refactor: 渲染系统

This commit is contained in:
AncTe committed 2026-03-16 12:23:02 +08:00
1 parent 9ab0db9465
commit 191ba8d1db
74 files changed
+3776 -7748

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@@ -139,11 +139,11 @@ export const ConfirmBox = defineComponent<
height.value = textHeight + pad.value * 4;
};
const setYes = (_: string, width: number, height: number) => {
const setYes = (width: number, height: number) => {
yesSize.value = [width, height];
};
const setNo = (_: string, width: number, height: number) => {
const setNo = (width: number, height: number) => {
noSize.value = [width, height];
};
@@ -190,7 +190,7 @@ export const ConfirmBox = defineComponent<
zIndex={15}
onClick={() => emit('yes')}
onEnter={() => (selected.value = true)}
onSetText={setYes}
onResize={setYes}
/>
<text
loc={noLoc.value}
@@ -201,7 +201,7 @@ export const ConfirmBox = defineComponent<
zIndex={15}
onClick={() => emit('no')}
onEnter={() => (selected.value = false)}
onSetText={setNo}
onResize={setNo}
/>
</container>
);
@@ -459,7 +459,7 @@ export const Choices = defineComponent<
contentHeight.value = height;
};
const updateTitleHeight = (_0: string, _1: number, height: number) => {
const updateTitleHeight = (_: number, height: number) => {
titleHeight.value = height;
};
@@ -519,7 +519,7 @@ export const Choices = defineComponent<
font={props.titleFont ?? new Font(void 0, 18)}
fillStyle={props.titleFill ?? 'gold'}
zIndex={5}
onSetText={updateTitleHeight}
onResize={updateTitleHeight}
/>
<TextContent
{...attrs}
@@ -556,7 +556,7 @@ export const Choices = defineComponent<
zIndex={5}
fillStyle={props.selFill}
onClick={() => emit('choose', v[0])}
onSetText={(_, width, height) =>
onResize={(width, height) =>
updateChoiceSize(i, width, height)
}
onEnter={() => (selected.value = i)}
@@ -219,7 +219,7 @@ export const FloorSelector = defineComponent<
lineWidth={1}
strokeStyle="#aaa"
/>
<sprite
<custom
zIndex={20}
loc={[0, 0, 144, SCROLL_HEIGHT]}
nocache
@@ -5,10 +5,11 @@ import {
Container,
ElementLocator,
MotaRenderer,
RenderItem,
Transform,
Font,
RectRCircleParams
RectRCircleParams,
IRenderItem,
IRenderTreeRoot
} from '@motajs/render';
import { transitionedColor, useKey } from '../use';
import { linear } from 'mutate-animate';
@@ -161,9 +162,9 @@ export const Input = defineComponent<InputProps, InputEmits, keyof InputEmits>(
if (!ele) return;
// 计算当前绝对位置
const chain: RenderItem[] = [];
let now: RenderItem | undefined = root.value;
let renderer: MotaRenderer | undefined;
const chain: IRenderItem[] = [];
let now: IRenderItem | null = root.value ?? null;
let renderer: IRenderTreeRoot | null = null;
if (!now) return;
while (now) {
chain.unshift(now);
@@ -441,11 +442,11 @@ export const InputBox = defineComponent<
emit('input', value);
};
const setYes = (_: string, width: number, height: number) => {
const setYes = (width: number, height: number) => {
yesSize.value = [width, height];
};
const setNo = (_: string, width: number, height: number) => {
const setNo = (width: number, height: number) => {
noSize.value = [width, height];
};
@@ -500,7 +501,7 @@ export const InputBox = defineComponent<
zIndex={15}
onClick={confirm}
onEnter={() => (selected.value = true)}
onSetText={setYes}
onResize={setYes}
/>
<text
loc={noLoc.value}
@@ -511,7 +512,7 @@ export const InputBox = defineComponent<
zIndex={15}
onClick={cancel}
onEnter={() => (selected.value = false)}
onSetText={setNo}
onResize={setNo}
/>
</container>
);
@@ -1,13 +1,18 @@
import { ElementLocator, Sprite, MotaOffscreenCanvas2D } from '@motajs/render';
import { DefaultProps, PathProps, onTick } from '@motajs/render-vue';
import {
ElementLocator,
CustomRenderItem,
MotaOffscreenCanvas2D
} from '@motajs/render';
import { DefaultProps, PathProps } from '@motajs/render-vue';
import { computed, defineComponent, ref, SetupContext, watch } from 'vue';
import { TextContent, TextContentProps } from './textbox';
import { Scroll, ScrollExpose, ScrollProps } from './scroll';
import { transitioned } from '../use';
import { hyper } from 'mutate-animate';
import { logger } from '@motajs/common';
import { GameUI, IUIMountable, SetupComponentOptions } from '@motajs/system';
import { clamp } from 'lodash-es';
import { using } from '../renderer';
import { cosh, CurveMode } from '@motajs/animate';
interface ProgressProps extends DefaultProps {
/** 进度条的位置 */
@@ -37,7 +42,7 @@ const progressProps = {
* ```
*/
export const Progress = defineComponent<ProgressProps>(props => {
const element = ref<Sprite>();
const element = ref<CustomRenderItem>();
const render = (canvas: MotaOffscreenCanvas2D) => {
const { ctx } = canvas;
@@ -67,7 +72,7 @@ export const Progress = defineComponent<ProgressProps>(props => {
});
return () => {
return <sprite ref={element} loc={props.loc} render={render}></sprite>;
return <custom ref={element} loc={props.loc} render={render}></custom>;
};
}, progressProps);
@@ -217,7 +222,7 @@ export const ScrollText = defineComponent<
let paused = false;
let nowScroll = 0;
onTick(() => {
using.onExcitedFunc(() => {
if (paused || !scroll.value) return;
const now = Date.now();
const dt = now - lastFixedTime;
@@ -296,7 +301,11 @@ const selectionProps = {
export const Selection = defineComponent<SelectionProps>(props => {
const minAlpha = computed(() => props.alphaRange?.[0] ?? 0.25);
const maxAlpha = computed(() => props.alphaRange?.[1] ?? 0.55);
const alpha = transitioned(minAlpha.value, 2000, hyper('sin', 'in-out'))!;
const alpha = transitioned(
minAlpha.value,
2000,
cosh(2, CurveMode.EaseInOut)
)!;
const isWinskin = computed(() => !!props.winskin);
const winskinImage = computed(() =>
@@ -326,7 +335,7 @@ export const Selection = defineComponent<SelectionProps>(props => {
ctx.drawImage(image, 158, 66, 2, 28, width - 2, 2, 2, height - 4);
};
onTick(() => {
using.onExcitedFunc(() => {
if (alpha.value === maxAlpha.value) {
alpha.set(minAlpha.value);
}
@@ -337,7 +346,7 @@ export const Selection = defineComponent<SelectionProps>(props => {
return () =>
isWinskin.value ? (
<sprite
<custom
loc={props.loc}
render={renderWinskin}
alpha={alpha.ref.value}
@@ -386,7 +395,7 @@ export const Background = defineComponent<BackgroundProps>(props => {
return () =>
isWinskin.value ? (
<winskin image={props.winskin!} loc={props.loc} noanti />
<winskin imageName={props.winskin!} loc={props.loc} noanti />
) : (
<g-rectr
loc={fixedLoc.value}
@@ -401,8 +410,7 @@ export const Background = defineComponent<BackgroundProps>(props => {
}, backgroundProps);
export interface WaitBoxProps<T>
extends Partial<BackgroundProps>,
Partial<TextContentProps> {
extends Partial<BackgroundProps>, Partial<TextContentProps> {
loc: ElementLocator;
width: number;
promise?: Promise<T>;
@@ -13,8 +13,7 @@ import {
import {
Container,
ElementLocator,
RenderItem,
Sprite,
CustomRenderItem,
Transform,
MotaOffscreenCanvas2D,
IActionEvent,
@@ -22,9 +21,10 @@ import {
MouseType,
EventProgress,
ActionEventMap,
ContainerCustom,
ActionType,
CustomContainerPropagateOrigin
CustomContainerPropagateOrigin,
IRenderItem,
ICustomContainer
} from '@motajs/render';
import { hyper, linear, Transition } from 'mutate-animate';
import { clamp } from 'lodash-es';
@@ -110,10 +110,10 @@ export const Scroll = defineComponent<ScrollProps, {}, string, ScrollSlots>(
/** 滚动条的定位 */
const sp = ref<ElementLocator>([0, 0, 1, 1]);
const listenedChild: Set<RenderItem> = new Set();
const areaMap: Map<RenderItem, [number, number]> = new Map();
const listenedChild: Set<IRenderItem> = new Set();
const areaMap: Map<IRenderItem, [number, number]> = new Map();
const content = ref<Container>();
const scroll = ref<Sprite>();
