Merge branch 'master' into develop
# Conflicts: # demo/libs/framework/framework.min.js # demo/src/game/MainScene.ts # source/bin/framework.min.js
This commit is contained in:
@@ -1,3 +1,6 @@
|
||||
/source/node_modules
|
||||
/demo/bin-debug
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||||
/demo/bin-release
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||||
/.idea
|
||||
/.vscode
|
||||
/demo_wxgame
|
||||
|
||||
Vendored
-15
@@ -1,15 +0,0 @@
|
||||
{
|
||||
// 使用 IntelliSense 了解相关属性。
|
||||
// 悬停以查看现有属性的描述。
|
||||
// 欲了解更多信息,请访问: https://go.microsoft.com/fwlink/?linkid=830387
|
||||
"version": "0.2.0",
|
||||
"configurations": [
|
||||
{
|
||||
"type": "pwa-chrome",
|
||||
"request": "launch",
|
||||
"name": "Launch Chrome against localhost",
|
||||
"url": "http://localhost:8080",
|
||||
"webRoot": "${workspaceFolder}"
|
||||
}
|
||||
]
|
||||
}
|
||||
@@ -3,26 +3,11 @@
|
||||
|
||||
[](https://lgtm.com/projects/g/esengine/egret-framework/context:javascript)
|
||||
|
||||
```
|
||||
[](https://lgtm.com/projects/g/esengine/egret-framework/context:javascript)
|
||||
```
|
||||
这是一套用于egret的游戏框架,里面包含ECS框架用于管理场景实体,一些常用2D碰撞检测及A*寻路。如果您还需要包含其他的AI系统可以查看作者其他库(行为树、简易FSM、实用AI)。
|
||||
|
||||
这是一套用于egret的游戏框架,里面包含ECS框架用于管理场景实体,MVC框架用于管理ui界面(fairygui),一些常用2D碰撞检测及A*寻路。如果您还需要包含其他的AI系统可以查看作者其他库(行为树、简易FSM、实用AI)。
|
||||
|
||||
## 当前版本功能
|
||||
## 版本计划功能
|
||||
|
||||
- [x] 简易ECS框架
|
||||
- [x] A*寻路(AStar)
|
||||
- [x] 常用碰撞检测
|
||||
- [x] 数学库
|
||||
- [x] 简易矩阵类
|
||||
- [x] 简易2d 向量类
|
||||
- [x] 掩码实用类
|
||||
- [x] BreadthFirst 寻路算法
|
||||
- [x] Dijkstra 寻路算法
|
||||
- [x] 事件处理器
|
||||
|
||||
- [x] ECS
|
||||
- [x] 组件列表
|
||||
- [x] 碰撞组件
|
||||
- [x] 移动组件
|
||||
@@ -38,9 +23,37 @@
|
||||
- [x] 系统列表
|
||||
- [x] 被动系统
|
||||
- [x] 协调系统
|
||||
- [ ] 数学库
|
||||
- [ ] 贝塞尔曲线
|
||||
- [ ] 快速随机数类
|
||||
- [x] A*寻路(AStar)
|
||||
- [x] 常用碰撞检测
|
||||
- [x] 数学库
|
||||
- [x] 简易矩阵类
|
||||
- [x] 简易2d 向量类
|
||||
- [x] 掩码实用类
|
||||
- [x] 贝塞尔曲线
|
||||
- [x] 快速随机数类
|
||||
- [x] BreadthFirst 寻路算法
|
||||
- [x] Dijkstra 寻路算法
|
||||
- [x] 事件处理器
|
||||
|
||||
## 关于egret用ecs框架(typescript/javascript)
|
||||
ecs 是功能强大的实体组件系统。typescript与其他语言不同,因此我对ecs的设计尽可能的支持typescript特性。虽然ecs拥有标准实体组件系统,但在细节上有很大不同。创建标准ecs通常处于原始速度、缓存位置和其他性能原因。使用typescript,我们没有struct,因为没有必要匹配标准实体组件系统的设计方式,因为我们对内存布局没有那种控制。
|
||||
|
||||
ecs更灵活,可以更好的集中、组织、排序和过滤游戏中的对象。ecs让您拥有轻量级实体和组件,这些组件可以由系统批量处理。
|
||||
例如,您在制作一个射手,您可能会有几十到几百个子弹,这些作为轻量级实体由系统批量处理。
|
||||
|
||||
所以ecs在设计当中拥有四种重要类型:世界(Scene),过滤器(Matcher),系统(System)和实体(Entity)
|
||||
|
||||
## 世界(Scene)
|
||||
Scene是ecs包含系统和实体最外面的容器。
|
||||
|
||||
## 实体(Entity)
|
||||
实体只由系统处理。
|
||||
|
||||
## 组件(Component)
|
||||
组件应该只包含数据而没有逻辑代码。对数据进行逻辑是系统的工作。
|
||||
|
||||
## 系统(System)
|
||||
ecs中的系统会不断的更新实体。系统使用过滤器选择某些实体,然后仅更新那些选择的实体。
|
||||
|
||||
## 作者其他库(egret)
|
||||
|
||||
|
||||
@@ -0,0 +1 @@
|
||||
theme: jekyll-theme-slate
|
||||
Generated
+2
@@ -0,0 +1,2 @@
|
||||
# Default ignored files
|
||||
/workspace.xml
|
||||
Generated
+8
@@ -0,0 +1,8 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<module type="WEB_MODULE" version="4">
|
||||
<component name="NewModuleRootManager">
|
||||
<content url="file://$MODULE_DIR$" />
|
||||
<orderEntry type="inheritedJdk" />
|
||||
<orderEntry type="sourceFolder" forTests="false" />
|
||||
</component>
|
||||
</module>
|
||||
Generated
+6
