', () => {
const map = maps_90f36752_8815_4be8_b32b_d7fad1d0542e;
// @ts-expect-error 无法推导
this.idNumberMap = {};
for (const [key, { id }] of Object.entries(map)) {
// @ts-expect-error 无法推导
this.idNumberMap[id] = parseInt(key) as AllNumbers;
}
this.tileset = core.material.images.tilesets;
this.autotile = splitAutotiles(this.idNumberMap);
this.images = core.material.images.images;
this.calRenderable();
this.calAutotileConnections();
});
}
/**
* 获取纹理
* @param type 纹理类型
* @param key 纹理名称
*/
require<T extends keyof TextureRequire, K extends keyof TextureRequire[T]>(
type: T,
key: K
): TextureRequire[T][K] {
return this[type][key];
}
/**
* 计算每个图块的可渲染信息
*/
private calRenderable() {
const map = maps_90f36752_8815_4be8_b32b_d7fad1d0542e;
for (const key of Object.keys(map)) {
this.calRenderableByNum(parseInt(key));
}
}
/**
* 根据图块数字计算出它的渲染信息
* @param num 图块数字
*/
calRenderableByNum(
num: number
): RenderableData | AutotileRenderable | null {
const map = maps_90f36752_8815_4be8_b32b_d7fad1d0542e;
const enemys = enemys_fcae963b_31c9_42b4_b48c_bb48d09f3f80;
const icons = icons_4665ee12_3a1f_44a4_bea3_0fccba634dc1;
/** 特判空图块与空气墙 */
if (num === 0 || num === 17) return null;
// 额外素材
if (num >= 10000) {
const offset = core.getTilesetOffset(num);
if (!offset) return null;
const { image, x, y } = offset;
const data: RenderableData = {
image: this.tileset[image],
frame: 1,
render: [[x * 32, y * 32, 32, 32]],
animate: 0,
autotile: false,
bigImage: false
};
this.renderable.set(num, data);
return data;
}
const data = map[num as Exclude<AllNumbers, 0>];
// 地狱般的分支if
if (data) {
let { faceIds, bigImage } = data;
const { cls, id, animate } = data;
if (cls === 'enemys' || cls === 'enemy48') {
// 怪物需要特殊处理,因为它的大怪物信息不在 maps 里面
({ bigImage, faceIds } = enemys[id as EnemyIds]);
}
if (bigImage) {
const image = core.material.images.images[bigImage];
if (!image) {
logger.warn(10, id);
return null;
}
let line = 0;
if (faceIds) {
const arr = ['down', 'left', 'right', 'up'];
for (let i = 0; i < arr.length; i++) {
if (faceIds[arr[i] as Dir] === id) {
line = i;
break;
}
}
}
const totalLines = image.width / image.height >= 2 ? 1 : 4;
const w = Math.round(image.width / 4);
const h = Math.round(image.height / totalLines);
const y = h * line;
const data: RenderableData = {
image,
frame: 4,
render: [
[0, y, w, h],
[w, y, w, h],
[w * 2, y, w, h],
[w * 3, y, w, h]
],
animate: (animate ?? 0) - 1,
autotile: false,
bigImage: true
};
this.renderable.set(num, data);
return data;
}
// enemy48和npc48都应该视为大怪物
if (cls === 'enemy48' || cls === 'npc48') {
const img = core.material.images[cls];
if (!img) return null;
// @ts-expect-error 无法推导
const line = icons[cls][id];
const w = 32;
const h = 48;
const y = h * line;
const data: RenderableData = {
image: img,
frame: 4,
render: [
[0, y, w, h],
[w, y, w, h],
[w * 2, y, w, h],
[w * 3, y, w, h]
],
animate: (animate ?? 0) - 1,
autotile: false,
bigImage: true
};
this.renderable.set(num, data);
return data;
}
// 自动元件
if (cls === 'autotile') {
if (!this.autotile) return null;
const auto = this.autotile[num as AllNumbersOf<'autotile'>];
const cell = 32;
const render: [number, number, number, number][] = [];
if (auto.frame >= 1) {
render.push([0, 0, cell, cell]);
}
if (auto.frame >= 3) {
render.push(
[cell, 0, cell, cell],
[cell * 2, 0, cell, cell]
);
}
if (auto.frame >= 4) {
render.push([cell * 3, 0, cell, cell]);
}
const data: AutotileRenderable = {
image: auto.cache,
frame: auto.frame,
render,
autotile: true,
bigImage: false,
animate: (animate ?? 0) - 1
};
this.renderable.set(num, data);
return data;
} else {
const image =
core.material.images[
cls as Exclude<Cls, 'tileset' | 'autotile'>
];
if (!image) return null;
const frame = core.getAnimateFrames(cls);
const cell = 32;
// @ts-expect-error 无法推导
const offset = (icons[cls][id] as number) * cell;
const render: [number, number, number, number][] = [
[0, offset, cell, cell]
];
if (frame === 2) {
render.push([cell, offset, cell, cell]);
}
if (frame === 4) {
render.push(
[cell, offset, cell, cell],
[cell * 2, offset, cell, cell],
[cell * 3, offset, cell, cell]
);
}
const data: RenderableData = {
image,
frame: frame,
render,
autotile: false,
bigImage: false,
animate: (animate ?? 0) - 1
};
this.renderable.set(num, data);
return data;
}
} else {
logger.warn(11, num.toString());
return null;
}
}
/**
* 获取一个图块的渲染信息,自动元件会特别标明autotile属性
* @param num 图块数字
*/
getRenderable(num: number) {
return this.renderable.get(num) ?? this.calRenderableByNum(num);
}
/**
* 计算自动元件的额外连接
*/
private calAutotileConnections() {
const icons = icons_4665ee12_3a1f_44a4_bea3_0fccba634dc1;
const maps = maps_90f36752_8815_4be8_b32b_d7fad1d0542e;
Object.keys(icons.autotile).forEach(v => {
const num = this.idNumberMap[v as AllIdsOf<'autotile'>];
const data = maps[num];
const { autotileConnection } = data;
if (!autotileConnection) return;
const list = new Set<AllNumbers>();
autotileConnection.forEach(v => {
if (typeof v === 'number') {
list.add(v);
} else {
list.add(this.idNumberMap[v]);
}
});
this.autoConn.set(num, list);
});
}
/**
* 获取自动元件的额外连接情况
* @param num 自动元件的图块数字
*/
getAutotileConnections(num: number) {
return this.autoConn.get(num);
}
}
export const texture = new TextureCache();
// 3x4 与 2x3 的自动元件信息
// 将自动元件按 16x16 切分后,数组分别表示 左上 右上 右下 左下 所在图块位置
const bigAutotile: Record<number, [number, number, number, number]> = {};
const smallAutotile: Record<number, [number, number, number, number]> = {};
function getAutotileIndices() {
// 应当从 0 - 255 进行枚举
// 二进制从高位到低位依次是 左上 上 右上 右 右下 下 左下 左
// 有兴趣可以研究下这个算法
const get = (
target: Record<number, [number, number, number, number]>,
mode: 1 | 2
) => {
const h = mode === 1 ? 4 : 2;
const v = mode === 1 ? 24 : 8;
const luo = mode === 1 ? 12 : 8; // leftup origin
const ruo = mode === 1 ? 17 : 11; // rightup origin
const ldo = mode === 1 ? 42 : 20; // leftdown origin
const rdo = mode === 1 ? 47 : 23; // rightdown origin
const luc = mode === 1 ? 4 : 2; // leftup corner
const ruc = mode === 1 ? 5 : 3; // rightup corner
const rdc = mode === 1 ? 11 : 7; // rightdown corner
const ldc = mode === 1 ? 10 : 6; // leftdown corner
for (let i = 0; i <= 0b11111111; i++) {
let lu = luo; // leftup
let ru = ruo; // rightup
let ld = ldo; // leftdown
let rd = rdo; // rightdown
// 先看四个方向,最后看斜角方向
if (i & 0b00000001) {
lu += h;
ld += h;
if (i & 0b00010000) {
ru += h / 2;
rd += h / 2;
}
}
if (i & 0b00000100) {
ld -= v;
rd -= v;
if (i & 0b01000000) {
lu -= v / 2;
ru -= v / 2;
}
}
if (i & 0b00010000) {
ru -= h;
rd -= h;
if (i & 0b00000001) {
lu -= h / 2;
ld -= h / 2;
}
}
if (i & 0b01000000) {
lu += v;
ru += v;
if (i & 0b00000100) {
ld += v / 2;
rd += v / 2;
}
}
// 斜角
if ((i & 0b11000001) === 0b01000001) {
lu = luc;
}
if ((i & 0b01110000) === 0b01010000) {
ru = ruc;
}
if ((i & 0b00011100) === 0b00010100) {
rd = rdc;
}
if ((i & 0b00000111) === 0b00000101) {
ld = ldc;
}
target[i] = [lu, ru, rd, ld];
}
};
get(bigAutotile, 1);
get(smallAutotile, 2);
}
getAutotileIndices();
function getRepeatMap() {
// 实际上3x4与2x3的重复映射是一致的,因此只需要计算一个就行了
// 这里使用2x3的进行计算
const calculated: Record<string, number> = {};
const repeatMap: Record<number, number> = {};
for (const [num, [lu, ru, rd, ld]] of Object.entries(smallAutotile)) {
const n = lu + ru * 24 + rd * 24 ** 2 + ld * 24 ** 3;
calculated[num] = n;
for (const [num2, n2] of Object.entries(calculated)) {
if (n2 === n) {
repeatMap[Number(num)] = Number(num2);
break;
}
}
}
return repeatMap;
}
function splitAutotiles(map: IdToNumber): AutotileCaches {
const cache: Partial<AutotileCaches> = {};
/** 重复映射,由于自动元件只有48种,其余的208种是重复的,因此需要获取重复映射 */
const repeatMap: Record<number, number> = getRepeatMap();
/** 每个自动元件左上角32*32的内容,用于判断父子关系 */
const masterMap: Partial<Record<AllNumbersOf<'autotile'>, string>> = {};
for (const [key, img] of Object.entries(core.material.images.autotile)) {
const auto = map[key as AllIdsOf<'autotile'>];
// 判断自动元件类型
let mode: 1 | 2 = 1;
let frame = 1;
if (img.width === 384) {
frame = 4;
} else if (img.width === 192) {
mode = 2;
frame = 3;
} else if (img.width === 64) {
mode = 2;
}
cache[auto] = {
frame,
cache: {}
};
// 父子关系,截取本图块的左上角存入map
const master = new MotaOffscreenCanvas2D();
master.setHD(false);
master.setAntiAliasing(false);
master.withGameScale(false);
master.size(32, 32);
master.ctx.drawImage(img, 0, 0, 32, 32, 0, 0, 32, 32);
masterMap[auto] = master.canvas.toDataURL('image/png');
master.delete();
// 自动图块的绘制信息
for (let i = 0; i <= 0b11111111; i++) {
const re = repeatMap[i];
if (re) {
const cached = cache[auto]!.cache[re];
if (cached) {
cache[auto]!.cache[i] = cached;
continue;
}
}
const data = (mode === 1 ? bigAutotile : smallAutotile)[i];
const row = mode === 1 ? 6 : 4;
const info: [number, number][] = data.map(v => [
(v % row) * 16,
Math.floor(v / row) * 16
]);
const canvas = new MotaOffscreenCanvas2D();
canvas.setHD(false);
canvas.setAntiAliasing(false);
canvas.withGameScale(false);
canvas.size(32 * frame, 32);
canvas.freeze();
const ctx = canvas.ctx;
for (let i = 0; i < frame; i++) {
const dx = 32 * i;
const sx1 = info[0][0] + (i * row * 32) / 2;
const sx2 = info[1][0] + (i * row * 32) / 2;
const sx3 = info[2][0] + (i * row * 32) / 2;
const sx4 = info[3][0] + (i * row * 32) / 2;
const sy1 = info[0][1];
const sy2 = info[1][1];
const sy3 = info[2][1];
const sy4 = info[3][1];
ctx.drawImage(img, sx1, sy1, 16, 16, dx, 0, 16, 16);
ctx.drawImage(img, sx2, sy2, 16, 16, dx + 16, 0, 16, 16);
ctx.drawImage(img, sx3, sy3, 16, 16, dx + 16, 16, 16, 16);
ctx.drawImage(img, sx4, sy4, 16, 16, dx, 16, 16, 16);
}
cache[auto]!.cache[i] = canvas.canvas;
}
}
const judge = new MotaOffscreenCanvas2D();
judge.setHD(false);
judge.setAntiAliasing(false);
judge.withGameScale(false);
judge.size(32, 32);
// 进行父子关系判断
for (const [key, img] of Object.entries(core.material.images.autotile)) {
const auto = map[key as AllIdsOf<'autotile'>];
// 只针对3*4的图块进行,截取第一行中间的,然后判断
judge.clear();
judge.ctx.drawImage(img, 32, 0, 32, 32, 0, 0, 32, 32);
const data = judge.canvas.toDataURL('image/png');
for (const [key, data2] of Object.entries(masterMap)) {
const auto2 = map[key as AllIdsOf<'autotile'>];
if (data === data2) {
cache[auto]!.parent ??= new Set();
cache[auto]!.parent!.add(auto2);
}
}
}
judge.delete();
return cache as AutotileCaches;
}
-625
View File
@@ -1,625 +0,0 @@
import { Animation, TimingFn, Transition } from 'mutate-animate';
import { RenderItem } from './item';
import { logger } from '../common/logger';
import { Transform } from './transform';
import EventEmitter from 'eventemitter3';
export interface ICameraTranslate {
readonly type: 'translate';
readonly from: Camera;
x: number;
y: number;
}
export interface ICameraRotate {
readonly type: 'rotate';
readonly from: Camera;
/** 旋转角,单位弧度 */
angle: number;
}
export interface ICameraScale {
readonly type: 'scale';
readonly from: Camera;
x: number;
y: number;
}
type CameraOperation = ICameraTranslate | ICameraScale | ICameraRotate;
interface CameraEvent {
destroy: [];
}
export class Camera extends EventEmitter<CameraEvent> {
/** 当前绑定的渲染元素 */
readonly binded: RenderItem;
/** 目标变换矩阵,默认与 `this.binded.transform` 同引用 */
transform: Transform;
/** 委托ticker的id */
private delegation: number;
/** 所有的动画id */
private animationIds: Set<number> = new Set();
/** 是否需要更新视角 */
private needUpdate: boolean = false;
/** 是否启用摄像机 */
private enabled: boolean = true;
/** 变换操作列表,因为矩阵乘法跟顺序有关,因此需要把各个操作拆分成列表进行 */
protected operation: CameraOperation[] = [];
/** 渲染元素到摄像机的映射 */
private static cameraMap: Map<RenderItem, Camera> = new Map();
/**
* 获取一个渲染元素的摄像机,如果不存在则为它创建一个并返回。注意使用`new Camera`创建的摄像机不在此列
* @param item 渲染元素
*/
static for(item: RenderItem) {
const camera = this.cameraMap.get(item);
if (!camera) {
const ca = new Camera(item);
this.cameraMap.set(item, ca);
return ca;
} else {
return camera;
}
}
constructor(item: RenderItem) {
super();
this.binded = item;
this.delegation = item.delegateTicker(() => this.tick());
this.transform = item.transform;
item.on('destroy', () => {
this.destroy();
});
const ca = Camera.cameraMap.get(item);
if (ca && !ca.enabled) {
logger.warn(22);
}
}
private tick = () => {
if (!this.needUpdate || !this.enabled) return;
const trans = this.transform;
trans.reset();
for (const o of this.operation) {
if (o.type === 'translate') {
trans.translate(-o.x, -o.y);
} else if (o.type === 'rotate') {
trans.rotate(o.angle);
} else {
trans.scale(o.x, o.y);
}
}
this.binded.update(this.binded);
this.needUpdate = false;
};
/**
* 禁用这个摄像机
*/
disable() {
this.enabled = false;
}
/**
* 启用这个摄像机
*/
enable() {
this.enabled = true;
}
/**
* 在下一帧进行强制更新
*/
requestUpdate() {
this.needUpdate = true;
}
/**
* 移除一个变换操作
* @param operation 要移除的操作
*/
removeOperation(operation: CameraOperation) {
const index = this.operation.indexOf(operation);
if (index === -1) return;
this.operation.splice(index, 1);
}
/**
* 清空变换操作列表
*/
clearOperation() {
this.operation.splice(0);
}
/**
* 添加一个平移操作
* @returns 添加的平移变换操作
*/
addTranslate(): ICameraTranslate {
const item: ICameraTranslate = {
type: 'translate',
x: 0,
y: 0,
from: this
};
this.operation.push(item);
return item;
}
/**
* 添加一个旋转操作
* @returns 添加的旋转变换操作
*/
addRotate(): ICameraRotate {
const item: ICameraRotate = {
type: 'rotate',
angle: 0,
from: this
};
this.operation.push(item);
return item;
}
/**
* 添加一个放缩操作
* @returns 添加的放缩变换操作
*/
addScale(): ICameraScale {
const item: ICameraScale = {
type: 'scale',
x: 1,
y: 1,
from: this
};
this.operation.push(item);
return item;
}
/**
* 施加动画
* @param time 动画时长
* @param update 每帧的更新函数
*/
applyAnimation(time: number, update: () => void) {
const delegation = this.binded.delegateTicker(
() => {
update();
this.needUpdate = true;
},
time,
() => {
update();
this.needUpdate = true;
this.animationIds.delete(delegation);
}
);
this.animationIds.add(delegation);
}
/**
* 为一个平移操作实施动画
* @param operation 平移操作
* @param animate 动画实例
* @param time 动画时长
*/
applyTranslateAnimation(
operation: ICameraTranslate,
animate: Animation,
time: number
) {
if (operation.from !== this) {
logger.warn(20);
return;
}
const update = () => {
operation.x = animate.x;
operation.y = animate.y;
};
this.applyAnimation(time, update);
}
/**
* 为一个旋转操作实施动画
* @param operation 旋转操作
* @param animate 动画实例
* @param time 动画时长
*/
applyRotateAnimation(
operation: ICameraRotate,
animate: Animation,
time: number
) {
if (operation.from !== this) {
logger.warn(20);
return;
}
const update = () => {
operation.angle = animate.angle;
};
this.applyAnimation(time, update);
}
/**
* 为一个缩放操作实施动画
* @param operation 缩放操作
* @param animate 动画实例
* @param time 动画时长
*/
applyScaleAnimation(
operation: ICameraScale,
animate: Animation,
time: number
) {
if (operation.from !== this) {
logger.warn(20);
return;
}
const update = () => {
operation.x = animate.size;
operation.y = animate.size;
};
this.applyAnimation(time, update);
}
/**
* 为一个平移操作实施渐变,使用渐变的 x,y 值,即`transition.value.x`与`transition.value.y`
* @param operation 平移操作
* @param animate 渐变实例
* @param time 渐变时长
*/
applyTranslateTransition(
operation: ICameraTranslate,
animate: Transition,
time: number
) {
if (operation.from !== this) {
logger.warn(21);
return;
}
const update = () => {
operation.x = animate.value.x;
operation.y = animate.value.y;
};
this.applyAnimation(time, update);
}
/**
* 为一个旋转操作实施渐变,使用渐变的 angle 值,即`transition.value.angle`
* @param operation 旋转操作
* @param animate 渐变实例
* @param time 渐变时长
*/
applyRotateTransition(
operation: ICameraRotate,
animate: Transition,
time: number
) {
if (operation.from !== this) {
logger.warn(21);
return;
}
const update = () => {
operation.angle = animate.value.angle;
};
this.applyAnimation(time, update);
}
/**
* 为一个缩放操作实施渐变,使用渐变的 size 值,即`transition.value.size`
* @param operation 缩放操作
* @param animate 渐变实例
* @param time 渐变时长
*/
applyScaleTransition(
operation: ICameraScale,
animate: Transition,
time: number
) {
if (operation.from !== this) {
logger.warn(21);
return;
}
const update = () => {
operation.x = animate.value.size;
operation.y = animate.value.size;
};
this.applyAnimation(time, update);
}
/**
* 停止所有动画
*/
stopAllAnimates() {
this.animationIds.forEach(v => this.binded.removeTicker(v));
}
/**
* 摧毁这个摄像机,当绑定元素被摧毁之后摄像机会一并摧毁,如果这个摄像机不使用了,一定要将它摧毁
*/
destroy() {
this.binded.removeTicker(this.delegation);
this.animationIds.forEach(v => this.binded.removeTicker(v));
Camera.cameraMap.delete(this.binded);
this.emit('destroy');
}
}
interface CameraAnimationBase {
type: string;
time: number;
start: number;
}
interface TranslateAnimation extends CameraAnimationBase {
type: 'translate';
timing: TimingFn;
x: number;
y: number;
}
interface TranslateAsAnimation extends CameraAnimationBase {
type: 'translateAs';
timing: TimingFn<2>;
time: number;
}
interface RotateAnimation extends CameraAnimationBase {
type: 'rotate';
timing: TimingFn;
angle: number;
time: number;
}
interface ScaleAnimation extends CameraAnimationBase {
type: 'scale';
timing: TimingFn;
scale: number;
time: number;
}
type CameraAnimationData =
| TranslateAnimation
| TranslateAsAnimation
| RotateAnimation
| ScaleAnimation;
interface CameraAnimationExecution {
data: CameraAnimationData[];
animation: Animation;
}
interface CameraAnimationEvent {
animate: [
operation: CameraOperation,
execution: CameraAnimationExecution,
item: CameraAnimationData
];
}
export class CameraAnimation extends EventEmitter<CameraAnimationEvent> {
camera: Camera;
/** 动画开始时刻 */
private startTime: number = 0;
/** 动画结束时刻 */
private endTime: number = 0;
/** 委托ticker的id */
private delegation: number;
/** 动画是否开始 */
private started: boolean = false;
/** 每个摄像机操作的动画映射 */
private animateMap: Map<CameraOperation, CameraAnimationExecution> =
new Map();
constructor(camera: Camera) {
super();
this.camera = camera;
this.delegation = camera.binded.delegateTicker(this.tick);
}
private tick = () => {
if (!this.started) return;
const now = Date.now();
const time = now - this.startTime;
if (now - this.startTime > this.endTime + 50) {
this.destroy();
return;
}
this.animateMap.forEach((exe, ope) => {
const data = exe.data;
if (data.length === 0) return;
const item = data[0];
if (item.start < time) {
this.executeAnimate(exe, item);
data.shift();
this.emit('animate', ope, exe, item);
}
});
this.camera.requestUpdate();
};
private executeAnimate(
execution: CameraAnimationExecution,
animate: CameraAnimationData
) {
if (animate.type === 'translateAs') {
const ani = this.ensureAnimate(execution);
ani.time(animate.time).moveAs(animate.timing);
} else if (animate.type === 'translate') {
const ani = this.ensureAnimate(execution);
const { x, y, time, timing } = animate;
ani.mode(timing).time(time).move(x, y);
} else if (animate.type === 'rotate') {
const ani = this.ensureAnimate(execution);
const { angle, time, timing } = animate;
ani.mode(timing).time(time).rotate(angle);
} else {
const ani = this.ensureAnimate(execution);
const { scale, time, timing } = animate;
ani.mode(timing).time(time).scale(scale);
}
}
private ensureAnimate(execution: CameraAnimationExecution) {
if (execution.animation) return execution.animation;
const ani = new Animation();
execution.animation = ani;
return ani;
}
private ensureOperation(operation: CameraOperation) {
if (!this.animateMap.has(operation)) {
const data: CameraAnimationExecution = {
data: [],
animation: new Animation()
};
this.animateMap.set(operation, data);
return data;
} else {
return this.animateMap.get(operation)!;
}
}
/**
* 添加一个平移动画
* @param operation 摄像机操作对象
* @param x 目标横坐标
* @param y 目标纵坐标
* @param time 动画时长
* @param start 动画开始时间
* @param timing 动画的缓动函数
*/
translate(
operation: ICameraTranslate,
x: number,
y: number,
time: number,
start: number,
timing: TimingFn
) {
const exe = this.ensureOperation(operation);
const data: TranslateAnimation = {
type: 'translate',
timing,
x: x * 32,
y: y * 32,
time,
start
};
exe.data.push(data);
}
/**
* 添加一个旋转动画
* @param operation 摄像机操作
* @param angle 目标旋转弧度,单位弧度
* @param time 动画时长
* @param start 动画开始时间
* @param timing 动画的缓动函数
*/
rotate(
operation: ICameraRotate,
angle: number,
time: number,
start: number,
timing: TimingFn
) {
const exe = this.ensureOperation(operation);
const data: RotateAnimation = {
type: 'rotate',
timing,
angle,
time,
start
};
exe.data.push(data);
}
/**
* 添加一个缩放动画
* @param operation 摄像机操作
* @param scale 目标缩放倍率
* @param time 动画时长
* @param start 动画开始时间
* @param timing 动画的缓动函数
*/
scale(
operation: ICameraScale,
scale: number,
time: number,
start: number,
timing: TimingFn
) {
const exe = this.ensureOperation(operation);
const data: ScaleAnimation = {
type: 'scale',
timing,
scale,
time,
start
};
exe.data.push(data);
}
/**
* 开始执行这个动画
*/
start() {
if (this.started) return;
this.startTime = Date.now();
this.started = true;
let endTime = 0;
this.animateMap.forEach((exe, ope) => {
const data = exe.data;
data.sort((a, b) => a.start - b.start);
const end = data.at(-1);
if (!end) return;
const t = end.start + end.time;
if (t > endTime) endTime = t;
const cam = this.camera;
if (ope.type === 'translate') {
cam.applyTranslateAnimation(ope, exe.animation, t + 100);
} else if (ope.type === 'rotate') {
cam.applyRotateAnimation(ope, exe.animation, t + 100);
