整理ecs框架
This commit is contained in:
@@ -1,234 +1,236 @@
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class Camera extends Component {
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private _zoom;
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private _origin: Vector2 = Vector2.zero;
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module es {
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export class Camera extends Component {
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private _zoom;
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private _origin: Vector2 = Vector2.zero;
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private _minimumZoom = 0.3;
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private _maximumZoom = 3;
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private _minimumZoom = 0.3;
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private _maximumZoom = 3;
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private _position: Vector2 = Vector2.zero;
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/**
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* 如果相机模式为cameraWindow 则会进行缓动移动
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* 该值为移动速度
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*/
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public followLerp = 0.1;
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public deadzone: Rectangle = new Rectangle();
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/** 锁定偏移量 默认中心 */
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public focusOffset: Vector2 = new Vector2();
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/** 是否地图锁定 如果锁定则需要设置mapSize属性 */
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public mapLockEnabled: boolean = false;
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/** 设置地图大小 默认从0 0左上角开始 只需要输入地图宽高 */
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public mapSize: Vector2 = new Vector2();
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/** 跟随的实体 设置后镜头将锁定目标为中心 */
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public targetEntity: Entity;
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private _worldSpaceDeadZone: Rectangle = new Rectangle();
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private _desiredPositionDelta: Vector2 = new Vector2();
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private _targetCollider: Collider;
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/** 相机模式 */
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public cameraStyle: CameraStyle = CameraStyle.lockOn;
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private _position: Vector2 = Vector2.zero;
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/**
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* 如果相机模式为cameraWindow 则会进行缓动移动
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* 该值为移动速度
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*/
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public followLerp = 0.1;
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public deadzone: Rectangle = new Rectangle();
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/** 锁定偏移量 默认中心 */
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public focusOffset: Vector2 = new Vector2();
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/** 是否地图锁定 如果锁定则需要设置mapSize属性 */
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public mapLockEnabled: boolean = false;
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/** 设置地图大小 默认从0 0左上角开始 只需要输入地图宽高 */
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public mapSize: Vector2 = new Vector2();
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/** 跟随的实体 设置后镜头将锁定目标为中心 */
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public targetEntity: Entity;
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private _worldSpaceDeadZone: Rectangle = new Rectangle();
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private _desiredPositionDelta: Vector2 = new Vector2();
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private _targetCollider: Collider;
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/** 相机模式 */
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public cameraStyle: CameraStyle = CameraStyle.lockOn;
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public get zoom(){
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if (this._zoom == 0)
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return 1;
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public get zoom(){
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if (this._zoom == 0)
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return 1;
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if (this._zoom < 1)
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return MathHelper.map(this._zoom, this._minimumZoom, 1, -1, 0);
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if (this._zoom < 1)
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return MathHelper.map(this._zoom, this._minimumZoom, 1, -1, 0);
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return MathHelper.map(this._zoom, 1, this._maximumZoom, 0, 1);
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}
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public set zoom(value: number){
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this.setZoom(value);
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}
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public get minimumZoom(){
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return this._minimumZoom;
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}
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public set minimumZoom(value: number){
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this.setMinimumZoom(value);
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}
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public get maximumZoom(){
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return this._maximumZoom;
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}
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public set maximumZoom(value: number){
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this.setMaximumZoom(value);
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}
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public get origin(){
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return this._origin;
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}
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public set origin(value: Vector2){