@@ -0,0 +1,6 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<project version="4">
|
||||
<component name="JavaScriptSettings">
|
||||
<option name="languageLevel" value="ES6" />
|
||||
</component>
|
||||
</project>
|
||||
Generated
+8
@@ -0,0 +1,8 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<project version="4">
|
||||
<component name="ProjectModuleManager">
|
||||
<modules>
|
||||
<module fileurl="file://$PROJECT_DIR$/.idea/demo.iml" filepath="$PROJECT_DIR$/.idea/demo.iml" />
|
||||
</modules>
|
||||
</component>
|
||||
</project>
|
||||
Generated
+6
@@ -0,0 +1,6 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<project version="4">
|
||||
<component name="VcsDirectoryMappings">
|
||||
<mapping directory="$PROJECT_DIR$/.." vcs="Git" />
|
||||
</component>
|
||||
</project>
|
||||
Vendored
+1833
-1043
File diff suppressed because it is too large
Load Diff
+8253
-4571
File diff suppressed because it is too large
Load Diff
Vendored
+1
-1
File diff suppressed because one or more lines are too long
+1
-2
@@ -11,12 +11,11 @@
|
||||
"libs/long/long.js"
|
||||
],
|
||||
"game": [
|
||||
"bin-debug/game/CoreEmitterType.js",
|
||||
"bin-debug/AssetAdapter.js",
|
||||
"bin-debug/LoadingUI.js",
|
||||
"bin-debug/Main.js",
|
||||
"bin-debug/Platform.js",
|
||||
"bin-debug/ThemeAdapter.js",
|
||||
"bin-debug/LoadingUI.js",
|
||||
"bin-debug/game/MainScene.js",
|
||||
"bin-debug/game/PlayerController.js",
|
||||
"bin-debug/game/SimplePooled.js",
|
||||
|
||||
@@ -44,6 +44,9 @@ export class WxgamePlugin implements plugins.Command {
|
||||
if (filename == 'main.js') {
|
||||
content += "\n;window.Main = Main;"
|
||||
}
|
||||
if (filename == 'libs/long/long.js' || filename == 'libs/long/long.min.js'){
|
||||
content += "window.Long = long;"
|
||||
}
|
||||
this.md5Obj[path.basename(filename)] = this.md5(content)
|
||||
file.contents = new Buffer(content);
|
||||
}
|
||||
|
||||
+18
-64
@@ -27,71 +27,29 @@
|
||||
//
|
||||
//////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
|
||||
class Main extends eui.UILayer {
|
||||
public static emitter: Emitter<CoreEmitterType>;
|
||||
public static manager: SceneManager;
|
||||
|
||||
protected createChildren(): void {
|
||||
super.createChildren();
|
||||
|
||||
egret.lifecycle.addLifecycleListener((context) => {
|
||||
// custom lifecycle plugin
|
||||
})
|
||||
|
||||
egret.lifecycle.onPause = () => {
|
||||
egret.ticker.pause();
|
||||
}
|
||||
|
||||
egret.lifecycle.onResume = () => {
|
||||
egret.ticker.resume();
|
||||
}
|
||||
|
||||
//inject the custom material parser
|
||||
//注入自定义的素材解析器
|
||||
let assetAdapter = new AssetAdapter();
|
||||
egret.registerImplementation("eui.IAssetAdapter", assetAdapter);
|
||||
egret.registerImplementation("eui.IThemeAdapter", new ThemeAdapter());
|
||||
|
||||
Main.manager = new SceneManager(this.stage);
|
||||
Main.emitter = new Emitter<CoreEmitterType>();
|
||||
this.addEventListener(egret.Event.ENTER_FRAME, this.updateFrame, this);
|
||||
class Main extends es.Core {
|
||||
protected initialize() {
|
||||
this.runGame();
|
||||
}
|
||||
|
||||
private updateFrame(evt: egret.Event){
|
||||
Main.emitter.emit(CoreEmitterType.Update, evt);
|
||||
private runGame() {
|
||||
this.loadResource();
|
||||
}
|
||||
|
||||
private async runGame() {
|
||||
await this.loadResource();
|
||||
this.createGameScene();
