新增sceneTransition 用于场景过渡

This commit is contained in:
YHH
2020-06-21 10:27:15 +08:00
parent 60646edd6b
commit 3d9730d956
22 changed files with 2292 additions and 226 deletions

View File

@@ -76,10 +76,10 @@ class SpriteRenderer extends RenderableComponent {
this._bitmap.x = this.entity.transform.position.x - camera.transform.position.x + camera.origin.x;
this._bitmap.y = this.entity.transform.position.y - camera.transform.position.y + camera.origin.y;
this._bitmap.rotation = this.entity.transform.rotation;
this._bitmap.rotation = this.entity.transform.rotation + camera.transform.rotation;
this._bitmap.anchorOffsetX = this._origin.x;
this._bitmap.anchorOffsetY = this._origin.y;
this._bitmap.scaleX = this.entity.transform.scale.x;
this._bitmap.scaleY = this.entity.transform.scale.y;
this._bitmap.scaleX = this.entity.transform.scale.x * camera.transform.scale.x;
this._bitmap.scaleY = this.entity.transform.scale.y * camera.transform.scale.y;
}
}

View File

@@ -3,11 +3,13 @@ class Scene extends egret.DisplayObjectContainer {
public camera: Camera;
public readonly entities: EntityList;
public readonly renderableComponents: RenderableComponentList;
public readonly content: ContentManager;
private _projectionMatrix: Matrix2D;
private _transformMatrix: Matrix2D;
private _matrixTransformMatrix: Matrix2D;
private _renderers: Renderer[] = [];
private _didSceneBegin;
public readonly entityProcessors: EntityProcessorList;
@@ -18,10 +20,10 @@ class Scene extends egret.DisplayObjectContainer {
this.entityProcessors = new EntityProcessorList();
this.renderableComponents = new RenderableComponentList();
this.entities = new EntityList(this);
this.content = new ContentManager();
this.addEventListener(egret.Event.ACTIVATE, this.onActive, this);
this.addEventListener(egret.Event.DEACTIVATE, this.onDeactive, this);
this.addEventListener(egret.Event.ENTER_FRAME, this.update, this);
}
public createEntity(name: string) {
@@ -68,12 +70,6 @@ class Scene extends egret.DisplayObjectContainer {
return this.entityProcessors.getProcessor<T>();
}
public setActive(): Scene {
SceneManager.setActiveScene(this);
return this;
}
public addRenderer<T extends Renderer>(renderer: T) {
this._renderers.push(renderer);
this._renderers.sort();
@@ -96,8 +92,7 @@ class Scene extends egret.DisplayObjectContainer {
this._renderers.remove(renderer);
}
/** 初始化场景 */
public initialize() {
public begin(){
if (this._renderers.length == 0) {
this.addRenderer(new DefaultRenderer());
console.warn("场景开始时没有渲染器 自动添加DefaultRenderer以保证能够正常渲染");
@@ -106,32 +101,49 @@ class Scene extends egret.DisplayObjectContainer {
this.camera = this.createEntity("camera").getOrCreateComponent(new Camera());
Physics.reset();
Input.initialize();
if (this.entityProcessors)
this.entityProcessors.begin();
this.camera.onSceneSizeChanged(this.stage.stageWidth, this.stage.stageHeight);
this._didSceneBegin = true;
this.onStart();
}
public end(){
this._didSceneBegin = false;
this.removeEventListener(egret.Event.DEACTIVATE, this.onDeactive, this);
this.removeEventListener(egret.Event.ACTIVATE, this.onActive, this);
this.entities.removeAllEntities();
Physics.clear();
this.camera.destory();
this.camera = null;
this.content.dispose();
if (this.entityProcessors)
this.entityProcessors.end();
}
protected onStart(){
}
/** 场景激活 */
public onActive() {
protected onActive() {
}
/** 场景失去焦点 */
public onDeactive() {
protected onDeactive() {
}
public update() {
Time.update(egret.getTimer());
for (let i = GlobalManager.globalManagers.length - 1; i >= 0; i--) {
if (GlobalManager.globalManagers[i].enabled)
GlobalManager.globalManagers[i].update();
}
this.entities.updateLists();
if (this.entityProcessors)
@@ -143,7 +155,6 @@ class Scene extends egret.DisplayObjectContainer {
this.entityProcessors.lateUpdate();
this.renderableComponents.updateList();
this.render();
}
public render(){
@@ -154,22 +165,4 @@ class Scene extends egret.DisplayObjectContainer {
this._renderers[i].render(this);
}
}
public prepRenderState() {
this._projectionMatrix.m11 = 2 / this.stage.stageWidth;
this._projectionMatrix.m22 = -2 / this.stage.stageHeight;
this._transformMatrix = this.camera.transformMatrix;
this._matrixTransformMatrix = Matrix2D.multiply(this._transformMatrix, this._projectionMatrix);
}
public destory() {
this.removeEventListener(egret.Event.DEACTIVATE, this.onDeactive, this);
this.removeEventListener(egret.Event.ACTIVATE, this.onActive, this);
this.camera.destory();
this.camera = null;
this.entities.removeAllEntities();
}
}