} else {
cam.applyScaleAnimation(ope, exe.animation, t + 100);
}
});
this.endTime = endTime + this.startTime;
this.tick();
}
destroy() {
this.camera.binded.removeTicker(this.delegation);
this.camera.stopAllAnimates();
this.animateMap.forEach(v => {
v.animation.ticker.destroy();
});
this.animateMap.clear();
}
}
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import { MotaOffscreenCanvas2D } from '../fx/canvas2d';
import { ActionType, EventProgress, ActionEventMap } from './event';
import {
ERenderItemEvent,
IRenderChildable,
RenderItem,
RenderItemPosition
} from './item';
import { Transform } from './transform';
export interface EContainerEvent extends ERenderItemEvent {}
export class Container<E extends EContainerEvent = EContainerEvent>
extends RenderItem<E | EContainerEvent>
implements IRenderChildable
{
sortedChildren: RenderItem[] = [];
private needSort: boolean = false;
/**
* 创建一个容器,容器中可以包含其他渲染对象
* @param type 渲染模式,absolute表示绝对位置,static表示跟随摄像机移动
* @param cache 是否启用缓存机制
*/
constructor(
type: RenderItemPosition = 'static',
cache: boolean = true,
fall: boolean = false
) {
super(type, cache, fall);
this.type = type;
}
protected render(
canvas: MotaOffscreenCanvas2D,
transform: Transform
): void {
this.sortedChildren.forEach(v => {
if (v.hidden) return;
v.renderContent(canvas, transform);
});
}
requestSort() {
if (!this.needSort) {
this.needSort = true;
this.requestBeforeFrame(() => {
this.needSort = false;
this.sortChildren();
});
}
}
/**
* 添加子元素到这个容器上,然后在下一个tick执行更新
* @param children 要添加的子元素
*/
appendChild(...children: RenderItem<any>[]) {
children.forEach(v => {
v.append(this);
});
this.requestSort();
this.update(this);
}
removeChild(...child: RenderItem<any>[]): void {
let changed = false;
child.forEach(v => {
if (v.parent !== this) return;
const success = v.remove();
if (success) {
changed = true;
}
});
if (changed) this.requestSort();
this.update(this);
}
append(parent: RenderItem): void {
super.append(parent);
if (this.root) {
const root = this.root;
this.forEachChild(ele => {
ele.setRoot(root);
});
}
}
/**
* 遍历这个元素中的每个子元素,并执行传入的函数
* @param fn 对每个元素执行的函数
*/
forEachChild(fn: (ele: RenderItem) => void) {
const stack: RenderItem[] = [this];
while (stack.length > 0) {
const ele = stack.pop()!;
stack.push(...ele.children);
fn(ele);
}
}
private sortChildren() {
this.sortedChildren = [...this.children]
.filter(v => !v.isComment)
.sort((a, b) => a.zIndex - b.zIndex);
this.update();
}
protected propagateEvent<T extends ActionType>(
type: T,
progress: EventProgress,
event: ActionEventMap[T]
): void {
const len = this.sortedChildren.length;
if (progress === EventProgress.Capture) {
let success = false;
for (let i = len - 1; i >= 0; i--) {
const child = this.sortedChildren[i];
if (child.hidden) continue;
if (child.captureEvent(type, event)) {
success = true;
break;
}
}
// 如果没有子元素能够触发,那么自身触发冒泡
if (!success) {
this.bubbleEvent(type, event);
}
} else {
this.parent?.bubbleEvent(type, event);
}
}
destroy(): void {
super.destroy();
this.children.forEach(v => {
v.remove();
});
}
}
export type CustomContainerRenderFn = (
canvas: MotaOffscreenCanvas2D,
children: RenderItem[],
transform: Transform
) => void;
export class ContainerCustom extends Container {
private renderFn?: CustomContainerRenderFn;
protected render(
canvas: MotaOffscreenCanvas2D,
transform: Transform
): void {
if (!this.renderFn) {
super.render(canvas, transform);
} else {
this.renderFn(canvas, this.sortedChildren, transform);
}
}
/**
* 设置这个自定义容器的渲染函数
* @param render 渲染函数
*/
setRenderFn(render?: CustomContainerRenderFn) {
this.renderFn = render;
}
protected handleProps(
key: string,
prevValue: any,
nextValue: any
): boolean {
switch (key) {
case 'render': {
if (!this.assertType(nextValue, 'function', key)) return false;
this.setRenderFn(nextValue);
return true;
}
}
return super.handleProps(key, prevValue, nextValue);
}
}
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import type { RenderItem } from './item';
export const enum MouseType {
/** 没有按键按下 */
None = 0,
/** 左键 */
Left = 1 << 0,
/** 中键,即按下滚轮 */
Middle = 1 << 1,
/** 右键 */
Right = 1 << 2,
/** 侧键后退 */
Back = 1 << 3,
/** 侧键前进 */
Forward = 1 << 4
}
export const enum WheelType {
None,
/** 以像素为单位 */
Pixel,
/** 以行为单位,每行长度视浏览器设置而定,约为 1rem */
Line,
/** 以页为单位,一般为一个屏幕高度 */
Page
}
export const enum ActionType {
/** 点击事件,即按下与抬起都在该元素上时触发 */
Click,
/** 鼠标或手指按下事件 */
Down,
/** 鼠标或手指移动事件 */
Move,
/** 鼠标或手指抬起事件 */
Up,
/** 鼠标或手指移动入该元素时触发的事件 */
Enter,
/** 鼠标或手指移出该元素时触发的事件 */
Leave,
/** 鼠标在该元素上滚轮时触发的事件 */
Wheel
}
export const enum EventProgress {
/** 捕获阶段 */
Capture,
/** 冒泡阶段 */
Bubble
}
export interface IActionEventBase {
/** 当前事件是监听的哪个元素 */
target: RenderItem;
/** 是触摸操作还是鼠标操作 */
touch: boolean;
/**
* 触发的按键种类,会出现在点击、按下、抬起三个事件中,而其他的如移动等该值只会是 {@link MouseType.None},
* 电脑端可以有左键、中键、右键等,手机只会触发左键,每一项的值参考 {@link MouseType}
*/
type: MouseType;
/**
* 当前按下了哪些按键。该值是一个数字,可以通过位运算判断是否按下了某个按键。
* 例如通过 `buttons & MouseType.Left` 来判断是否按下了左键。
* 注意在鼠标抬起或鼠标点击事件中,并不会包含触发的那个按键
*/
buttons: number;
/** 触发时是否按下了 alt 键 */
altKey: boolean;
/** 触发时是否按下了 shift 键 */
shiftKey: boolean;
/** 触发时是否按下了 ctrl 键 */
ctrlKey: boolean;
/** 触发时是否按下了 Windows(Windows) / Command(Mac) 键 */
metaKey: boolean;
}
export interface IActionEvent extends IActionEventBase {
/** 这次操作的标识符,在按下、移动、抬起阶段中保持不变 */
identifier: number;
/** 相对于触发元素左上角的横坐标 */
offsetX: number;
/** 相对于触发元素左上角的纵坐标 */
offsetY: number;
/** 相对于整个画布左上角的横坐标 */
absoluteX: number;
/** 相对于整个画布左上角的纵坐标 */
absoluteY: number;
/**
* 调用后将停止事件的继续传播。
* 在捕获阶段,将会阻止捕获的进一步进行,在冒泡阶段,将会阻止冒泡的进一步进行。
* 如果当前元素有很多监听器,该方法并不会阻止其他监听器的执行。
*/
stopPropagation(): void;
}
export interface IWheelEvent extends IActionEvent {
/** 滚轮事件的鼠标横向滚动量 */
wheelX: number;
/** 滚轮事件的鼠标纵向滚动量 */
wheelY: number;
/** 滚轮事件的鼠标垂直屏幕的滚动量 */
wheelZ: number;
/** 滚轮事件的滚轮类型,表示了对应值的单位 */
wheelType: WheelType;
}
export interface ERenderItemActionEvent {
/** 当这个元素被点击时的捕获阶段触发 */
clickCapture: [ev: Readonly<IActionEvent>];
/** 当这个元素被点击时的冒泡阶段触发 */
click: [ev: Readonly<IActionEvent>];
/** 当鼠标或手指在该元素上按下的捕获阶段触发 */
downCapture: [ev: Readonly<IActionEvent>];
/** 当鼠标或手指在该元素上按下的冒泡阶段触发 */
down: [ev: Readonly<IActionEvent>];
/** 当鼠标或手指在该元素上移动的捕获阶段触发 */
moveCapture: [ev: Readonly<IActionEvent>];
/** 当鼠标或手指在该元素上移动的冒泡阶段触发 */
move: [ev: Readonly<IActionEvent>];
/** 当鼠标或手指在该元素上抬起的捕获阶段触发 */
upCapture: [ev: Readonly<IActionEvent>];
/** 当鼠标或手指在该元素上抬起的冒泡阶段触发 */
up: [ev: Readonly<IActionEvent>];
/** 当鼠标或手指进入该元素时触发 */
enter: [ev: Readonly<IActionEventBase>];
/** 当鼠标或手指离开该元素时触发 */
leave: [ev: Readonly<IActionEventBase>];
/** 当鼠标滚轮时的捕获阶段触发 */
wheelCapture: [ev: Readonly<IWheelEvent>];
/** 当鼠标滚轮时的冒泡阶段触发 */
wheel: [ev: Readonly<IWheelEvent>];
}
export interface ActionEventMap {
[ActionType.Click]: IActionEvent;
[ActionType.Down]: IActionEvent;
[ActionType.Enter]: IActionEvent;
[ActionType.Leave]: IActionEvent;
[ActionType.Move]: IActionEvent;
[ActionType.Up]: IActionEvent;
[ActionType.Wheel]: IWheelEvent;
}
export const eventNameMap: Record<ActionType, keyof ERenderItemActionEvent> = {
[ActionType.Click]: 'click',
[ActionType.Down]: 'down',
[ActionType.Move]: 'move',
[ActionType.Up]: 'up',
[ActionType.Enter]: 'enter',
[ActionType.Leave]: 'leave',
[ActionType.Wheel]: 'wheel'
};
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import EventEmitter from 'eventemitter3';
import { RenderItem } from './item';
export interface IAnimateFrame {
updateFrameAnimate(frame: number, time: number): void;
}
interface RenderEvent {
animateFrame: [frame: number, time: number];
}
class RenderEmits extends EventEmitter<RenderEvent> {
private framer: Set<IAnimateFrame> = new Set();
/**
* 添加一个可更新帧动画的对象
*/
addFramer(framer: IAnimateFrame) {
this.framer.add(framer);
}
/**
* 移除一个可更新帧动画的对象
*/
removeFramer(framer: IAnimateFrame) {
this.framer.delete(framer);
}
/**
* 更新所有帧动画
* @param frame 帧数
* @param time 帧动画时刻
*/
emitAnimateFrame(frame: number, time: number) {
this.framer.forEach(v => v.updateFrameAnimate(frame, time));
this.emit('animateFrame', frame, time);
}
}
export const renderEmits = new RenderEmits();
Mota.require('var', 'hook').once('reset', () => {
let lastTime = 0;
RenderItem.ticker.add(time => {
if (!core.isPlaying()) return;
if (time - lastTime > core.values.animateSpeed) {
RenderItem.animatedFrame++;
lastTime = time;
renderEmits.emitAnimateFrame(RenderItem.animatedFrame, time);
}
});
});
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export * from './preset';
export * from './renderer';
export * from './style';
export * from './adapter';
export * from './cache';
export * from './camera';
export * from './container';
export * from './frame';
export * from './gl2';
export * from './item';
export * from './render';
export * from './shader';
export * from './sprite';
export * from './transform';
export * from './utils';
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import { RenderAdapter } from '../adapter';
import { HeroRenderer } from './hero';
import { ILayerGroupRenderExtends, LayerGroup } from './layer';
import { MotaOffscreenCanvas2D } from '@/core/fx/canvas2d';
import { ERenderItemEvent, RenderItem } from '../item';
import { Transform } from '../transform';
import { transformCanvas } from '../utils';
export class LayerGroupAnimate implements ILayerGroupRenderExtends {
static animateList: Set<LayerGroupAnimate> = new Set();
id: string = 'animate';
group!: LayerGroup;
hero?: HeroRenderer;
animate!: Animate;
private animation: Set<AnimateData> = new Set();
/**
* 绘制一个跟随勇士的动画
* @param name 动画id
*/
async drawHeroAnimate(name: AnimationIds) {
const animate = this.animate.animate(name, 0, 0);
this.updatePosition(animate);
await this.animate.draw(animate);
this.animation.delete(animate);
}
private updatePosition(animate: AnimateData) {
if (!this.checkHero()) return;
if (!this.hero?.renderable) return;
const { x, y } = this.hero.renderable;
const cell = this.group.cellSize;
const half = cell / 2;
animate.centerX = x * cell + half;
animate.centerY = y * cell + half;
}
private onMoveTick = (x: number, y: number) => {
const cell = this.group.cellSize;
const half = cell / 2;
const ax = x * cell + half;
const ay = y * cell + half;
this.animation.forEach(v => {
v.centerX = ax;
v.centerY = ay;
});
};
private listen() {
if (this.checkHero()) {
this.hero!.on('moveTick', this.onMoveTick);
}
}
private checkHero() {
if (this.hero) return true;
const ex = this.group.getLayer('event')?.getExtends('floor-hero');
if (ex instanceof HeroRenderer) {
this.hero = ex;
return true;
}
return false;
}
awake(group: LayerGroup): void {
this.group = group;
this.animate = new Animate();
this.animate.size(group.width, group.height);
this.animate.setHD(true);
this.animate.setZIndex(100);
group.appendChild(this.animate);
LayerGroupAnimate.animateList.add(this);
this.listen();
}
onDestroy(_group: LayerGroup): void {
if (this.checkHero()) {
this.hero!.off('moveTick', this.onMoveTick);
LayerGroupAnimate.animateList.delete(this);
}
}
}
interface AnimateData {
obj: globalThis.Animate;
/** 第一帧是全局第几帧 */
readonly start: number;
/** 当前是第几帧 */
index: number;
/** 是否需要播放音频 */
sound: boolean;
centerX: number;
centerY: number;
onEnd?: () => void;
readonly absolute: boolean;
}
export interface EAnimateEvent extends ERenderItemEvent {}
export class Animate extends RenderItem<EAnimateEvent> {
/** 绝对位置的动画 */
private absoluteAnimates: Set<AnimateData> = new Set();
/** 静态位置的动画 */
private staticAnimates: Set<AnimateData> = new Set();
private delegation: number;
private frame: number = 0;
private lastTime: number = 0;
constructor() {
super('absolute', false, true);
this.delegation = this.delegateTicker(time => {
if (time - this.lastTime < 50) return;
this.lastTime = time;
this.frame++;
if (
this.absoluteAnimates.size > 0 ||
this.staticAnimates.size > 0
) {
this.update(this);
}
});
adapter.add(this);
}
protected render(
canvas: MotaOffscreenCanvas2D,
transform: Transform
): void {
if (
this.absoluteAnimates.size === 0 &&
this.staticAnimates.size === 0
) {
return;
}
this.drawAnimates(this.absoluteAnimates, canvas);
transformCanvas(canvas, transform);
this.drawAnimates(this.staticAnimates, canvas);
}
private drawAnimates(
data: Set<AnimateData>,
canvas: MotaOffscreenCanvas2D
) {
if (data.size === 0) return;
const { ctx } = canvas;
const toDelete = new Set<AnimateData>();
data.forEach(v => {
const obj = v.obj;
const index = v.index;
const frame = obj.frames[index];
const ratio = obj.ratio;
if (!v.sound) {
const se = (index % obj.frame) + 1;
core.playSound(v.obj.se[se], v.obj.pitch[se]);
v.sound = true;
}
const centerX = v.centerX;
const centerY = v.centerY;
frame.forEach(v => {
const img = obj.images[v.index];
if (!img) return;
const realWidth = (img.width * ratio * v.zoom) / 100;
const realHeight = (img.height * ratio * v.zoom) / 100;
ctx.globalAlpha = v.opacity / 255;
const cx = centerX + v.x;
const cy = centerY + v.y;
const ix = -realWidth / 2;
const iy = -realHeight / 2;
const angle = v.angle ? (-v.angle * Math.PI) / 180 : 0;
ctx.save();
ctx.translate(cx, cy);
if (v.mirror) {
ctx.scale(-1, 1);
}
ctx.rotate(angle);
ctx.drawImage(img, ix, iy, realWidth, realHeight);
ctx.restore();
});
const now = this.frame - v.start;
if (now !== v.index) v.sound = true;
v.index = now;
if (v.index === v.obj.frame) {
toDelete.add(v);
}
});
toDelete.forEach(v => {
data.delete(v);
v.onEnd?.();
});
}
/**
* 创建一个可以被执行的动画
* @param name 动画名称
* @param absolute 是否是绝对定位,绝对定位不会受到transform的影响
*/
animate(
name: AnimationIds,
x: number,
y: number,
absolute: boolean = false
) {
const animate = core.material.animates[name];
const data: AnimateData = {
index: 0,
start: this.frame,
obj: animate,
centerX: x,
centerY: y,
absolute,
sound: false
};
return data;
}
/**
* 绘制动画,动画结束时兑现返回的Promise
* @param animate 动画信息
* @returns
*/
draw(animate: AnimateData): Promise<void> {
return new Promise(res => {
if (animate.absolute) {
this.absoluteAnimates.add(animate);
} else {
this.staticAnimates.add(animate);
}
animate.onEnd = () => {
res();
};
});
}
/**
* 根据动画名称、坐标、定位绘制动画
* @param name 动画名称
* @param absolute 是否是绝对定位
*/
drawAnimate(
name: AnimationIds,
x: number,
y: number,
absolute: boolean = false
) {
return this.draw(this.animate(name, x, y, absolute));
}
destroy(): void {
super.destroy();
this.removeTicker(this.delegation);
adapter.remove(this);
}
}
const adapter = new RenderAdapter<Animate>('animate');
adapter.receive('drawAnimate', (item, name, x, y, absolute) => {
return item.drawAnimate(name, x, y, absolute);
});
adapter.receiveGlobal('drawHeroAnimate', name => {
const execute: Promise<void>[] = [];
LayerGroupAnimate.animateList.forEach(v => {
execute.push(v.drawHeroAnimate(name));
});
return Promise.all(execute);
});
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import { EventEmitter } from '@/core/common/eventEmitter';
import { logger } from '@/core/common/logger';
import { MotaOffscreenCanvas2D } from '@/core/fx/canvas2d';
interface BlockCacherEvent {
split: () => void;
}
interface BlockData {
/** 横向宽度,包括rest的那一个块 */
width: number;
/** 纵向宽度,包括rest的那一个块 */
height: number;
/** 横向最后一个块的宽度 */
restWidth: number;
/** 纵向最后一个块的高度 */
restHeight: number;
}
export interface IBlockCacheable {
/**
* 摧毁这个缓存元素
*/
destroy(): void;
}
/**
* 简单分块缓存类,内容包含元素与分块两种,其中元素是最小单元,分块是缓存单元。
* 拿楼层举例,假如我将楼层按照13x13划分缓存,那么元素就是每个图块,而分块就是这13x13的缓存分块。
* 为方便区分,在相关函数的注释最后,都会有`xx -> yy`的说明,
* 其中xx说明传入的数据是元素还是分块的数据,而yy表示其返回值或转换为的值
*/
export class BlockCacher<
T extends IBlockCacheable
> extends EventEmitter<BlockCacherEvent> {
/** 区域宽度 */
width: number;
/** 区域高度 */
height: number;
/** 分块大小 */
blockSize: number;
/** 分块信息 */
blockData: BlockData = {
width: 0,
height: 0,
restWidth: 0,
restHeight: 0
};
/** 缓存深度,例如填4的时候表示每格包含4个缓存 */
cacheDepth: number = 1;
/** 缓存内容,计算公式为 (x + y * width) * depth + deep */
cache: Map<number, T> = new Map();
constructor(
width: number,
height: number,
size: number,
depth: number = 1
) {
super();
this.width = width;
this.height = height;
this.blockSize = size;
this.cacheDepth = depth;
this.split();
}
/**
* 设置区域大小
* @param width 区域宽度
* @param height 区域高度
*/
size(width: number, height: number) {
this.width = width;
this.height = height;
this.split();
}
/**
* 设置分块大小
*/
setBlockSize(size: number) {
this.blockSize = size;
this.split();
}
/**
* 设置缓存深度,设置后会自动将旧缓存移植到新缓存中,最大值为31
* @param depth 缓存深度
*/
setCacheDepth(depth: number) {
if (depth > 31) {
logger.error(11);
return;
}
const old = this.cache;
const before = this.cacheDepth;
this.cache = new Map();
old.forEach((v, k) => {
const index = Math.floor(k / before);
const deep = k % before;
this.cache.set(index * depth + deep, v);
});
old.clear();
this.cacheDepth = depth;
}
/**
* 执行分块
*/
split() {
this.blockData = {
width: Math.ceil(this.width / this.blockSize),
height: Math.ceil(this.height / this.blockSize),
restWidth: this.width % this.blockSize,
restHeight: this.height % this.blockSize
};
this.emit('split');
}
/**
* 清除指定块的索引(分块->void)
* @param index 要清除的缓存索引
* @param deep 清除哪些深度的缓存,至多31位二进制数,例如填0b111就是清除前三层的索引
*/
clearCache(index: number, deep: number) {
const depth = this.cacheDepth;
for (let i = 0; i < depth; i++) {
if (deep & (1 << i)) {
const nowIndex = index * this.cacheDepth + i;
const item = this.cache.get(nowIndex);
item?.destroy();
this.cache.delete(nowIndex);
}
}
}
/**
* 清空指定索引的缓存,与 {@link clearCache} 不同的是,这里会直接清空对应索引的缓存,而不是指定分块的缓存(分块->void)
*/
clearCacheByIndex(index: number) {
const item = this.cache.get(index);
item?.destroy();
this.cache.delete(index);
}
/**
* 清空所有缓存
*/
clearAllCache() {
this.cache.forEach(v => v.destroy());
this.cache.clear();
}
/**
* 根据分块的横纵坐标获取其索引(分块->分块)
*/
getIndex(x: number, y: number) {
return x + y * this.blockData.width;
}
/**
* 根据元素位置获取分块索引(注意是单个元素的位置,而不是分块的位置)(元素->分块)
*/
getIndexByLoc(x: number, y: number) {
return this.getIndex(
Math.floor(x / this.blockSize),
Math.floor(y / this.blockSize)
);
}
/**
* 根据块的索引获取其位置(分块->分块)
*/
getBlockXYByIndex(index: number): LocArr {
const width = this.blockData.width;
return [index % width, Math.floor(index / width)];
}
/**
* 获取一个元素位置所在的分块位置(即使它不在任何分块内)(元素->分块)
*/
getBlockXY(x: number, y: number): LocArr {
return [Math.floor(x / this.blockSize), Math.floor(y / this.blockSize)];
}
/**
* 根据分块坐标与deep获取一个分块的精确索引(分块->分块)
*/
getPreciseIndex(x: number, y: number, deep: number) {
return (x + y * this.blockSize) * this.cacheDepth + deep;
}
/**
* 根据元素坐标及deep获取元素所在块的精确索引(元素->分块)
*/
getPreciseIndexByLoc(x: number, y: number, deep: number) {
return this.getPreciseIndex(...this.getBlockXY(x, y), deep);
}
/**
* 更新指定元素区域内的缓存(注意坐标是元素坐标,而非分块坐标)(元素->分块)
* @param deep 缓存清除深度,默认全部清空
* @returns 更新区域内的所有有关分块索引
*/
updateElementArea(
x: number,
y: number,
width: number,
height: number,
deep: number = 2 ** 31 - 1
) {
const [bx, by] = this.getBlockXY(x, y);
const [ex, ey] = this.getBlockXY(x + width - 1, y + height - 1);
return this.updateArea(bx, by, ex - bx, ey - by, deep);
}
/**
* 更新指定分块区域内的缓存(注意坐标是分块坐标,而非元素坐标)(分块->分块)
* @param deep 缓存清除深度,默认全部清空
* @returns 更新区域内的所有分块索引
*/
updateArea(
x: number,
y: number,
width: number,
height: number,
deep: number = 2 ** 31 - 1
) {
const blocks = this.getIndexOf(x, y, width, height);
blocks.forEach(v => {
this.clearCache(v, deep);
});
return blocks;
}
/**
* 传入分块坐标与范围,获取该区域内包含的所有分块索引(分块->分块)
*/
getIndexOf(x: number, y: number, width: number, height: number) {
const res = new Set<number>();
const sx = Math.max(x, 0);
const sy = Math.max(y, 0);
const ex = Math.min(x + width, this.blockData.width);
const ey = Math.min(y + height, this.blockData.height);
for (let nx = sx; nx <= ex; nx++) {
for (let ny = sy; ny <= ey; ny++) {
const index = this.getIndex(nx, ny);
res.add(index);
}
}
return res;
}
/**
* 传入元素坐标与范围,获取该区域内包含的所有分块索引(元素->分块)
*/
getIndexOfElement(x: number, y: number, width: number, height: number) {
const [bx, by] = this.getBlockXY(x, y);
const [ex, ey] = this.getBlockXY(x + width, y + height);
return this.getIndexOf(bx, by, ex - bx, ey - by);
}
/**
* 根据分块索引,获取这个分块所在区域的元素矩形范围(左上角横纵坐标及右下角横纵坐标)(分块->元素)
* @param block 分块索引
*/
getRectOfIndex(block: number) {
const [x, y] = this.getBlockXYByIndex(block);
return this.getRectOfBlockXY(x, y);
}
/**
* 根据分块坐标,获取这个分块所在区域的元素矩形范围(左上角横纵坐标及右下角横纵坐标)(分块->元素)
* @param x 分块横坐标
* @param y 分块纵坐标
*/
getRectOfBlockXY(x: number, y: number) {
return [
x * this.blockSize,
y * this.blockSize,
(x + 1) * this.blockSize,
(y + 1) * this.blockSize
];
}
/**
* 摧毁这个块缓存
*/
destroy() {
this.clearAllCache();
}
}
export interface ICanvasCacheItem extends IBlockCacheable {
readonly canvas: MotaOffscreenCanvas2D;
symbol: number;
}
export class CanvasCacheItem implements ICanvasCacheItem {
constructor(public canvas: MotaOffscreenCanvas2D, public symbol: number) {}
destroy(): void {
this.canvas.delete();
}
}
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@@ -1,578 +0,0 @@
import { logger } from '@/core/common/logger';
import { LayerGroupFloorBinder } from './floor';
import {
calNeedRenderOf,
ILayerGroupRenderExtends,
Layer,
LayerGroup
} from './layer';
import { BlockCacher, CanvasCacheItem, ICanvasCacheItem } from './block';
import type {
DamageEnemy,
EnemyCollection,
MapDamage