const scroll = ref<CustomRenderItem>();
const scrollAlpha = transitioned(0.5, 100, linear())!;
@@ -187,7 +187,7 @@ export const Scroll = defineComponent<ScrollProps, {}, string, ScrollSlots>(
/**
* 计算一个元素会在画面上显示的区域
*/
const getArea = (item: RenderItem, rect: DOMRectReadOnly) => {
const getArea = (item: IRenderItem, rect: DOMRectReadOnly) => {
if (direction.value === ScrollDirection.Horizontal) {
areaMap.set(item, [rect.left - width.value, rect.right]);
} else {
@@ -198,7 +198,7 @@ export const Scroll = defineComponent<ScrollProps, {}, string, ScrollSlots>(
/**
* 检查一个元素是否需要显示,不需要则隐藏
*/
const checkItem = (item: RenderItem) => {
const checkItem = (item: IRenderItem) => {
const area = areaMap.get(item);
if (!area) {
item.show();
@@ -222,7 +222,7 @@ export const Scroll = defineComponent<ScrollProps, {}, string, ScrollSlots>(
/**
* 当一个元素的矩阵发生变换时执行,检查其显示区域
*/
const onTransform = (item: RenderItem) => {
const onTransform = (item: IRenderItem) => {
const rect = item.getBoundingRect();
const pad = props.padEnd ?? 0;
if (item.parent === content.value) {
@@ -340,7 +340,7 @@ export const Scroll = defineComponent<ScrollProps, {}, string, ScrollSlots>(
const renderContent = (
canvas: MotaOffscreenCanvas2D,
children: RenderItem[],
children: IRenderItem[],
transform: Transform
) => {
const ctx = canvas.ctx;
@@ -367,7 +367,7 @@ export const Scroll = defineComponent<ScrollProps, {}, string, ScrollSlots>(
type: T,
progress: EventProgress,
event: ActionEventMap[T],
_: ContainerCustom,
_: ICustomContainer,
origin: CustomContainerPropagateOrigin
) => {
if (progress === EventProgress.Capture) {
@@ -562,7 +562,7 @@ export const Scroll = defineComponent<ScrollProps, {}, string, ScrollSlots>(
>
{slots.default?.()}
</container-custom>
<sprite
<custom
nocache
hidden={props.noscroll}
loc={sp.value}
@@ -573,7 +573,7 @@ export const Scroll = defineComponent<ScrollProps, {}, string, ScrollSlots>(
zIndex={10}
onEnter={enter}
onLeave={leave}
></sprite>
></custom>
</container>
);
};
@@ -1,7 +1,7 @@
import {
ElementLocator,
Font,
Sprite,
CustomRenderItem,
Text,
MotaOffscreenCanvas2D
} from '@motajs/render';
@@ -171,7 +171,7 @@ export const TextContent = defineComponent<
expose<TextContentExpose>({ retype, showAll, getHeight });
const spriteElement = shallowRef<Sprite>();
const spriteElement = shallowRef<CustomRenderItem>();
const renderContent = (canvas: MotaOffscreenCanvas2D) => {
const ctx = canvas.ctx;
ctx.textBaseline = 'top';
@@ -225,11 +225,11 @@ export const TextContent = defineComponent<
return () => {
return (
<sprite
<custom
loc={loc.value}
ref={spriteElement}
render={renderContent}
></sprite>
></custom>
);
};
}, textContentOptions);
@@ -493,7 +493,7 @@ export const Textbox = defineComponent<
slots.title(data)
) : props.winskin ? (
<winskin
image={props.winskin}
imageName={props.winskin}
loc={[0, 0, tw.value, th.value]}
></winskin>
) : (
@@ -514,7 +514,7 @@ export const Textbox = defineComponent<
slots.default(data)
) : props.winskin ? (
<winskin
image={props.winskin}
imageName={props.winskin}
loc={[0, contentY.value, data.width!, backHeight.value]}
></winskin>
) : (
@@ -3,7 +3,7 @@ import { Font, MotaOffscreenCanvas2D } from '@motajs/render';
import EventEmitter from 'eventemitter3';
import { isNil } from 'lodash-es';
import { RenderableData, AutotileRenderable, texture } from '../elements';
import { onTick } from '@motajs/render-vue';
import { using } from '../renderer';
/** 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;
@@ -151,8 +151,7 @@ interface ISizedTextContentBlock {
}
export interface ITextContentTextBlock
extends ITextContentBlockBase,
ISizedTextContentBlock {
extends ITextContentBlockBase, ISizedTextContentBlock {
readonly type: TextContentType.Text;
/** 文本 block 的文字内容 */
readonly text: string;
@@ -165,8 +164,7 @@ export interface ITextContentTextBlock
}
export interface ITextContentIconBlock
extends ITextContentBlockBase,
ISizedTextContentBlock {
extends ITextContentBlockBase, ISizedTextContentBlock {
readonly type: TextContentType.Icon;
/** 图标 block 显示的图标 */
readonly icon: AllNumbers;
@@ -200,8 +198,7 @@ export interface ITyperRenderableBase {
}
export interface ITyperTextRenderable
extends ITextContentTextBlock,
ITyperRenderableBase {
extends ITextContentTextBlock, ITyperRenderableBase {
/** 文本左上角的横坐标 */
readonly x: number;
/** 文本左上角的纵坐标 */
@@ -211,8 +208,7 @@ export interface ITyperTextRenderable
}
export interface ITyperIconRenderable
extends ITextContentIconBlock,
ITyperRenderableBase {
extends ITextContentIconBlock, ITyperRenderableBase {
/** 图标左上角的横坐标 */
readonly x: number;
/** 图标左上角的纵坐标 */
@@ -220,8 +216,7 @@ export interface ITyperIconRenderable
}
export interface ITyperWaitRenderable
extends ITextContentWaitBlock,
ITyperRenderableBase {
extends ITextContentWaitBlock, ITyperRenderableBase {
/** 当然是否已经等待了多少个字符 */
waited: number;
}
@@ -314,7 +309,7 @@ export class TextContentTyper extends EventEmitter<TextContentTyperEvent> {
this.config
);
onTick(() => this.tick());
using.onExcitedFunc(() => this.tick());
}
/**
@@ -1,9 +1,13 @@
import { ElementLocator, MotaOffscreenCanvas2D, Sprite } from '@motajs/render';
import { SpriteProps } from '@motajs/render-vue';
import {
ElementLocator,
MotaOffscreenCanvas2D,
CustomRenderItem
} from '@motajs/render';
import { CustomProps } from '@motajs/render-vue';
import { defineComponent, ref, watch } from 'vue';
import { SetupComponentOptions } from '@motajs/system';
export interface ThumbnailProps extends SpriteProps {
export interface ThumbnailProps extends CustomProps {
/** 缩略图的位置 */
loc: ElementLocator;
/** 楼层 ID */
@@ -37,7 +41,7 @@ const thumbnailProps = {
} satisfies SetupComponentOptions<ThumbnailProps>;
export const Thumbnail = defineComponent<ThumbnailProps>(props => {
const spriteRef = ref<Sprite>();
const spriteRef = ref<CustomRenderItem>();
const update = () => {
spriteRef.value?.update();
@@ -75,6 +79,6 @@ export const Thumbnail = defineComponent<ThumbnailProps>(props => {
watch(props, update);
return () => (
<sprite noanti ref={spriteRef} loc={props.loc} render={drawThumbnail} />
<custom noanti ref={spriteRef} loc={props.loc} render={drawThumbnail} />
);
}, thumbnailProps);
@@ -106,7 +106,7 @@ export const Tip = defineComponent<TipProps>((props, { expose }) => {
hide();
};
const onSetText = (_: string, width: number) => {
const onSetText = (width: number) => {
textWidth.value = width;
};
@@ -137,7 +137,7 @@ export const Tip = defineComponent<TipProps>((props, { expose }) => {
<text
loc={textLoc.value}
text={text.value}
onSetText={onSetText}
onResize={onSetText}
font={font}
/>
</container>
@@ -1,278 +0,0 @@
import {
RenderAdapter,
transformCanvas,
ERenderItemEvent,
RenderItem,
Transform,
MotaOffscreenCanvas2D
} from '@motajs/render';
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);
});
@@ -1,319 +0,0 @@
import { EventEmitter } from 'eventemitter3';
import { logger } from '@motajs/common';
import { MotaOffscreenCanvas2D, RenderItem } from '@motajs/render';
interface BlockCacherEvent {
split: [];
beforeClear: [index: number];
}
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;
/** 区域面积 */
area: number = 0;
/** 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.area = this.blockData.width * this.blockData.height;
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 readonly canvas: MotaOffscreenCanvas2D,
public readonly symbol: number,
public readonly element: RenderItem<any>
) {}
destroy(): void {
this.element.deleteCanvas(this.canvas);
}
}
@@ -1,624 +0,0 @@
import { Animation, TimingFn, Transition } from 'mutate-animate';