|
||||
}
|
||||
|
||||
private async loadResource() {
|
||||
try {
|
||||
const loadingView = new LoadingUI();
|
||||
this.stage.addChild(loadingView);
|
||||
await RES.loadConfig("resource/default.res.json", "resource/");
|
||||
await this.loadTheme();
|
||||
await RES.loadGroup("preload", 0, loadingView);
|
||||
this.stage.removeChild(loadingView);
|
||||
}
|
||||
catch (e) {
|
||||
console.error(e);
|
||||
}
|
||||
}
|
||||
|
||||
private loadTheme() {
|
||||
return new Promise((resolve, reject) => {
|
||||
// load skin theme configuration file, you can manually modify the file. And replace the default skin.
|
||||
//加载皮肤主题配置文件,可以手动修改这个文件。替换默认皮肤。
|
||||
let theme = new eui.Theme("resource/default.thm.json", this.stage);
|
||||
theme.addEventListener(eui.UIEvent.COMPLETE, () => {
|
||||
resolve();
|
||||
}, this);
|
||||
|
||||
})
|
||||
private loadResource() {
|
||||
const loadingView = new LoadingUI();
|
||||
this.stage.addChild(loadingView);
|
||||
RES.loadConfig("resource/default.res.json", "resource/").then(()=>{
|
||||
RES.loadGroup("preload", 0, loadingView).then(()=>{
|
||||
this.stage.removeChild(loadingView);
|
||||
this.createGameScene();
|
||||
}).catch(err => {
|
||||
console.error(err);
|
||||
});
|
||||
}).catch(err =>{
|
||||
console.error(err);
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -99,10 +57,6 @@ class Main extends eui.UILayer {
|
||||
* Create scene interface
|
||||
*/
|
||||
protected createGameScene(): void {
|
||||
SceneManager.scene = new MainScene();
|
||||
|
||||
// Main.emitter.addObserver(CoreEmitterType.Update, ()=>{
|
||||
// console.log("update emitter");
|
||||
// });
|
||||
es.Core.scene = new scene.MainScene();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,3 +0,0 @@
|
||||
enum CoreEmitterType {
|
||||
Update,
|
||||
}
|
||||
+83
-79
@@ -1,86 +1,90 @@
|
||||
class MainScene extends Scene {
|
||||
constructor() {
|
||||
super();
|
||||
module scene {
|
||||
export class MainScene extends es.Scene {
|
||||
constructor() {
|
||||
super();
|
||||
|
||||
// this.addEntityProcessor(new SpawnerSystem(new Matcher()));
|
||||
this.astarTest();
|
||||
this.dijkstraTest();
|
||||
this.breadthfirstTest();
|
||||
}
|
||||
|
||||
public async onStart() {
|
||||
let sprite = new Sprite(RES.getRes("checkbox_select_disabled_png"));
|
||||
let bg = this.createEntity("bg");
|
||||
bg.addComponent(new SpriteRenderer()).setSprite(sprite).setColor(0xff0000);
|
||||
bg.addComponent(new PlayerController());
|
||||
bg.addComponent(new Mover());
|
||||
bg.addComponent(new BoxCollider());
|
||||
bg.position = new Vector2(300, 300);
|
||||
|
||||
for (let i = 0; i < 1; i++) {
|
||||
let sprite = new Sprite(RES.getRes("checkbox_select_disabled_png"));
|
||||
let player2 = this.createEntity("player2");
|
||||
player2.addComponent(new SpriteRenderer()).setSprite(sprite);
|
||||
player2.position = new Vector2(200, 200);
|
||||
player2.addComponent(new BoxCollider());
|
||||
// this.addEntityProcessor(new SpawnerSystem(new Matcher()));
|
||||
this.astarTest();
|
||||
this.dijkstraTest();
|
||||
this.breadthfirstTest();
|
||||
}
|
||||
|
||||
this.camera.follow(bg, CameraStyle.lockOn);
|
||||
public async onStart() {
|
||||
let sprite = new es.Sprite(RES.getRes("checkbox_select_disabled_png"));
|
||||
let bg = this.createEntity("bg");