} from '@/game/enemy/damage';
import { MotaOffscreenCanvas2D } from '@/core/fx/canvas2d';
import { isNil } from 'lodash-es';
import { getDamageColor } from '@/plugin/utils';
import { ERenderItemEvent, RenderItem } from '../item';
import EventEmitter from 'eventemitter3';
import { Transform } from '../transform';
import { transformCanvas } from '../utils';
const ensureFloorDamage = Mota.require('fn', 'ensureFloorDamage');
interface EFloorDamageEvent {
update: [floor: FloorIds];
}
export class FloorDamageExtends
extends EventEmitter<EFloorDamageEvent>
implements ILayerGroupRenderExtends
{
id: string = 'floor-damage';
floorBinder!: LayerGroupFloorBinder;
group!: LayerGroup;
sprite!: Damage;
/**
* 立刻刷新伤害渲染
*/
update(floor: FloorIds) {
if (!this.sprite || !floor) return;
const map = core.status.maps[floor];
this.sprite.setMapSize(map.width, map.height);
ensureFloorDamage(floor);
const enemy = core.status.maps[floor].enemy;
this.sprite.updateCollection(enemy);
this.emit('update', floor);
}
/**
* 创建显伤层
*/
private create() {
if (this.sprite) return;
const sprite = new Damage();
sprite.setZIndex(80);
this.group.appendChild(sprite);
this.sprite = sprite;
}
private onUpdate = (floor: FloorIds) => {
if (!this.floorBinder.bindThisFloor) {
ensureFloorDamage(floor);
core.status.maps[floor].enemy.calRealAttribute();
}
this.update(floor);
};
// private onSetBlock = (x: number, y: number, floor: FloorIds) => {
// this.sprite.enemy?.once('extract', () => {
// if (floor !== this.sprite.enemy?.floorId) return;
// this.sprite.updateBlocks();
// });
// if (!this.floorBinder.bindThisFloor) {
// this.sprite.enemy?.extract();
// }
// };
/**
* 进行楼层更新监听
*/
private listen() {
this.floorBinder.on('update', this.onUpdate);
// this.floorBinder.on('setBlock', this.onSetBlock);
}
awake(group: LayerGroup): void {
const ex = group.getExtends('floor-binder');
if (ex instanceof LayerGroupFloorBinder) {
this.floorBinder = ex;
this.group = group;
this.create();
this.listen();
} else {
logger.warn(17);
group.removeExtends('floor-damage');
}
}
onDestroy(_group: LayerGroup): void {
this.floorBinder.off('update', this.onUpdate);
// this.floorBinder.off('setBlock', this.onSetBlock);
}
}
export interface DamageRenderable {
x: number;
y: number;
align: CanvasTextAlign;
baseline: CanvasTextBaseline;
text: string;
color: CanvasStyle;
font?: string;
stroke?: CanvasStyle;
strokeWidth?: number;
}
export interface EDamageEvent extends ERenderItemEvent {
setMapSize: [width: number, height: number];
beforeDamageRender: [need: Set<number>, transform: Transform];
updateBlocks: [blocks: Set<number>];
dirtyUpdate: [block: number];
}
export class Damage extends RenderItem<EDamageEvent> {
mapWidth: number = 0;
mapHeight: number = 0;
block: BlockCacher<ICanvasCacheItem>;
/** 键表示分块索引,值表示在这个分块上的渲染信息(当然实际渲染位置可以不在这个分块上) */
renderable: Map<number, Set<DamageRenderable>> = new Map();
/** 当前渲染怪物列表 */
enemy?: EnemyCollection;
/** 每个分块中包含的怪物集合 */
blockData: Map<number, Map<number, DamageEnemy>> = new Map();
/** 单元格大小 */
cellSize: number = 32;
/** 默认伤害字体 */
font: string = '300 9px Verdana';
/** 默认描边样式,当伤害文字不存在描边属性时会使用此属性 */
strokeStyle: CanvasStyle = '#000';
/** 默认描边宽度 */
strokeWidth: number = 2;
/** 要懒更新的所有分块 */
private dirtyBlocks: Set<number> = new Set();
constructor() {
super('absolute', false, true);
this.block = new BlockCacher(0, 0, core._WIDTH_, 1);
this.type = 'absolute';
this.size(core._PX_, core._PY_);
this.setHD(true);
this.setAntiAliasing(true);
}
protected render(
canvas: MotaOffscreenCanvas2D,
transform: Transform
): void {
this.renderDamage(canvas, transform);
}
private onExtract = () => {
if (this.enemy) this.updateCollection(this.enemy);
};
/**
* 设置地图大小,后面应紧跟更新怪物列表
*/
setMapSize(width: number, height: number) {
this.mapWidth = width;
this.mapHeight = height;
this.enemy = void 0;
this.blockData.clear();
this.renderable.clear();
this.block.size(width, height);
// 预留blockData
const w = this.block.blockData.width;
const h = this.block.blockData.height;
const num = w * h;
for (let i = 0; i < num; i++) {
this.blockData.set(i, new Map());
this.renderable.set(i, new Set());
this.dirtyBlocks.add(i);
}
this.emit('setMapSize', width, height);
}
/**
* 设置每个图块的大小
*/
setCellSize(size: number) {
this.cellSize = size;
this.update();
}
/**
* 更新怪物列表。更新后,{@link Damage.enemy} 会丢失原来的怪物列表引用,换为传入的列表引用
* @param enemy 怪物列表
*/
updateCollection(enemy: EnemyCollection) {
if (this.enemy !== enemy) {
this.enemy?.off('calculated', this.onExtract);
enemy.on('calculated', this.onExtract);
}
this.enemy = enemy;
this.blockData.forEach(v => v.clear());
this.renderable.forEach(v => v.clear());
this.block.clearAllCache();
const w = this.block.blockData.width;
const h = this.block.blockData.height;
const num = w * h;
for (let i = 0; i < num; i++) {
this.dirtyBlocks.add(i);
}
enemy.list.forEach(v => {
if (isNil(v.x) || isNil(v.y)) return;
const index = this.block.getIndexByLoc(v.x, v.y);
this.blockData.get(index)?.set(v.y * this.mapWidth + v.x, v);
});
// this.updateBlocks();
this.update(this);
}
/**
* 更新指定矩形区域内的渲染信息
* @param x 左上角横坐标
* @param y 左上角纵坐标
* @param width 宽度
* @param height 高度
*/
updateRenderable(x: number, y: number, width: number, height: number) {
this.updateBlocks(this.block.updateElementArea(x, y, width, height));
}
/**
* 更新指定分块
* @param blocks 要更新的分块集合
* @param map 是否更新地图伤害
*/
updateBlocks(blocks?: Set<number>) {
if (blocks) {
blocks.forEach(v => this.dirtyBlocks.add(v));
this.emit('updateBlocks', blocks);
} else {
this.blockData.forEach((_v, i) => {
this.dirtyBlocks.add(i);
});
this.emit('updateBlocks', new Set(this.blockData.keys()));
}
this.update(this);
}
/**
* 更新指定位置的怪物信息
*/
updateEnemyOn(x: number, y: number) {
const enemy = this.enemy?.get(x, y);
const block = this.block.getIndexByLoc(x, y);
const data = this.blockData.get(block);
const index = x + y * this.mapWidth;
if (!data) return;
if (!enemy) {
data.delete(index);
} else {
data.set(index, enemy);
}
this.update(this);
// 渲染懒更新,优化性能表现
this.dirtyBlocks.add(block);
}
/**
* 更新单个分块
* @param block 更新的分块
* @param map 是否更新地图伤害
*/
private updateBlock(block: number, map: boolean = true) {
const data = this.blockData.get(block);
if (!data) return;
this.block.clearCache(block, 1);
const renderable = this.renderable.get(block)!;
renderable.clear();
data.forEach(v => this.extract(v, renderable));
if (map) this.extractMapDamage(block, renderable);
}
/**
* 将怪物解析为renderable的伤害
* @param enemy 怪物
* @param block 怪物所属分块
*/
private extract(enemy: DamageEnemy, block: Set<DamageRenderable>) {
if (enemy.progress !== 4) return;
const x = enemy.x!;
const y = enemy.y!;
const { damage } = enemy.calDamage();
const cri = enemy.calCritical(1)[0]?.atkDelta ?? Infinity;
const real = enemy.getRealInfo();
const dam1: DamageRenderable = {
align: 'left',
baseline: 'alphabetic',
text: isFinite(damage) ? core.formatBigNumber(damage, true) : '???',
color: getDamageColor(damage),
x: x * this.cellSize + 1,
y: y * this.cellSize + this.cellSize - 1
};
const dam2: DamageRenderable = {
align: 'left',
baseline: 'alphabetic',
text: isFinite(cri) ? core.formatBigNumber(cri, true) : '?',
color: '#fff',
x: x * this.cellSize + 1,
y: y * this.cellSize + this.cellSize - 11
};
block.add(dam1).add(dam2);
const hasHorn = real.special.has(33);
if (real.special.has(8) && real.togetherNum && !hasHorn) {
const dam3: DamageRenderable = {
align: 'right',
baseline: 'top',
text: real.togetherNum.toString(),
color: '#09FF5B',
x: x * this.cellSize + this.cellSize - 1,
y: y * this.cellSize + 2,
strokeWidth: 3
};
block.add(dam3);
}
if (real.special.has(30)) {
const dam4: DamageRenderable = {
align: 'left',
baseline: 'top',
text: '乾',
color: '#FDCD0B',
x: x * this.cellSize + 1,
y: y * this.cellSize + 2,
strokeWidth: 2,
font: '500 10px Verdana'
};
block.add(dam4);
}
if (enemy.col && hasHorn) {
const dam5: DamageRenderable = {
align: 'right',
baseline: 'top',
text: enemy.col.list.size.toString(),
color: '#fff866',
x: x * this.cellSize + this.cellSize - 1,
y: y * this.cellSize + 2,
strokeWidth: 3
};
block.add(dam5);
}
}
/**
* 解析指定分块的地图伤害
* @param block 分块索引
*/
private extractMapDamage(block: number, renderable: Set<DamageRenderable>) {
if (!this.enemy) return;
const damage = this.enemy.mapDamage;
const [sx, sy, ex, ey] = this.block.getRectOfIndex(block);
for (let x = sx; x < ex; x++) {
for (let y = sy; y < ey; y++) {
const loc = `${x},${y}`;
const dam = damage[loc];
if (!dam) continue;
this.pushMapDamage(x, y, renderable, dam);
}
}
}
/**
* 解析所有地图伤害
*/
private extractAllMapDamage() {
// todo: 测试性能,这样真的会更快吗?或许能更好的优化?或者是根本不需要这个函数?
if (!this.enemy) return;
for (const [loc, enemy] of Object.entries(this.enemy.mapDamage)) {
const [sx, sy] = loc.split(',');
const x = Number(sx);
const y = Number(sy);
const block = this.renderable.get(this.block.getIndexByLoc(x, y))!;
this.pushMapDamage(x, y, block, enemy);
}
}
private pushMapDamage(
x: number,
y: number,
block: Set<DamageRenderable>,
dam: MapDamage
) {
// todo: 这个应当可以自定义,通过地图伤害注册实现
let text = '';
let color = '#fa3';
let font = '300 9px Verdana';
if (dam.damage > 0) {
text = core.formatBigNumber(dam.damage, true);
} else if (dam.mockery) {
dam.mockery.sort((a, b) =>
a[0] === b[0] ? a[1] - b[1] : a[0] - b[0]
);
const [tx, ty] = dam.mockery[0];
const dir = x > tx ? '←' : x < tx ? '→' : y > ty ? '↑' : '↓';
text = '嘲' + dir;
color = '#fd4';
font = '500 11px Verdana';
} else if (dam.hunt) {
text = '猎';
color = '#fd4';
font = '500 11px Verdana';
} else {
return;
}
const mapDam: DamageRenderable = {
align: 'center',
baseline: 'middle',
text,
color,
font,
x: x * this.cellSize + this.cellSize / 2,
y: y * this.cellSize + this.cellSize / 2
};
block.add(mapDam);
}
/**
* 计算需要渲染哪些块
*/
calNeedRender(transform: Transform) {
if (this.parent instanceof LayerGroup) {
// 如果处于地图组中,每个地图的渲染区域应该是一样的,因此可以缓存优化
return this.parent.cacheNeedRender(transform, this.block);
} else if (this.parent instanceof Layer) {
// 如果是地图的子元素,直接调用Layer的计算函数
return this.parent.calNeedRender(transform);
} else {
return calNeedRenderOf(transform, this.cellSize, this.block);
}
}
/**
* 渲染伤害层
* @param transform 变换矩阵
*/
renderDamage(canvas: MotaOffscreenCanvas2D, transform: Transform) {
// console.time('damage');
const { ctx } = canvas;
transformCanvas(canvas, transform);
const render = this.calNeedRender(transform);
const block = this.block;
const cell = this.cellSize;
const size = cell * block.blockSize;
this.emit('beforeDamageRender', render, transform);
render.forEach(v => {
const [x, y] = block.getBlockXYByIndex(v);
const bx = x * block.blockSize;
const by = y * block.blockSize;
const px = bx * cell;
const py = by * cell;
// todo: 是否真的需要缓存
// 检查有没有缓存
const cache = block.cache.get(v);
if (cache && cache.symbol === cache.canvas.symbol) {
ctx.drawImage(cache.canvas.canvas, px, py, size, size);
return;
}
if (this.dirtyBlocks.has(v)) {
this.updateBlock(v, true);
}
this.emit('dirtyUpdate', v);
// 否则依次渲染并写入缓存
const temp = block.cache.get(v)?.canvas ?? this.requireCanvas();
temp.clear();
temp.setHD(true);
temp.setAntiAliasing(true);
temp.withGameScale(true);
temp.size(size, size);
const { ctx: ct } = temp;
ct.translate(-px, -py);
const render = this.renderable.get(v);
render?.forEach(v => {
if (!v) return;
ct.fillStyle = v.color;
ct.textAlign = v.align;
ct.textBaseline = v.baseline;
ct.font = v.font ?? this.font;
ct.strokeStyle = v.stroke ?? this.strokeStyle;
ct.lineWidth = v.strokeWidth ?? this.strokeWidth;
ct.strokeText(v.text, v.x, v.y);
ct.fillText(v.text, v.x, v.y);
});
ctx.drawImage(temp.canvas, px, py, size, size);
block.cache.set(v, new CanvasCacheItem(temp, temp.symbol));
});
ctx.restore();
// console.timeEnd('damage');
}
protected handleProps(
key: string,
_prevValue: any,
nextValue: any
): boolean {
switch (key) {
case 'mapWidth':
if (!this.assertType(nextValue, 'number', key)) return false;
this.setMapSize(nextValue, this.mapHeight);
return true;
case 'mapHeight':
if (!this.assertType(nextValue, 'number', key)) return false;
this.setMapSize(this.mapWidth, nextValue);
return true;
case 'cellSize':
if (!this.assertType(nextValue, 'number', key)) return false;
this.setCellSize(nextValue);
return true;
case 'enemy':
if (!this.assertType(nextValue, 'object', key)) return false;
this.updateCollection(nextValue);
return true;
case 'font':
if (!this.assertType(nextValue, 'string', key)) return false;
this.font = nextValue;
this.update();
return true;
case 'strokeStyle':
this.strokeStyle = nextValue;
this.update();
return true;
case 'strokeWidth':
if (!this.assertType(nextValue, 'number', key)) return false;
this.strokeWidth = nextValue;
this.update();
return true;
}
return false;
}
destroy(): void {
super.destroy();
this.block.destroy();
this.enemy?.off('extract', this.onExtract);
}
}
// const adapter = new RenderAdapter<Damage>('damage');
-415
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@@ -1,415 +0,0 @@
import EventEmitter from 'eventemitter3';
import {
FloorLayer,
ILayerGroupRenderExtends,
ILayerRenderExtends,
Layer,
LayerGroup,
LayerMovingRenderable
} from './layer';
import { texture } from '../cache';
import { sleep } from 'mutate-animate';
import { RenderAdapter } from '../adapter';
const hook = Mota.require('var', 'hook');
hook.on('setBlock', (x, y, floor, block) => {
const isNow = floor === core.status.floorId;
LayerGroupFloorBinder.activedBinder.forEach(v => {
if (floor === v.floor || (isNow && v.bindThisFloor)) {
v.setBlock('event', block, x, y);
}
});
LayerFloorBinder.listenedBinder.forEach(v => {
if (v.layer.layer === 'event') {
if (v.floor === floor || (isNow && v.bindThisFloor)) {
v.setBlock(block, x, y);
}
}
});
});
hook.on('changingFloor', floor => {
// 潜在隐患:如果putRenderData改成异步,那么会变成两帧后才能真正刷新并渲染
// 考虑到楼层转换一般不会同时执行很多次,因此这里改为立刻更新
LayerGroupFloorBinder.activedBinder.forEach(v => {
if (v.bindThisFloor) v.updateBindData();
v.emit('floorChange', floor);
});
LayerFloorBinder.listenedBinder.forEach(v => {
if (v.bindThisFloor) v.updateBindData();
});
});
hook.on('setBgFgBlock', (name, number, x, y, floor) => {
const isNow = floor === core.status.floorId;
LayerGroupFloorBinder.activedBinder.forEach(v => {
if (floor === v.floor || (isNow && v.bindThisFloor)) {
v.setBlock(name, number, x, y);
}
});
LayerFloorBinder.listenedBinder.forEach(v => {
if (v.layer.layer === name) {
if (v.floor === floor || (isNow && v.bindThisFloor)) {
v.setBlock(number, x, y);
}
}
});
});
interface LayerGroupBinderEvent {
update: [floor: FloorIds];
setBlock: [x: number, y: number, floor: FloorIds, block: AllNumbers];
floorChange: [floor: FloorIds];
}
/**
* 楼层绑定拓展,用于LayerGroup,将楼层数据传输到渲染系统。
* 添加后,会自动在LayerGroup包含的子Layer上添加LayerFloorBinder拓展,用于后续处理。
* 当移除这个拓展时,其附属的所有子拓展也会一并被移除。
*/
export class LayerGroupFloorBinder
extends EventEmitter<LayerGroupBinderEvent>
implements ILayerGroupRenderExtends
{
id: string = 'floor-binder';
bindThisFloor: boolean = true;
floor?: FloorIds;
group!: LayerGroup;
/** 附属的子LayerFloorBinder拓展 */
layerBinders: Set<LayerFloorBinder> = new Set();
private needUpdate: boolean = false;
static activedBinder: Set<LayerGroupFloorBinder> = new Set();
/**
* 绑定楼层为当前楼层,并跟随变化
*/
bindThis() {
this.floor = void 0;
this.bindThisFloor = true;
this.layerBinders.forEach(v => v.bindThis());
this.updateBind();
}
/**
* 绑定楼层为指定楼层
* @param floorId 楼层id
*/
bindFloor(floorId: FloorIds) {
this.bindThisFloor = false;
this.floor = floorId;
this.layerBinders.forEach(v => v.bindFloor(floorId));
this.updateBind();
}
/**
* 在下一帧进行绑定数据更新
*/
updateBind() {
if (this.needUpdate || !this.group) return;
this.needUpdate = true;
this.group.requestBeforeFrame(() => {
this.needUpdate = false;
this.updateBindData();
});
}
/**
* 立刻进行数据绑定更新
*/
updateBindData() {
this.layerBinders.forEach(v => {
v.updateBindData();
});
const floor = this.getFloor();
this.emit('update', floor);
}
getFloor() {
return this.bindThisFloor ? core.status.floorId : this.floor!;
}
/**
* 设置图块
*/
setBlock(layer: FloorLayer, block: AllNumbers, x: number, y: number) {
const ex = this.group
.getLayer(layer)
?.getExtends('floor-binder') as LayerFloorBinder;
if (!ex) return;
ex.setBlock(block, x, y);
const floor = this.bindThisFloor ? core.status.floorId : this.floor!;
this.emit('setBlock', x, y, floor, block);
}
checkLayerExtends(layer: Layer) {
const ex = layer.getExtends('floor-binder');
if (!ex) {
const extend = new LayerFloorBinder(this);
layer.extends(extend);
this.layerBinders.add(extend);
} else {
if (ex instanceof LayerFloorBinder) {
ex.setParent(this);
this.layerBinders.add(ex);
}
}
}
awake(group: LayerGroup) {
this.group = group;
for (const layer of group.layers.values()) {
this.checkLayerExtends(layer);
}
LayerGroupFloorBinder.activedBinder.add(this);
}
onLayerAdd(_group: LayerGroup, layer: Layer): void {
this.checkLayerExtends(layer);
}
onDestroy(group: LayerGroup) {
LayerGroupFloorBinder.activedBinder.delete(this);
group.layers.forEach(v => {
v.removeExtends('floor-binder');
});
this.removeAllListeners();
}
}
/**
* 楼层绑定拓展,用于Layer的楼层渲染。
* 注意,如果目标Layer是LayerGroup的子元素,那么会自动检测父元素是否包含LayerGroupFloorBinder拓展,
* 如果包含,那么会自动将此拓展附加至父元素的拓展。当父元素的拓展被移除时,此拓展也会一并被移除。
*/
export class LayerFloorBinder implements ILayerRenderExtends {
id: string = 'floor-binder';
parent?: LayerGroupFloorBinder;
layer!: Layer;
bindThisFloor: boolean = true;
floor?: FloorIds;
static listenedBinder: Set<LayerFloorBinder> = new Set();
private needUpdate: boolean = false;
constructor(parent?: LayerGroupFloorBinder) {
this.parent = parent;
}
/**
* 绑定楼层为当前楼层,并跟随变化
*/
bindThis() {
this.floor = void 0;
this.bindThisFloor = true;
this.updateBind();
}
/**
* 绑定楼层为指定楼层
* @param floorId 楼层id
*/
bindFloor(floorId: FloorIds) {
this.bindThisFloor = false;
this.floor = floorId;
this.updateBind();
}
getFloor() {
return this.bindThisFloor ? core.status.floorId : this.floor!;
}
/**
* 设置这个拓展附属至的父拓展(LayerGroupFloorBinder拓展)
* @param parent 父拓展
*/
setParent(parent?: LayerGroupFloorBinder) {
this.parent = parent;
this.checkListen();
}
private checkListen() {
if (this.parent) LayerFloorBinder.listenedBinder.delete(this);
else LayerFloorBinder.listenedBinder.add(this);
}
/**
* 在下一帧进行绑定数据更新
*/
updateBind() {
if (this.needUpdate) return;
this.needUpdate = true;
this.layer.requestBeforeFrame(() => {
this.needUpdate = false;
this.updateBindData();
});
}
/**
* 设置图块
*/
setBlock(block: AllNumbers, x: number, y: number) {
this.layer.putRenderData([block], 1, x, y);
}
/**
* 立刻更新绑定数据,而非下一帧
*/
updateBindData() {
const floor = this.getFloor();
if (!floor) return;
core.extractBlocks(floor);
const map = core.status.maps[floor];
this.layer.setMapSize(map.width, map.height);
const image = core.status.maps[this.getFloor()].images;
if (this.layer.layer === 'event') {
const m = map.map;
this.layer.putRenderData(m.flat(), map.width, 0, 0);
} else {
const m = core.maps._getBgFgMapArray(this.layer.layer!, floor);
this.layer.putRenderData(m.flat(), map.width, 0, 0);
}
if (this.layer.layer === 'bg') {
// 别忘了背景图块
this.layer.setBackground(texture.idNumberMap[map.defaultGround]);
}
const toDraw = image?.filter(v => v.canvas === this.layer.layer);
this.layer.setFloorImage(toDraw ?? []);
}
awake(layer: Layer) {
this.layer = layer;
if (!this.parent) {
const group = layer.parent;
if (group instanceof LayerGroup) {
const ex = group.getExtends('floor-binder');
if (ex instanceof LayerGroupFloorBinder) {
ex.checkLayerExtends(layer);
this.parent = ex;
}
}
}
this.checkListen();
}
onDestroy(_layer: Layer) {
LayerFloorBinder.listenedBinder.delete(this);
this.parent?.layerBinders.delete(this);
}
}
interface DoorAnimateRenderable {
renderable: LayerMovingRenderable;
count: number;
perTime: number;
}
export class LayerDoorAnimate implements ILayerRenderExtends {
id: string = 'door-animate';
layer!: Layer;
private moving: Set<LayerMovingRenderable> = new Set();
private getRenderable(block: Block): DoorAnimateRenderable | null {
const { x, y, id } = block;
const renderable = texture.getRenderable(id);
if (!renderable) return null;
const image = renderable.autotile
? renderable.image[0]
: renderable.image;
const time = block.event.doorInfo?.time ?? 160;
const frame = renderable.render.length;
const perTime = time / frame;
const data: LayerMovingRenderable = {
x,
y,
zIndex: y,
image,
autotile: false,
animate: 0,
frame,
bigImage: false,
render: renderable.render,
alpha: 1
};
return { renderable: data, count: frame, perTime };
}
/**
* 开门
* @param block 图块信息
*/
async openDoor(block: Block) {
const renderable = this.getRenderable(block);
if (!renderable) return Promise.reject();
const { renderable: data, count: frame, perTime } = renderable;
data.animate = 0;
this.moving.add(data);
this.layer.requestUpdateMoving();
let now = 0;
while (now < frame) {
await sleep(perTime);
data.animate = ++now;
this.layer.update(this.layer);
}
this.moving.delete(data);
this.layer.requestUpdateMoving();
return Promise.resolve();
}
/**
* 关门
* @param block 图块信息
*/
async closeDoor(block: Block) {
const renderable = this.getRenderable(block);
if (!renderable) return Promise.reject();
const { renderable: data, count: frame, perTime } = renderable;