import { RenderItem, Transform } from '@motajs/render';
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();
}
}
@@ -1,543 +0,0 @@
import {
ERenderItemEvent,
RenderItem,
MotaOffscreenCanvas2D,
Transform,
transformCanvas
} from '@motajs/render';
import { logger } from '@motajs/common';
import EventEmitter from 'eventemitter3';
import { isNil } from 'lodash-es';
import { IDamageEnemy, IEnemyCollection, MapDamage } from '@motajs/types';
import { BlockCacher, ICanvasCacheItem, CanvasCacheItem } from './block';
import {
ILayerGroupRenderExtends,
LayerGroupFloorBinder,
LayerGroup,
Layer,
calNeedRenderOf
} from './layer';
import { MAP_BLOCK_WIDTH, MAP_HEIGHT, MAP_WIDTH } from '../shared';
/**
* 根据伤害大小获取颜色
* @param damage 伤害大小
*/
export function getDamageColor(damage: number): string {
if (typeof damage !== 'number') return '#f00';
if (damage === 0) return '#2f2';
if (damage < 0) return '#7f7';
if (damage < core.status.hero.hp / 3) return '#fff';
if (damage < (core.status.hero.hp * 2) / 3) return '#ff4';
if (damage < core.status.hero.hp) return '#f93';
return '#f22';
}
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);
const { ensureFloorDamage } = Mota.require('@user/data-state');
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) {
const { ensureFloorDamage } = Mota.require('@user/data-state');
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?: IEnemyCollection;
/** 每个分块中包含的怪物集合 */
blockData: Map<number, Map<number, IDamageEnemy>> = 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, MAP_BLOCK_WIDTH, 1);
this.type = 'absolute';
this.size(MAP_WIDTH, MAP_HEIGHT);
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: IEnemyCollection) {
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: IDamageEnemy, 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 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);
}
/**
* 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 = '';
const color = '#fa3';
const font = '300 9px Verdana';
if (dam.damage > 0) {
text = core.formatBigNumber(dam.damage, true);
} else if (dam.ambush) {
text = `!`;
} else if (dam.repulse) {
text = '阻';
}
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;
ctx.save();
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.size(size, size);
const { ctx: ct } = temp;
ct.translate(-px, -py);
ct.lineJoin = 'round';
ct.lineCap = 'round';
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, this));
});
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');
@@ -1,54 +0,0 @@
import EventEmitter from 'eventemitter3';
import { RenderItem } from '@motajs/render';
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);
}
});
});
}
@@ -1,480 +0,0 @@
import { SizedCanvasImageSource, RenderAdapter } from '@motajs/render';
import { logger } from '@motajs/common';
import { ILayerRenderExtends, Layer, LayerMovingRenderable } from './layer';
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);
});
if (core.status.hero) {
const image = core.status.hero.image;
this.setImage(core.material.images.images[image]);
}
}
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);
});
@@ -1,115 +1,47 @@
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';
import { createItemDetail } from './itemDetail';
import { logger } from '@motajs/common';
import { MapExtensionManager, MapRender, MapRenderer } from '../map';
import { state } from '@user/data-state';
import { materials } from '@user/client-base';
import { MapRenderItem } from '../map';
import { mainRenderer, tagManager } from '../renderer';
import { createCache } from './cache';
import { Icon, Winskin } from './misc';
export function createElements() {
createCache();
createFrame();
createLayer();
createViewport();
createItemDetail();
// ----- 注册标签
mainRenderer.registerElement('icon', Icon);
mainRenderer.registerElement('winskin', Winskin);
mainRenderer.registerElement('map-render', MapRenderItem);
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));
tagMap.register('map-render', (_0, _1, props) => {
tagManager.registerTag(
'icon',
tagManager.createStandardElement(false, Icon)
);
tagManager.registerTag(
'winskin',
tagManager.createStandardElement(false, Winskin)
);
tagManager.registerTag('map-render', props => {
if (!props) {
logger.error(42, 'layerState, renderer, extenstion');
const renderer = new MapRenderer(materials, state.layer);
const manager = new MapExtensionManager(renderer);
return new MapRender(state.layer, renderer, manager);
logger.error(42, 'layerState');
throw new Error(`Lack of map-render property.`);
}
const { layerState, renderer, extension } = props;
if (!layerState) {
logger.error(42, 'layerState');
const renderer = new MapRenderer(materials, state.layer);
const manager = new MapExtensionManager(renderer);
return new MapRender(state.layer, renderer, manager);
throw new Error(`Lack of map-render property.`);
}
if (!renderer) {
logger.error(42, 'renderer');
const renderer = new MapRenderer(materials, state.layer);
const manager = new MapExtensionManager(renderer);
return new MapRender(state.layer, renderer, manager);
throw new Error(`Lack of map-render property.`);
}
if (!extension) {
logger.error(42, 'extension');
const renderer = new MapRenderer(materials, state.layer);
const manager = new MapExtensionManager(renderer);
return new MapRender(state.layer, renderer, manager);
throw new Error(`Lack of map-render property.`);
}
return new MapRender(layerState, renderer, extension);
return new MapRenderItem(layerState, renderer, extension);
});
}
export * from './animate';
export * from './block';
export * from './cache';
export * from './camera';
export * from './damage';
export * from './frame';
export * from './hero';
export * from './itemDetail';
export * from './layer';
export * from './misc';
export * from './props';
export * from './utils';
export * from './viewport';
@@ -1,270 +0,0 @@
import { logger } from '@motajs/common';
import { mainSetting } from '@motajs/legacy-ui';
import { hook } from '@user/data-base';
import { ItemState } from '@user/data-state';
import { Damage, DamageRenderable, FloorDamageExtends } from './damage';
import {
ILayerGroupRenderExtends,
LayerGroup,
LayerGroupFloorBinder
} from './layer';
interface ItemDetailData {
x: number;
y: number;
diff: Record<string | symbol, number | undefined>;
}
interface ItemData {
id: AllIdsOf<'items'>;
x: number;
y: number;
}
export function createItemDetail() {
hook.on('setBlock', (x, y, _floorId, block) => {
FloorItemDetail.listened.forEach(v => {
v.setBlock(block, x, y);
});
});
}
export class FloorItemDetail implements ILayerGroupRenderExtends {
id: string = 'item-detail';
group!: LayerGroup;
floorBinder!: LayerGroupFloorBinder;
damage!: FloorDamageExtends;
sprite!: Damage;
/** 每个分块中包含的物品信息 */
blockData: Map<number, Map<number, ItemData>> = new Map();
/** 需要更新的分块 */
private dirtyBlock: Set<number> = new Set();
/** 道具详细信息 */
private detailData: Map<number, Map<number, ItemDetailData>> = new Map();
static detailColor: Record<string, CanvasStyle> = {
atk: '#FF7A7A',
atkper: '#FF7A7A',
def: '#00E6F1',
defper: '#00E6F1',
mdef: '#6EFF83',
mdefper: '#6EFF83',
hp: '#A4FF00',
hpmax: '#F9FF00',
hpmaxper: '#F9FF00',
mana: '#c66',
manaper: '#c66'
};
static listened: Set<FloorItemDetail> = new Set();
private onBeforeDamageRender = (block: number) => {
if (!mainSetting.getValue('screen.itemDetail')) return;
if (this.dirtyBlock.has(block)) {
this.sprite.block.clearCache(block, 1);
}
this.render(block);
};
private onUpdateMapSize = (width: number, height: number) => {
this.updateMapSize(width, height);
};
private onUpdate = () => {
this.updateItems();
};