|
||||
bg.addComponent(new es.SpriteRenderer()).setSprite(sprite).setColor(0xff0000);
|
||||
bg.addComponent(new component.PlayerController());
|
||||
bg.addComponent(new es.Mover());
|
||||
bg.addComponent(new es.ScrollingSpriteRenderer(sprite));
|
||||
bg.addComponent(new es.BoxCollider());
|
||||
bg.position = new es.Vector2(Math.random() * 200, Math.random() * 200);
|
||||
|
||||
let pool = new ComponentPool<SimplePooled>(SimplePooled);
|
||||
let c1 = pool.obtain();
|
||||
let c2 = pool.obtain();
|
||||
pool.free(c1);
|
||||
let c1b = pool.obtain();
|
||||
for (let i = 0; i < 20; i++) {
|
||||
let sprite = new es.Sprite(RES.getRes("checkbox_select_disabled_png"));
|
||||
let player2 = this.createEntity("player2");
|
||||
player2.addComponent(new es.SpriteRenderer()).setSprite(sprite);
|
||||
player2.position = new es.Vector2(Math.random() * 1000, Math.random() * 1000);
|
||||
player2.addComponent(new es.BoxCollider());
|
||||
}
|
||||
|
||||
console.log(c1 != c2);
|
||||
console.log(c1 == c1b);
|
||||
this.camera.follow(bg, es.CameraStyle.lockOn);
|
||||
|
||||
let button = new eui.Button();
|
||||
button.label = "切换场景";
|
||||
this.addChild(button);
|
||||
button.addEventListener(egret.TouchEvent.TOUCH_TAP, () => {
|
||||
SceneManager.startSceneTransition(new FadeTransition(() => {
|
||||
return new MainScene();
|
||||
}));
|
||||
}, this);
|
||||
let pool = new es.ComponentPool<component.SimplePooled>(component.SimplePooled);
|
||||
let c1 = pool.obtain();
|
||||
let c2 = pool.obtain();
|
||||
pool.free(c1);
|
||||
let c1b = pool.obtain();
|
||||
|
||||
console.log(c1 != c2);
|
||||
console.log(c1 == c1b);
|
||||
|
||||
let button = new eui.Button();
|
||||
button.label = "切换场景";
|
||||
this.addChild(button);
|
||||
button.addEventListener(egret.TouchEvent.TOUCH_TAP, () => {
|
||||
es.Core.startSceneTransition(new es.FadeTransition(() => {
|
||||
return new MainScene();
|
||||
}));
|
||||
}, this);
|
||||
}
|
||||
|
||||
public breadthfirstTest() {
|
||||
let graph = new es.UnweightedGraph<string>();
|
||||
|
||||
graph.addEdgesForNode("a", ["b"]); // a->b
|
||||
graph.addEdgesForNode("b", ["a", "c", "d"]); // b->a b->c b->d
|
||||
graph.addEdgesForNode("c", ["a"]); // c->a
|
||||
graph.addEdgesForNode("d", ["e", "a"]); // d->e d->a
|
||||
graph.addEdgesForNode("e", ["b"]); // e->b
|
||||
|
||||
// 计算从c到e的路径
|
||||
let path = es.BreadthFirstPathfinder.search(graph, "c", "e");
|
||||
console.log(path);
|
||||
}
|
||||
|
||||
public dijkstraTest() {
|
||||
let graph = new es.WeightedGridGraph(20, 20);
|
||||
|
||||
graph.weightedNodes.push(new es.Vector2(3, 3));
|
||||
graph.weightedNodes.push(new es.Vector2(3, 4));
|
||||
graph.weightedNodes.push(new es.Vector2(4, 3));
|
||||
graph.weightedNodes.push(new es.Vector2(4, 4));
|
||||
|
||||
let path = graph.search(new es.Vector2(3, 4), new es.Vector2(15, 17));
|
||||
console.log(path);
|
||||
}
|
||||
|
||||
public astarTest() {
|
||||
let graph = new es.AstarGridGraph(30, 30);
|
||||
|
||||
// graph.weightedNodes.push(new Vector2(3, 3));
|
||||
// graph.weightedNodes.push(new Vector2(3, 4));
|
||||
// graph.weightedNodes.push(new Vector2(4, 3));
|
||||
// graph.weightedNodes.push(new Vector2(4, 4));
|
||||
|
||||
let startTime = egret.getTimer();
|
||||
let path = graph.search(new es.Vector2(1, 1), new es.Vector2(29, 29));