data.animate = frame - 1;
this.moving.add(data);
this.layer.requestUpdateMoving();
let now = 0;
while (now >= 0) {
await sleep(perTime);
data.animate = --now;
this.layer.update(this.layer);
}
this.moving.delete(data);
this.layer.requestUpdateMoving();
return Promise.resolve();
}
awake(layer: Layer) {
this.layer = layer;
doorAdapter.add(this);
}
onMovingUpdate(_layer: Layer, renderable: LayerMovingRenderable[]): void {
renderable.push(...this.moving);
}
onDestroy(_layer: Layer): void {
doorAdapter.remove(this);
}
}
const doorAdapter = new RenderAdapter<LayerDoorAnimate>('door-animate');
doorAdapter.receive('openDoor', (item, block: Block) => {
return item.openDoor(block);
});
doorAdapter.receive('closeDoor', (item, block: Block) => {
return item.closeDoor(block);
});
File diff suppressed because it is too large. Load diff
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@@ -1,477 +0,0 @@
import { ILayerRenderExtends, Layer, LayerMovingRenderable } from './layer';
import { SizedCanvasImageSource } from './misc';
import { RenderAdapter } from '../adapter';
import { logger } from '@/core/common/logger';
import EventEmitter from 'eventemitter3';
import { texture } from '../cache';
import { TimingFn } from 'mutate-animate';
import { isNil } from 'lodash-es';
// type HeroMovingStatus = 'stop' | 'moving' | 'moving-as';
// export const enum HeroMovingStatus {}
interface HeroRenderEvent {
stepEnd: [];
moveTick: [x: number, y: number];
append: [renderable: LayerMovingRenderable[]];
}
export class HeroRenderer
extends EventEmitter<HeroRenderEvent>
implements ILayerRenderExtends
{
id: string = 'floor-hero';
/** 勇士的图片资源 */
image?: SizedCanvasImageSource;
cellWidth?: number;
cellHeight?: number;
/** 勇士的渲染信息 */
renderable?: LayerMovingRenderable;
layer!: Layer;
/** 当前移动帧数 */
movingFrame: number = 0;
/** 是否正在移动 */
moving: boolean = false;
/** 是否正在播放动画,与移动分开以实现原地踏步 */
animate: boolean = false;
/** 勇士移动速度 */
speed: number = 100;
/** 勇士移动的真正速度,经过录像修正 */
realSpeed: number = 100;
/** 当前的移动方向 */
moveDir: Dir2 = 'down';
/** 当前移动的勇士显示方向 */
showDir: Dir = 'down';
/** 帧动画是否反向播放,例如后退时就应该设为true */
animateReverse: boolean = false;
/** 勇士移动定时器id */
private moveId: number = -1;
/** 上一次帧数切换的时间 */
private lastFrameTime: number = 0;
/** 上一步走到格子上的时间 */
private lastStepTime: number = 0;
/** 执行当前步移动的Promise */
private moveDetached?: Promise<void>;
/** endMove的Promise */
private moveEnding?: Promise<void>;
/**
* 这一步的移动方向,与{@link moveDir}不同的是,在这一步走完之前,它都不会变,
* 当这一步走完之后,才会将其设置为{@link moveDir}的值
*/
stepDir: Dir2 = 'down';
/** 每步的格子增量 */
private stepDelta: Loc = { x: 0, y: 1 };
/**
* 设置勇士所用的图片资源
* @param image 图片资源
*/
setImage(image: SizedCanvasImageSource) {
this.image = image;
this.split();
this.resetRenderable(true);
this.layer.requestUpdateMoving();
}
/**
* 设置移动的移动速度
* @param speed 移动速度
*/
setMoveSpeed(speed: number) {
this.speed = speed;
this.fixMoveSpeed();
}
/**
* 分割勇士图像,生成renderable信息
*/
split() {
this.cellWidth = this.image!.width / 4;
this.cellHeight = this.image!.height / 4;
this.generateRenderable();
}
/**
* 生成渲染信息
*/
generateRenderable() {
if (!this.image) return;
this.renderable = {
image: this.image,
frame: 4,
x: core.status.hero.loc.x,
y: core.status.hero.loc.y,
zIndex: core.status.hero.loc.y,
autotile: false,
bigImage: true,
render: this.getRenderFromDir(this.showDir),
animate: 0,
alpha: 1
};
}
/**
* 根据方向获取勇士的裁切信息
* @param dir 方向
*/
getRenderFromDir(dir: Dir): [number, number, number, number][] {
if (!this.cellWidth || !this.cellHeight) return [];
const index = texture.characterDirection[dir];
const y = index * this.cellHeight;
const res: [number, number, number, number][] = [0, 1, 2, 3].map(v => {
return [v * this.cellWidth!, y, this.cellWidth!, this.cellHeight!];
});
if (this.animateReverse) return res.reverse();
else return res;
}
/**
* 开始勇士帧动画
*/
startAnimate() {
this.animate = true;
this.lastFrameTime = Date.now();
}
/**
* 结束勇士帧动画
*/
endAnimate() {
this.animate = false;
this.resetRenderable(false);
}
/**
* 设置帧动画是否反向播放
* @param reverse 帧动画是否反向播放
*/
setAnimateReversed(reverse: boolean) {
this.animateReverse = reverse;
this.resetRenderable(true);
}
/**
* 设置勇士的动画显示朝向
* @param dir 显示朝向
*/
setAnimateDir(dir: Dir) {
if (dir !== this.showDir) {
this.showDir = dir;
this.resetRenderable(true);
}
}
/**
* 重置renderable状态,恢复至第一帧状态
* @param getInfo 是否重新获取渲染信息
*/
resetRenderable(getInfo: boolean) {
this.movingFrame = 0;
if (this.renderable) {
this.renderable.animate = 0;
if (getInfo) {
this.renderable.render = this.getRenderFromDir(this.showDir);
}
}
this.layer.update(this.layer);
}
/**
* 勇士帧动画定时器
*/
private animateTick(time: number) {
if (!this.animate) return;
if (time - this.lastFrameTime > this.speed) {
this.lastFrameTime = time;
this.movingFrame++;
this.movingFrame %= 4;
if (this.renderable) this.renderable.animate = this.movingFrame;
}
this.layer.update(this.layer);
}
/**
* 勇士移动定时器
*/
private moveTick(time: number) {
if (!this.renderable) return;
if (this.moving) {
const progress = (time - this.lastStepTime) / this.realSpeed;
const { x: dx, y: dy } = this.stepDelta;
const { x, y } = core.status.hero.loc;
if (progress >= 1) {
this.renderable.x = x + dx;
this.renderable.y = y + dy;
this.fixMoveSpeed();
this.emit('stepEnd');
} else {
const rx = dx * progress + x;
const ry = dy * progress + y;
this.renderable.x = rx;
this.renderable.y = ry;
}
this.layer.update(this.layer);
}
this.emit('moveTick', this.renderable.x, this.renderable.y);
}
/**
* 进行下一步的移动准备,设置移动信息
*/
private step() {
this.stepDir = this.moveDir;
this.lastStepTime = Date.now();
this.stepDelta = core.utils.scan2[this.stepDir];
this.turn(this.stepDir);
}
private fixMoveSpeed() {
if (!core.isReplaying()) {
this.realSpeed = this.speed;
} else {
const replay = core.status.replay.speed;
this.realSpeed = replay === 24 ? 1 : this.speed / replay;
}
}
/**
* 准备开始移动
*/
readyMove() {
this.moving = true;
this.fixMoveSpeed();
}
/**
* 移动勇士
*/
move(dir: Dir2): Promise<void> {
if (!this.moving) {
logger.error(12);
return Promise.reject(
'Cannot moving hero while hero not in moving!'
);
}
this.moveDir = dir;
if (this.moveDetached) {
return this.moveDetached;
} else {
this.step();
this.moveDetached = new Promise(res => {
this.once('stepEnd', () => {
this.moveDetached = void 0;
res();
});
});
return this.moveDetached;
}
}
/**
* 结束勇士的移动过程
*/
endMove(): Promise<void> {
if (!this.moving) return Promise.resolve();
if (this.moveEnding) return this.moveEnding;
else {
const promise = new Promise<void>(resolve => {
this.once('stepEnd', () => {
this.moveEnding = void 0;
this.moving = false;
const { x, y } = core.status.hero.loc;
this.setHeroLoc(x, y);
this.render();
resolve();
});
});
return (this.moveEnding = promise);
}
}
/**
* 勇士转向,不填表示顺时针转一个方向
* @param dir 移动方向
*/
turn(dir?: Dir2): void {
if (!dir) {
const index = texture.characterTurn2.indexOf(this.stepDir);
if (index === -1) {
const length = texture.characterTurn.length;
const index = texture.characterTurn.indexOf(
this.stepDir as Dir
);
const next = texture.characterTurn[index % length];
return this.turn(next);
} else {
return this.turn(texture.characterTurn[index]);
}
}
this.moveDir = dir;
this.stepDir = dir;
if (!this.renderable) return;
this.renderable.render = this.getRenderFromDir(this.showDir);
this.layer.update(this.layer);
}
/**
* 设置勇士的坐标
* @param x 横坐标
* @param y 纵坐标
*/
setHeroLoc(x?: number, y?: number) {
if (!this.renderable) return;
if (!isNil(x)) {
this.renderable.x = x;
}
if (!isNil(y)) {
this.renderable.y = y;
}
this.emit('moveTick', this.renderable.x, this.renderable.y);
this.layer.update(this.layer);
}
/**
* 按照指定函数移动勇士
* @param x 目标横坐标
* @param y 目标纵坐标
* @param time 移动时间
* @param fn 移动函数,传入一个完成度(范围0-1),返回一个三元素数组,表示横纵格子坐标,可以是小数。
* 第三个元素表示图块纵深,一般图块的纵深就是其纵坐标,当地图上有大怪物时,此举可以辅助渲染,
* 否则可能会导致移动过程中与大怪物的层级关系不正确,比如全在大怪物身后。注意不建议频繁改动这个值,
* 因为此举会导致层级的重新排序,降低渲染性能。
*/
moveAs(x: number, y: number, time: number, fn: TimingFn<3>): Promise<void> {
if (!this.moving) return Promise.resolve();
if (!this.renderable) return Promise.resolve();
const nowZIndex = fn(0)[2];
const startTime = Date.now();
return new Promise(res => {
this.layer.delegateTicker(
() => {
if (!this.renderable) return;
const now = Date.now();
const progress = (now - startTime) / time;
const [nx, ny, nz] = fn(progress);
this.renderable.x = nx;
this.renderable.y = ny;
this.renderable.zIndex = nz;
if (nz !== nowZIndex) {
this.layer.sortMovingRenderable();
}
this.emit('moveTick', this.renderable.x, this.renderable.y);
this.layer.update(this.layer);
},
time,
() => {
this.moving = false;
if (!this.renderable) return res();
this.renderable.x = x;
this.renderable.y = y;
this.emit('moveTick', this.renderable.x, this.renderable.y);
this.layer.update(this.layer);
res();
}
);
});
}
/**
* 渲染勇士
*/
render() {
if (!this.renderable) return;
if (!this.animate) {
this.renderable.animate = 0;
} else {
this.renderable.animate = this.movingFrame;
}
this.layer.update(this.layer);
}
awake(layer: Layer): void {
this.layer = layer;
adapter.add(this);
this.moveId = layer.delegateTicker(() => {
const time = Date.now();
this.animateTick(time);
this.moveTick(time);
});
}
onDestroy(layer: Layer): void {
adapter.remove(this);
layer.removeTicker(this.moveId);
}
onMovingUpdate(_layer: Layer, renderable: LayerMovingRenderable[]): void {
if (this.renderable) {
renderable.push(this.renderable);
this.emit('append', renderable);
}
}
}
const adapter = new RenderAdapter<HeroRenderer>('hero-adapter');
adapter.receive('readyMove', item => {
item.readyMove();
return Promise.resolve();
});
adapter.receive('move', (item, dir: Dir) => {
return item.move(dir);
});
adapter.receive('endMove', item => {
return item.endMove();
});
adapter.receive(
'moveAs',
(item, x: number, y: number, time: number, fn: TimingFn<3>) => {
return item.moveAs(x, y, time, fn);
}
);
adapter.receive('setHeroLoc', (item, x?: number, y?: number) => {
item.setHeroLoc(x, y);
return Promise.resolve();
});
adapter.receive('turn', (item, dir: Dir2) => {
item.turn(dir);
return Promise.resolve();
});
// 同步适配函数,这些函数用于同步设置信息等
adapter.receiveSync('setImage', (item, image: SizedCanvasImageSource) => {
item.setImage(image);
});
adapter.receiveSync('setMoveSpeed', (item, speed: number) => {
item.setMoveSpeed(speed);
});
adapter.receiveSync('setAnimateReversed', (item, reverse: boolean) => {
item.setAnimateReversed(reverse);
});
adapter.receiveSync('startAnimate', item => {
item.startAnimate();
});
adapter.receiveSync('endAnimate', item => {
item.endAnimate();
});
adapter.receiveSync('setAnimateDir', (item, dir: Dir) => {
item.setAnimateDir(dir);
});
// 不分同步fallback,用于适配现在的样板,之后会删除
adapter.receiveSync('setHeroLoc', (item, x?: number, y?: number) => {
item.setHeroLoc(x, y);
});
adapter.receiveSync('turn', (item, dir: Dir2) => {
item.turn(dir);
});
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export * from './animate';
export * from './block';
export * from './damage';
export * from './floor';
export * from './hero';
export * from './layer';
export * from './misc';
export * from './viewport';
export * from './graphics';
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@@ -1,551 +0,0 @@
import { MotaOffscreenCanvas2D } from '@/core/fx/canvas2d';
import { ERenderItemEvent, RenderItem, RenderItemPosition } from '../item';
import { Transform } from '../transform';
import { AutotileRenderable, RenderableData } from '../cache';
import { texture } from '../cache';
import { isNil } from 'lodash-es';
import { logger } from '@/core/common/logger';
import { IAnimateFrame, renderEmits } from '../frame';
import { Font } from '../style/font';
/** 文字的安全填充,会填充在文字的上侧和下侧,防止削顶和削底 */
const SAFE_PAD = 1;
type CanvasStyle = string | CanvasGradient | CanvasPattern;
export interface ETextEvent extends ERenderItemEvent {
setText: [text: string, width: number, height: number];
}
export class Text extends RenderItem<ETextEvent> {
text: string;
fillStyle?: CanvasStyle = '#fff';
strokeStyle?: CanvasStyle;
font: Font = new Font();
strokeWidth: number = 1;
private length: number = 0;
private descent: number = 0;
private static measureCanvas = new MotaOffscreenCanvas2D();
constructor(text: string = '', type: RenderItemPosition = 'static') {
super(type, false);
this.text = text;
if (text.length > 0) {
this.requestBeforeFrame(() => {
this.calBox();
this.emit('setText', text, this.width, this.height);
});
}
}
protected render(
canvas: MotaOffscreenCanvas2D,
_transform: Transform
): void {
const ctx = canvas.ctx;
const stroke = this.strokeWidth;
ctx.textBaseline = 'bottom';
ctx.fillStyle = this.fillStyle ?? 'transparent';
ctx.strokeStyle = this.strokeStyle ?? 'transparent';
ctx.font = this.font.string();
ctx.lineWidth = this.strokeWidth;
if (this.strokeStyle) {
ctx.strokeText(this.text, stroke, this.descent + stroke + SAFE_PAD);
}
if (this.fillStyle) {
ctx.fillText(this.text, stroke, this.descent + stroke + SAFE_PAD);
}
}
/**
* 获取文字的长度
*/
measure() {
const ctx = Text.measureCanvas.ctx;
ctx.textBaseline = 'bottom';
ctx.font = this.font.string();
const res = ctx.measureText(this.text);
return res;
}
/**
* 设置显示文字
* @param text 显示的文字
*/
setText(text: string) {
this.text = text;
this.calBox();
this.update(this);
this.emit('setText', text, this.width, this.height);
}
/**
* 设置使用的字体
* @param font 字体
*/
setFont(font: Font) {
this.font = font;
this.calBox();
this.update(this);
}
/**
* 设置字体样式
* @param fill 填充样式
* @param stroke 描边样式
*/
setStyle(fill?: CanvasStyle, stroke?: CanvasStyle) {
this.fillStyle = fill;
this.strokeStyle = stroke;
this.update();
}
/**
* 设置描边宽度
* @param width 宽度
*/
setStrokeWidth(width: number) {
const before = this.strokeWidth;
this.strokeWidth = width;
const dw = width - before;
this.size(this.width + dw * 2, this.height + dw * 2);
this.update();
}
/**
* 计算字体所占空间,从而确定这个元素的大小
*/
calBox() {
const { width, actualBoundingBoxAscent, actualBoundingBoxDescent } =
this.measure();
this.length = width;
this.descent = actualBoundingBoxAscent;
const height = actualBoundingBoxAscent + actualBoundingBoxDescent;
const stroke = this.strokeWidth * 2;
this.size(width + stroke, height + stroke + SAFE_PAD * 2);
}
protected handleProps(
key: string,
_prevValue: any,
nextValue: any
): boolean {
switch (key) {
case 'text':
if (!this.assertType(nextValue, 'string', key)) return false;
this.setText(nextValue);
return true;
case 'fillStyle':
this.setStyle(nextValue, this.strokeStyle);
return true;
case 'strokeStyle':
this.setStyle(this.fillStyle, nextValue);
return true;
case 'font':
if (!this.assertType(nextValue, Font, key)) return false;
this.setFont(nextValue);
return true;
case 'strokeWidth':
this.setStrokeWidth(nextValue);
return true;
}
return false;
}
}
export type SizedCanvasImageSource = Exclude<
CanvasImageSource,
VideoFrame | SVGElement
>;
export interface EImageEvent extends ERenderItemEvent {}
export class Image extends RenderItem<EImageEvent> {
image: CanvasImageSource;
constructor(image: CanvasImageSource, type: RenderItemPosition = 'static') {
super(type);
this.image = image;
if (image instanceof VideoFrame || image instanceof SVGElement) {
this.size(200, 200);
} else {
this.size(image.width, image.height);
}
}
protected render(
canvas: MotaOffscreenCanvas2D,
_transform: Transform
): void {
const ctx = canvas.ctx;
ctx.drawImage(this.image, 0, 0, canvas.width, canvas.height);
}
/**
* 设置图片资源
* @param image 图片资源
*/
setImage(image: CanvasImageSource) {
this.image = image;
this.update();
}
protected handleProps(
key: string,
_prevValue: any,
nextValue: any
): boolean {
switch (key) {
case 'image':
this.setImage(nextValue);
return true;
}
return false;
}
}
export class Comment extends RenderItem {
readonly isComment: boolean = true;
constructor(public text: string = '') {
super('static', false, false);
this.hide();
}
getBoundingRect(): DOMRectReadOnly {
return new DOMRectReadOnly(0, 0, 0, 0);
}
protected render(
_canvas: MotaOffscreenCanvas2D,
_transform: Transform
): void {}
protected handleProps(): boolean {
return false;
}
}
export interface EIconEvent extends ERenderItemEvent {}
export class Icon extends RenderItem<EIconEvent> implements IAnimateFrame {
/** 图标id */
icon: AllNumbers = 0;
/** 帧数 */
frame?: number = 0;
/** 是否启用动画 */
animate?: boolean = false;
/** 图标的渲染信息 */
private renderable?: RenderableData | AutotileRenderable;
private pendingIcon?: AllNumbers;
constructor(type: RenderItemPosition, cache?: boolean, fall?: boolean) {
super(type, cache, fall);
this.setAntiAliasing(false);
this.setHD(false);
}
protected render(
canvas: MotaOffscreenCanvas2D,
_transform: Transform
): void {
const ctx = canvas.ctx;
const renderable = this.renderable;
if (!renderable) return;
const [x, y, w, h] = renderable.render[0];
const cw = this.width;
const ch = this.height;
const frame = this.animate
? RenderItem.animatedFrame % renderable.frame
: 0;
if (!this.animate) {
if (renderable.autotile) {
ctx.drawImage(renderable.image[0], x, y, w, h, 0, 0, cw, ch);
} else {
ctx.drawImage(renderable.image, x, y, w, h, 0, 0, cw, ch);
}
} else {
const [x1, y1, w1, h1] = renderable.render[frame];
if (renderable.autotile) {
const img = renderable.image[0];
ctx.drawImage(img, x1, y1, w1, h1, 0, 0, cw, ch);
} else {
ctx.drawImage(renderable.image, x1, y1, w1, h1, 0, 0, cw, ch);
}
}
}
/**
* 设置图标
* @param id 图标id
*/
setIcon(id: AllIds | AllNumbers) {
if (id === 0) {
this.renderable = void 0;
return;
}
const num = typeof id === 'number' ? id : texture.idNumberMap[id];
const loading = Mota.require('var', 'loading');
if (loading.loaded) {
this.setIconRenderable(num);
} else {
if (isNil(this.pendingIcon)) {
loading.once('loaded', () => {
this.setIconRenderable(this.pendingIcon ?? 0);
delete this.pendingIcon;
});
}
this.pendingIcon = num;
}
}
private setIconRenderable(num: AllNumbers) {
const renderable = texture.getRenderable(num);
if (!renderable) {
logger.warn(43, num.toString());
return;
} else {
this.icon = num;
this.renderable = renderable;
this.frame = renderable.frame;
}
this.update();
}
/**
* 更新动画帧
*/
updateFrameAnimate(): void {
this.update(this);
}
destroy(): void {
renderEmits.removeFramer(this);
super.destroy();
}
protected handleProps(
key: string,
_prevValue: any,
nextValue: any
): boolean {
switch (key) {
case 'icon':
this.setIcon(nextValue);
return true;
case 'animate':
if (!this.assertType(nextValue, 'boolean', key)) return false;
this.animate = nextValue;
if (nextValue) renderEmits.addFramer(this);
else renderEmits.removeFramer(this);
this.update();
return true;
case 'frame':
if (!this.assertType(nextValue, 'number', key)) return false;
this.frame = nextValue;
this.update();
return true;
}
return false;
}
}
interface WinskinPatterns {
top: CanvasPattern;
left: CanvasPattern;
bottom: CanvasPattern;
right: CanvasPattern;
}
export interface EWinskinEvent extends ERenderItemEvent {}
export class Winskin extends RenderItem<EWinskinEvent> {
image: SizedCanvasImageSource;
/** 边框宽度,32表示原始宽度 */
borderSize: number = 32;
/** 图片名称 */
imageName?: string;
private pendingImage?: ImageIds;
private patternCache?: WinskinPatterns;
private patternTransform: DOMMatrix;
private static patternMap: Map<string, WinskinPatterns> = new Map();
constructor(
image: SizedCanvasImageSource,
type: RenderItemPosition = 'static'
) {
super(type, false, false);
this.image = image;
this.setAntiAliasing(false);
if (window.DOMMatrix) {
this.patternTransform = new DOMMatrix();
} else if (window.WebKitCSSMatrix) {
this.patternTransform = new WebKitCSSMatrix();
} else {
this.patternTransform = new SVGMatrix();
}
}
private generatePattern() {
const pattern = this.requireCanvas();
const img = this.image;
pattern.size(32, 16);
pattern.withGameScale(false);
pattern.setHD(false);
pattern.setAntiAliasing(false);
const ctx = pattern.ctx;
ctx.drawImage(img, 144, 0, 32, 16, 0, 0, 32, 16);
const topPattern = ctx.createPattern(pattern.canvas, 'repeat');
ctx.clearRect(0, 0, 32, 16);
ctx.drawImage(img, 144, 48, 32, 16, 0, 0, 32, 16);
const bottomPattern = ctx.createPattern(pattern.canvas, 'repeat');
ctx.clearRect(0, 0, 32, 16);
pattern.size(16, 32);
ctx.drawImage(img, 128, 16, 16, 32, 0, 0, 16, 32);
const leftPattern = ctx.createPattern(pattern.canvas, 'repeat');
ctx.clearRect(0, 0, 16, 32);
ctx.drawImage(img, 176, 16, 16, 32, 0, 0, 16, 32);
const rightPattern = ctx.createPattern(pattern.canvas, 'repeat');
if (!topPattern || !bottomPattern || !leftPattern || !rightPattern) {
return null;
}
const winskinPattern: WinskinPatterns = {
top: topPattern,
bottom: bottomPattern,
left: leftPattern,
right: rightPattern
};
if (this.imageName) {
Winskin.patternMap.set(this.imageName, winskinPattern);
}
this.patternCache = winskinPattern;
this.deleteCanvas(pattern);
return winskinPattern;
}
private getPattern() {
if (!this.imageName) {
if (this.patternCache) return this.patternCache;
return this.generatePattern();
} else {
const pattern = Winskin.patternMap.get(this.imageName);
if (pattern) return pattern;
return this.generatePattern();
}
}
protected render(
canvas: MotaOffscreenCanvas2D,
_transform: Transform
): void {
const ctx = canvas.ctx;