View File

@@ -1,40 +1,94 @@
/** 运行时的场景管理。 */
class SceneManager {
private static _loadedScenes: Map<string, Scene> = new Map();
/** 上一个场景 */
private static _lastScene: Scene;
/** 当前激活的场景 */
private static _activeScene: Scene;
private static _scene: Scene;
private static _nextScene: Scene;
public static sceneTransition: SceneTransition;
/**
* 使用给定的名称在运行时创建一个空的新场景。
* 新场景将与当前打开的任何现有场景一起被添加到层次结构中。
* 这个函数用于在运行时创建场景。
* @param name
* @param scene
*/
public static createScene(name: string, scene: Scene){
scene.name = name;
this._loadedScenes.set(name, scene);
return scene;
constructor(stage: egret.Stage) {
stage.addEventListener(egret.Event.ENTER_FRAME, SceneManager.update, this);
SceneManager.initialize(stage);
}
public static setActiveScene(scene: Scene){
if (this._activeScene){
// 如果场景相同则不进行切换
if (this._activeScene == scene)
return;
public static get scene() {
return this._scene;
}
public static set scene(value: Scene) {
if (!value)
throw new Error("场景不能为空");
this._lastScene = this._activeScene;
this._activeScene.destory();
if (this._scene == null) {
this._scene = value;
this._scene.begin();
} else {
this._nextScene = value;
}
}
public static initialize(stage: egret.Stage) {
Input.initialize(stage);
}
public static update() {
Time.update(egret.getTimer());
if (SceneManager._scene) {
for (let i = GlobalManager.globalManagers.length - 1; i >= 0; i--) {
if (GlobalManager.globalManagers[i].enabled)
GlobalManager.globalManagers[i].update();
}
if (!SceneManager.sceneTransition ||
(SceneManager.sceneTransition && (!SceneManager.sceneTransition.loadsNewScene || SceneManager.sceneTransition.isNewSceneLoaded))) {
SceneManager._scene.update();
}
if (SceneManager._nextScene) {
SceneManager._scene.end();
for (let i = 0; i < SceneManager._scene.entities.buffer.length; i++) {
let entity = SceneManager._scene.entities.buffer[i];
entity.destory();
}
SceneManager._scene = SceneManager._nextScene;
SceneManager._nextScene = null;
SceneManager._scene.begin();
}
}
this._activeScene = scene;
this._activeScene.initialize();
return scene;
SceneManager.render();
}
public static getActiveScene(){
return this._activeScene;
public static render() {
if (this.sceneTransition)
this.sceneTransition.preRender();
if (this.sceneTransition) {
if (this._scene && this.sceneTransition.wantsPreviousSceneRender && !this.sceneTransition.hasPreviousSceneRender) {
this._scene.render();
this.sceneTransition.onBeginTransition();
} else if (this._scene && this.sceneTransition.isNewSceneLoaded) {
this._scene.render();
}
this.sceneTransition.render();
} else if (this.scene) {
this.scene.render();
}
}
/**
* 临时运行SceneTransition允许一个场景过渡到另一个平滑的自定义效果。
* @param sceneTransition
*/
public static startSceneTransition<T extends SceneTransition>(sceneTransition: T): T {
if (!this.sceneTransition) {
throw new Error("在前一个场景完成之前,不能开始一个新的场景转换。");
}
this.sceneTransition = sceneTransition;
return sceneTransition;
}
}