|
||||
console.log(egret.getTimer() - startTime);
|
||||
}
|
||||
}
|
||||
|
||||
public breadthfirstTest() {
|
||||
let graph = new UnweightedGraph<string>();
|
||||
|
||||
graph.addEdgesForNode("a", ["b"]); // a->b
|
||||
graph.addEdgesForNode("b", ["a", "c", "d"]); // b->a b->c b->d
|
||||
graph.addEdgesForNode("c", ["a"]); // c->a
|
||||
graph.addEdgesForNode("d", ["e", "a"]); // d->e d->a
|
||||
graph.addEdgesForNode("e", ["b"]); // e->b
|
||||
|
||||
// 计算从c到e的路径
|
||||
let path = BreadthFirstPathfinder.search(graph, "c", "e");
|
||||
console.log(path);
|
||||
}
|
||||
|
||||
public dijkstraTest() {
|
||||
let graph = new WeightedGridGraph(20, 20);
|
||||
|
||||
graph.weightedNodes.push(new Vector2(3, 3));
|
||||
graph.weightedNodes.push(new Vector2(3, 4));
|
||||
graph.weightedNodes.push(new Vector2(4, 3));
|
||||
graph.weightedNodes.push(new Vector2(4, 4));
|
||||
|
||||
let path = graph.search(new Vector2(3, 4), new Vector2(15, 17));
|
||||
console.log(path);
|
||||
}
|
||||
|
||||
public astarTest() {
|
||||
let graph = new AstarGridGraph(20, 20);
|
||||
|
||||
graph.weightedNodes.push(new Vector2(3, 3));
|
||||
graph.weightedNodes.push(new Vector2(3, 4));
|
||||
graph.weightedNodes.push(new Vector2(4, 3));
|
||||
graph.weightedNodes.push(new Vector2(4, 4));
|
||||
|
||||
let path = graph.search(new Vector2(3, 4), new Vector2(15, 17));
|
||||
console.log(path);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,56 +1,66 @@
|
||||
class PlayerController extends Component {
|
||||
private down: boolean = false;
|
||||
private touchPoint: Vector2 = Vector2.zero;
|
||||
private mover: Mover;
|
||||
private spriteRenderer: SpriteRenderer;
|
||||
module component {
|
||||
import Component = es.Component;
|
||||
import Vector2 = es.Vector2;
|
||||
import Mover = es.Mover;
|
||||
import SpriteRenderer = es.SpriteRenderer;
|
||||
import Time = es.Time;
|
||||
import Input = es.Input;
|
||||
import CollisionResult = es.CollisionResult;
|
||||
|
||||
public onAddedToEntity(){
|
||||
this.entity.scene.stage.addEventListener(egret.TouchEvent.TOUCH_BEGIN, this.touchBegin, this);
|
||||
this.entity.scene.stage.addEventListener(egret.TouchEvent.TOUCH_MOVE, this.touchBegin, this);
|
||||
this.entity.scene.stage.addEventListener(egret.TouchEvent.TOUCH_END, this.touchEnd, this);
|
||||
}
|
||||
export class PlayerController extends Component {
|
||||
private down: boolean = false;
|
||||
private touchPoint: Vector2 = Vector2.zero;
|
||||
private mover: Mover;
|
||||
private spriteRenderer: SpriteRenderer;
|
||||
|
||||
private touchBegin(evt: egret.TouchEvent){
|
||||
this.down = true;
|
||||
this.touchPoint = new Vector2(evt.stageX, evt.stageY);
|
||||
}
|
||||
public onAddedToEntity(){
|
||||
this.entity.scene.stage.addEventListener(egret.TouchEvent.TOUCH_BEGIN, this.touchBegin, this);
|
||||
this.entity.scene.stage.addEventListener(egret.TouchEvent.TOUCH_MOVE, this.touchBegin, this);
|
||||
this.entity.scene.stage.addEventListener(egret.TouchEvent.TOUCH_END, this.touchEnd, this);
|
||||
}
|
||||
|
||||
private touchEnd(evt: egret.TouchEvent){
|
||||
this.down = false;
|
||||
this.touchPoint = new Vector2(evt.stageX, evt.stageY);
|
||||
}
|
||||
private touchBegin(evt: egret.TouchEvent){
|
||||
this.down = true;
|
||||
this.touchPoint = new Vector2(evt.stageX, evt.stageY);