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if (this._origin != value){
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this._origin = value;
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}
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}
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public get position(){
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return this._position;
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}
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public set position(value: Vector2){
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this._position = value;
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}
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public get x(){
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return this._position.x;
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}
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public set x(value: number){
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this._position.x = value;
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}
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public get y(){
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return this._position.y;
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}
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public set y(value: number){
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this._position.y = value;
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}
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constructor() {
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super();
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this.width = SceneManager.stage.stageWidth;
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this.height = SceneManager.stage.stageHeight;
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this.setZoom(0);
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}
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public onSceneSizeChanged(newWidth: number, newHeight: number){
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let oldOrigin = this._origin;
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this.origin = new Vector2(newWidth / 2, newHeight / 2);
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this.entity.position = Vector2.add(this.entity.position, Vector2.subtract(this._origin, oldOrigin));
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}
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public setMinimumZoom(minZoom: number): Camera{
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if (this._zoom < minZoom)
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this._zoom = this.minimumZoom;
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this._minimumZoom = minZoom;
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return this;
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}
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public setMaximumZoom(maxZoom: number): Camera {
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if (this._zoom > maxZoom)
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this._zoom = maxZoom;
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this._maximumZoom = maxZoom;
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return this;
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}
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public setZoom(zoom: number): Camera{
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let newZoom = MathHelper.clamp(zoom, -1, 1);
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if (newZoom == 0){
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this._zoom = 1;
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} else if(newZoom < 0){
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this._zoom = MathHelper.map(newZoom, -1, 0, this._minimumZoom, 1);
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} else {
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this._zoom = MathHelper.map(newZoom, 0, 1, 1, this._maximumZoom);
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return MathHelper.map(this._zoom, 1, this._maximumZoom, 0, 1);
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}
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SceneManager.scene.scaleX = this._zoom;
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SceneManager.scene.scaleY = this._zoom;
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return this;
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}
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public setRotation(rotation: number): Camera {
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SceneManager.scene.rotation = rotation;
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return this;
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}
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public setPosition(position: Vector2){
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this.entity.position = position;
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return this;
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}
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public follow(targetEntity: Entity, cameraStyle: CameraStyle = CameraStyle.cameraWindow){
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this.targetEntity = targetEntity;
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this.cameraStyle = cameraStyle;
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let cameraBounds = new Rectangle(0, 0, SceneManager.stage.stageWidth, SceneManager.stage.stageHeight);
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switch (this.cameraStyle){
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case CameraStyle.cameraWindow:
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let w = cameraBounds.width / 6;
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let h = cameraBounds.height / 3;
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this.deadzone = new Rectangle((cameraBounds.width - w) / 2, (cameraBounds.height - h) / 2, w, h);
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break;
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case CameraStyle.lockOn:
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this.deadzone = new Rectangle(cameraBounds.width / 2, cameraBounds.height / 2, 10, 10);
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break;
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public set zoom(value: number){
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this.setZoom(value);
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}