const img = this.image;
const w = this.width;
const h = this.height;
const pad = this.borderSize / 2;
// 背景
ctx.drawImage(img, 0, 0, 128, 128, 2, 2, w - 4, h - 4);
const pattern = this.getPattern();
if (!pattern) return;
const { top, left, right, bottom } = pattern;
top.setTransform(this.patternTransform);
left.setTransform(this.patternTransform);
right.setTransform(this.patternTransform);
bottom.setTransform(this.patternTransform);
// 上下左右边框
ctx.save();
ctx.fillStyle = top;
ctx.translate(pad, 0);
ctx.fillRect(0, 0, w - pad * 2, pad);
ctx.fillStyle = bottom;
ctx.translate(0, h - pad);
ctx.fillRect(0, 0, w - pad * 2, pad);
ctx.fillStyle = left;
ctx.translate(-pad, pad * 2 - h);
ctx.fillRect(0, 0, pad, h - pad * 2);
ctx.fillStyle = right;
ctx.translate(w - pad, 0);
ctx.fillRect(0, 0, pad, h - pad * 2);
ctx.restore();
// 四个角的边框
ctx.drawImage(img, 128, 0, 16, 16, 0, 0, pad, pad);
ctx.drawImage(img, 176, 0, 16, 16, w - pad, 0, pad, pad);
ctx.drawImage(img, 128, 48, 16, 16, 0, h - pad, pad, pad);
ctx.drawImage(img, 176, 48, 16, 16, w - pad, h - pad, pad, pad);
}
/**
* 设置winskin图片
* @param image winskin图片
*/
setImage(image: SizedCanvasImageSource) {
this.image = image;
this.patternCache = void 0;
this.update();
}
/**
* 通过图片名称设置winskin
* @param name 图片名称
*/
setImageByName(name: ImageIds) {
const loading = Mota.require('var', 'loading');
if (loading.loaded) {
const image = core.material.images.images[name];
this.setImage(image);
} else {
if (isNil(this.pendingImage)) {
loading.once('loaded', () => {
const id = this.pendingImage;
if (!id) return;
const image = core.material.images.images[id];
this.setImage(image);
delete this.pendingImage;
});
}
this.pendingImage = name;
}
this.imageName = name;
}
/**
* 设置边框大小
* @param size 边框大小
*/
setBorderSize(size: number) {
this.borderSize = size;
this.patternTransform.a = size / 32;
this.patternTransform.d = size / 32;
this.update();
}
protected handleProps(
key: string,
_prevValue: any,
nextValue: any
): boolean {
switch (key) {
case 'image':
if (!this.assertType(nextValue, 'string', key)) return false;
this.setImageByName(nextValue);
return true;
case 'borderSize':
if (!this.assertType(nextValue, 'number', key)) return false;
this.setBorderSize(nextValue);
return true;
}
return false;
}
}
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@@ -1,352 +0,0 @@
import { HeroRenderer } from './hero';
import { ILayerGroupRenderExtends, LayerGroup } from './layer';
import { LayerGroupFloorBinder } from './floor';
import { hyper, TimingFn } from 'mutate-animate';
import { RenderAdapter } from '../adapter';
export class FloorViewport implements ILayerGroupRenderExtends {
id: string = 'viewport';
group!: LayerGroup;
hero?: HeroRenderer;
binder?: LayerGroupFloorBinder;
/** 是否启用视角控制拓展 */
enabled: boolean = true;
/** 是否自动限定视角范围至地图范围 */
boundX: boolean = true;
boundY: boolean = true;
/** 渐变的速率曲线 */
transitionFn: TimingFn = hyper('sin', 'out');
/** 瞬移的速率曲线 */
mutateFn: TimingFn = hyper('sin', 'out');
/** 突变时的渐变时长 */
transitionTime: number = 600;
/** 当前视角位置 */
private nx: number = 0;
private ny: number = 0;
/** 移动时的偏移位置 */
private ox: number = 0;
private oy: number = 0;
/** 移动时的偏移最大值 */
private maxOffset: number = 1;
/** 委托ticker */
private delegation: number = -1;
/** 渐变委托ticker */
private transition: number = -1;
/** 移动委托ticker */
private moving: number = -1;
/** 是否在渐变过程中 */
private inTransition: boolean = false;
/** 是否在移动过程中 */
private inMoving: boolean = false;
/** 移动的监听函数 */
private movingFramer?: () => void;
/**
* 禁用自动视角控制
*/
disable() {
this.enabled = false;
}
/**
* 启用自动视角控制
*/
enable() {
this.enabled = true;
const { x, y } = core.status.hero.loc;
const { x: nx, y: ny } = this.group.camera;
const halfWidth = core._PX_ / 2;
const halfHeight = core._PY_ / 2;
const cell = this.group.cellSize;
const half = cell / 2;
this.applyPosition(
-(nx - halfWidth + half) / this.group.cellSize,
-(ny - halfHeight + half) / this.group.cellSize
);
this.mutateTo(x, y);
}
/**
* 设置是否自动限定视角范围至地图范围
* @param boundX 是否自动限定水平视角范围
* @param boundY 是否自动限定竖直视角范围
*/
setAutoBound(boundX: boolean = this.boundX, boundY: boolean = this.boundY) {
this.boundX = boundX;
this.boundY = boundY;
this.group.requestBeforeFrame(() => {
this.setPosition(this.nx, this.ny);
});
}
/**
* 传入视角的目标位置,将其限定在地图范围内后返回
* @param x 图格横坐标
* @param y 图格纵坐标
*/
getBoundedPosition(x: number, y: number) {
if (!this.checkDependency()) return { x, y };
if (!this.boundX && !this.boundY) return { x, y };
const width = core._WIDTH_;
const height = core._HEIGHT_;
const minX = (width - 1) / 2;
const minY = (height - 1) / 2;
const floor = core.status.maps[this.binder!.getFloor()];
const maxX = floor.width - minX - 1;
const maxY = floor.height - minY - 1;
return {
x: this.boundX ? core.clamp(x, minX, maxX) : x,
y: this.boundY ? core.clamp(y, minY, maxY) : y
};
}
/**
* 设置视角位置
* @param x 目标图格横坐标
* @param y 目标图格纵坐标
*/
setPosition(x: number, y: number) {
if (!this.enabled) return;
const { x: nx, y: ny } = this.getBoundedPosition(x, y);
this.group.removeTicker(this.transition, false);
this.applyPosition(nx, ny);
}
/**
* 开始移动
*/
startMove() {
if (this.inMoving) return;
this.inMoving = true;
this.createMoveTransition();
}
/**
* 结束移动
*/
endMove() {
this.inMoving = false;
}
/**
* 当勇士通过移动改变至指定位置时移动视角
* @param x 目标图格横坐标
* @param y 目标图格纵坐标
*/
moveTo(x: number, y: number, time: number = 200) {
if (!this.enabled) return;
const { x: nx, y: ny } = this.getBoundedPosition(x, y);
if (this.inTransition) {
const distance = Math.hypot(this.nx - nx, this.ny - ny);
const t = core.clamp(distance * time, time, time * 3);
this.createTransition(nx, ny, t, this.transitionFn);
}
}
private createMoveTransition() {
if (!this.checkDependency()) return;
let xTarget: number = 0;
let yTarget: number = 0;
let xStart: number = this.ox;
let yStart: number = this.oy;
let xStartTime: number = Date.now();
let yStartTime: number = Date.now();
let ending: boolean = false;
// 这个数等于 sinh(2),用这个数的话,可以正好在刚开始移动的时候达到1的斜率,效果会比较好
const transitionTime = this.hero!.speed * 3.626860407847019;
const setTargetX = (x: number, time: number) => {
if (x === xTarget) return;
xTarget = x;
xStartTime = time;
xStart = this.ox;
};
const setTargetY = (y: number, time: number) => {
if (y === yTarget) return;
yTarget = y;
yStart = this.oy;
yStartTime = time;
};
if (this.movingFramer) {
this.hero!.off('moveTick', this.movingFramer);
}
this.movingFramer = () => {
if (this.inTransition) return;
const now = Date.now();
if (!this.inMoving && !ending) {
setTargetX(0, now);
setTargetY(0, now);
ending = true;
}
if (!ending) {
const dir = this.hero!.stepDir;
const { x, y } = core.utils.scan2[dir];
setTargetX(-x * this.maxOffset, now);
setTargetY(-y * this.maxOffset, now);
}
if (!this.hero!.renderable) return;
const { x, y } = this.hero!.renderable;
const { x: nx, y: ny } = this.getBoundedPosition(x, y);
this.applyPosition(nx, ny);
if (ending) {
if (this.ox === xTarget && this.oy == yTarget) {
this.hero!.off('moveTick', this.movingFramer);
return;
}
}
// todo: 效果太差了,需要优化
return;
if (this.ox !== xTarget) {
const time = transitionTime * Math.abs(xStart - xTarget);
const progress = (now - xStartTime) / time;
if (progress > 1) {
this.ox = xTarget;
} else {
const p = this.transitionFn(progress);
this.ox = (xTarget - xStart) * p + xStart;
}
}
if (this.oy !== yTarget) {
const time = transitionTime * Math.abs(yStart - yTarget);
const progress = (now - yStartTime) / time;
if (progress > 1) {
this.oy = yTarget;
} else {
const p = this.transitionFn(progress);
this.oy = (yTarget - yStart) * p + yStart;
}
}
};
this.hero!.on('moveTick', this.movingFramer);
}
/**
* 当勇士位置突变至指定位置时移动视角
* @param x 目标图格横坐标
* @param y 目标图格纵坐标
*/
mutateTo(x: number, y: number, time: number = this.transitionTime) {
if (!this.enabled) return;
const { x: nx, y: ny } = this.getBoundedPosition(x, y);
this.createTransition(nx, ny, time, this.mutateFn);
}
private createTransition(x: number, y: number, time: number, fn: TimingFn) {
const start = Date.now();
const end = start + time;
const sx = this.nx;
const sy = this.ny;
const dx = x - sx;
const dy = y - sy;
this.inTransition = true;
this.group.removeTicker(this.transition, false);
this.transition = this.group.delegateTicker(
() => {
const now = Date.now();
if (now >= end) {
this.group.removeTicker(this.transition, true);
return;
}
const progress = fn((now - start) / time);
const tx = dx * progress;
const ty = dy * progress;
this.applyPosition(tx + sx, ty + sy);
},
time,
() => {
this.applyPosition(x, y);
this.inTransition = false;
}
);
}
private applyPosition(x: number, y: number) {
if (!this.enabled) return;
if (x === this.nx && y === this.ny) return;
const halfWidth = core._PX_ / 2;
const halfHeight = core._PY_ / 2;
const cell = this.group.cellSize;
const half = cell / 2;
this.nx = x;
this.ny = y;
const { x: bx, y: by } = this.getBoundedPosition(x, y);
const rx = bx * cell - halfWidth + half;
const ry = by * cell - halfHeight + half;
core.bigmap.offsetX = rx;
core.bigmap.offsetY = ry;
this.group.camera.setTranslate(-rx, -ry);
this.group.update(this.group);
}
private checkDependency() {
if (this.hero && this.binder) return true;
const group = this.group;
const ex1 = group.getLayer('event')?.getExtends('floor-hero');
const ex2 = group.getExtends('floor-binder');
if (
ex1 instanceof HeroRenderer &&
ex2 instanceof LayerGroupFloorBinder
) {
this.hero = ex1;
this.binder = ex2;
return true;
}
return false;
}
awake(group: LayerGroup): void {
this.group = group;
adapter.add(this);
}
onDestroy(group: LayerGroup): void {
group.removeTicker(this.delegation);
group.removeTicker(this.transition);
group.removeTicker(this.moving);
adapter.remove(this);
}
}
const adapter = new RenderAdapter<FloorViewport>('viewport');
adapter.receive('mutateTo', (item, x, y, time) => {
item.mutateTo(x, y, time);
return Promise.resolve();
});
adapter.receive('moveTo', (item, x, y, time) => {
item.moveTo(x, y, time);
return Promise.resolve();
});
adapter.receive('setPosition', (item, x, y) => {
item.setPosition(x, y);
return Promise.resolve();
});
adapter.receiveSync('disable', item => {
item.disable();
});
adapter.receiveSync('enable', item => {
item.enable();
});
adapter.receiveSync('startMove', item => {
item.startMove();
});
adapter.receiveSync('endMove', item => {
item.endMove();
});
const hook = Mota.require('var', 'hook');
hook.on('changingFloor', (_, loc) => {
adapter.all('setPosition', loc.x, loc.y);
});
-604
View File
@@ -1,604 +0,0 @@
import { logger } from '../common/logger';
import { MotaOffscreenCanvas2D } from '../fx/canvas2d';
import { Container } from './container';
import {
ActionType,
IActionEvent,
IActionEventBase,
IWheelEvent,
MouseType,
WheelType
} from './event';
import { IRenderTreeRoot, RenderItem } from './item';
import { Transform } from './transform';
interface TouchInfo {
/** 这次触摸在渲染系统的标识符 */
identifier: number;
/** 浏览器的 clientX,用于判断这个触点有没有移动 */
clientX: number;
/** 浏览器的 clientY,用于判断这个触点有没有移动 */
clientY: number;
/** 是否覆盖在了当前元素上 */
hovered: boolean;
}
interface MouseInfo {
/** 这个鼠标按键的标识符 */
identifier: number;
}
export class MotaRenderer extends Container implements IRenderTreeRoot {
static list: Map<string, MotaRenderer> = new Map();
/** 所有连接到此根元素的渲染元素的 id 到元素自身的映射 */
protected idMap: Map<string, RenderItem> = new Map();
/** 最后一次按下的鼠标按键,用于处理鼠标移动 */
private lastMouse: MouseType = MouseType.None;
/** 每个触点的信息 */
private touchInfo: Map<number, TouchInfo> = new Map();
/** 触点列表 */
private touchList: Map<number, Touch> = new Map();
/** 每个鼠标按键的信息 */
private mouseInfo: Map<MouseType, MouseInfo> = new Map();
/** 操作的标识符 */
private actionIdentifier: number = 0;
/** 用于终止 document 上的监听 */
private abort?: AbortController;
/** 根据捕获行为判断光标样式 */
private targetCursor: string = 'auto';
/** 当前鼠标覆盖的元素 */
private hoveredElement: Set<RenderItem> = new Set();
/** 本次交互前鼠标覆盖的元素 */
private beforeHovered: Set<RenderItem> = new Set();
target!: MotaOffscreenCanvas2D;
readonly isRoot = true;
constructor(id: string = 'render-main') {
super('static', false);
const canvas = document.getElementById(id) as HTMLCanvasElement;
if (!canvas) {
logger.error(19);
return;
}
this.target = new MotaOffscreenCanvas2D(true, canvas);
this.size(core._PX_, core._PY_);
this.target.withGameScale(true);
this.target.setAntiAliasing(false);
this.setAnchor(0.5, 0.5);
this.transform.translate(240, 240);
MotaRenderer.list.set(id, this);
const update = () => {
this.requestRenderFrame(() => {
this.refresh();
update();
});
};
update();
this.listen();
}
size(width: number, height: number): void {
super.size(width, height);
this.target.size(width, height);
this.transform.setTranslate(width / 2, height / 2);
}
private listen() {
// 画布监听
const canvas = this.target.canvas;
canvas.addEventListener('mousedown', ev => {
ev.preventDefault();
const mouse = this.getMouseType(ev);
this.lastMouse = mouse;
this.captureEvent(
ActionType.Down,
this.createMouseAction(ev, ActionType.Down, mouse)
);
});
canvas.addEventListener('mouseup', ev => {
ev.preventDefault();
const event = this.createMouseAction(ev, ActionType.Up);
this.captureEvent(ActionType.Up, event);
this.captureEvent(ActionType.Click, event);
});
canvas.addEventListener('mousemove', ev => {
ev.preventDefault();
const event = this.createMouseAction(
ev,
ActionType.Move,
this.lastMouse
);
this.targetCursor = 'auto';
const temp = this.beforeHovered;
temp.clear();
this.beforeHovered = this.hoveredElement;
this.hoveredElement = temp;
this.captureEvent(ActionType.Move, event);
if (this.targetCursor !== this.target.canvas.style.cursor) {
this.target.canvas.style.cursor = this.targetCursor;
}
this.checkMouseEnterLeave(
ev,
this.beforeHovered,
this.hoveredElement
);
});
canvas.addEventListener('mouseleave', ev => {
ev.preventDefault();
this.hoveredElement.forEach(v => {
v.emit('leave', this.createMouseActionBase(ev, v));
});
this.hoveredElement.clear();
this.beforeHovered.clear();
});
document.addEventListener('touchstart', ev => {
ev.preventDefault();
this.createTouchAction(ev, ActionType.Down).forEach(v => {
this.captureEvent(ActionType.Down, v);
});
});
document.addEventListener('touchend', ev => {
ev.preventDefault();
this.createTouchAction(ev, ActionType.Up).forEach(v => {
this.captureEvent(ActionType.Up, v);
this.captureEvent(ActionType.Click, v);
this.touchInfo.delete(v.identifier);
});
});
document.addEventListener('touchcancel', ev => {
ev.preventDefault();
this.createTouchAction(ev, ActionType.Up).forEach(v => {
this.captureEvent(ActionType.Up, v);
this.touchInfo.delete(v.identifier);
});
});
document.addEventListener('touchmove', ev => {
ev.preventDefault();
this.createTouchAction(ev, ActionType.Move).forEach(v => {
const touch = this.touchInfo.get(v.identifier);
if (!touch) return;
const temp = this.beforeHovered;
temp.clear();
this.beforeHovered = this.hoveredElement;
this.hoveredElement = temp;
this.captureEvent(ActionType.Move, v);
this.checkTouchEnterLeave(
ev,
this.beforeHovered,
this.hoveredElement
);
});
});
canvas.addEventListener('wheel', ev => {
ev.preventDefault();
this.captureEvent(
ActionType.Wheel,
this.createWheelAction(ev, ActionType.Wheel)
);
});
// 文档监听
const abort = new AbortController();
const signal = abort.signal;
this.abort = abort;
const clear = (ev: MouseEvent) => {
const mouse = this.getMouseButtons(ev);
for (const button of this.mouseInfo.keys()) {
if (!(mouse & button)) {
this.mouseInfo.delete(button);
}
}
};
document.addEventListener('click', clear, { signal });
document.addEventListener('mouseenter', clear, { signal });
document.addEventListener('mouseleave', clear, { signal });
}
private isTouchInCanvas(clientX: number, clientY: number) {
const rect = this.target.canvas.getBoundingClientRect();
const { left, right, top, bottom } = rect;
const x = clientX;
const y = clientY;
return x >= left && x <= right && y >= top && y <= bottom;
}
private getMouseType(ev: MouseEvent): MouseType {
switch (ev.button) {
case 0:
return MouseType.Left;
case 1:
return MouseType.Middle;
case 2:
return MouseType.Right;
case 3:
return MouseType.Back;
case 4:
return MouseType.Forward;
}
return MouseType.None;
}
private getActiveMouseIdentifier(mouse: MouseType) {
if (this.lastMouse === MouseType.None) {
return -1;
} else {
const info = this.mouseInfo.get(mouse);
if (!info) return -1;
else return info.identifier;
}
}
private getMouseIdentifier(type: ActionType, mouse: MouseType): number {
switch (type) {
case ActionType.Down: {
const id = this.actionIdentifier++;
this.mouseInfo.set(mouse, { identifier: id });
return id;
}
case ActionType.Move:
case ActionType.Enter:
case ActionType.Leave:
case ActionType.Wheel: {
return this.getActiveMouseIdentifier(mouse);
}
case ActionType.Up:
case ActionType.Click: {
const id = this.getActiveMouseIdentifier(mouse);
this.mouseInfo.delete(mouse);
return id;
}
}
}
private getMouseButtons(event: MouseEvent): number {
if (event.buttons === 0) return MouseType.None;
let buttons = 0;
if (event.buttons & 0b1) buttons |= MouseType.Left;
if (event.buttons & 0b10) buttons |= MouseType.Right;
if (event.buttons & 0b100) buttons |= MouseType.Middle;
if (event.buttons & 0b1000) buttons |= MouseType.Back;
if (event.buttons & 0b10000) buttons |= MouseType.Forward;
return buttons;
}
private createMouseActionBase(
event: MouseEvent,
target: RenderItem = this,
mouse: MouseType = this.getMouseType(event)
): IActionEventBase {
return {
target: target,
touch: false,
type: mouse,
buttons: this.getMouseButtons(event),
altKey: event.altKey,
ctrlKey: event.ctrlKey,
shiftKey: event.shiftKey,
metaKey: event.metaKey
};
}
private createTouchActionBase(
event: TouchEvent,
target: RenderItem
): IActionEventBase {
return {
target: target,
touch: false,
type: MouseType.Left,
buttons: MouseType.Left,
altKey: event.altKey,
ctrlKey: event.ctrlKey,
shiftKey: event.shiftKey,
metaKey: event.metaKey
};
}
private createMouseAction(
event: MouseEvent,
type: ActionType,
mouse: MouseType = this.getMouseType(event)
): IActionEvent {
const id = this.getMouseIdentifier(type, mouse);
const x = event.offsetX / core.domStyle.scale;
const y = event.offsetY / core.domStyle.scale;
return {
target: this,
identifier: id,
touch: false,
offsetX: x,
offsetY: y,
absoluteX: x,
absoluteY: y,
type: mouse,
buttons: this.getMouseButtons(event),
altKey: event.altKey,
ctrlKey: event.ctrlKey,
shiftKey: event.shiftKey,
metaKey: event.metaKey,
stopPropagation: () => {
this.propagationStoped.set(type, true);
}
};
}
private createWheelAction(
event: WheelEvent,
type: ActionType,
mouse: MouseType = this.getMouseType(event)
): IWheelEvent {
const ev = this.createMouseAction(event, type, mouse) as IWheelEvent;
ev.wheelX = event.deltaX;
ev.wheelY = event.deltaY;
ev.wheelZ = event.deltaZ;
switch (event.deltaMode) {
case 0x00:
ev.wheelType = WheelType.Pixel;
break;
case 0x01:
ev.wheelType = WheelType.Line;
break;
case 0x02:
ev.wheelType = WheelType.Page;
break;
default:
ev.wheelType = WheelType.None;
break;
}
return ev;
}
private getTouchIdentifier(touch: Touch, type: ActionType) {
if (type === ActionType.Down) {
const id = this.actionIdentifier++;
this.touchInfo.set(touch.identifier, {
identifier: id,
clientX: touch.clientX,
clientY: touch.clientY,
hovered: this.isTouchInCanvas(touch.clientX, touch.clientY)
});
return id;
}
const info = this.touchInfo.get(touch.identifier);
if (!info) return -1;
return info.identifier;
}
private createTouch(
touch: Touch,
type: ActionType,
event: TouchEvent,
rect: DOMRect
): IActionEvent {
const x = (touch.clientX - rect.left) / core.domStyle.scale;
const y = (touch.clientY - rect.top) / core.domStyle.scale;
return {
target: this,
identifier: this.getTouchIdentifier(touch, type),
touch: true,
offsetX: x,
offsetY: y,
absoluteX: x,
absoluteY: y,
type: MouseType.Left,
buttons: MouseType.Left,
altKey: event.altKey,
ctrlKey: event.ctrlKey,
shiftKey: event.shiftKey,
metaKey: event.metaKey,
stopPropagation: () => {
this.propagationStoped.set(type, true);
}
};
}
private createTouchAction(
event: TouchEvent,
type: ActionType
): IActionEvent[] {
const list: IActionEvent[] = [];
const rect = this.target.canvas.getBoundingClientRect();
if (type === ActionType.Up) {
// 抬起是一个需要特殊处理的东西,因为 touches 不会包含这个内容,所以需要特殊处理
const touches = Array.from(event.touches).map(v => v.identifier);
for (const [id, touch] of this.touchList) {
if (!touches.includes(id)) {
// 如果不包含,才需要触发
if (this.isTouchInCanvas(touch.clientX, touch.clientY)) {
const ev = this.createTouch(touch, type, event, rect);
list.push(ev);
}
}
}
} else {
Array.from(event.touches).forEach(v => {
const ev = this.createTouch(v, type, event, rect);
if (type === ActionType.Move) {
const touch = this.touchInfo.get(v.identifier);
if (!touch) return;
const moveX = touch.clientX - v.clientX;
const moveY = touch.clientY - v.clientY;
if (moveX !== 0 || moveY !== 0) {
list.push(ev);
}
} else if (type === ActionType.Down) {
this.touchList.set(v.identifier, v);
if (this.isTouchInCanvas(v.clientX, v.clientY)) {
list.push(ev);
}
}
});
}
return list;
}
private checkMouseEnterLeave(
