整理ecs框架
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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。 */
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public collidesWithLayers = Physics.allLayers;
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public _localOffsetLength: number;
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/** 标记来跟踪我们的实体是否被添加到场景中 */
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protected _isParentEntityAddedToScene;
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protected _colliderRequiresAutoSizing;
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protected _localOffset: Vector2 = new Vector2(0, 0);
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/** 标记来记录我们是否注册了物理系统 */
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protected _isColliderRegistered;
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public get bounds(): Rectangle {
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let shapeBounds = this.shape.bounds;
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let colliderBuonds = new Rectangle(this.x + this.localOffset.x, this.y + this.localOffset.y, shapeBounds.width, shapeBounds.height);
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let colliderBuonds = new Rectangle(this.entity.x, this.entity.y, shapeBounds.width, shapeBounds.height);
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return colliderBuonds;
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}
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public get localOffset() {
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return this._localOffset;
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}
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/**
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* 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。
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* 将localOffset添加到实体。获取碰撞器的最终位置。
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* 这允许您向一个实体添加多个碰撞器并分别定位它们。
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* @param offset
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*/
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public set localOffset(value: Vector2) {
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this.setLocalOffset(value);
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}
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public setLocalOffset(offset: Vector2) {
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if (this._localOffset != offset) {
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public setLocalOffset(offset: Vector2): Collider{
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if (this._localOffset != offset){
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this.unregisterColliderWithPhysicsSystem();
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this._localOffset = offset;
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this._localOffsetLength = this._localOffset.length();
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this.registerColliderWithPhysicsSystem();
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}
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return this;
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}
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/**
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@@ -85,15 +87,15 @@ abstract class Collider extends Component {
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*/
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public collidesWith(collider: Collider, motion: Vector2) {
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// 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
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let oldPosition = this.shape.position;
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this.shape.position = Vector2.add(this.shape.position, motion);
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let oldPosition = this.entity.position;
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this.entity.position = Vector2.add(this.entity.position, motion);
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let result = this.shape.collidesWithShape(collider.shape);
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if (result)
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result.collider = collider;
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// 将图形位置返回到检查前的位置
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this.shape.position = oldPosition;
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this.entity.position = oldPosition;
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return result;
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}
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@@ -111,19 +113,17 @@ abstract class Collider extends Component {
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// 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
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let width = bounds.width / this.entity.scale.x;
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let height = bounds.height / this.entity.scale.y;
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// 圆碰撞器需要特别注意原点
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if (this instanceof CircleCollider){
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let circleCollider = this as CircleCollider;
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circleCollider.radius = Math.max(width, height) * 0.5;
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this.localOffset = bounds.location;
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} else {
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this.width = width;
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this.height = height;
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this.localOffset = bounds.location;
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}
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// 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
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this.localOffset = Vector2.subtract(bounds.center, this.entity.position);
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} else {
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console.warn("Collider has no shape and no RenderableComponent. Can't figure out how to size it.");
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}
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@@ -154,8 +154,8 @@ abstract class Collider extends Component {
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public update(){
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let renderable = this.entity.getComponent<RenderableComponent>(RenderableComponent);
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if (renderable){
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this.$setX(renderable.x + this.localOffset.x);
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this.$setY(renderable.y + this.localOffset.y);
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this.$setX(renderable.x);
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this.$setY(renderable.y);
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}
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}
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}
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@@ -16,8 +16,6 @@ class PolygonCollider extends Collider {
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if (isPolygonClosed)
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points.splice(points.length - 1, 1);
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let center = Polygon.findPolygonCenter(points);
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this.setLocalOffset(center);
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Polygon.recenterPolygonVerts(points);
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this.shape = new Polygon(points);
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}
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