private onUpdateBlocks = (blocks: Set<number>) => {
blocks.forEach(v => {
this.dirtyBlock.add(v);
});
};
private listen() {
this.sprite.on('dirtyUpdate', this.onBeforeDamageRender);
this.sprite.on('setMapSize', this.onUpdateMapSize);
this.sprite.on('updateBlocks', this.onUpdateBlocks);
this.damage.on('update', this.onUpdate);
}
/**
* 更新地图大小
*/
updateMapSize(width: number, height: number) {
this.blockData.clear();
// 预留blockData
this.sprite.block.size(width, height);
const data = this.sprite.block.blockData;
const num = data.width * data.height;
for (let i = 0; i <= num; i++) {
this.blockData.set(i, new Map());
this.detailData.set(i, new Map());
this.dirtyBlock.add(i);
}
}
/**
* 更新全地图的物品,并进行分块存储
*/
updateItems() {
const floor = this.floorBinder.getFloor();
if (!floor) return;
core.extractBlocks(floor);
core.status.maps[floor].blocks.forEach(v => {
if (v.event.cls !== 'items' || v.disable) return;
const id = v.event.id as AllIdsOf<'items'>;
const item = core.material.items[id];
if (item.cls === 'constants' || item.cls === 'tools') return;
const x = v.x;
const y = v.y;
const block = this.sprite.block.getIndexByLoc(x, y);
const index = x + y * this.sprite.mapWidth;
const blockData = this.blockData.get(block);
blockData?.set(index, { x, y, id });
});
}
/**
* 设置图块
* @param block 图块数字
* @param x 横坐标
* @param y 纵坐标
*/
setBlock(block: AllNumbers, x: number, y: number) {
const map = maps_90f36752_8815_4be8_b32b_d7fad1d0542e;
const index = this.sprite.block.getIndexByLoc(x, y);
const itemIndex = x + y * this.sprite.mapWidth;
const blockData = this.blockData.get(index);
this.dirtyBlock.add(index);
if (block === 0) {
blockData?.delete(itemIndex);
return;
}
const cls = map[block].cls;
if (cls !== 'items') {
blockData?.delete(itemIndex);
return;
}
const id = map[block].id;
blockData?.set(itemIndex, { x, y, id });
}
/**
* 计算指定分块中的物品信息
* @param block 要计算的分块
*/
calAllItems(block: Set<number>) {
const enable = mainSetting.getValue('screen.itemDetail');
if (!core.status.thisMap || !enable) return;
if (this.dirtyBlock.size === 0 || block.size === 0) return;
let diff: Record<string | symbol, number | undefined> = {};
const before = core.status.hero;
const hero = structuredClone(core.status.hero);
const handler: ProxyHandler<any> = {
set(target, key, v) {
diff[key] = v - (target[key] || 0);
if (!diff[key]) diff[key] = void 0;
return true;
}
};
core.status.hero = new Proxy(hero, handler);
core.setFlag('__statistics__', true);
this.dirtyBlock.forEach(v => {
const data = this.blockData.get(v);
const detail = this.detailData.get(v);
detail?.clear();
if (!data) return;
data.forEach(v => {
const { id, x, y } = v;
const index = x + y * this.sprite.mapWidth;
diff = {};
const item = core.material.items[id];
if (item.cls === 'equips') {
// 装备也显示
const diff: Record<string, any> = {
...(item.equip.value ?? {})
};
const per = item.equip.percentage ?? {};
for (const name of Object.keys(per)) {
const n = name as SelectKey<HeroStatus, number>;
diff[name + 'per'] = per[n].toString() + '%';
}
detail?.set(index, { x, y, diff });
return;
}
ItemState.item(id)?.itemEffectFn?.();
detail?.set(index, { x, y, diff });
});
});
core.status.hero = before;
window.hero = before;
window.flags = before.flags;
}
/**
* 计算并渲染指定格子里面的物品
* @param block 需要渲染的格子
*/
render(block: number) {
if (this.dirtyBlock.has(block)) {
this.calAllItems(new Set([block]));
}
const data = this.detailData;
this.dirtyBlock.delete(block);
const info = data.get(block);
if (!info) return;
info.forEach(({ x, y, diff }) => {
let n = 0;
for (const [key, value] of Object.entries(diff)) {
if (!value) continue;
const color = FloorItemDetail.detailColor[key] ?? '#fff';
const text = core.formatBigNumber(value, 4);
const renderable: DamageRenderable = {
x: x * this.sprite.cellSize + 2,
y: y * this.sprite.cellSize + 31 - n * 10,
text,
color,
align: 'left',
baseline: 'alphabetic'
};
this.sprite.renderable.get(block)?.add(renderable);
n++;
}
});
}
awake(group: LayerGroup): void {
this.group = group;
const binder = group.getExtends('floor-binder');
const damage = group.getExtends('floor-damage');
if (
binder instanceof LayerGroupFloorBinder &&
damage instanceof FloorDamageExtends
) {
this.floorBinder = binder;
this.damage = damage;
this.sprite = damage.sprite;
this.listen();
FloorItemDetail.listened.add(this);
} else {
logger.warn(1001);
group.removeExtends('item-detail');
}
}
onDestroy(_group: LayerGroup): void {
this.sprite.off('beforeDamageRender', this.onBeforeDamageRender);
this.sprite.off('setMapSize', this.onUpdateMapSize);
FloorItemDetail.listened.delete(this);
}
}
File diff suppressed because it is too large. Load diff
@@ -1,36 +1,49 @@
import { logger } from '@motajs/common';
import {
ERenderItemEvent,
RenderItem,
RenderItemPosition,
MotaOffscreenCanvas2D,
Transform,
SizedCanvasImageSource
} from '@motajs/render';
import { isNil } from 'lodash-es';
import { RenderableData, AutotileRenderable, texture } from './cache';
import { IAnimateFrame, renderEmits } from './frame';
import { IExcitable } from '@motajs/animate';
import { IMotaIcon, IMotaWinskin } from './types';
export interface EIconEvent extends ERenderItemEvent {}
export class Icon extends RenderItem<EIconEvent> implements IAnimateFrame {
export class Icon extends RenderItem implements IMotaIcon, IExcitable<number> {
/** 图标id */
icon: AllNumbers = 0;
/** 帧数 */
/** 渲染动画的第几帧 */
frame: number = 0;
/** 是否启用动画 */
animate: boolean = false;
/** 当前动画速度 */
frameSpeed: number = 300;
/** 当前帧率 */
nowFrame: number = 0;
/** 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);
/** 委托激励对象 id,用于图标的动画展示 */
private delegation: number = -1;
constructor(cache: boolean = false) {
super(cache);
this.setAntiAliasing(false);
this.setHD(false);
}
excited(payload: number): void {
if (!this.renderable) return;
const frame = Math.floor(payload / 300);
if (frame === this.nowFrame) return;
this.nowFrame = frame;
this.update();
}
protected render(
canvas: MotaOffscreenCanvas2D,
_transform: Transform
@@ -42,7 +55,7 @@ export class Icon extends RenderItem<EIconEvent> implements IAnimateFrame {
const cw = this.width;
const ch = this.height;
const frame = this.animate
? RenderItem.animatedFrame % renderable.frame
? this.nowFrame % renderable.frame
: this.frame;
if (!this.animate) {
@@ -87,6 +100,27 @@ export class Icon extends RenderItem<EIconEvent> implements IAnimateFrame {
}
}
setFrameSpeed(speed: number): void {
this.frameSpeed = speed;
this.update();
}
setFrame(frame: number): void {
if (frame < 0) {
this.setAnimateStatus(true);
return;
}
this.frame = frame;
this.update();
}
setAnimateStatus(animate: boolean): void {
this.animate = animate;
if (!animate) this.removeExcitable(this.delegation);
else this.delegation = this.delegateExcitable(this);
this.update();
}
private setIconRenderable(num: AllNumbers) {
const renderable = texture.getRenderable(num);
@@ -101,15 +135,7 @@ export class Icon extends RenderItem<EIconEvent> implements IAnimateFrame {
this.update();
}
/**
* 更新动画帧
*/
updateFrameAnimate(): void {
if (this.animate) this.update(this);
}
destroy(): void {
renderEmits.removeFramer(this);
super.destroy();
}
@@ -124,142 +150,50 @@ export class Icon extends RenderItem<EIconEvent> implements IAnimateFrame {
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();
this.setAnimateStatus(nextValue);
return true;
case 'frame':
if (!this.assertType(nextValue, 'number', key)) return false;
this.frame = nextValue;
this.update();
this.setFrame(nextValue);
return true;
case 'speed':
if (!this.assertType(nextValue, 'number', key)) return false;
this.setFrameSpeed(nextValue);
