mirror of
https://github.com/unanmed/HumanBreak.git
synced 2026-11-01 15:44:30 +08:00
refactor: 把样板所需的标签定义移动至 client-modules
This commit is contained in:
1 parent
86bc383d65
commit
d72334e80b
13 files changed
+415
-382
No files matched your search
@@ -0,0 +1,278 @@
|
||||
import {
|
||||
RenderAdapter,
|
||||
transformCanvas,
|
||||
ERenderItemEvent,
|
||||
RenderItem,
|
||||
Transform,
|
||||
MotaOffscreenCanvas2D
|
||||
} from '@motajs/render-core';
|
||||
import { HeroRenderer } from './hero';
|
||||
import { ILayerGroupRenderExtends, LayerGroup } from './layer';
|
||||
|
||||
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);
|
||||
});
|
||||
@@ -0,0 +1,311 @@
|
||||
import { EventEmitter } from 'eventemitter3';
|
||||
import { logger } from '@motajs/common';
|
||||
import { MotaOffscreenCanvas2D } from '@motajs/render-core';
|
||||
|
||||
interface BlockCacherEvent {
|
||||
split: [];
|
||||
}
|
||||
|
||||
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(元素->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();
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,560 @@
|
||||
import { logger } from '@motajs/common';
|
||||
import { MotaOffscreenCanvas2D } from '@motajs/render-core';
|
||||
import { SizedCanvasImageSource } from '@motajs/render-elements';
|
||||
|
||||
// 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> = {};
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
class TextureCache {
|
||||
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() {
|
||||
this.material = imageMap as Record<ImageMapKeys, HTMLImageElement>;
|
||||
}
|
||||
|
||||
init() {
|
||||
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;
|
||||
}
|
||||
|
||||
export function createCache() {
|
||||
const { loading } = Mota.require('@user/data-base');
|
||||
loading.once('loaded', () => {
|
||||
[
|
||||
'enemys',
|
||||
'enemy48',
|
||||
'npcs',
|
||||
'npc48',
|
||||
'terrains',
|
||||
'items',
|
||||
'animates'
|
||||
].forEach(v => (imageMap[v as ImageMapKeys] = i(v as ImageMapKeys)));
|
||||
texture.init();
|
||||
});
|
||||
}
|
||||
@@ -0,0 +1,624 @@
|
||||
import { Animation, TimingFn, Transition } from 'mutate-animate';
|
||||
import { RenderItem, Transform } from '@motajs/render-core';
|
||||
import { logger } from '@motajs/common';
|
||||
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;
|
||||
}
|
||||
|
||||
export interface TranslateAnimation extends CameraAnimationBase {
|
||||
type: 'translate';
|
||||
timing: TimingFn;
|
||||
x: number;
|
||||
y: number;
|
||||
}
|
||||
|
||||
export interface TranslateAsAnimation extends CameraAnimationBase {
|
||||
type: 'translateAs';
|
||||
timing: TimingFn<2>;
|
||||
time: number;
|
||||
}
|
||||
|
||||
export interface RotateAnimation extends CameraAnimationBase {
|
||||
type: 'rotate';
|
||||
timing: TimingFn;
|
||||
angle: number;
|
||||
time: number;
|
||||
}
|
||||
|
||||
export interface ScaleAnimation extends CameraAnimationBase {
|
||||
type: 'scale';
|
||||
timing: TimingFn;
|
||||
scale: number;
|
||||
time: number;
|
||||
}
|
||||
|
||||
export type CameraAnimationData =
|
||||
| TranslateAnimation
|
||||
| TranslateAsAnimation
|
||||
| RotateAnimation
|
||||
| ScaleAnimation;
|
||||
|
||||
export 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();
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,54 @@
|
||||
import EventEmitter from 'eventemitter3';
|
||||
import { RenderItem } from '@motajs/render-core';
|
||||
|
||||
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();
|
||||
|
||||
export function createFrame() {
|
||||
Mota.require('@user/data-base').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);
|
||||
}
|
||||
});
|
||||
});
|
||||
}
|
||||
@@ -0,0 +1,477 @@
|
||||
import { RenderAdapter } from '@motajs/render-core';