event: MouseEvent,
before: Set<RenderItem>,
now: Set<RenderItem>
) {
// 先 leave,再 enter
before.forEach(v => {
if (!now.has(v)) {
v.emit('leave', this.createMouseActionBase(event, v));
}
});
now.forEach(v => {
if (!before.has(v)) {
v.emit('enter', this.createMouseActionBase(event, v));
}
});
}
private checkTouchEnterLeave(
event: TouchEvent,
before: Set<RenderItem>,
now: Set<RenderItem>
) {
// 先 leave,再 enter
before.forEach(v => {
if (!now.has(v)) {
v.emit('leave', this.createTouchActionBase(event, v));
}
});
now.forEach(v => {
if (!before.has(v)) {
v.emit('enter', this.createTouchActionBase(event, v));
}
});
}
update(_item: RenderItem = this) {
this.cacheDirty = true;
}
protected refresh(): void {
if (!this.cacheDirty) return;
this.target.clear();
this.renderContent(this.target, Transform.identity);
}
/**
* 根据渲染元素的id获取一个渲染元素
* @param id 要获取的渲染元素id
* @returns
*/
getElementById(id: string): RenderItem | null {
if (id.length === 0) return null;
const item = this.idMap.get(id);
if (item) return item;
else {
const item = this.searchElement(this, id);
if (item) {
this.idMap.set(id, item);
}
return item;
}
}
private searchElement(ele: RenderItem, id: string): RenderItem | null {
for (const child of ele.children) {
if (child.id === id) return child;
else {
const ele = this.searchElement(child, id);
if (ele) return ele;
}
}
return null;
}
connect(item: RenderItem): void {
if (item.id.length === 0) return;
const existed = this.idMap.get(item.id);
if (existed) {
if (existed === item) return;
else logger.warn(23, item.id);
} else {
this.idMap.set(item.id, item);
}
}
disconnect(item: RenderItem): void {
this.idMap.delete(item.id);
}
modifyId(item: RenderItem, previous: string, current: string): void {
this.idMap.delete(previous);
if (current.length !== 0) {
if (this.idMap.has(item.id)) {
logger.warn(23, item.id);
} else {
this.idMap.set(item.id, item);
}
}
}
getCanvas(): HTMLCanvasElement {
return this.target.canvas;
}
hoverElement(element: RenderItem): void {
if (element.cursor !== 'inherit') {
this.targetCursor = element.cursor;
}
this.hoveredElement.add(element);
}
destroy() {
super.destroy();
MotaRenderer.list.delete(this.id);
this.target.delete();
this.abort?.abort();
}
private toTagString(item: RenderItem, space: number, deep: number): string {
if (item.isComment) return '';
const name = item.constructor.name;
if (item.children.size === 0) {
return `${' '.repeat(deep * space)}<${name} ${item.id ? `id="${item.id}" ` : ''}uid="${item.uid}"${item.hidden ? ' hidden' : ''} />\n`;
} else {
return (
`${' '.repeat(deep * space)}<${name} ${item.id ? `${item.id} ` : ''}uid="${item.uid}" ${item.hidden ? 'hidden' : ''}>\n` +
`${[...item.children]
.filter(v => !v.isComment)
.map(v => this.toTagString(v, space, deep + 1))
.join('')}` +
`${' '.repeat(deep * space)}</${name}>\n`
);
}
}
/**
* 调试功能,将渲染树输出为 XML 标签形式,只包含渲染元素类名,以及元素 id 等基础属性,不包含属性值等
* @param space 缩进空格数
*/
toTagTree(space: number = 4) {
if (!import.meta.env.DEV) return '';
return this.toTagString(this, space, 0);
}
static get(id: string) {
return this.list.get(id);
}
}
window.addEventListener('resize', () => {
MotaRenderer.list.forEach(v =>
v.requestAfterFrame(() => v.refreshAllChildren())
);
});
// @ts-expect-error debug
window.logTagTree = () => {
console.log(MotaRenderer.get('render-main')?.toTagTree());
};
-135
View File
@@ -1,135 +0,0 @@
import {
ComponentOptionsMixin,
defineComponent,
DefineComponent,
h,
ReservedProps,
VNodeProps
} from 'vue';
import EventEmitter from 'eventemitter3';
import {
AnimateProps,
BaseProps,
BezierProps,
CirclesProps,
CommentProps,
ConatinerCustomProps,
ContainerProps,
CustomProps,
DamageProps,
EllipseProps,
IconProps,
ImageProps,
LayerGroupProps,
LayerProps,
LineProps,
PathProps,
QuadraticProps,
RectProps,
RectRProps,
ShaderProps,
SpriteProps,
TextProps,
WinskinProps
} from './props';
import { ERenderItemEvent, RenderItem } from '../item';
import { ESpriteEvent } from '../sprite';
import { EContainerEvent } from '../container';
import {
EIconEvent,
EImageEvent,
ETextEvent,
EWinskinEvent
} from '../preset/misc';
import { ELayerEvent, ELayerGroupEvent } from '../preset/layer';
import { EAnimateEvent } from '../preset/animate';
import { EDamageEvent } from '../preset/damage';
import { EShaderEvent } from '../shader';
import { EGraphicItemEvent } from '../preset/graphics';
export type WrapEventEmitterEvents<T extends EventEmitter.ValidEventTypes> =
T extends string | symbol
? T
: {
[P in keyof T]: T[P] extends any[]
? (...args: T[P]) => void
: (...args: any[]) => void;
};
type MappingEvent<E extends ERenderItemEvent> = {
[P in keyof WrapEventEmitterEvents<E> as P extends string
? `on${Capitalize<P>}`
: never]?: WrapEventEmitterEvents<E>[P];
};
type _Define<P extends BaseProps, E extends ERenderItemEvent> = DefineComponent<
P,
{},
{},
{},
{},
ComponentOptionsMixin,
ComponentOptionsMixin,
WrapEventEmitterEvents<E>,
Exclude<keyof WrapEventEmitterEvents<E>, number | symbol>,
VNodeProps,
Readonly<P & MappingEvent<E>>
>;
export type TagDefine<T extends object, E extends ERenderItemEvent> = T &
MappingEvent<E> &
ReservedProps;
declare module 'vue/jsx-runtime' {
namespace JSX {
export interface IntrinsicElements {
sprite: TagDefine<SpriteProps, ESpriteEvent>;
container: TagDefine<ContainerProps, EContainerEvent>;
'container-custom': TagDefine<
ConatinerCustomProps,
EContainerEvent
>;
shader: TagDefine<ShaderProps, EShaderEvent>;
text: TagDefine<TextProps, ETextEvent>;
image: TagDefine<ImageProps, EImageEvent>;
comment: TagDefine<CommentProps, ERenderItemEvent>;
custom: TagDefine<CustomProps, ERenderItemEvent>;
layer: TagDefine<LayerProps, ELayerEvent>;
'layer-group': TagDefine<LayerGroupProps, ELayerGroupEvent>;
damage: TagDefine<DamageProps, EDamageEvent>;
animation: TagDefine<AnimateProps, EAnimateEvent>;
'g-rect': TagDefine<RectProps, EGraphicItemEvent>;
'g-circle': TagDefine<CirclesProps, EGraphicItemEvent>;
'g-ellipse': TagDefine<EllipseProps, EGraphicItemEvent>;
'g-line': TagDefine<LineProps, EGraphicItemEvent>;
'g-bezier': TagDefine<BezierProps, EGraphicItemEvent>;
'g-quad': TagDefine<QuadraticProps, EGraphicItemEvent>;
'g-path': TagDefine<PathProps, EGraphicItemEvent>;
'g-rectr': TagDefine<RectRProps, EGraphicItemEvent>;
icon: TagDefine<IconProps, EIconEvent>;
winskin: TagDefine<WinskinProps, EWinskinEvent>;
}
}
}
export interface InstancedElementProp {
item: RenderItem;
}
export function wrapInstancedComponent<
P extends BaseProps = BaseProps,
E extends ERenderItemEvent = ERenderItemEvent,
C extends RenderItem = RenderItem
>(onCreate: (props: P) => C): _Define<P, E> {
const Com = defineComponent((props, ctx) => {
return () => {
const p = {
...props,
...ctx.attrs,
_item: onCreate
};
return h('custom', p, ctx.slots);
};
});
return Com as _Define<P, E>;
}
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import {
ComponentInternalInstance,
createRenderer,
ElementNamespace,
VNodeProps
} from 'vue';
import { ERenderItemEvent, RenderItem } from '../item';
import { tagMap } from './map';
import { logger } from '@/core/common/logger';
import { Comment, ETextEvent, Text } from '../preset/misc';
import { BaseProps } from './props';
import { TagDefine } from './elements';
export type DefaultProps<
P extends BaseProps = BaseProps,
E extends ERenderItemEvent = ERenderItemEvent
> = TagDefine<P, E>;
export const { createApp, render } = createRenderer<RenderItem, RenderItem>({
patchProp: function (
el: RenderItem,
key: string,
prevValue: any,
nextValue: any,
namespace?: ElementNamespace,
parentComponent?: ComponentInternalInstance | null
): void {
el.patchProp(key, prevValue, nextValue, namespace, parentComponent);
},
insert: function (
el: RenderItem<ERenderItemEvent>,
parent: RenderItem,
_anchor?: RenderItem<ERenderItemEvent> | null
): void {
parent.appendChild(el);
},
remove: function (el: RenderItem<ERenderItemEvent>): void {
el.remove();
},
createElement: function (
type: string,
namespace?: ElementNamespace,
isCustomizedBuiltIn?: string,
vnodeProps?: (VNodeProps & { [key: string]: any }) | null
): RenderItem {
const onCreate = tagMap.get(type);
if (!onCreate) {
logger.error(20, type);
throw new Error(`Cannot create element '${type}'`);
}
return onCreate(namespace, isCustomizedBuiltIn, vnodeProps);
},
createText: function (text: string): RenderItem<ETextEvent> {
if (/^\s*$/.test(text)) {
return new Comment();
} else {
logger.warn(38);
}
return new Text(text);
},
createComment: function (text: string): RenderItem<ERenderItemEvent> {
return new Comment(text);
},
setText: function (node: RenderItem<ERenderItemEvent>, text: string): void {
if (node instanceof Text) {
node.setText(text);
} else {
logger.warn(39);
}
},
setElementText: function (node: RenderItem, text: string): void {
if (node instanceof Text) {
node.setText(text);
} else {
logger.warn(39);
}
},
parentNode: function (
node: RenderItem<ERenderItemEvent>
): RenderItem | null {
return node.parent ?? null;
},
nextSibling: function (
node: RenderItem<ERenderItemEvent>
): RenderItem<ERenderItemEvent> | null {
if (!node) return null;
if (!node.parent) {
return null;
} else {
const parent = node.parent;
const list = [...parent.children];
const index = list.indexOf(node);
return list[index] ?? null;
}
}
});
export * from './elements';
export * from './map';
export * from './props';
export * from './use';
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import { logger } from '@/core/common/logger';
import { ERenderItemEvent, RenderItem, RenderItemPosition } from '../item';
import { ElementNamespace, VNodeProps } from 'vue';
import { Container, ContainerCustom } from '../container';
import { MotaRenderer } from '../render';
import { Sprite } from '../sprite';
import {
Comment,
ETextEvent,
Icon,
Image,
Text,
Winskin
} from '../preset/misc';
import { Shader } from '../shader';
import { Animate, Damage, EDamageEvent, Layer, LayerGroup } from '../preset';
import {
BezierCurve,
Circle,
Ellipse,
Line,
Path,
QuadraticCurve,
Rect,
RectR
} from '../preset/graphics';
type OnItemCreate<
E extends ERenderItemEvent = ERenderItemEvent,
T extends RenderItem<E> = RenderItem<E>
> = (
namespace?: ElementNamespace,
isCustomizedBuiltIn?: string,
vnodeProps?: (VNodeProps & { [key: string]: any }) | null
) => T;
class RenderTagMap {
private map: Map<string, OnItemCreate> = new Map();
/**
* 注册一个标签,每个标签对应一类元素,重复注册会覆盖之前的
* @param tag 标签名称
* @param ele 对应的元素类或其构造器
*/
register<E extends ERenderItemEvent, T extends RenderItem<E>>(
tag: string,
onCreate: OnItemCreate<E, T>
) {
if (this.map.has(tag)) {
logger.warn(34, tag);
}
this.map.set(tag, onCreate);
}
/**
* 获取一个标签对应的元素构造器
* @param tag 标签名
*/
get<E extends ERenderItemEvent, T extends RenderItem<E>>(
tag: string
): OnItemCreate<E, T> | undefined {
return this.map.get(tag) as OnItemCreate<E, T>;
}
}
export const tagMap = new RenderTagMap();
const standardElement = (
Item: new (
type: RenderItemPosition,
cache?: boolean,
fall?: boolean
) => RenderItem
) => {
return (_0: any, _1: any, props?: any) => {
if (!props) return new Item('static');
else {
const {
type = 'static',
cache = true,
fall = false,
nocache = false
} = props;
return new Item(type, cache && !nocache, fall);
}
};
};
const standardElementNoCache = (
Item: new (
type: RenderItemPosition,
cache?: boolean,
fall?: boolean
) => RenderItem
) => {
return (_0: any, _1: any, props?: any) => {
if (!props) return new Item('static');
else {
const {
type = 'static',
cache = false,
fall = false,
nocache = true
} = props;
return new Item(type, cache && !nocache, fall);
}
};
};
const enum ElementState {
None = 0,
Cache = 1,
Fall = 2
}
/**
* standardElementFor
*/
const _se = (
Item: new (
type: RenderItemPosition,
cache?: boolean,
fall?: boolean
) => RenderItem,
position: RenderItemPosition,
state: ElementState
) => {
const defaultCache = !!(state & ElementState.Cache);
const defautFall = !!(state & ElementState.Fall);
return (_0: any, _1: any, props?: any) => {
if (!props) return new Item('absolute');
else {
const {
type = position,
cache = defaultCache,
fall = defautFall,
nocache = !defaultCache
} = props;
return new Item(type, cache && !nocache, fall);
}
};
};
// Default elements
tagMap.register('container', standardElement(Container));
tagMap.register('container-custom', standardElement(ContainerCustom));
tagMap.register('template', standardElement(Container));
tagMap.register('mota-renderer', (_0, _1, props) => {
return new MotaRenderer(props?.id);
});
tagMap.register('sprite', standardElement(Sprite));
tagMap.register<ETextEvent, Text>('text', (_0, _1, props) => {
if (!props) return new Text();
else {
const { type = 'static', text = '' } = props;
return new Text(text, type);
}
});
tagMap.register('image', (_0, _1, props) => {
if (!props) return new Image(core.material.images.images['bg.webp']);
else {
const {
image = core.material.images.images['bg.webp'],
type = 'static'
} = props;
return new Image(image, type);
}
});
tagMap.register('comment', (_0, _1, props) => {
if (!props) return new Comment();
else {
const { text = '' } = props;
return new Comment(text);
}
});
tagMap.register('shader', (_0, _1, props) => {
if (!props) return new Shader();
else {
const { type = 'static' } = props;
return new Shader(type);
}
});
tagMap.register('custom', (_0, _1, props) => {
if (!props) {
logger.error(22);
throw new Error('Cannot create custom element.');
} else {
const item = props._item;
if (!item) {
logger.error(22);
throw new Error('Cannot create custom element.');
}
return item(props);
}
});
tagMap.register('layer', (_0, _1, props) => {
if (!props) return new Layer();
else {
const { ex } = props;
const l = new Layer();
if (ex) {
(ex as any[]).forEach(v => {
l.extends(v);
});
}
return l;
}
});
tagMap.register('layer-group', (_0, _1, props) => {
if (!props) return new LayerGroup();
else {
const { ex, layers } = props;
const l = new LayerGroup();
if (ex) {
(ex as any[]).forEach(v => {
l.extends(v);
});
}
if (layers) {
(layers as any[]).forEach(v => {
l.addLayer(v);
});
}
return l;
}
});
tagMap.register<EDamageEvent, Damage>('damage', (_0, _1, _props) => {
return new Damage();
});
tagMap.register('animation', (_0, _1, _props) => {
return new Animate();
});
tagMap.register('g-rect', standardElementNoCache(Rect));
tagMap.register('g-circle', standardElementNoCache(Circle));
tagMap.register('g-ellipse', standardElementNoCache(Ellipse));
tagMap.register('g-line', standardElementNoCache(Line));
tagMap.register('g-bezier', standardElementNoCache(BezierCurve));
tagMap.register('g-quad', standardElementNoCache(QuadraticCurve));
tagMap.register('g-path', standardElementNoCache(Path));
tagMap.register('g-rectr', standardElementNoCache(RectR));
tagMap.register('icon', standardElementNoCache(Icon));
tagMap.register('winskin', (_0, _1, props) => {
if (!props) return new Winskin(core.material.images.images['winskin.png']);
else {
const {
image = core.material.images.images['winskin.png'],
type = 'static'
} = props;
return new Winskin(image, type);
}
});
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import { RenderFunction, RenderItem, RenderItemPosition } from '../item';
import { Transform } from '../transform';
import {
FloorLayer,
ILayerGroupRenderExtends,
ILayerRenderExtends
} from '../preset/layer';
import type { EnemyCollection } from '@/game/enemy/damage';
import {
BezierParams,
CircleParams,
EllipseParams,
ILineProperty,
LineParams,
QuadParams,
RectRCircleParams,
RectREllipseParams
} from '../preset/graphics';
import { ElementAnchor, ElementLocator, ElementScale } from '../utils';
import { CustomContainerRenderFn } from '../container';
import { Font } from '../style/font';
export interface CustomProps {
_item: (props: BaseProps) => RenderItem;
}
export interface BaseProps {
/** 元素的横坐标 */
x?: number;
/** 元素的纵坐标 */
y?: number;
/** 元素的横向锚点位置 */
anchorX?: number;
/** 元素的纵向锚点位置 */
anchorY?: number;
/** 元素的纵深,值越大越靠上 */
zIndex?: number;
/** 元素的宽度 */
width?: number;
/** 元素的高度 */
height?: number;
/** 元素的滤镜 */
filter?: string;
/** 是否启用高清画布 */
hd?: boolean;
/** 是否启用抗锯齿 */
anti?: boolean;
/** 是否不启用抗锯齿,优先级大于 anti,主要用于像素图片渲染 */
noanti?: boolean;
/** 元素是否隐藏,可以用于一些画面效果,也可以用于调试 */
hidden?: boolean;
/** 元素的变换矩阵 */
transform?: Transform;
/** 元素的定位模式,static 表示常规定位,absolute 定位模式下元素位置始终处于左上角 */
type?: RenderItemPosition;
/** 是否启用缓存,用处较少,主要用于一些默认不启用缓存的元素的特殊优化 */
cache?: boolean;
/** 是否不启用缓存,优先级大于 cache,用处较少,主要用于一些特殊优化 */
nocache?: boolean;
/** 是否启用变换矩阵下穿,下穿模式下,当前元素会使用由父元素传递过来的变换矩阵,而非元素自身的 */
fall?: boolean;
/** 这个元素的唯一标识符,不可重复 */
id?: string;
/** 这个元素的不透明度 */
alpha?: number;
/** 这个元素与已渲染内容的混合模式,默认为 source-over */
composite?: GlobalCompositeOperation;
/** 鼠标放在这个元素上时的光标样式 */
cursor?: string;
/**
* 定位属性,可以填 `[横坐标,纵坐标,宽度,高度,x锚点,y锚点]`,
* 对于横坐标与纵坐标、宽度与高度、x锚点与y锚点,两两一组要么都填,要么都不填
* 是 x, y, width, height, anchorX, anchorY 的简写属性
*/
loc?: ElementLocator;
/** 锚点属性,可以填 `[x锚点,y锚点]`,是 anchorX, anchorY 的简写属性 */
anc?: ElementAnchor;
/** 放缩属性,可以填 `[x比例,y比例]`,是 transform 的简写属性之一 */
scale?: ElementScale;
/** 旋转属性,单位弧度,是 transform 的简写属性之一 */
rotate?: number;
/** 这个元素是否不会触发任何交互事件(cursor 属性也会无效),当执行到此元素时,会下穿至下一个元素 */
noevent?: boolean;
}
export interface SpriteProps extends BaseProps {
render?: RenderFunction;
}
export interface ContainerProps extends BaseProps {}
export interface ConatinerCustomProps extends ContainerProps {
render?: CustomContainerRenderFn;
}
export interface GL2Props extends BaseProps {}
export interface ShaderProps extends BaseProps {}
export interface TextProps extends BaseProps {
text?: string;
fillStyle?: CanvasStyle;
strokeStyle?: CanvasStyle;
font?: Font;
strokeWidth?: number;
}
export interface ImageProps extends BaseProps {
image: CanvasImageSource;
}
export interface CommentProps extends BaseProps {
text?: string;
}
export interface LayerGroupProps extends BaseProps {
cellSize?: number;
blockSize?: number;
floorId?: FloorIds;
bindThisFloor?: boolean;
camera?: Transform;
ex?: readonly ILayerGroupRenderExtends[];
layers?: readonly FloorLayer[];
}
export interface LayerProps extends BaseProps {
layer?: FloorLayer;
mapWidth?: number;
mapHeight?: number;
cellSize?: number;
background?: AllNumbers;
floorImage?: FloorAnimate[];
ex?: readonly ILayerRenderExtends[];
}
export interface AnimateProps extends BaseProps {}
export interface DamageProps extends BaseProps {
mapWidth?: number;
mapHeight?: number;
cellSize?: number;
enemy?: EnemyCollection;
font?: string;
strokeStyle?: CanvasStyle;
strokeWidth?: number;
}
export interface GraphicPropsBase extends BaseProps, Partial<ILineProperty> {
/** 是否填充,若填写 {@link stroke},那么表现为先填充后描边 */
fill?: boolean;
/** 是否描边,若填写 {@link fill},那么表现为先填充后描边 */
stroke?: boolean;
/** 是否先描边后填充,优先级最高,若设置,则 {@link fill} 与 {@link stroke} 无效。 */
strokeAndFill?: boolean;
/** 填充原则,比如 `nonzero` 表示非零环绕原则,默认为奇偶环绕原则 `evenodd` */
fillRule?: CanvasFillRule;
/** 填充样式 */
fillStyle?: CanvasStyle;
/** 描边样式 */
strokeStyle?: CanvasStyle;
/** 在交互时,是否只检查交互位置只在描边上,对 fill, stroke, strokeAndFill 均有效 */
actionStroke?: boolean;
}
export interface RectProps extends GraphicPropsBase {}
export interface CirclesProps extends GraphicPropsBase {
radius?: number;
start?: number;
end?: number;
/**
* 圆属性参数,可以填 `[半径,起始角度,终止角度]`,是 radius, start, end 的简写,
* 其中半径可选,后两项要么都填,要么都不填
*/
circle?: CircleParams;
}
export interface EllipseProps extends GraphicPropsBase {
radiusX?: number;
radiusY?: number;
start?: number;
end?: number;
/**
* 椭圆属性参数,可以填 `[x半径,y半径,起始角度,终止角度]`,是 radiusX, radiusY, start, end 的简写,
* 其中前两项和后两项要么都填,要么都不填
*/
ellipse?: EllipseParams;
}
export interface LineProps extends GraphicPropsBase {
x1?: number;
y1?: number;
x2?: number;
y2?: number;
/** 直线属性参数,可以填 `[x1, y1, x2, y2]`,都是必填 */
line?: LineParams;
}
export interface BezierProps extends GraphicPropsBase {
sx?: number;
sy?: number;
cp1x?: number;
cp1y?: number;
cp2x?: number;
cp2y?: number;
ex?: number;
ey?: number;
/** 三次贝塞尔曲线参数,可以填 `[sx, sy, cp1x, cp1y, cp2x, cp2y, ex, ey]`,都是必填 */
curve?: BezierParams;
}
export interface QuadraticProps extends GraphicPropsBase {
sx?: number;
sy?: number;
cpx?: number;
cpy?: number;
ex?: number;
ey?: number;
/** 二次贝塞尔曲线参数,可以填 `[sx, sy, cpx, cpy, ex, ey]`,都是必填 */
curve?: QuadParams;
}
export interface PathProps extends GraphicPropsBase {
path?: Path2D;
}
export interface RectRProps extends GraphicPropsBase {
/**
* 圆形圆角参数,可以填 `[r1, r2, r3, r4]`,后三项可选。填写不同数量下的表现:
* - 1个:每个角都是 `r1` 半径的圆
* - 2个:左上和右下是 `r1` 半径的圆,右上和左下是 `r2` 半径的圆
* - 3个:左上是 `r1` 半径的圆,右上和左下是 `r2` 半径的圆,右下是 `r3` 半径的圆
* - 4个:左上、右上、左下、右下 分别是 `r1, r2, r3, r4` 半径的圆
*/
circle?: RectRCircleParams;
/**
* 椭圆圆角参数,可以填 `[rx1, ry1, rx2, ry2, rx3, ry3, rx4, ry4]`,
* 两两一组,后三组可选,填写不同数量下的表现:
* - 1组:每个角都是 `[rx1, ry1]` 半径的椭圆
* - 2组:左上和右下是 `[rx1, ry1]` 半径的椭圆,右上和左下是 `[rx2, ry2]` 半径的椭圆
* - 3组:左上是 `[rx1, ry1]` 半径的椭圆,右上和左下是 `[rx2, ey2]` 半径的椭圆,右下是 `[rx3, ry3]` 半径的椭圆
* - 4组:左上、右上、左下、右下 分别是 `[rx1, ry1], [rx2, ry2], [rx3, ry3], [rx4, ry4]` 半径的椭圆
*/
ellipse?: RectREllipseParams;
}
export interface IconProps extends BaseProps {
icon: AllNumbers;
frame?: number;
animate?: boolean;
}