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;
export class Winskin extends RenderItem implements IMotaWinskin {
image: SizedCanvasImageSource | null = null;
/** 边框宽度,32表示原始宽度 */
borderSize: number = 32;
/** 图片名称 */
imageName?: string;
imageName: string = '';
private pendingImage?: ImageIds;
private patternCache?: WinskinPatterns;
private patternTransform: DOMMatrix;
// todo: 跨上下文可能是未定义行为,需要上下文无关化
private static patternMap: Map<string, WinskinPatterns> = new Map();
constructor(
image: SizedCanvasImageSource,
type: RenderItemPosition = 'static'
) {
super(type, false, false);
this.image = image;
constructor(enableCache: boolean = false) {
super(enableCache);
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(true, false);
pattern.setScale(1);
protected render(canvas: MotaOffscreenCanvas2D): void {
const img = this.image;
pattern.size(32, 16);
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 {
if (!img) return;
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();
ctx.drawImage(img, 144, 0, 32, 16, pad, 0, w - pad * 2, pad);
ctx.drawImage(img, 144, 48, 32, 16, pad, h - pad, w - pad * 2, pad);
ctx.drawImage(img, 128, 16, 16, 32, 0, pad, pad, h - pad * 2);
ctx.drawImage(img, 176, 16, 16, 32, w - pad, pad, pad, h - pad * 2);
// 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);
@@ -273,7 +207,7 @@ export class Winskin extends RenderItem<EWinskinEvent> {
*/
setImage(image: SizedCanvasImageSource) {
this.image = image;
this.patternCache = void 0;
this.imageName = '';
this.update();
}
@@ -307,8 +241,6 @@ export class Winskin extends RenderItem<EWinskinEvent> {
*/
setBorderSize(size: number) {
this.borderSize = size;
this.patternTransform.a = size / 32;
this.patternTransform.d = size / 32;
this.update();
}
@@ -319,6 +251,9 @@ export class Winskin extends RenderItem<EWinskinEvent> {
): boolean {
switch (key) {
case 'image':
this.setImage(nextValue);
return true;
case 'imageName':
if (!this.assertType(nextValue, 'string', key)) return false;
this.setImageByName(nextValue);
return true;
@@ -1,29 +1,7 @@
import { BaseProps, TagDefine } from '@motajs/render-vue';
import { ERenderItemEvent, Transform, CanvasStyle } from '@motajs/render';
import {
ILayerGroupRenderExtends,
FloorLayer,
ILayerRenderExtends,
ELayerEvent,
ELayerGroupEvent
} from './layer';
import { EAnimateEvent } from './animate';
import { EIconEvent, EWinskinEvent } from './misc';
import { IEnemyCollection } from '@motajs/types';
import { ERenderItemEvent, SizedCanvasImageSource } from '@motajs/render';
import { ILayerState } from '@user/data-state';
import { IMapExtensionManager, IMapRenderer, IOnMapTextRenderer } from '../map';
export interface AnimateProps extends BaseProps {}
export interface DamageProps extends BaseProps {
mapWidth?: number;
mapHeight?: number;
cellSize?: number;
enemy?: IEnemyCollection;
font?: string;
strokeStyle?: CanvasStyle;
strokeWidth?: number;
}
import { IMapExtensionManager, IMapRenderer } from '../map';
export interface IconProps extends BaseProps {
/** 图标 id 或数字 */
@@ -32,50 +10,30 @@ export interface IconProps extends BaseProps {
frame?: number;
/** 是否开启动画,开启后 frame 参数无效 */
animate?: boolean;
/** 动画速度 */
speed?: number;
}
export interface WinskinProps extends BaseProps {
/** winskin 的图片 id */
image: ImageIds;
/** 直接设置 winskin 图片 */
image?: SizedCanvasImageSource;
/** 根据图片名称设置 winskin 图片 */
imageName?: string;
/** 边框大小 */
borderSize?: number;
}
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 MapRenderProps extends BaseProps {
layerState: ILayerState;
renderer: IMapRenderer;
extension: IMapExtensionManager;
textExtension?: IOnMapTextRenderer | null;
}
declare module 'vue/jsx-runtime' {
namespace JSX {
export interface IntrinsicElements {
layer: TagDefine<LayerProps, ELayerEvent>;
'layer-group': TagDefine<LayerGroupProps, ELayerGroupEvent>;
animation: TagDefine<AnimateProps, EAnimateEvent>;
icon: TagDefine<IconProps, EIconEvent>;
winskin: TagDefine<WinskinProps, EWinskinEvent>;
icon: TagDefine<IconProps, ERenderItemEvent>;
winskin: TagDefine<WinskinProps, ERenderItemEvent>;
'map-render': TagDefine<MapRenderProps, ERenderItemEvent>;
}
}
@@ -0,0 +1,65 @@
import { IRenderItem, SizedCanvasImageSource } from '@motajs/render';
export interface IMotaIcon extends IRenderItem {
/** 图标id */
readonly icon: AllNumbers;
/** 渲染动画的第几帧 */
readonly frame: number;
/** 是否启用动画 */
readonly animate: boolean;
/** 当前动画帧数,如果没有启用动画则为 -1 */
readonly nowFrame: number;
/** 当前图标的动画速度,每多长时间切换至下一帧,单位毫秒 */
readonly frameSpeed: number;
/**
* 设置图标
* @param id 图标id
*/
setIcon(id: AllIdsWithNone | AllNumbers): void;
/**
* 设置当前图标的帧动画速度,单位毫秒
* @param speed 帧动画速度
*/
setFrameSpeed(speed: number): void;
/**
* 设置当前图标是否启用帧动画
* @param animate 是否启用帧动画
*/
setAnimateStatus(animate: boolean): void;
/**
* 设置图标显示第几帧,如果传入负数视为启用帧动画
* @param frame 显示图标的第几帧
*/
setFrame(frame: number): void;
}
export interface IMotaWinskin extends IRenderItem {
/** winskin 图片源 */
readonly image: SizedCanvasImageSource | null;
/** 边框尺寸 */
readonly borderSize: number;
/** winskin 图片名称,如果不是使用名称设置的图片的话,此值为空字符串 */
readonly imageName: string;
/**
* 设置winskin图片
* @param image winskin图片
*/
setImage(image: SizedCanvasImageSource): void;
/**
* 通过图片名称设置winskin
* @param name 图片名称
*/
setImageByName(name: ImageIds): void;
/**
* 设置边框大小
* @param size 边框大小
*/
setBorderSize(size: number): void;
}
@@ -1,14 +0,0 @@
import { RenderAdapter } from '@motajs/render';
import { FloorViewport } from './viewport';
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');
}
@@ -1,360 +0,0 @@
import { RenderAdapter } from '@motajs/render';
import { HeroRenderer } from './hero';
import { ILayerGroupRenderExtends, LayerGroup } from './layer';
import { LayerGroupFloorBinder } from './layer';
import { hyper, TimingFn } from 'mutate-animate';
import {
MAP_BLOCK_HEIGHT,
MAP_BLOCK_WIDTH,
MAP_HEIGHT,
MAP_WIDTH
} from '../shared';
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 = MAP_WIDTH / 2;
const halfHeight = MAP_HEIGHT / 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 = MAP_BLOCK_WIDTH;
const height = MAP_BLOCK_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 = MAP_WIDTH / 2;
const halfHeight = MAP_HEIGHT / 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);
});
}
@@ -10,7 +10,7 @@ import { sceneController } from './scene';
import { GameTitleUI } from './ui/title';
import { createWeather } from './weather';
import { createMainExtension } from './commonIns';
import { createApp } from '@motajs/render-vue';
import { createApp } from './renderer';
export function createGameRenderer() {
const App = defineComponent(_props => {
@@ -1,114 +0,0 @@
import {
MotaOffscreenCanvas2D,
RenderItem,
RenderItemPosition,
Transform
} from '@motajs/render';
import { wrapInstancedComponent } from '@motajs/render-vue';
// 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 {
private tips: string[] = [];
/** 当前小贴士 */
private usingTip: string = '';
/** 透明度 */
private backAlpha: number = 0;
private title: string = '';
constructor(type: RenderItemPosition) {
super(type, false);
}
/**
* 设置楼传过程中的小贴士
*/
setTips(tip: string[]) {
this.tips = tip;
}
/**
* 设置标题
*/
setTitle(title: string) {
this.title = title;
}
/**
* 显示楼层切换的从透明变黑的动画
* @param time 动画时长
*/
showChange(time: number) {
const length = this.tips.length;
const tip = this.tips[Math.floor(Math.random() * length)] ?? '';
this.usingTip = tip;
return new Promise<void>(res => {
const start = Date.now();
const id = this.delegateTicker(
() => {
const dt = Date.now() - start;
const progress = dt / time;
if (progress > 1) {
this.backAlpha = 1;
this.removeTicker(id);
} else {
this.backAlpha = progress;