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}
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public update(){
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let cameraBounds = new Rectangle(0, 0, SceneManager.stage.stageWidth, SceneManager.stage.stageHeight);
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let halfScreen = Vector2.multiply(new Vector2(cameraBounds.width, cameraBounds.height), new Vector2(0.5));
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this._worldSpaceDeadZone.x = this.position.x - halfScreen.x * SceneManager.scene.scaleX + this.deadzone.x + this.focusOffset.x;
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this._worldSpaceDeadZone.y = this.position.y - halfScreen.y * SceneManager.scene.scaleY + this.deadzone.y + this.focusOffset.y;
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this._worldSpaceDeadZone.width = this.deadzone.width;
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this._worldSpaceDeadZone.height = this.deadzone.height;
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public get minimumZoom(){
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return this._minimumZoom;
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}
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if (this.targetEntity)
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this.updateFollow();
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public set minimumZoom(value: number){
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this.setMinimumZoom(value);
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}
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this.position = Vector2.lerp(this.position, Vector2.add(this.position, this._desiredPositionDelta), this.followLerp);
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this.entity.roundPosition();
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public get maximumZoom(){
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return this._maximumZoom;
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}
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if (this.mapLockEnabled){
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this.position = this.clampToMapSize(this.position);
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public set maximumZoom(value: number){
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this.setMaximumZoom(value);
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}
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public get origin(){
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return this._origin;
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}
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public set origin(value: Vector2){
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if (this._origin != value){
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this._origin = value;
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}
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}
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public get position(){
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return this._position;
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}
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public set position(value: Vector2){
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this._position = value;
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}
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public get x(){
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return this._position.x;
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}
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public set x(value: number){
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this._position.x = value;
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}
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public get y(){
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return this._position.y;
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}
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public set y(value: number){
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this._position.y = value;
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}
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constructor() {
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super();
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this.width = SceneManager.stage.stageWidth;
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this.height = SceneManager.stage.stageHeight;
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this.setZoom(0);
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}
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public onSceneSizeChanged(newWidth: number, newHeight: number){
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let oldOrigin = this._origin;
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this.origin = new Vector2(newWidth / 2, newHeight / 2);
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this.entity.position = Vector2.add(this.entity.position, Vector2.subtract(this._origin, oldOrigin));
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}
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public setMinimumZoom(minZoom: number): Camera{
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if (this._zoom < minZoom)
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this._zoom = this.minimumZoom;
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this._minimumZoom = minZoom;
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return this;
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}
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public setMaximumZoom(maxZoom: number): Camera {
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if (this._zoom > maxZoom)
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this._zoom = maxZoom;
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this._maximumZoom = maxZoom;
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return this;
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}
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public setZoom(zoom: number): Camera{
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let newZoom = MathHelper.clamp(zoom, -1, 1);
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if (newZoom == 0){
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this._zoom = 1;
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} else if(newZoom < 0){
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this._zoom = MathHelper.map(newZoom, -1, 0, this._minimumZoom, 1);
