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
This commit is contained in:
YHH
2025-12-01 22:28:51 +08:00
committed by GitHub
parent 189714c727
commit b42a7b4e43
468 changed files with 18301 additions and 9075 deletions

View File

@@ -0,0 +1,79 @@
/**
* Fill Tool - Flood fill tiles on the tilemap
*/
import type { ITilemapTool, ToolContext } from './ITilemapTool';
export class FillTool implements ITilemapTool {
readonly id = 'fill';
readonly name = 'Fill';
readonly icon = 'PaintBucket';
readonly cursor = 'crosshair';
onMouseDown(tileX: number, tileY: number, ctx: ToolContext): void {
if (ctx.layerLocked && !ctx.editingCollision) return;
this.floodFill(tileX, tileY, ctx);
}
onMouseMove(_tileX: number, _tileY: number, _ctx: ToolContext): void {
// No action on move
}
onMouseUp(_tileX: number, _tileY: number, _ctx: ToolContext): void {
// No action on up
}
private floodFill(startX: number, startY: number, ctx: ToolContext): void {
const { tilemap, selectedTiles, editingCollision, currentLayer } = ctx;
if (startX < 0 || startX >= tilemap.width || startY < 0 || startY >= tilemap.height) {
return;
}
if (editingCollision) {
// Flood fill collision
const targetCollision = tilemap.hasCollision(startX, startY);
const newCollision = targetCollision ? 0 : 1;
const stack: [number, number][] = [[startX, startY]];
const visited = new Set<string>();
while (stack.length > 0) {
const [x, y] = stack.pop()!;
const key = `${x},${y}`;
if (visited.has(key)) continue;
if (x < 0 || x >= tilemap.width || y < 0 || y >= tilemap.height) continue;
if (tilemap.hasCollision(x, y) !== targetCollision) continue;
visited.add(key);
tilemap.setCollision(x, y, newCollision);
stack.push([x + 1, y], [x - 1, y], [x, y + 1], [x, y - 1]);
}
} else {
// Flood fill tiles
const targetTile = tilemap.getTile(currentLayer, startX, startY);
const newTile = selectedTiles ? (selectedTiles.tiles[0] ?? 1) : 1;
if (targetTile === newTile) return;
const stack: [number, number][] = [[startX, startY]];
const visited = new Set<string>();
while (stack.length > 0) {
const [x, y] = stack.pop()!;
const key = `${x},${y}`;
if (visited.has(key)) continue;
if (x < 0 || x >= tilemap.width || y < 0 || y >= tilemap.height) continue;
if (tilemap.getTile(currentLayer, x, y) !== targetTile) continue;
visited.add(key);
tilemap.setTile(currentLayer, x, y, newTile);
stack.push([x + 1, y], [x - 1, y], [x, y + 1], [x, y - 1]);
}
}
}
}