}
this.update();
},
10000,
res
);
});
}
/**
* 显示楼层切换从黑到透明的动画
* @param time 动画时长
*/
async hideChange(time: number) {
return new Promise<void>(res => {
const start = Date.now();
const id = this.delegateTicker(
() => {
const dt = Date.now() - start;
const progress = dt / time;
if (progress > 1) {
this.removeTicker(id);
this.backAlpha = 0;
} else {
this.backAlpha = 1 - progress;
}
this.update();
},
10000,
res
);
});
}
protected render(
canvas: MotaOffscreenCanvas2D,
_transform: Transform
): void {
if (this.backAlpha === 0) return;
const ctx = canvas.ctx;
ctx.globalAlpha = this.backAlpha;
ctx.fillStyle = '#000';
ctx.fillRect(0, 0, canvas.width, canvas.height);
ctx.textAlign = 'center';
ctx.fillStyle = '#fff';
ctx.font = '32px "normal"';
ctx.fillText(this.title, canvas.width / 2, canvas.height * 0.4);
ctx.font = '16px "normal"';
if (this.usingTip.length > 0) {
ctx.fillText(
'小贴士:' + this.usingTip,
canvas.width / 2,
canvas.height * 0.75
);
}
}
}
export const FloorChange = wrapInstancedComponent(() => new Change('static'));
@@ -5,7 +5,7 @@ import { ElementNamespace, ComponentInternalInstance } from 'vue';
import { CELL_HEIGHT, CELL_WIDTH, MAP_HEIGHT, MAP_WIDTH } from '../shared';
import { IMapExtensionManager } from './extension';
export class MapRender extends RenderItem {
export class MapRenderItem extends RenderItem {
/**
* @param layerState 地图状态对象
* @param renderer 地图渲染器对象
@@ -15,13 +15,14 @@ export class MapRender extends RenderItem {
readonly renderer: IMapRenderer,
readonly exManager: IMapExtensionManager
) {
super('static', false, false);
super(false);
renderer.setLayerState(layerState);
renderer.setCellSize(CELL_WIDTH, CELL_HEIGHT);
renderer.setRenderSize(MAP_WIDTH, MAP_HEIGHT);
this.delegateTicker(time => {
// 元素被销毁时会自动删除所有的激励对象,所以不需要担心会内存泄漏
this.delegateExcitable(time => {
this.renderer.tick(time);
if (this.renderer.needUpdate()) {
this.update();
@@ -997,8 +997,7 @@ export interface IMapVertexStatus {
* 脏标记表示顶点数组的长度是否发生变化
*/
export interface IMapVertexGenerator
extends IDirtyTracker<boolean>,
IMapVertexStatus {
extends IDirtyTracker<boolean>, IMapVertexStatus {
/** 地图渲染器 */
readonly renderer: IMapRenderer;
/** 地图分块 */
@@ -1,8 +1,46 @@
import { MotaRenderer } from '@motajs/render';
import { MAIN_WIDTH, MAIN_HEIGHT } from './shared';
import {
MAIN_WIDTH,
MAIN_HEIGHT,
DEBUG_VARIATOR,
VARIATOR_DEBUG_SPEED,
DEBUG_DIVIDER,
DIVIDER_DEBUG_DIVIDER
} from './shared';
import { createRendererFor, RendererUsing } from '@motajs/render-vue';
import {
ExcitationDivider,
ExcitationVariator,
RafExcitation
} from '@motajs/animate';
/** 渲染激励源 */
export const rafExcitation = new RafExcitation();
/** 渲染分频器 */
export const excitationDivider = new ExcitationDivider<number>();
if (DEBUG_VARIATOR) {
const variator = new ExcitationVariator();
variator.bindExcitation(rafExcitation);
variator.setSpeed(VARIATOR_DEBUG_SPEED);
excitationDivider.bindExcitation(variator);
} else {
excitationDivider.bindExcitation(rafExcitation);
}
if (DEBUG_DIVIDER) {
excitationDivider.setDivider(DIVIDER_DEBUG_DIVIDER);
}
export const mainRenderer = new MotaRenderer({
canvas: '#render-main',
width: MAIN_WIDTH,
height: MAIN_HEIGHT
height: MAIN_HEIGHT,
// 使用分频器,用户可以在设置中调整,如果设备性能较差调高分频有助于提高性能表现
excitaion: excitationDivider
});
export const using = new RendererUsing(mainRenderer);
export const { createApp, render, tagManager } =
createRendererFor(mainRenderer);
@@ -2,6 +2,25 @@ import { ElementLocator, Font } from '@motajs/render';
// 本文件为 UI 配置文件,你可以修改下面的每个常量来控制 UI 的显示参数,每个常量都有注释说明
//#region 调试用参数
/**
* 渲染器的激励源是否使用变速器,使用后可以通过 {@link VARIATOR_DEBUG_SPEED} 调整激励源速度,
* 从而调整动画等内容的执行速度,方便调试
*/
export const DEBUG_VARIATOR = false;
/** 当使用变速器作为激励源调试时,变速器的速度 */
export const VARIATOR_DEBUG_SPEED = 0.2;
/**
* 是否使用分频器调试,使用后可以通过 {@link DIVIDER_DEBUG_DIVIDER} 调整分配比例,
* 降低画面刷新频率及每帧执行函数的执行频率,方便调试
*/
export const DEBUG_DIVIDER = false;
/** 当使用分频器调试时,分配比例 */
export const DIVIDER_DEBUG_DIVIDER = 60;
//#endregion
//#region 地图
/** 每个格子的默认宽度,现阶段用处不大 */
@@ -2,7 +2,7 @@ import {
Font,
IActionEvent,
MotaOffscreenCanvas2D,
Sprite
CustomRenderItem
} from '@motajs/render';
// import { WeatherController } from '../weather';
import { defineComponent, onUnmounted, reactive, ref } from 'vue';
@@ -27,11 +27,10 @@ import {
import { ReplayingStatus } from './toolbar';
import { getHeroStatusOn, state } from '@user/data-state';
import { hook } from '@user/data-base';
import { FloorChange } from '../legacy/fallback';
import { mainUIController } from './controller';
import { isNil } from 'lodash-es';
import { mainMapExtension, mainMapRenderer } from '../commonIns';
import { onTick } from '@motajs/render-vue';
import { using } from '../renderer';
const MainScene = defineComponent(() => {
//#region 基本定义
@@ -147,7 +146,7 @@ const MainScene = defineComponent(() => {
//#region sprite 渲染
let lastLength = 0;
onTick(() => {
using.onExcitedFunc(() => {
const len = core.status.stepPostfix?.length ?? 0;
if (len !== lastLength) {
mapMiscSprite.value?.update();
@@ -155,7 +154,7 @@ const MainScene = defineComponent(() => {
}
});
const mapMiscSprite = ref<Sprite>();
const mapMiscSprite = ref<CustomRenderItem>();
const renderMapMisc = (canvas: MotaOffscreenCanvas2D) => {
const step = core.status.stepPostfix;
@@ -245,7 +244,7 @@ const MainScene = defineComponent(() => {
loc={[0, 0, MAP_WIDTH, MAP_HEIGHT]}
/>
<Textbox id="main-textbox" {...mainTextboxProps}></Textbox>
<FloorChange id="floor-change" zIndex={50}></FloorChange>
{/* <FloorChange id="floor-change" zIndex={50}></FloorChange> */}
<Tip
id="main-tip"
zIndex={80}
@@ -253,7 +252,7 @@ const MainScene = defineComponent(() => {
pad={[12, 6]}
corner={16}
/>
<sprite
<custom
noevent
loc={[0, 0, MAP_WIDTH, MAP_HEIGHT]}
ref={mapMiscSprite}
@@ -27,8 +27,7 @@ import { CENTER_LOC, FULL_LOC, MAIN_HEIGHT, POP_BOX_WIDTH } from '../shared';
import { useKey } from '../use';
export interface MainSettingsProps
extends Partial<ChoicesProps>,
UIComponentProps {
extends Partial<ChoicesProps>, UIComponentProps {
loc: ElementLocator;
}
@@ -27,12 +27,13 @@ import {
transitionedColor,
useKey
} from '../use';
import { hyper, linear, sleep } from 'mutate-animate';
import { ExitFullscreen, Fullscreen, SoundVolume } from '../components';
import { mainSetting, triggerFullscreen } from '@motajs/legacy-ui';
import { saveLoad } from './save';
import { MainSceneUI } from './main';
import { adjustCover } from '../utils';
import { cosh, CurveMode, linear } from '@motajs/animate';
import { sleep } from '@motajs/common';
const enum TitleButton {
StartGame,
@@ -106,8 +107,12 @@ export const GameTitle = defineComponent<GameTitleProps>(props => {
color: v.color,
name: v.name,
hard: '',
colorTrans: transitionedColor('#fff', 400, hyper('sin', 'out'))!,
scale: transitioned(1, 400, hyper('sin', 'out'))!
colorTrans: transitionedColor(
'#fff',
400,
cosh(2, CurveMode.EaseOut)
)!,
scale: transitioned(1, 400, cosh(2, CurveMode.EaseOut))!
};
});
@@ -118,8 +123,12 @@ export const GameTitle = defineComponent<GameTitleProps>(props => {
color: core.arrayToRGBA(v.color!),
name: v.title,
hard: v.name,
colorTrans: transitionedColor('#fff', 400, hyper('sin', 'out'))!,
scale: transitioned(1, 400, hyper('sin', 'out'))!
colorTrans: transitionedColor(
'#fff',
400,
cosh(2, CurveMode.EaseOut)
)!,
scale: transitioned(1, 400, cosh(2, CurveMode.EaseOut))!
};
});
// 返回按钮
@@ -128,11 +137,15 @@ export const GameTitle = defineComponent<GameTitleProps>(props => {
color: '#aaa',
name: '返回',
hard: '',
colorTrans: transitionedColor('#fff', 400, hyper('sin', 'out'))!
colorTrans: transitionedColor('#fff', 400, cosh(2, CurveMode.EaseOut))!