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} else {
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this._zoom = MathHelper.map(newZoom, 0, 1, 1, this._maximumZoom);
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}
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SceneManager.scene.scaleX = this._zoom;
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SceneManager.scene.scaleY = this._zoom;
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return this;
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}
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public setRotation(rotation: number): Camera {
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SceneManager.scene.rotation = rotation;
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return this;
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}
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public setPosition(position: Vector2){
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this.entity.position = position;
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return this;
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}
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public follow(targetEntity: Entity, cameraStyle: CameraStyle = CameraStyle.cameraWindow){
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this.targetEntity = targetEntity;
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this.cameraStyle = cameraStyle;
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let cameraBounds = new Rectangle(0, 0, SceneManager.stage.stageWidth, SceneManager.stage.stageHeight);
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switch (this.cameraStyle){
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case CameraStyle.cameraWindow:
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let w = cameraBounds.width / 6;
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let h = cameraBounds.height / 3;
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this.deadzone = new Rectangle((cameraBounds.width - w) / 2, (cameraBounds.height - h) / 2, w, h);
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break;
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case CameraStyle.lockOn:
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this.deadzone = new Rectangle(cameraBounds.width / 2, cameraBounds.height / 2, 10, 10);
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break;
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}
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}
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public update(){
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let cameraBounds = new Rectangle(0, 0, SceneManager.stage.stageWidth, SceneManager.stage.stageHeight);
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let halfScreen = Vector2.multiply(new Vector2(cameraBounds.width, cameraBounds.height), new Vector2(0.5));
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this._worldSpaceDeadZone.x = this.position.x - halfScreen.x * SceneManager.scene.scaleX + this.deadzone.x + this.focusOffset.x;
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this._worldSpaceDeadZone.y = this.position.y - halfScreen.y * SceneManager.scene.scaleY + this.deadzone.y + this.focusOffset.y;
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this._worldSpaceDeadZone.width = this.deadzone.width;
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this._worldSpaceDeadZone.height = this.deadzone.height;
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if (this.targetEntity)
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this.updateFollow();
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this.position = Vector2.lerp(this.position, Vector2.add(this.position, this._desiredPositionDelta), this.followLerp);
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this.entity.roundPosition();
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if (this.mapLockEnabled){
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this.position = this.clampToMapSize(this.position);
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this.entity.roundPosition();
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}
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}
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private clampToMapSize(position: Vector2){
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let cameraBounds = new Rectangle(0, 0, SceneManager.stage.stageWidth, SceneManager.stage.stageHeight);
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let halfScreen = Vector2.multiply(new Vector2(cameraBounds.width, cameraBounds.height), new Vector2(0.5));
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let cameraMax = new Vector2(this.mapSize.x - halfScreen.x, this.mapSize.y - halfScreen.y);
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return Vector2.clamp(position, halfScreen, cameraMax);
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}
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private updateFollow(){
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this._desiredPositionDelta.x = this._desiredPositionDelta.y = 0;
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if (this.cameraStyle == CameraStyle.lockOn){
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let targetX = this.targetEntity.position.x;
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let targetY = this.targetEntity.position.y;
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if (this._worldSpaceDeadZone.x > targetX)
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this._desiredPositionDelta.x = targetX - this._worldSpaceDeadZone.x;
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else if(this._worldSpaceDeadZone.x < targetX)
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this._desiredPositionDelta.x = targetX - this._worldSpaceDeadZone.x;
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if (this._worldSpaceDeadZone.y < targetY)
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this._desiredPositionDelta.y = targetY - this._worldSpaceDeadZone.y;
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else if(this._worldSpaceDeadZone.y > targetY)
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this._desiredPositionDelta.y = targetY - this._worldSpaceDeadZone.y;
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} else {
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if (!this._targetCollider){
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this._targetCollider = this.targetEntity.getComponent<Collider>(Collider);
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if (!this._targetCollider)