export interface WinskinProps extends BaseProps {
image: ImageIds;
borderSize?: number;
}
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import { gameKey, Hotkey } from '@/core/main/custom/hotkey';
import { Animation, Ticker, Transition } from 'mutate-animate';
import { onMounted, onUnmounted } from 'vue';
import { ERenderItemEvent, RenderItem } from '../item';
import EventEmitter from 'eventemitter3';
const ticker = new Ticker();
/**
* 在组件中每帧执行一次函数
* @param fn 每帧执行的函数
*/
export function onTick(fn: (time: number) => void) {
onMounted(() => {
ticker.add(fn);
});
onUnmounted(() => {
ticker.remove(fn);
});
}
type AnimationUsing = [Animation];
type TransitionUsing = [Transition];
/**
* 在组件中创建一个动画实例
*/
export function useAnimation(): AnimationUsing {
const ani = new Animation();
onUnmounted(() => {
ani.ticker.destroy();
});
return [ani];
}
/**
* 在组件中创建一个渐变实例
*/
export function useTransition(): TransitionUsing {
const tran = new Transition();
onUnmounted(() => {
tran.ticker.destroy();
});
return [tran];
}
type KeyUsing = [Hotkey, symbol];
/**
* 在组件中定义按键操作
* @param noScope 是否不创建新作用域
*/
export function useKey(noScope: boolean = false): KeyUsing {
if (noScope) {
return [gameKey, gameKey.scope];
} else {
const sym = Symbol();
gameKey.use(sym);
onUnmounted(() => {
gameKey.dispose();
});
return [gameKey, sym];
}
}
export function onEvent<
T extends ERenderItemEvent,
K extends EventEmitter.EventNames<T>
>(item: RenderItem<T>, key: K, listener: EventEmitter.EventListener<T, K>) {
item.on(key, listener);
onUnmounted(() => {
item.off(key, listener);
});
}
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import { MotaOffscreenCanvas2D } from '../fx/canvas2d';
import { EGL2Event, GL2, GL2Program, IGL2ProgramPrefix } from './gl2';
const SHADER_PREFIX: IGL2ProgramPrefix = {
VERTEX: /* glsl */ `#version 300 es
precision highp float;
in vec4 a_position;
in vec2 a_texCoord;
out vec2 v_texCoord;
`,
FRAGMENT: /* glsl */ `#version 300 es
precision highp float;
in vec2 v_texCoord;
uniform sampler2D u_sampler;
`
};
const DEFAULT_VS = /* glsl */ `
void main() {
v_texCoord = a_texCoord;
gl_Position = a_position;
}
`;
const DEFAULT_FS = /* glsl */ `
void main() {
gl_FragColor = texture2D(u_sampler, v_texCoord);
}
`;
export interface EShaderEvent extends EGL2Event {}
export class Shader<E extends EShaderEvent = EShaderEvent> extends GL2<
EShaderEvent | E
> {
protected drawScene(
canvas: MotaOffscreenCanvas2D,
gl: WebGL2RenderingContext,
program: GL2Program
): void {
if (!program.modified) return;
const tex = program.getTexture('u_sampler');
if (!tex) return;
const c = canvas.canvas;
if (tex.width === c.width && tex.height === c.height) {
tex.sub(c, 0, 0, c.width, c.height);
} else {
tex.set(c);
}
this.draw(gl, program);
}
}
export class ShaderProgram extends GL2Program {
protected override readonly prefix: IGL2ProgramPrefix = SHADER_PREFIX;
constructor(gl2: GL2, vs?: string, fs?: string) {
super(gl2, vs, fs);
if (!vs) this.vs(DEFAULT_VS);
if (!fs) this.fs(DEFAULT_FS);
if (!vs && !fs) {
this.modified = false;
}
}
protected override compile() {
const success = super.compile();
if (!success) return false;
const shader = this.element;
const gl = shader.gl;
if (!gl) return false;
const tex = this.defineAttribArray('a_texCoord');
const position = this.defineAttribArray('a_position');
const sampler = this.defineTexture('u_sampler', 0);
const indices = this.defineIndices('defalutIndices');
if (!tex || !position || !sampler || !indices) {
return true;
}
position.buffer(
new Float32Array([1, -1, -1, -1, 1, 1, -1, 1]),
gl.STATIC_DRAW
);
position.pointer(2, gl.FLOAT, false, 0, 0);
position.enable();
tex.buffer(new Float32Array([1, 1, 0, 1, 1, 0, 0, 0]), gl.STATIC_DRAW);
tex.pointer(2, gl.FLOAT, false, 0, 0);
tex.enable();
indices.buffer(new Uint16Array([0, 1, 2, 2, 3, 1]), gl.STATIC_DRAW);
this.useIndices(indices);
this.paramElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0);
return true;
}
}
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import {
ERenderItemEvent,
RenderFunction,
RenderItem,
RenderItemPosition
} from './item';
import { MotaOffscreenCanvas2D } from '../fx/canvas2d';
import { Transform } from './transform';
export interface ESpriteEvent extends ERenderItemEvent {}
export class Sprite<
E extends ESpriteEvent = ESpriteEvent
> extends RenderItem<E> {
renderFn: RenderFunction;
/**
* 创建一个精灵,可以自由在上面渲染内容
* @param type 渲染模式,absolute表示绝对位置,不会跟随自身的Transform改变
* @param cache 是否启用缓存机制
*/
constructor(
type: RenderItemPosition = 'static',
cache: boolean = true,
fall: boolean = false
) {
super(type, cache, fall);
this.type = type;
this.renderFn = () => {};
}
protected render(
canvas: MotaOffscreenCanvas2D,
transform: Transform
): void {
this.renderFn(canvas, transform);
}
setRenderFn(fn: RenderFunction) {
this.renderFn = fn;
this.update(this);
}
protected handleProps(
key: string,
_prevValue: any,
nextValue: any
): boolean {
switch (key) {
case 'render':
if (!this.assertType(nextValue, 'function', key)) return false;
this.setRenderFn(nextValue);
return true;
}
return false;
}
}
-179
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@@ -1,179 +0,0 @@
import { logger } from '@/core/common/logger';
export interface IFontConfig {
/** 字体类型 */
readonly family: string;
/** 字体大小的值 */
readonly size: number;
/** 字体大小单位,推荐使用 px */
readonly sizeUnit: string;
/** 字体粗细,范围 0-1000 */
readonly weight: number;
/** 是否斜体 */
readonly italic: boolean;
}
export const enum FontWeight {
Light = 300,
Normal = 400,
Bold = 700
}
type _FontStretch =
| 'ultra-condensed'
| 'extra-condensed'
| 'condensed'
| 'semi-condensed'
| 'normal'
| 'semi-expanded'
| 'expanded'
| 'extra-expanded'
| 'ultra-expanded';
type _FontVariant = 'normal' | 'small-caps';
export class Font implements IFontConfig {
static defaultFamily: string = 'Verdana';
static defaultSize: number = 16;
static defaultSizeUnit: string = 'px';
static defaultWeight: number = 400;
static defaultItalic: boolean = false;
private readonly fallbacks: Font[] = [];
private fontString: string = '';
constructor(
public readonly family: string = Font.defaultFamily,
public readonly size: number = Font.defaultSize,
public readonly sizeUnit: string = Font.defaultSizeUnit,
public readonly weight: number = Font.defaultWeight,
public readonly italic: boolean = Font.defaultItalic
) {
this.fontString = this.getFont();
}
/**
* 添加补充字体,若当前字体不可用,那么会使用补充字体,补充字体也可以添加补充字体,但是请避免递归添加
* @param fallback 补充字体
*/
addFallback(...fallback: Font[]) {
this.fallbacks.push(...fallback);
this.fontString = this.getFont();
}
private build() {
return `${
this.italic ? 'italic ' : ''
} ${this.weight} ${this.size}${this.sizeUnit} ${this.family}`;
}
private getFallbackFont(used: Set<Font>) {
let font = '';
this.fallbacks.forEach(v => {
if (used.has(v)) {
logger.warn(62, this.build());
return;
}
used.add(v);
font += `, ${v.getFallbackFont(used)}`;
});
return font;
}
private getFont() {
if (this.fallbacks.length === 0) {
return this.build();
} else {
const usedFont = new Set<Font>();
return this.build() + this.getFallbackFont(usedFont);
}
}
/**
* 获取字体的 CSS 字符串
*/
string() {
return this.fontString;
}
private static parseOne(str: string) {
if (!str) return new Font();
let italic = this.defaultItalic;
let weight = this.defaultWeight;
let size = this.defaultSize;
let unit = this.defaultSizeUnit;
let family = this.defaultFamily;
const tokens = str.split(/\s+/);
tokens.forEach(v => {
// font-italic
if (v === 'italic') {
italic = true;
return;
}
// font-weight
const num = Number(v);
if (!isNaN(num)) {
weight = num;
return;
}
// font-size
const parse = parseFloat(v);
if (!isNaN(parse)) {
size = parse;
unit = v.slice(parse.toString().length);
return;
}
});
family = tokens.at(-1) ?? 'Verdana';
return new Font(family, size, unit, weight, italic);
}
/**
* 从 CSS 字体字符串解析出 Font 实例,不支持的属性将被忽略
*/
static parse(str: string) {
const fonts = str.split(',');
const main = this.parseOne(fonts[0]);
for (let i = 1; i < fonts.length; i++) {
main.addFallback(this.parseOne(fonts[i]));
}
}
/**
* 设置默认字体
*/
static setDefaults(font: Font) {
this.defaultFamily = font.family;
this.defaultItalic = font.italic;
this.defaultSize = font.size;
this.defaultSizeUnit = font.sizeUnit;
this.defaultWeight = font.weight;
}
/**
* 获取默认字体
*/
static defaults() {
return new Font();
}
/**
* 复制一个字体,同时修改字体的一部分属性
* @param font 要复制的字体
*/
static clone(
font: Font,
{
family = font.family,
size = font.size,
sizeUnit = font.sizeUnit,
weight = font.weight,
italic = font.italic
}: Partial<IFontConfig>
) {
return new Font(family, size, sizeUnit, weight, italic);
}
}
-1
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@@ -1 +0,0 @@
export * from './font';
-272
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@@ -1,272 +0,0 @@
import { mat3, ReadonlyMat3, ReadonlyVec3, vec2, vec3 } from 'gl-matrix';
export interface ITransformUpdatable {
updateTransform?(): void;
}
export class Transform {
mat: mat3 = mat3.create();
x: number = 0;
y: number = 0;
scaleX: number = 1;
scaleY: number = 1;
rad: number = 0;
/** 有没有对这个Transform进行过修改,用于优化常规表现 */
private modified: boolean = false;
/** 绑定的可更新元素 */
bindedObject?: ITransformUpdatable;
/**
* 对这个变换实例添加绑定对象,当矩阵变换时,自动调用其 update 函数
* @param obj 要绑定的对象
*/
bind(obj?: ITransformUpdatable) {
this.bindedObject = obj;
}
/**
* 重设所有参数
*/
reset() {
mat3.identity(this.mat);
this.x = 0;
this.y = 0;
this.scaleX = 1;
this.scaleY = 1;
this.rad = 0;
this.modified = false;
}
/**
* 修改缩放,叠加关系
*/
scale(x: number, y: number = x) {
mat3.scale(this.mat, this.mat, [x, y]);
this.scaleX *= x;
this.scaleY *= y;
this.modified = true;
this.bindedObject?.updateTransform?.();
}
/**
* 移动,叠加关系
*/
translate(x: number, y: number) {
mat3.translate(this.mat, this.mat, [x, y]);
this.x += x;
this.y += y;
this.modified = true;
this.bindedObject?.updateTransform?.();
}
/**
* 旋转,叠加关系
*/
rotate(rad: number) {
mat3.rotate(this.mat, this.mat, rad);
this.rad += rad;
if (this.rad >= Math.PI * 2) {
const n = Math.floor(this.rad / Math.PI / 2);
this.rad -= n * Math.PI * 2;
}
this.modified = true;
this.bindedObject?.updateTransform?.();
}
/**
* 设置缩放,非叠加关系
*/
setScale(x: number, y: number = x) {
mat3.scale(this.mat, this.mat, [x / this.scaleX, y / this.scaleY]);
this.scaleX = x;
this.scaleY = y;
this.modified = true;
this.bindedObject?.updateTransform?.();
}
/**
* 设置位置,非叠加关系
*/
setTranslate(x: number, y: number) {
mat3.translate(this.mat, this.mat, [x - this.x, y - this.y]);
this.x = x;
this.y = y;
this.modified = true;
this.bindedObject?.updateTransform?.();
}
/**
* 设置旋转,非叠加关系
*/
setRotate(rad: number) {
mat3.rotate(this.mat, this.mat, rad - this.rad);
this.rad = rad;
this.modified = true;
this.bindedObject?.updateTransform?.();
}
/**
* 设置变换矩阵,叠加模式
* @param a 水平缩放
* @param b 垂直倾斜
* @param c 水平倾斜
* @param d 垂直缩放
* @param e 水平移动
* @param f 垂直移动
*/
transform(
a: number,
b: number,
c: number,
d: number,
e: number,
f: number
) {
mat3.multiply(
this.mat,
this.mat,
mat3.fromValues(a, b, 0, c, d, 0, e, f, 1)
);
this.calAttributes();
this.bindedObject?.updateTransform?.();
}
/**
* 设置变换矩阵,非叠加模式
* @param a 水平缩放
* @param b 垂直倾斜
* @param c 水平倾斜
* @param d 垂直缩放
* @param e 水平移动
* @param f 垂直移动
*/
setTransform(
a: number,
b: number,
c: number,
d: number,
e: number,
f: number
) {
mat3.set(this.mat, a, b, 0, c, d, 0, e, f, 1);
this.calAttributes();
this.bindedObject?.updateTransform?.();
}
/**
* 重新计算 translation scaling rotation
*/
calAttributes() {
const [x, y] = getTranslation(this.mat);
const [scaleX, scaleY] = getScaling(this.mat);
const rad = getRotation(this.mat);
this.x = x;
this.y = y;
this.scaleX = scaleX;
this.scaleY = scaleY;
this.rad = rad;
if (x === 0 && y === 0 && scaleX === 1 && scaleY === 1 && rad === 0) {
this.modified = false;
} else {
this.modified = true;
}
}
/**
* 与一个矩阵相乘,返回其计算结果(不改变原矩阵)
* @param transform 变换矩阵
*/
multiply(transform: Transform): Transform {
if (this.modified) {
const res = new Transform();
const mat = mat3.clone(this.mat);
mat3.multiply(mat, mat, transform.mat);
res.mat = mat;
return res;
} else {
return transform.clone();
}
}
/**
* 复制这个变换矩阵
*/
clone() {
const transform = new Transform();
transform.mat = mat3.clone(this.mat);
return transform;
}
/**
* 根据变换矩阵的信息,将一个点转换为计算后的位置
* @param x 横坐标
* @param y 纵坐标
*/
transformed(x: number, y: number): vec3 {
if (!this.modified) return [x, y, 1];
return multiplyVec3(this.mat, [x, y, 1]);
}
/**
* 根据变换矩阵的信息,将一个计算后的位置逆转换为原位置
* @param x 横坐标
* @param y 纵坐标
*/
untransformed(x: number, y: number): vec3 {
if (!this.modified) return [x, y, 1];
const invert = mat3.create();
mat3.invert(invert, this.mat);
return multiplyVec3(invert, [x, y, 1]);
}
/**
* 根据变换矩阵的信息,将一个点转换为计算后的位置
* @param transform 变换矩阵
* @param x 横坐标
* @param y 纵坐标
*/
static transformed(transform: Transform, x: number, y: number) {
return multiplyVec3(transform.mat, [x, y, 1]);
}
/**
* 根据变换矩阵的信息,将一个计算后的位置逆转换为原位置
* @param transform 变换矩阵
* @param x 横坐标
* @param y 纵坐标
*/
static untransformed(transform: Transform, x: number, y: number) {
const invert = mat3.create();
mat3.invert(invert, transform.mat);
return multiplyVec3(invert, [x, y, 1]);
}
/** 单位矩阵 */
static readonly identity = new Transform();
}
function multiplyVec3(mat: ReadonlyMat3, vec: ReadonlyVec3): vec3 {
const v0 = vec[0];
const v1 = vec[1];
const v2 = vec[2];
return [
mat[0] * v0 + mat[3] * v1 + mat[6] * v2,
mat[1] * v0 + mat[4] * v1 + mat[7] * v2,
mat[2] * v0 + mat[5] * v1 + mat[8] * v2
];
}
function getTranslation(mat: ReadonlyMat3): vec2 {
return [mat[6], mat[7]];
}
function getScaling(mat: ReadonlyMat3): vec2 {
return [Math.hypot(mat[0], mat[3]), Math.hypot(mat[1], mat[4])];
}
function getRotation(mat: ReadonlyMat3): number {
return Math.atan2(mat[3], mat[0]);
}
-76
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@@ -1,76 +0,0 @@
import { TimingFn } from 'mutate-animate';
import { RenderAdapter } from './adapter';
import { FloorViewport } from './preset/viewport';
import { JSX } from 'vue/jsx-runtime';
import { DefineComponent, DefineSetupFnComponent } from 'vue';
import { MotaOffscreenCanvas2D } from '../fx/canvas2d';
import { Transform } from './transform';
export type Props<
T extends
| keyof JSX.IntrinsicElements
| DefineSetupFnComponent<any>
| DefineComponent
> = T extends keyof JSX.IntrinsicElements
? JSX.IntrinsicElements[T]
: T extends DefineSetupFnComponent<any>
? InstanceType<T>['$props'] & InstanceType<T>['$emits']
: T extends DefineComponent
? InstanceType<T>['$props'] & InstanceType<T>['$emits']
: unknown;
export type ElementLocator = [
x?: number,
y?: number,
width?: number,
height?: number,
anchorX?: number,
anchorY?: number
];
export type ElementAnchor = [x: number, y: number];
export type ElementScale = [x: number, y: number];
export function disableViewport() {
const adapter = RenderAdapter.get<FloorViewport>('viewport');
if (!adapter) return;
adapter.sync('disable');
}
export function enableViewport() {
const adapter = RenderAdapter.get<FloorViewport>('viewport');
if (!adapter) return;
adapter.sync('enable');
}
/**
* 将两个缓动函数做加法
*/
export function addTiming(timing1: TimingFn, timing2: TimingFn): TimingFn {
return (p: number) => timing1(p) + timing2(p);
}
/**
* 将两个缓动函数做乘法
*/
export function multiplyTiming(timing1: TimingFn, timing2: TimingFn): TimingFn {
return (p: number) => timing1(p) * timing2(p);
}
/**
* 判断两个集合是否相等
*/
export function isSetEqual<T>(set1: Set<T>, set2: Set<T>) {
if (set1 === set2) return true;
else return set1.size === set2.size && set1.isSubsetOf(set2);
}
export function transformCanvas(
canvas: MotaOffscreenCanvas2D,
transform: Transform
) {
const { ctx } = canvas;
const mat = transform.mat;
const [a, b, , c, d, , e, f] = mat;
ctx.transform(a, b, c, d, e, f);
}
+1 -1
View File
@@ -1,4 +1,4 @@
import { logger } from '@/core/common/logger';
import { logger } from '@motajs/common';
import EventEmitter from 'eventemitter3';
import {
IGameUI,
+1 -1
View File
@@ -1,4 +1,4 @@
import { Props } from '@/core/render';
import { Props } from '@motajs/render';
import { IGameUI, IUIInstance, UIComponent, UIProps } from './shared';
import EventEmitter from 'eventemitter3';
import { markRaw, mergeProps } from 'vue';
+1 -1
View File
@@ -1,4 +1,4 @@
import { Props } from '@/core/render';
import { Props } from '@motajs/render';
import { DefineComponent, DefineSetupFnComponent, Ref, ShallowRef } from 'vue';
export type UIComponent = DefineSetupFnComponent<any> | DefineComponent;
+1 -1
View File
@@ -1,6 +1,6 @@
import { backDir, has } from '@/plugin/game/utils';
import { loading } from '../game';
import type { LayerDoorAnimate } from '@/core/render/preset/floor';
import type { LayerDoorAnimate } from '@motajs/render';
import { getSkillLevel } from '@/plugin/game/skillTree';
/**
+1 -1
View File
@@ -1,4 +1,4 @@
import { logger } from '@/core/common/logger';
import { logger } from '@motajs/common';
import { EventEmitter } from 'eventemitter3';
import { cloneDeep, isNil } from 'lodash-es';
import { ItemState } from './item';
+7 -7
View File
@@ -1,17 +1,17 @@
import EventEmitter from 'eventemitter3';
import { backDir, checkCanMoveExtended, toDir } from './utils';
import { loading } from '../game';
import type { RenderAdapter } from '@/core/render/adapter';
import type { HeroRenderer } from '@/core/render/preset/hero';
import type { FloorViewport } from '@/core/render/preset/viewport';
import type { HeroKeyMover } from '@/core/main/action/move';
import type {
RenderAdapter,
HeroRenderer,
FloorViewport,
FloorLayer,
Layer,
LayerGroup,
LayerMovingRenderable
} from '@/core/render/preset/layer';
import type { LayerFloorBinder } from '@/core/render/preset/floor';
LayerMovingRenderable,
LayerFloorBinder
} from '@motajs/render';
import type { HeroKeyMover } from '@/core/main/action/move';
import { BluePalace, MiscData } from '../mechanism/misc';
import { sleep } from 'mutate-animate';
+1 -1
View File
@@ -1,6 +1,6 @@
import { Undoable } from '@/core/interface';
import { EventEmitter } from 'eventemitter3';
import { logger } from '@/core/common/logger';
import { logger } from '@motajs/common';
type ToJSONFunction<T> = (data: T) => string;
type FromJSONFunction<T> = (data: string) => T;
+3 -28
View File
@@ -18,26 +18,15 @@ import type { Ref } from 'vue';
import type * as battle from './enemy/battle';
import type * as hero from './state/hero';
import type * as damage from './enemy/damage';
import type { Logger } from '@/core/common/logger';
import type { Logger } from '@motajs/common';
import type { Danmaku } from '@/core/main/custom/danmaku';
import type * as misc from './mechanism/misc';
import type { texture } from '@/core/render/cache';
import type { MotaRenderer } from '@/core/render/render';
import type { Container } from '@/core/render/container';
import type { Sprite } from '@/core/render/sprite';
import type { Image, Text } from '@/core/render/preset/misc';
import type { RenderItem } from '@/core/render/item';
import type { RenderAdapter } from '@/core/render/adapter';
import type { Render } from '@motajs/client';
import type { ItemState } from './state/item';
import type { Layer } from '@/core/render/preset/layer';
import type { LayerGroupFloorBinder } from '@/core/render/preset/floor';
import type { HeroKeyMover } from '@/core/main/action/move';
import type { BlockMover, HeroMover, ObjectMoverBase } from './state/move';
import type { Camera } from '@/core/render/camera';
import type * as Animation from 'mutate-animate';
import type * as RenderUtils from '@/core/render/utils';
import type { WeatherController } from '@/module/weather/weather';
import type { MotaOffscreenCanvas2D } from '@/core/fx/canvas2d';
interface ClassInterface {
// 渲染进程与游戏进程通用
@@ -100,21 +89,7 @@ interface ModuleInterface {
HeroSkill: typeof misc.HeroSkill;
};
Effect: {};
Render: {
texture: typeof texture;
MotaRenderer: typeof MotaRenderer;
Container: typeof Container;
Sprite: typeof Sprite;
Text: typeof Text;
Image: typeof Image;
RenderItem: typeof RenderItem;
RenderAdapter: typeof RenderAdapter;
Layer: typeof Layer;
LayerGroupFloorBinder: typeof LayerGroupFloorBinder;
Camera: typeof Camera;
MotaOffscreenCanvas2D: typeof MotaOffscreenCanvas2D;
Utils: typeof RenderUtils;
};
Render: typeof Render;
State: {
ItemState: typeof ItemState;
HeroMover: typeof HeroMover;
+1 -1
View File
@@ -1,7 +1,7 @@
import EventEmitter from 'eventemitter3';
import { audioPlayer, AudioPlayer, AudioRoute, AudioStatus } from './player';
import { guessTypeByExt, isAudioSupport } from './support';
import { logger } from '@/core/common/logger';
import { logger } from '@motajs/common';
import { StreamLoader } from '../loader';
import { linear, sleep, Transition } from 'mutate-animate';
import { VolumeEffect } from './effect';
+1 -1
View File
@@ -1,4 +1,4 @@
import { logger } from '@/core/common/logger';
import { logger } from '@motajs/common';
import { OggVorbisDecoderWebWorker } from '@wasm-audio-decoders/ogg-vorbis';
import { OggOpusDecoderWebWorker } from 'ogg-opus-decoder';
import { AudioType, isAudioSupport } from './support';
+1 -1