});
/** 声音设置按钮的颜色 */
const soundColor = transitionedColor('#ddd', 400, hyper('sin', 'out'))!;
const soundColor = transitionedColor(
'#ddd',
400,
cosh(2, CurveMode.EaseOut)
)!;
/** 开始界面按钮的不透明度,选择难度界面的不透明度使用 `1-buttonsAlpha` 计算 */
const buttonsAlpha = transitioned(1, 300, linear())!;
@@ -152,7 +165,11 @@ export const GameTitle = defineComponent<GameTitleProps>(props => {
/** 选择难度界面按钮的高度 */
const hardHeight = (hard.length - 1) * 40 + 60;
/** 按钮的背景框高度 */
const rectHeight = transitioned(buttonHeight, 600, hyper('sin', 'in-out'))!;
const rectHeight = transitioned(
buttonHeight,
600,
cosh(2, CurveMode.EaseOut)
)!;
//#region 按钮功能
@@ -24,16 +24,8 @@ import {
watch
} from 'vue';
import { FloorSelector } from '../components';
import {
ILayerGroupRenderExtends,
FloorDamageExtends,
FloorItemDetail,
LayerGroupAnimate,
LayerGroup,
LayerGroupFloorBinder
} from '../elements';
import { clamp, mean } from 'lodash-es';
import { calculateStatisticsOne, StatisticsDataOneFloor } from './statistics';
import { StatisticsDataOneFloor } from './statistics';
import { Tip, TipExpose } from '../components';
import { useKey } from '../use';
import {
@@ -61,11 +53,11 @@ const viewMapProps = {
export const ViewMap = defineComponent<ViewMapProps>(props => {
const nowFloorId = core.status.floorId;
const layerGroupExtends: ILayerGroupRenderExtends[] = [
new FloorDamageExtends(),
new FloorItemDetail(),
new LayerGroupAnimate()
];
// const layerGroupExtends: ILayerGroupRenderExtends[] = [
// new FloorDamageExtends(),
// new FloorItemDetail(),
// new LayerGroupAnimate()
// ];
const restHeight = STATUS_BAR_HEIGHT - 292;
const col = restHeight / 4;
@@ -84,7 +76,7 @@ export const ViewMap = defineComponent<ViewMapProps>(props => {
})
);
const group = ref<LayerGroup>();
// const group = ref<LayerGroup>();
const tip = ref<TipExpose>();
const statistics = shallowRef<StatisticsDataOneFloor>();
@@ -107,7 +99,7 @@ export const ViewMap = defineComponent<ViewMapProps>(props => {
.realize('@viewMap_down_ten', () => changeFloor(-10))
.realize('@viewMap_book', () => openBook())
.realize('@viewMap_fly', () => fly())
.realize('@viewMap_reset', () => resetCamera())
// .realize('@viewMap_reset', () => resetCamera())
.realize('confirm', () => close())
.realize('exit', (_, code, assist) => {
// 如果按键不能触发怪物手册,则关闭界面,因为怪物手册和退出默认使用同一个按键,需要特判
@@ -145,10 +137,10 @@ export const ViewMap = defineComponent<ViewMapProps>(props => {
else tip.value?.drawTip(`无法飞往${core.floors[id].title}`);
};
const resetCamera = () => {
group.value?.camera.reset();
group.value?.update();
};
// const resetCamera = () => {
// group.value?.camera.reset();
// group.value?.update();
// };
//#region 渐变渲染
@@ -195,33 +187,33 @@ export const ViewMap = defineComponent<ViewMapProps>(props => {
//#region 地图渲染
const renderLayer = (floorId: FloorIds) => {
const binder = group.value?.getExtends(
'floor-binder'
) as LayerGroupFloorBinder;
binder.bindFloor(floorId);
group.value?.camera.reset();
core.status.floorId = floorId;
core.status.thisMap = core.status.maps[floorId];
statistics.value = calculateStatisticsOne(floorId);
};
// const renderLayer = (floorId: FloorIds) => {
// const binder = group.value?.getExtends(
// 'floor-binder'
// ) as LayerGroupFloorBinder;
// binder.bindFloor(floorId);
// group.value?.camera.reset();
// core.status.floorId = floorId;
// core.status.thisMap = core.status.maps[floorId];
// statistics.value = calculateStatisticsOne(floorId);
// };
const moveCamera = (dx: number, dy: number) => {
const camera = group.value?.camera;
if (!camera) return;
camera.translate(dx / camera.scaleX, dy / camera.scaleX);
group.value?.update();
};
// const moveCamera = (dx: number, dy: number) => {
// const camera = group.value?.camera;
// if (!camera) return;
// camera.translate(dx / camera.scaleX, dy / camera.scaleX);
// group.value?.update();
// };
const scaleCamera = (scale: number, x: number, y: number) => {
const camera = group.value?.camera;
if (!camera) return;
const [cx, cy] = camera.untransformed(x, y);
camera.translate(cx, cy);
camera.scale(scale);
camera.translate(-cx, -cy);
group.value?.update();
};
// const scaleCamera = (scale: number, x: number, y: number) => {
// const camera = group.value?.camera;
// if (!camera) return;
// const [cx, cy] = camera.untransformed(x, y);
// camera.translate(cx, cy);
// camera.scale(scale);
// camera.translate(-cx, -cy);
// group.value?.update();
// };
//#region 事件监听
@@ -230,7 +222,7 @@ export const ViewMap = defineComponent<ViewMapProps>(props => {
if (ev.offsetX < col * 2) {
changeFloor(1);
} else {
resetCamera();
// resetCamera();
}
};
@@ -293,7 +285,7 @@ export const ViewMap = defineComponent<ViewMapProps>(props => {
const dx = ev.offsetX - lastMoveX;
const dy = ev.offsetY - lastMoveY;
movement += Math.hypot(dx, dy);
moveCamera(dx, dy);
// moveCamera(dx, dy);
}
moved = true;
lastMoveX = ev.offsetX;
@@ -322,7 +314,7 @@ export const ViewMap = defineComponent<ViewMapProps>(props => {
return;
}
if (!isFinite(scale) || scale === 0) return;
scaleCamera(scale, cx, cy);
// scaleCamera(scale, cx, cy);
}
} else {
if (mouseDown) {
@@ -341,8 +333,8 @@ export const ViewMap = defineComponent<ViewMapProps>(props => {
const wheelMap = (ev: IWheelEvent) => {
if (ev.altKey) {
const scale = ev.wheelY < 0 ? 1.1 : 0.9;
scaleCamera(scale, ev.offsetX, ev.offsetY);
// const scale = ev.wheelY < 0 ? 1.1 : 0.9;
// scaleCamera(scale, ev.offsetX, ev.offsetY);
} else if (ev.ctrlKey) {
changeFloor(-Math.sign(ev.wheelY) * 10);
} else {
@@ -362,7 +354,7 @@ export const ViewMap = defineComponent<ViewMapProps>(props => {
};
onMounted(() => {
renderLayer(floorId.value);
// renderLayer(floorId.value);
});
onUnmounted(() => {
@@ -371,7 +363,7 @@ export const ViewMap = defineComponent<ViewMapProps>(props => {
});
watch(floorId, value => {
renderLayer(value);
// renderLayer(value);
});
//#region 组件树
@@ -394,7 +386,7 @@ export const ViewMap = defineComponent<ViewMapProps>(props => {
v-model:now={now.value}
onClose={close}
/>
<layer-group
{/* <layer-group
ref={group}
ex={layerGroupExtends}
loc={[STATUS_BAR_WIDTH, 0, MAP_WIDTH, MAP_HEIGHT]}
@@ -410,7 +402,7 @@ export const ViewMap = defineComponent<ViewMapProps>(props => {
<layer layer="event" zIndex={30}></layer>
<layer layer="fg" zIndex={40}></layer>
<layer layer="fg2" zIndex={50}></layer>
</layer-group>
</layer-group> */}
<Tip
ref={tip}
zIndex={40}
@@ -418,7 +410,7 @@ export const ViewMap = defineComponent<ViewMapProps>(props => {
pad={[12, 6]}
corner={16}
/>
<sprite
<custom
loc={[STATUS_BAR_WIDTH, 0, MAP_WIDTH, 64]}
render={renderTop}
alpha={topAlpha.value}
@@ -428,7 +420,7 @@ export const ViewMap = defineComponent<ViewMapProps>(props => {
onLeave={leaveTop}
onClick={clickTop}
/>
<sprite
<custom
loc={[STATUS_BAR_WIDTH, MAP_HEIGHT - 64, MAP_WIDTH, 64]}
render={renderBottom}
alpha={bottomAlpha.value}
@@ -554,7 +546,7 @@ export const ViewMap = defineComponent<ViewMapProps>(props => {
loc={loc3}
anc={[0.5, 0.5]}
cursor="pointer"
onClick={resetCamera}
// onClick={resetCamera}
/>
</container>
</container>
+64 -41
View File
@@ -1,6 +1,15 @@
import {
ExcitationCurve,
excited,
IAnimatable,
IExcitableController,
ITransition,
Transition
} from '@motajs/animate';
import { logger } from '@motajs/common';
import { IRenderItem, IRenderTreeRoot } from '@motajs/render';
import { Hotkey, gameKey } from '@motajs/system';
import { loading } from '@user/data-base';
import { TimingFn, Transition } from 'mutate-animate';
import {
ComponentInternalInstance,
getCurrentInstance,
@@ -107,7 +116,7 @@ export interface ITransitionedController<T> {
* 设置动画的速率曲线
* @param timing 速率曲线
*/
mode(timing: TimingFn): void;
mode(timing: ExcitationCurve): void;
/**
* 设置动画的动画时长
@@ -117,37 +126,29 @@ export interface ITransitionedController<T> {
}
class RenderTransition implements ITransitionedController<number> {
private static key: number = 0;
private readonly key: string = `$${RenderTransition.key++}`;
public readonly ref: Ref<number>;
set value(v: number) {
this.transition.transition(this.key, v);
this.set(v);
}
get value() {
return this.transition.value[this.key];
return this.ref.value;
}
constructor(
value: number,
public readonly transition: Transition,
public readonly transition: ITransition,
public time: number,
public curve: TimingFn