|
||||
import { logger } from '@motajs/common';
|
||||
import { ILayerRenderExtends, Layer, LayerMovingRenderable } from './layer';
|
||||
import { SizedCanvasImageSource } from '@motajs/render-elements';
|
||||
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);
|
||||
});
|
||||
@@ -0,0 +1,77 @@
|
||||
import { standardElementNoCache, tagMap } from '@motajs/render-vue';
|
||||
import { createCache } from './cache';
|
||||
import { createFrame } from './frame';
|
||||
import { createLayer, Layer, LayerGroup } from './layer';
|
||||
import { createViewport } from './viewport';
|
||||
import { Icon, Winskin } from './misc';
|
||||
import { Animate } from './animate';
|
||||
|
||||
export function createElements() {
|
||||
createCache();
|
||||
createFrame();
|
||||
createLayer();
|
||||
createViewport();
|
||||
|
||||
// ----- 注册标签
|
||||
|
||||
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);
|
||||
}
|
||||
});
|
||||
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('animation', (_0, _1, _props) => {
|
||||
return new Animate();
|
||||
});
|
||||
tagMap.register('icon', standardElementNoCache(Icon));
|
||||
}
|
||||
|
||||
export * from './animate';
|
||||
export * from './block';
|
||||
export * from './cache';
|
||||
export * from './camera';
|
||||
export * from './frame';
|
||||
export * from './hero';
|
||||
export * from './layer';
|
||||
export * from './misc';
|
||||
export * from './viewport';
|
||||
File diff suppressed because it is too large.
Load diff
@@ -0,0 +1,331 @@
|
||||
import { logger } from '@motajs/common';
|
||||
import {
|
||||
ERenderItemEvent,
|
||||
RenderItem,
|
||||
RenderItemPosition,
|
||||
MotaOffscreenCanvas2D,
|
||||
Transform
|
||||
} from '@motajs/render-core';
|
||||
import { SizedCanvasImageSource } from '@motajs/render-elements';
|
||||
import { isNil } from 'lodash-es';
|
||||
import { RenderableData, AutotileRenderable, texture } from './cache';
|
||||
import { IAnimateFrame, renderEmits } from './frame';
|
||||
|
||||
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
|
||||
: this.frame;
|
||||
|
||||
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('@user/data-base');
|
||||
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 {
|
||||
if (this.animate) 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('@user/data-base');
|
||||
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;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,354 @@
|
||||
import { RenderAdapter } from '@motajs/render-core';
|
||||
import { HeroRenderer } from './hero';
|
||||
import { ILayerGroupRenderExtends, LayerGroup } from './layer';
|
||||
import { LayerGroupFloorBinder } from './layer';
|
||||
import { hyper, TimingFn } from 'mutate-animate';
|
||||
|
||||
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();
|
||||
});
|
||||
|
||||
export function createViewport() {
|
||||
const { hook } = Mota.require('@user/data-base');
|
||||
hook.on('changingFloor', (_, loc) => {
|
||||
adapter.all('setPosition', loc.x, loc.y);
|
||||
});
|
||||
}
|
||||
@@ -7,6 +7,7 @@ import { hook } from '@user/data-base';
|
||||
import { createItemDetail } from './itemDetail';
|
||||
import { createLoopMap } from './loopMap';
|
||||
import { createGameCanvas } from './legacy/gameCanvas';
|
||||
import { createElements } from './elements';
|
||||
|
||||
export function createGameRenderer() {
|
||||
const main = new MotaRenderer();
|
||||
@@ -41,8 +42,10 @@ export function createRender() {
|
||||
createGameCanvas();
|
||||
createItemDetail();
|
||||
createLoopMap();
|
||||
createElements();
|
||||
}
|
||||
|
||||
export * from './components';
|
||||
export * from './ui';
|
||||
export * from './use';
|
||||
export * from './elements';
|
||||
Reference in new issue
Block a user