View File
@@ -15,7 +15,7 @@ import {
VolumeEffect
} from './effect';
import { isNil } from 'lodash-es';
import { logger } from '@/core/common/logger';
import { logger } from '@motajs/common';
import { sleep } from 'mutate-animate';
import { AudioDecoder } from './decoder';
+1 -1
View File
@@ -1,6 +1,6 @@
import EventEmitter from 'eventemitter3';
import { audioPlayer, AudioPlayer } from './player';
import { logger } from '@/core/common/logger';
import { logger } from '@motajs/common';
import { VolumeEffect } from './effect';
type LocationArray = [number, number, number];
+1 -1
View File
@@ -1,7 +1,7 @@
import EventEmitter from 'eventemitter3';
import { IStreamController, IStreamReader } from '../loader';
import { IAudioInput, IAudioOutput } from './effect';
import { logger } from '@/core/common/logger';
import { logger } from '@motajs/common';
import { AudioType } from './support';
import CodecParser, { CodecFrame, MimeType, OggPage } from 'codec-parser';
import { isNil } from 'lodash-es';
+1 -1
View File
@@ -1,4 +1,4 @@
import { logger } from '@/core/common/logger';
import { logger } from '@motajs/common';
import EventEmitter from 'eventemitter3';
export interface IStreamController<T = void> {
+1 -1
View File
@@ -1,4 +1,4 @@
import { DefaultProps, ElementLocator, Font, useKey } from '@/core/render';
import { DefaultProps, ElementLocator, Font, useKey } from '@motajs/render';
import { computed, defineComponent, reactive, ref } from 'vue';
import { Background, Selection } from './misc';
import { TextContent, TextContentExpose, TextContentProps } from './textbox';
+1 -1
View File
@@ -1,4 +1,4 @@
import { DefaultProps, ElementLocator, GraphicPropsBase } from '@/core/render';
import { DefaultProps, ElementLocator, GraphicPropsBase } from '@motajs/render';
import { computed, defineComponent, onMounted, Ref, ref, watch } from 'vue';
import { SetupComponentOptions } from './types';
+3 -3
View File
@@ -4,15 +4,15 @@ import {
onTick,
PathProps,
Sprite
} from '@/core/render';
} from '@motajs/render';
import { computed, defineComponent, ref, SetupContext, watch } from 'vue';
import { SetupComponentOptions } from './types';
import { MotaOffscreenCanvas2D } from '@/core/fx/canvas2d';
import { MotaOffscreenCanvas2D } from '@motajs/render';
import { TextboxProps, TextContent, TextContentProps } from './textbox';
import { Scroll, ScrollExpose, ScrollProps } from './scroll';
import { transitioned } from '../use';
import { hyper } from 'mutate-animate';
import { logger } from '@/core/common/logger';
import { logger } from '@motajs/common';
import { GameUI, IUIMountable } from '@/core/system';
interface ProgressProps extends DefaultProps {
+1 -1
View File
@@ -10,7 +10,7 @@ import {
} from 'vue';
import { SetupComponentOptions } from './types';
import { clamp } from 'lodash-es';
import { DefaultProps, ElementLocator, Font } from '@/core/render';
import { DefaultProps, ElementLocator, Font } from '@motajs/render';
/** 圆角矩形页码距离容器的边框大小,与 pageSize 相乘 */
const RECT_PAD = 0.1;
+6 -4
View File
@@ -17,12 +17,14 @@ import {
ElementLocator,
RenderItem,
Sprite,
Transform
} from '@/core/render';
import { MotaOffscreenCanvas2D } from '@/core/fx/canvas2d';
Transform,
MotaOffscreenCanvas2D,
IActionEvent,
IWheelEvent,
MouseType
} from '@motajs/render';
import { hyper, linear, Transition } from 'mutate-animate';
import { clamp } from 'lodash-es';
import { IActionEvent, IWheelEvent, MouseType } from '@/core/render/event';
import { transitioned } from '../use';
export const enum ScrollDirection {
+9 -6
View File
@@ -1,4 +1,11 @@
import { MotaOffscreenCanvas2D } from '@/core/fx/canvas2d';
import {
ElementLocator,
Font,
Sprite,
DefaultProps,
Text,
MotaOffscreenCanvas2D
} from '@motajs/render';
import {
computed,
defineComponent,
@@ -12,13 +19,10 @@ import {
VNode,
watch
} from 'vue';
import { logger } from '@/core/common/logger';
import { Sprite } from '@/core/render/sprite';
import { DefaultProps } from '@/core/render/renderer';
import { logger } from '@motajs/common';
import { isNil } from 'lodash-es';
import { SetupComponentOptions } from './types';
import EventEmitter from 'eventemitter3';
import { Text } from '@/core/render/preset';
import {
ITextContentConfig,
TextContentTyper,
@@ -27,7 +31,6 @@ import {
WordBreak,
TextAlign
} from './textboxTyper';
import { ElementLocator, Font } from '@/core/render';
export interface TextContentProps
extends DefaultProps,
+4 -4
View File
@@ -1,12 +1,12 @@
import { logger } from '@/core/common/logger';
import { MotaOffscreenCanvas2D } from '@/core/fx/canvas2d';
import { logger } from '@motajs/common';
import {
AutotileRenderable,
Font,
onTick,
RenderableData,
texture
} from '@/core/render';
texture,
MotaOffscreenCanvas2D
} from '@motajs/render';
import EventEmitter from 'eventemitter3';
import { isNil } from 'lodash-es';
+2 -2
View File
@@ -1,10 +1,10 @@
import { DefaultProps, ElementLocator, Font, texture } from '@/core/render';
import { DefaultProps, ElementLocator, Font, texture } from '@motajs/render';
import { logger } from '@motajs/common';
import { computed, defineComponent, onUnmounted, ref } from 'vue';
import { SetupComponentOptions } from './types';
import { transitioned } from '../use';
import { hyper } from 'mutate-animate';
import { debounce } from 'lodash-es';
import { logger } from '@/core/common/logger';
export interface TipProps extends DefaultProps {
loc: ElementLocator;
+1 -2
View File
@@ -1,5 +1,4 @@
import { MotaRenderer } from '@/core/render';
import { createApp } from '@/core/render';
import { MotaRenderer, createApp } from '@motajs/render';
import { defineComponent } from 'vue';
import { UIController } from '@/core/system';
import { mainSceneUI } from './ui/main';
+1 -1
View File
@@ -10,7 +10,7 @@ import {
Props,
LayerGroup,
Font
} from '@/core/render';
} from '@motajs/render';
import { WeatherController } from '@/module/weather';
import { FloorChange } from '@/plugin/fallback';
import { LayerGroupFilter } from '@/plugin/fx/gameCanvas';
+1 -1
View File
@@ -1,4 +1,4 @@
import { ElementLocator } from '@/core/render';
import { ElementLocator } from '@motajs/render';
import { GameUI, UIComponentProps } from '@/core/system';
import { defineComponent } from 'vue';
import {
+7 -2
View File
@@ -1,11 +1,16 @@
import { GameUI, UIComponentProps } from '@/core/system';
import { computed, defineComponent, ref, watch } from 'vue';
import { SetupComponentOptions, TextContent } from '../components';
import { DefaultProps, ElementLocator, Sprite, Font } from '@/core/render';
import {
DefaultProps,
ElementLocator,
Sprite,
Font,
MotaOffscreenCanvas2D
} from '@motajs/render';
import { transitionedColor } from '../use';
import { linear } from 'mutate-animate';
import { Scroll } from '../components/scroll';
import { MotaOffscreenCanvas2D } from '@/core/fx/canvas2d';
import { getArea, MinimapDrawer } from '@/plugin/ui/fly';
import {
NumpadToolbar,
+1 -1
View File
@@ -1,4 +1,4 @@
import { DefaultProps, ElementLocator, Font } from '@/core/render';
import { DefaultProps, ElementLocator, Font } from '@motajs/render';
import { computed, defineComponent, ref } from 'vue';
import { SetupComponentOptions } from '../components';
import {
+8 -4
View File
@@ -1,8 +1,12 @@
import { Shader, ShaderProgram } from '@/core/render/shader';
import {
Shader,
ShaderProgram,
MotaRenderer,
Container,
IShaderUniform,
UniformType
} from '@motajs/render';
import { IWeather } from './weather';
import { MotaRenderer } from '@/core/render/render';
import { Container } from '@/core/render/container';
import { IShaderUniform, UniformType } from '@/core/render/gl2';
const rainVs = /* glsl */ `
in vec2 a_rainVertex;
+11 -6
View File
@@ -1,10 +1,15 @@
import { Shader, ShaderProgram } from '@/core/render/shader';
import {
Shader,
ShaderProgram,
MotaRenderer,
Container,
GL2Program,
IShaderUniform,
UniformType,
Transform,
MotaOffscreenCanvas2D
} from '@motajs/render';
import { IWeather } from './weather';
import { MotaRenderer } from '@/core/render/render';
import { Container } from '@/core/render/container';
import { GL2Program, IShaderUniform, UniformType } from '@/core/render/gl2';
import { MotaOffscreenCanvas2D } from '@/core/fx/canvas2d';
import { Transform } from '@/core/render/transform';
const snowVs = /* glsl */ `
in vec2 a_snowVertex;
+2 -2
View File
@@ -1,5 +1,5 @@
import { logger } from '@/core/common/logger';
import { RenderItem } from '@/core/render';
import { logger } from '@motajs/common';
import { RenderItem } from '@motajs/render';
import { Ticker } from 'mutate-animate';
export interface IWeather {
+6 -3
View File
@@ -1,6 +1,9 @@
import { MotaOffscreenCanvas2D } from '@/core/fx/canvas2d';
import { RenderItem, RenderItemPosition } from '@/core/render/item';
import { Transform } from '@/core/render/transform';
import {
MotaOffscreenCanvas2D,
RenderItem,
RenderItemPosition,
Transform
} from '@motajs/render';
import { IStateDamageable } from '@/game/state/interface';
import EventEmitter from 'eventemitter3';
import { Ticker } from 'mutate-animate';
+3 -4
View File
@@ -1,15 +1,14 @@
import { IStateDamageable } from '@/game/state/interface';
import { BarrageBoss, BossSprite, Hitbox } from './barrage';
import { MotaOffscreenCanvas2D } from '@/core/fx/canvas2d';
import {
Container,
HeroRenderer,
LayerGroup,
MotaRenderer,
RenderItem,
Shader,
Transform
} from '@/core/render';
Transform,
MotaOffscreenCanvas2D
} from '@motajs/render';
import { Pop } from '../fx/pop';
import { SplittableBall } from './palaceBossProjectile';
import { PointEffect } from '../fx/pointShader';
+3 -4
View File
@@ -1,5 +1,4 @@
import { MotaOffscreenCanvas2D } from '@/core/fx/canvas2d';
import { Transform } from '@/core/render';
import { Transform, MotaOffscreenCanvas2D } from '@motajs/render';
import { IStateDamageable } from '@/game/state/interface';
import { Hitbox, Projectile } from './barrage';
import type { PalaceBoss } from './palaceBoss';
@@ -223,7 +222,7 @@ export class SplittableBall extends Projectile<PalaceBoss> {
}
}
ai(boss: PalaceBoss, time: number, frame: number, dt: number): void {
ai(boss: PalaceBoss, time: number, _frame: number, dt: number): void {
if (this.splitData?.split) {
if (time > this.splitData.time) {
this.split(boss);
@@ -256,7 +255,7 @@ export class SplittableBall extends Projectile<PalaceBoss> {
this.setPosition(x + this.vx * p, y + this.vy * p);
}
render(canvas: MotaOffscreenCanvas2D, transform: Transform): void {
render(canvas: MotaOffscreenCanvas2D, _transform: Transform): void {
if (!this.color) return;
const texture = SplittableBall.ball.get(this.color);
if (!texture) return;
+9 -7
View File
@@ -1,12 +1,15 @@
import { Shader } from '@/core/render/shader';
import {
Shader,
MotaRenderer,
LayerGroup,
RenderItem,
MotaOffscreenCanvas2D,
Container,
HeroRenderer
} from '@motajs/render';
import { PointEffect } from '../fx/pointShader';
import { BarrageBoss, BossSprite, Hitbox } from './barrage';
import { MotaRenderer } from '@/core/render/render';
import { LayerGroup } from '@/core/render/preset/layer';
import { RenderItem } from '@/core/render/item';
import { MotaOffscreenCanvas2D } from '@/core/fx/canvas2d';
import { Animation, hyper, power, sleep, Transition } from 'mutate-animate';
import { Container } from '@/core/render/container';
import {
ArrowProjectile,
AttackProjectile,
@@ -19,7 +22,6 @@ import {
ThunderProjectile
} from './towerBossProjectile';
import { IStateDamageable } from '@/game/state/interface';
import { HeroRenderer } from '@/core/render/preset/hero';
import { Pop } from '../fx/pop';
import { WeatherController } from '@/module';
+1 -2
View File
@@ -1,7 +1,6 @@
import { hyper, power, TimingFn } from 'mutate-animate';
import { Hitbox, Projectile } from './barrage';
import { MotaOffscreenCanvas2D } from '@/core/fx/canvas2d';
import { Transform } from '@/core/render/transform';
import { MotaOffscreenCanvas2D, Transform } from '@motajs/render';
import type { TowerBoss } from './towerBoss';
import { IStateDamageable } from '@/game/state/interface';
import { PointEffect, PointEffectType } from '../fx/pointShader';
+11 -8
View File
@@ -1,11 +1,14 @@
import { MotaOffscreenCanvas2D } from '@/core/fx/canvas2d';
import { CameraAnimation } from '@/core/render/camera';
import { Container } from '@/core/render/container';
import { LayerGroup } from '@/core/render/preset/layer';
import { MotaRenderer } from '@/core/render/render';
import { Shader } from '@/core/render/shader';
import { Sprite } from '@/core/render/sprite';
import { disableViewport, enableViewport } from '@/core/render/utils';
import { MotaOffscreenCanvas2D } from '@motajs/render';
import {
CameraAnimation,
Container,
LayerGroup,
MotaRenderer,
Shader,
Sprite,
disableViewport,
enableViewport
} from '@motajs/render';
import type { HeroMover, MoveStep } from '@/game/state/move';
import EventEmitter from 'eventemitter3';
+8 -4
View File
@@ -1,10 +1,14 @@
import { Animation, hyper, linear, power, sleep } from 'mutate-animate';
import { Chase, ChaseData, IChaseController } from './chase';
import { completeAchievement } from '../ui/achievement';
import { Camera, CameraAnimation, ICameraScale } from '@/core/render/camera';
import { LayerGroup } from '@/core/render/preset/layer';
import { MotaRenderer } from '@/core/render/render';
import { Sprite } from '@/core/render/sprite';
import {
Camera,
CameraAnimation,
ICameraScale,
LayerGroup,
MotaRenderer,
Sprite
} from '@motajs/render';
import { PointEffect, PointEffectType } from '../fx/pointShader';
import { bgmController } from '@/module';
+7 -4
View File
@@ -1,7 +1,10 @@
import { MotaOffscreenCanvas2D } from '@/core/fx/canvas2d';
import { wrapInstancedComponent } from '@/core/render';
import { RenderItem, RenderItemPosition } from '@/core/render/item';
import { Transform } from '@/core/render/transform';
import {
wrapInstancedComponent,
MotaOffscreenCanvas2D,
RenderItem,
RenderItemPosition,
Transform
} from '@motajs/render';
// 渲染端的向后兼容用,会充当两个版本间过渡的作用
class Change extends RenderItem {
+3 -3
View File
@@ -1,9 +1,9 @@
import { logger } from '@/core/common/logger';
import { LayerGroupFloorBinder } from '@/core/render/preset/floor';
import { logger } from '@motajs/common';
import {
LayerGroupFloorBinder,
ILayerGroupRenderExtends,
LayerGroup
} from '@/core/render/preset/layer';
} from '@motajs/render';
const filterMap: [FloorIds[], string][] = [];
+7 -7
View File
@@ -1,13 +1,13 @@
import { logger } from '@/core/common/logger';
import { MotaOffscreenCanvas2D } from '@/core/fx/canvas2d';
import { logger } from '@motajs/common';
import { MotaOffscreenCanvas2D } from '@motajs/render';
import { mainSetting } from '@/core/main/setting';
import { LayerGroupFloorBinder } from '@/core/render/preset/floor';
import {
LayerGroupFloorBinder,
ILayerGroupRenderExtends,
LayerGroup
} from '@/core/render/preset/layer';
import { Sprite } from '@/core/render/sprite';
import { Transform } from '@/core/render/transform';
LayerGroup,
Sprite,
Transform
} from '@motajs/render';
const gameListener = Mota.require('var', 'gameListener');
+4 -6
View File
@@ -1,15 +1,13 @@
import { logger } from '@/core/common/logger';
import { logger } from '@motajs/common';
import { mainSetting } from '@/core/main/setting';
import {
Damage,
DamageRenderable,
FloorDamageExtends
} from '@/core/render/preset/damage';
import { LayerGroupFloorBinder } from '@/core/render/preset/floor';
import {
FloorDamageExtends,
LayerGroupFloorBinder,
ILayerGroupRenderExtends,
LayerGroup
} from '@/core/render/preset/layer';
} from '@motajs/render';
interface ItemDetailData {
x: number;
+2 -4
View File
@@ -1,7 +1,5 @@
import { logger } from '@/core/common/logger';
import { UniformType } from '@/core/render/gl2';
import { Shader, ShaderProgram } from '@/core/render/shader';
import { Transform } from '@/core/render/transform';
import { logger } from '@motajs/common';
import { UniformType, Shader, ShaderProgram, Transform } from '@motajs/render';
export const enum PointEffectType {
/**
+9 -5
View File
@@ -1,7 +1,11 @@
import { MotaOffscreenCanvas2D } from '@/core/fx/canvas2d';
import { wrapInstancedComponent } from '@/core/render';
import { RenderItem, RenderItemPosition } from '@/core/render/item';
import { Transform } from '@/core/render/transform';
import {
wrapInstancedComponent,
RenderItem,
RenderItemPosition,
Transform,
MotaOffscreenCanvas2D
} from '@motajs/render';
import { TimingFn } from 'mutate-animate';
interface PopData {
@@ -61,7 +65,7 @@ export class Pop extends RenderItem {
protected render(
canvas: MotaOffscreenCanvas2D,
transform: Transform
_transform: Transform
): void {
const ctx = canvas.ctx;
const toDelete = new Set<PopData>();
+6 -6
View File
@@ -1,12 +1,12 @@
import { logger } from '@/core/common/logger';
import { MotaOffscreenCanvas2D } from '@/core/fx/canvas2d';
import { logger } from '@motajs/common';
import { MotaOffscreenCanvas2D } from '@motajs/render';
import { mainSetting, MotaSettingItem } from '@/core/main/setting';
import { LayerGroupFloorBinder } from '@/core/render/preset/floor';
import {
LayerGroupFloorBinder,
ILayerGroupRenderExtends,
LayerGroup
} from '@/core/render/preset/layer';
import { Sprite } from '@/core/render/sprite';
LayerGroup,
Sprite
} from '@motajs/render';
import type { BluePalace } from '@/game/mechanism/misc';
/** 最大粒子数 */
-27
View File
@@ -1,27 +0,0 @@
import { MotaOffscreenCanvas2D } from '@/core/fx/canvas2d';
import { GL2, GL2Program } from '@/core/render/gl2';
import { Transform } from '@/core/render/transform';
const MAX_COUNT = 5;
export class ShadowEffect extends GL2 {
protected preDraw(
canvas: MotaOffscreenCanvas2D,
transform: Transform,
gl: WebGL2RenderingContext,
program: GL2Program
): boolean {
throw new Error('Method not implemented.');
}
protected postDraw(
canvas: MotaOffscreenCanvas2D,
transform: Transform,
gl: WebGL2RenderingContext,
program: GL2Program
): void {
throw new Error('Method not implemented.');
}
}
class ShadowProgam extends GL2Program {}
+9 -13
View File
@@ -1,19 +1,15 @@
import type { RenderAdapter } from '@/core/render/adapter';
import type { LayerGroupAnimate } from '@/core/render/preset/animate';
import type {
RenderAdapter,
LayerDoorAnimate,
LayerFloorBinder
} from '@/core/render/preset/floor';
import type { HeroRenderer } from '@/core/render/preset/hero';
import type { Layer, LayerGroup } from '@/core/render/preset/layer';
LayerGroupAnimate,
LayerFloorBinder,
HeroRenderer,
Layer,
LayerGroup,
FloorViewport
} from '@motajs/render';
import type { TimingFn } from 'mutate-animate';
import {
BlockMover,
heroMoveCollection,
IMoveController,
MoveStep
} from '@/game/state/move';
import type { FloorViewport } from '@/core/render/preset/viewport';
import { BlockMover, heroMoveCollection, MoveStep } from '@/game/state/move';
// 向后兼容用,会充当两个版本间过渡的作用
+9 -7
View File
@@ -1,10 +1,12 @@
import { Container } from '@/core/render/container';
import { FloorDamageExtends } from '@/core/render/preset/damage';
import { LayerGroupFloorBinder } from '@/core/render/preset/floor';
import { FloorLayer, LayerGroup } from '@/core/render/preset/layer';
import { FloorViewport } from '@/core/render/preset/viewport';
import { MotaRenderer } from '@/core/render/render';
import { Transform } from '@/core/render/transform';
import {
Container,
FloorDamageExtends,
LayerGroupFloorBinder,
FloorLayer,
LayerGroup,
FloorViewport,
MotaRenderer
} from '@motajs/render';
import { FloorItemDetail } from '@/plugin/fx/itemDetail';
const loopMaps = Mota.require('module', 'Mechanism').MiscData.loopMaps;
+1 -1
View File
@@ -9,7 +9,7 @@ import { decompressFromBase64 } from 'lz-string';
import { Keyboard, KeyboardEmits } from '@/core/main/custom/keyboard';
import { fixedUi, mainUi } from '@/core/main/init/ui';
import { isAssist } from '@/core/main/custom/hotkey';
import { logger } from '@/core/common/logger';
import { logger } from '@motajs/common';
type CanParseCss = keyof {
[P in keyof CSSStyleDeclaration as CSSStyleDeclaration[P] extends string
+2 -2
View File
@@ -77,7 +77,7 @@
@click="addIcon(icon as AllIds)"
>
<BoxAnimate
:id="(icon as AllIds)"
:id="icon as AllIds"
:noborder="true"
:no-animate="true"
:height="getIconHeight(icon as AllIds)"
@@ -166,7 +166,7 @@ import { calStringSize, tip } from '@/plugin/utils';
import { gameKey } from '@/core/main/custom/hotkey';
import { isNil } from 'lodash-es';
import { stringifyCSS, parseCss, getIconHeight } from '@/plugin/utils';
import { logger, LogLevel } from '@/core/common/logger';
import { logger, LogLevel } from '@motajs/common';
import Scroll from '@/components/scroll.vue';
import BoxAnimate from '@/components/boxAnimate.vue';
+1 -1
View File
@@ -33,7 +33,7 @@ import {
} from '@/core/common/resource';
import { GameUi } from '@/core/main/custom/ui';
import { formatSize } from '@/plugin/utils';
import { logger } from '@/core/common/logger';
import { logger } from '@motajs/common';
import { fixedUi } from '@/core/main/init/ui';
import { sleep } from 'mutate-animate';