public curve: ExcitationCurve
) {
this.ref = ref(value);
transition.value[this.key] = value;
transition.ticker.add(() => {
this.ref.value = transition.value[this.key];
});
}
set(value: number, time: number = this.time): void {
this.transition.time(time).mode(this.curve).transition(this.key, value);
this.transition.curve(this.curve).transition(this.ref).to(value, time);
}
mode(timing: TimingFn): void {
mode(timing: ExcitationCurve): void {
this.curve = timing;
}
@@ -166,6 +167,13 @@ class RenderColorTransition implements ITransitionedController<string> {
private readonly keyB: string = `$colorB${RenderColorTransition.key++}`;
private readonly keyA: string = `$colorA${RenderColorTransition.key++}`;
private readonly rValue: IAnimatable;
private readonly gValue: IAnimatable;
private readonly bValue: IAnimatable;
private readonly aValue: IAnimatable;
private readonly controller: IExcitableController<number> | null = null;
public readonly ref: Ref<string>;
set value(v: string) {
@@ -177,26 +185,32 @@ class RenderColorTransition implements ITransitionedController<string> {
constructor(
value: string,
public readonly transition: Transition,
public readonly transition: ITransition,
public time: number,
public curve: TimingFn
public curve: ExcitationCurve
) {
this.ref = ref(value);
const [r, g, b, a] = this.decodeColor(value);
transition.value[this.keyR] = r;
transition.value[this.keyG] = g;
transition.value[this.keyB] = b;
transition.value[this.keyA] = a;
transition.ticker.add(() => {
this.ref.value = this.encodeColor();
});
this.rValue = { value: r };
this.gValue = { value: g };
this.bValue = { value: b };
this.aValue = { value: a };
if (!transition.excitation) {
logger.warn(94, 'transitionedColor');
} else {
this.controller = transition.excitation.add(
excited(() => {
this.ref.value = this.encodeColor();
})
);
}
}
set(value: string, time: number = this.time): void {
this.transitionColor(this.decodeColor(value), time);
}
mode(timing: TimingFn): void {
mode(timing: ExcitationCurve): void {
this.curve = timing;
}
@@ -206,12 +220,15 @@ class RenderColorTransition implements ITransitionedController<string> {
private transitionColor([r, g, b, a]: ColorRGBA, time: number) {
this.transition
.mode(this.curve)
.time(time)
.transition(this.keyR, r)
.transition(this.keyG, g)
.transition(this.keyB, b)
.transition(this.keyA, a);
.curve(this.curve)
.transition(this.rValue)
.to(r, time)
.transition(this.gValue)
.to(g, time)
.transition(this.bValue)
.to(b, time)
.transition(this.aValue)
.to(a, time);
}
private decodeColor(color: string): ColorRGBA {
@@ -272,31 +289,37 @@ class RenderColorTransition implements ITransitionedController<string> {
}
private encodeColor() {
const r = this.transition.value[this.keyR];
const g = this.transition.value[this.keyG];
const b = this.transition.value[this.keyB];
const a = this.transition.value[this.keyA];
const r = this.rValue.value;
const g = this.gValue.value;
const b = this.bValue.value;
const a = this.aValue.value;
return `rgba(${r},${g},${b},${a})`;
}
}
const transitionMap = new Map<ComponentInternalInstance, Transition>();
const transitionMap = new Map<ComponentInternalInstance, ITransition>();
function checkTransition() {
const instance = getCurrentInstance();
if (!instance) return null;
const root = instance.root;
if (!root) return null;
const el = root.vnode.el as IRenderItem;
const renderer = el.parent as IRenderTreeRoot;
if (!renderer) return null;
if (instance.isUnmounted) {
const tran = transitionMap.get(instance);
tran?.ticker.destroy();
tran?.destroy();
transitionMap.delete(instance);
return null;
}
if (!transitionMap.has(instance)) {
const tran = new Transition();
tran.bindExcitation(renderer.excitation);
transitionMap.set(instance, tran);
onUnmounted(() => {
transitionMap.delete(instance);
tran.ticker.destroy();
tran.destroy();
});
}
const tran = transitionMap.get(instance);
@@ -320,7 +343,7 @@ function checkTransition() {
export function transitioned(
value: number,
time: number,
curve: TimingFn
curve: ExcitationCurve
): ITransitionedController<number> | null {
const tran = checkTransition();
if (!tran) return null;
@@ -344,7 +367,7 @@ export function transitioned(
export function transitionedColor(
color: string,
time: number,
curve: TimingFn
curve: ExcitationCurve
): ITransitionedController<string> | null {
const tran = checkTransition();
if (!tran) return null;
@@ -1,8 +1,9 @@
import { onUnmounted } from 'vue';
import { WeatherController } from '../weather';
import { IRenderTreeRoot } from '@motajs/render';
export function useWeather(): [WeatherController] {
const weather = new WeatherController();
export function useWeather(renderer: IRenderTreeRoot): [WeatherController] {
const weather = new WeatherController(renderer);
onUnmounted(() => {
weather.destroy();
@@ -1,19 +1,21 @@
import { RenderItem } from '@motajs/render';
import { IRenderTreeRoot, RenderItem } from '@motajs/render';
import { IWeather, IWeatherController, IWeatherInstance } from './types';
import { logger } from '@motajs/common';
import { isNil } from 'lodash-es';
import { Ticker } from 'mutate-animate';
import { IExcitable } from '@motajs/animate';
type WeatherConstructor = new () => IWeather;
export class WeatherController implements IWeatherController {
// todo: refactor?
export class WeatherController
implements IWeatherController, IExcitable<number>
{
/** 暴露到全局的控制器 */
static extern: Map<string, IWeatherController> = new Map();
/** 注册的天气 */
static weathers: Map<string, WeatherConstructor> = new Map();
private static ticker: Ticker = new Ticker();
/** 暴露至全局的 id */
private externId?: string;
/** 天气元素纵深 */
@@ -23,13 +25,13 @@ export class WeatherController implements IWeatherController {
container: RenderItem | null = null;
constructor() {
WeatherController.ticker.add(this.tick);
constructor(readonly renderer: IRenderTreeRoot) {
renderer.delegateExcitable(this);
}
private tick = (time: number) => {
this.active.forEach(v => v.weather.tick(time));
};
excited(payload: number): void {
this.active.forEach(v => v.weather.tick(payload));
}
/**
* 设置天气元素纵深,第一个天气会被设置为 `zIndex`,之后依次是 `zIndex+1` `zIndex+2` ...
@@ -111,7 +113,6 @@ export class WeatherController implements IWeatherController {
destroy() {
this.clearWeather();
WeatherController.ticker.remove(this.tick);
if (!isNil(this.externId)) {
WeatherController.extern.delete(this.externId);
}
@@ -138,8 +139,7 @@ export class WeatherController implements IWeatherController {
export class WeatherInstance<
R extends RenderItem = RenderItem,
T extends IWeather<R> = IWeather<R>
> implements IWeatherInstance<R, T>
{
> implements IWeatherInstance<R, T> {
constructor(
readonly weather: T,
readonly element: R
@@ -1,11 +1,11 @@
import {
MotaOffscreenCanvas2D,
Sprite,
CustomRenderItem,
SizedCanvasImageSource
} from '@motajs/render';
import { Weather } from '../weather';
export abstract class CloudLike extends Weather<Sprite> {
export abstract class CloudLike extends Weather<CustomRenderItem> {
/** 不透明度 */
private alpha: number = 0;
/** 水平速度 */
@@ -78,8 +78,8 @@ export abstract class CloudLike extends Weather<Sprite> {
this.cy %= this.image.height;
}
createElement(level: number): Sprite {
const element = new Sprite('static', true);
createElement(level: number): CustomRenderItem {
const element = new CustomRenderItem(true);
element.setRenderFn(canvas => this.drawImage(canvas));
this.maxSpeed = Math.sqrt(level) * 100;
this.vx = ((Math.random() - 0.5) * this.maxSpeed) / 2;
@@ -1,8 +1,8 @@
import { MotaOffscreenCanvas2D, Sprite } from '@motajs/render';
import { MotaOffscreenCanvas2D, CustomRenderItem } from '@motajs/render';
import { Weather } from '../weather';
import { clamp } from 'lodash-es';
export class SunWeather extends Weather<Sprite> {
export class SunWeather extends Weather<CustomRenderItem> {
/** 阳光图片 */
private image: HTMLImageElement | null = null;
/** 阳光图片的不透明度 */
@@ -41,8 +41,8 @@ export class SunWeather extends Weather<Sprite> {
}
}
createElement(level: number): Sprite {
const element = new Sprite('static', true);
createElement(level: number): CustomRenderItem {
const element = new CustomRenderItem(true);
element.setRenderFn(canvas => this.drawSun(canvas));
this.maxAlpha = level / 10;
this.minAlpha = level / 20;