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return;
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}
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let targetBounds = this.targetEntity.getComponent<Collider>(Collider).bounds;
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if (!this._worldSpaceDeadZone.containsRect(targetBounds)){
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if (this._worldSpaceDeadZone.left > targetBounds.left)
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this._desiredPositionDelta.x = targetBounds.left - this._worldSpaceDeadZone.left;
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else if(this._worldSpaceDeadZone.right < targetBounds.right)
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this._desiredPositionDelta.x = targetBounds.right - this._worldSpaceDeadZone.right;
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if (this._worldSpaceDeadZone.bottom < targetBounds.bottom)
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this._desiredPositionDelta.y = targetBounds.bottom - this._worldSpaceDeadZone.bottom;
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else if(this._worldSpaceDeadZone.top > targetBounds.top)
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this._desiredPositionDelta.y = targetBounds.top - this._worldSpaceDeadZone.top;
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}
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}
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}
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}
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private clampToMapSize(position: Vector2){
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let cameraBounds = new Rectangle(0, 0, SceneManager.stage.stageWidth, SceneManager.stage.stageHeight);
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let halfScreen = Vector2.multiply(new Vector2(cameraBounds.width, cameraBounds.height), new Vector2(0.5));
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let cameraMax = new Vector2(this.mapSize.x - halfScreen.x, this.mapSize.y - halfScreen.y);
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return Vector2.clamp(position, halfScreen, cameraMax);
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}
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private updateFollow(){
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this._desiredPositionDelta.x = this._desiredPositionDelta.y = 0;
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if (this.cameraStyle == CameraStyle.lockOn){
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let targetX = this.targetEntity.position.x;
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let targetY = this.targetEntity.position.y;
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if (this._worldSpaceDeadZone.x > targetX)
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this._desiredPositionDelta.x = targetX - this._worldSpaceDeadZone.x;
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else if(this._worldSpaceDeadZone.x < targetX)
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this._desiredPositionDelta.x = targetX - this._worldSpaceDeadZone.x;
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if (this._worldSpaceDeadZone.y < targetY)
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this._desiredPositionDelta.y = targetY - this._worldSpaceDeadZone.y;
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else if(this._worldSpaceDeadZone.y > targetY)
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this._desiredPositionDelta.y = targetY - this._worldSpaceDeadZone.y;
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} else {
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if (!this._targetCollider){
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this._targetCollider = this.targetEntity.getComponent<Collider>(Collider);
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if (!this._targetCollider)
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return;
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}
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let targetBounds = this.targetEntity.getComponent<Collider>(Collider).bounds;
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if (!this._worldSpaceDeadZone.containsRect(targetBounds)){
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if (this._worldSpaceDeadZone.left > targetBounds.left)
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this._desiredPositionDelta.x = targetBounds.left - this._worldSpaceDeadZone.left;
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else if(this._worldSpaceDeadZone.right < targetBounds.right)
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this._desiredPositionDelta.x = targetBounds.right - this._worldSpaceDeadZone.right;
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if (this._worldSpaceDeadZone.bottom < targetBounds.bottom)
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this._desiredPositionDelta.y = targetBounds.bottom - this._worldSpaceDeadZone.bottom;
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else if(this._worldSpaceDeadZone.top > targetBounds.top)
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this._desiredPositionDelta.y = targetBounds.top - this._worldSpaceDeadZone.top;
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}
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}
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export enum CameraStyle {
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lockOn,
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cameraWindow,
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}
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}
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enum CameraStyle {
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lockOn,
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cameraWindow,
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}
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@@ -1,6 +1,14 @@
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abstract class Collider extends Component {
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/** 对撞机的基本形状 */
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public shape: Shape;
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protected _localOffset: Vector2 = Vector2.zero;
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public get localOffset(){
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return this._localOffset;
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}
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public set localOffset(){
