Feature/editor optimization (#251)
* refactor: 编辑器/运行时架构拆分与构建系统升级 * feat(core): 层级系统重构与UI变换矩阵修复 * refactor: 移除 ecs-components 聚合包并修复跨包组件查找问题 * fix(physics): 修复跨包组件类引用问题 * feat: 统一运行时架构与浏览器运行支持 * feat(asset): 实现浏览器运行时资产加载系统 * fix: 修复文档、CodeQL安全问题和CI类型检查错误 * fix: 修复文档、CodeQL安全问题和CI类型检查错误 * fix: 修复文档、CodeQL安全问题、CI类型检查和测试错误 * test: 补齐核心模块测试用例,修复CI构建配置 * fix: 修复测试用例中的类型错误和断言问题 * fix: 修复 turbo build:npm 任务的依赖顺序问题 * fix: 修复 CI 构建错误并优化构建性能
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@@ -4,7 +4,8 @@
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*/
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import { EntitySystem, Matcher, ECSSystem, Core } from '@esengine/ecs-framework';
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import { TransformComponent, SpriteComponent } from '@esengine/ecs-components';
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import { TransformComponent } from '@esengine/engine-core';
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import { SpriteComponent } from '@esengine/sprite';
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@ECSSystem('Canvas2DRender', { updateOrder: 1000 })
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export class Canvas2DRenderSystem extends EntitySystem {
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@@ -54,11 +55,12 @@ export class Canvas2DRenderSystem extends EntitySystem {
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this.ctx.save();
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const x = (transform.position.x || 0) + this.canvas.width / 2;
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const y = this.canvas.height / 2 - (transform.position.y || 0);
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const width = (sprite.width || 64) * (transform.scale.x || 1);
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const height = (sprite.height || 64) * (transform.scale.y || 1);
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const rotation = -(transform.rotation.z || 0) * Math.PI / 180;
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// 使用世界变换(由 TransformSystem 计算,考虑父级变换)
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const x = (transform.worldPosition.x || 0) + this.canvas.width / 2;
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const y = this.canvas.height / 2 - (transform.worldPosition.y || 0);
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const width = (sprite.width || 64) * (transform.worldScale.x || 1);
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const height = (sprite.height || 64) * (transform.worldScale.y || 1);
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const rotation = -(transform.worldRotation.z || 0) * Math.PI / 180;
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this.ctx.translate(x, y);
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this.ctx.rotate(rotation);
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