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}
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public _localOffsetLength: number;
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/** 在处理冲突时,physicsLayer可以用作过滤器。Flags类有帮助位掩码的方法。 */
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public physicsLayer = 1 << 0;
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/** 如果这个碰撞器是一个触发器,它将不会引起碰撞,但它仍然会触发事件 */
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@@ -15,38 +23,32 @@ abstract class Collider extends Component {
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/** 默认为所有层。 */
|
||||
public collidesWithLayers = Physics.allLayers;
|
||||
|
||||
public _localOffsetLength: number;
|
||||
/** 标记来跟踪我们的实体是否被添加到场景中 */
|
||||
protected _isParentEntityAddedToScene;
|
||||
protected _colliderRequiresAutoSizing;
|
||||
protected _localOffset: Vector2 = new Vector2(0, 0);
|
||||
/** 标记来记录我们是否注册了物理系统 */
|
||||
protected _isColliderRegistered;
|
||||
|
||||
public get bounds(): Rectangle {
|
||||
let shapeBounds = this.shape.bounds;
|
||||
let colliderBuonds = new Rectangle(this.x + this.localOffset.x, this.y + this.localOffset.y, shapeBounds.width, shapeBounds.height);
|
||||
let colliderBuonds = new Rectangle(this.entity.x, this.entity.y, shapeBounds.width, shapeBounds.height);
|
||||
return colliderBuonds;
|
||||
}
|
||||
|
||||
public get localOffset() {
|
||||
return this._localOffset;
|
||||
}
|
||||
|
||||
/**
|
||||
* 将localOffset添加到实体。获取碰撞器的最终位置。这允许您向一个实体添加多个碰撞器并分别定位它们。
|
||||
* 将localOffset添加到实体。获取碰撞器的最终位置。
|
||||
* 这允许您向一个实体添加多个碰撞器并分别定位它们。
|
||||
* @param offset
|
||||
*/
|
||||
public set localOffset(value: Vector2) {
|
||||
this.setLocalOffset(value);
|
||||
}
|
||||
|
||||
public setLocalOffset(offset: Vector2) {
|
||||
if (this._localOffset != offset) {
|
||||
public setLocalOffset(offset: Vector2): Collider{
|
||||
if (this._localOffset != offset){
|
||||
this.unregisterColliderWithPhysicsSystem();
|
||||
this._localOffset = offset;
|
||||
this._localOffsetLength = this._localOffset.length();
|
||||
this.registerColliderWithPhysicsSystem();
|
||||
}
|
||||
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -85,15 +87,15 @@ abstract class Collider extends Component {
|
||||
*/
|
||||
public collidesWith(collider: Collider, motion: Vector2) {
|
||||
// 改变形状的位置,使它在移动后的位置,这样我们可以检查重叠
|
||||
let oldPosition = this.shape.position;
|
||||
this.shape.position = Vector2.add(this.shape.position, motion);
|
||||
let oldPosition = this.entity.position;
|
||||
this.entity.position = Vector2.add(this.entity.position, motion);
|
||||
|
||||
let result = this.shape.collidesWithShape(collider.shape);
|
||||
if (result)
|
||||
result.collider = collider;
|
||||
|
||||
// 将图形位置返回到检查前的位置
|
||||
this.shape.position = oldPosition;
|
||||
this.entity.position = oldPosition;
|
||||
|
||||
return result;
|
||||
}
|
||||
@@ -111,19 +113,17 @@ abstract class Collider extends Component {
|
||||
// 这里我们需要大小*反尺度,因为当我们自动调整碰撞器的大小时,它需要没有缩放的渲染
|
||||
let width = bounds.width / this.entity.scale.x;
|
||||
let height = bounds.height / this.entity.scale.y;
|
||||
|
||||
// 圆碰撞器需要特别注意原点
|
||||
if (this instanceof CircleCollider){
|
||||
let circleCollider = this as CircleCollider;
|
||||
circleCollider.radius = Math.max(width, height) * 0.5;
|
||||
|
||||
this.localOffset = bounds.location;
|
||||
} else {
|
||||
this.width = width;
|
||||
this.height = height;
|
||||
|
||||
this.localOffset = bounds.location;
|
||||
}
|
||||
|
||||
// 获取渲染的中心,将其转移到本地坐标,并使用它作为碰撞器的localOffset
|
||||
this.localOffset = Vector2.subtract(bounds.center, this.entity.position);
|
||||
} else {
|
||||
console.warn("Collider has no shape and no RenderableComponent. Can't figure out how to size it.");
|
||||
}
|
||||
@@ -154,8 +154,8 @@ abstract class Collider extends Component {
|
||||
public update(){
|
||||
let renderable = this.entity.getComponent<RenderableComponent>(RenderableComponent);
|
||||
if (renderable){
|
||||
this.$setX(renderable.x + this.localOffset.x);
|
||||
this.$setY(renderable.y + this.localOffset.y);
|
||||
this.$setX(renderable.x);
|
||||
this.$setY(renderable.y);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -16,8 +16,6 @@ class PolygonCollider extends Collider {
|
||||
if (isPolygonClosed)
|
||||
points.splice(points.length - 1, 1);
|
||||
|
||||
let center = Polygon.findPolygonCenter(points);
|
||||
this.setLocalOffset(center);
|
||||
Polygon.recenterPolygonVerts(points);
|
||||
this.shape = new Polygon(points);
|
||||
}
|
||||
|
||||
@@ -1,17 +1,17 @@
|
||||
class SpriteRenderer extends RenderableComponent{
|
||||
class SpriteRenderer extends RenderableComponent {
|
||||
private _sprite: Sprite;
|
||||
protected bitmap: egret.Bitmap;
|
||||
|
||||
/** 应该由这个精灵显示的精灵 */
|
||||
public get sprite(): Sprite{
|
||||
public get sprite(): Sprite {
|
||||
return this._sprite;
|
||||
}
|
||||
/** 应该由这个精灵显示的精灵 */
|
||||
public set sprite(value: Sprite){
|
||||
public set sprite(value: Sprite) {
|
||||
this.setSprite(value);
|
||||
}
|
||||
|
||||
public setSprite(sprite: Sprite): SpriteRenderer{
|
||||
public setSprite(sprite: Sprite): SpriteRenderer {
|
||||
this.removeChildren();
|
||||
this._sprite = sprite;
|
||||
if (this._sprite) {
|
||||
@@ -24,7 +24,7 @@ class SpriteRenderer extends RenderableComponent{
|
||||
return this;
|
||||
}
|
||||
|
||||
public setColor(color: number): SpriteRenderer{
|
||||
public setColor(color: number): SpriteRenderer {
|
||||
let colorMatrix = [
|
||||
1, 0, 0, 0, 0,
|
||||
0, 1, 0, 0, 0,
|
||||
@@ -40,23 +40,27 @@ class SpriteRenderer extends RenderableComponent{
|
||||
return this;
|
||||
}
|
||||
|
||||
public isVisibleFromCamera(camera: Camera): boolean{
|
||||
public isVisibleFromCamera(camera: Camera): boolean {
|
||||
this.isVisible = new Rectangle(0, 0, this.stage.stageWidth, this.stage.stageHeight).intersects(this.bounds);
|
||||
this.visible = this.isVisible;
|
||||
return this.isVisible;
|
||||
}
|
||||
|
||||
/** 渲染处理 在每个模块中处理各自的渲染逻辑 */
|
||||
public render(camera: Camera){
|
||||
this.x = -camera.position.x + camera.origin.x;
|
||||
this.y = -camera.position.y + camera.origin.y;
|
||||
public render(camera: Camera) {
|
||||
if (this.x != -camera.position.x + camera.origin.x ||
|
||||
this.y != -camera.position.y + camera.origin.y) {
|
||||
this.x = -camera.position.x + camera.origin.x;
|
||||
this.y = -camera.position.y + camera.origin.y;
|
||||
this.entity.onEntityTransformChanged(TransformComponent.position);
|
||||
}
|
||||
}
|
||||
|
||||
public onRemovedFromEntity(){
|
||||
public onRemovedFromEntity() {
|
||||
if (this.parent)
|
||||
this.parent.removeChild(this);
|
||||
}
|
||||
|
||||
public reset(){
|
||||
public reset() {
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user