|
||||
}
|
||||
|
||||
public update(){
|
||||
if (!this.mover)
|
||||
this.mover = this.entity.getComponent<Mover>(Mover);
|
||||
private touchEnd(evt: egret.TouchEvent){
|
||||
this.down = false;
|
||||
this.touchPoint = new Vector2(evt.stageX, evt.stageY);
|
||||
}
|
||||
|
||||
if (!this.spriteRenderer)
|
||||
this.spriteRenderer = this.entity.getComponent<SpriteRenderer>(SpriteRenderer);
|
||||
public update(){
|
||||
if (!this.mover)
|
||||
this.mover = this.entity.getComponent<Mover>(Mover);
|
||||
|
||||
if (!this.mover)
|
||||
return;
|
||||
if (!this.spriteRenderer)
|
||||
this.spriteRenderer = this.entity.getComponent<SpriteRenderer>(SpriteRenderer);
|
||||
|
||||
if (!SpriteRenderer)
|
||||
return;
|
||||
if (!this.mover)
|
||||
return;
|
||||
|
||||
if (this.down){
|
||||
// let camera = SceneManager.scene.camera;
|
||||
// let moveLeft: number = 0;
|
||||
// let moveRight: number = 0;
|
||||
// let speed = 100;
|
||||
// let worldPos = Input.touchPosition;
|
||||
// if (worldPos.x < this.spriteRenderer.x){
|
||||
// moveLeft = -1;
|
||||
// } else if(worldPos.x > this.spriteRenderer.x){
|
||||
// moveLeft = 1;
|
||||
// }
|
||||
if (!SpriteRenderer)
|
||||
return;
|
||||
|
||||
// if (worldPos.y < this.spriteRenderer.y){
|
||||
// moveRight = -1;
|
||||
// } else if(worldPos.y > this.spriteRenderer.y){
|
||||
// moveRight = 1;
|
||||
// }
|
||||
this.mover.move(new Vector2(-1, -1));
|
||||
if (this.down){
|
||||
let moveLeft: number = 0;
|
||||
let moveRight: number = 0;
|
||||
let speed = 100;
|
||||
let worldPos = this.entity.scene.camera.mouseToWorldPoint();
|
||||
if (worldPos.x < this.spriteRenderer.transform.position.x){
|
||||
moveLeft = -1;
|
||||
} else if(worldPos.x > this.spriteRenderer.transform.position.x){
|
||||
moveLeft = 1;
|
||||
}
|
||||
|
||||
if (worldPos.y < this.spriteRenderer.transform.position.y){
|
||||
moveRight = -1;
|
||||
} else if(worldPos.y > this.spriteRenderer.transform.position.y){
|
||||
moveRight = 1;
|
||||
}
|
||||
let collisionResult = new CollisionResult();
|
||||
this.mover.move(new Vector2(moveLeft * speed * Time.deltaTime, moveRight * speed * Time.deltaTime), collisionResult);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,5 +1,9 @@
|
||||
class SimplePooled extends PooledComponent {
|
||||
public reset(){
|
||||
|
||||
module component {
|
||||
import PooledComponent = es.PooledComponent;
|
||||
|
||||
export class SimplePooled extends PooledComponent {
|
||||
public reset(){
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,35 +1,37 @@
|
||||
class SpawnComponent extends Component implements ITriggerListener {
|
||||
public cooldown = -1;
|
||||
public minInterval = 2;
|
||||
public maxInterval = 60;
|
||||
public enemyType = EnemyType.worm;
|
||||
public numSpawned = 0;
|
||||
public numAlive = 0;
|
||||
module component {
|
||||
export class SpawnComponent extends es.Component implements es.ITriggerListener {
|
||||
public cooldown = -1;
|
||||
public minInterval = 2;
|
||||
public maxInterval = 60;
|
||||
public enemyType = EnemyType.worm;
|
||||
public numSpawned = 0;
|
||||
public numAlive = 0;
|
||||
|
||||
constructor(enemyType: EnemyType) {
|
||||
super();
|
||||
this.enemyType = enemyType;
|
||||
constructor(enemyType: EnemyType) {
|
||||
super();
|
||||
this.enemyType = enemyType;
|
||||
}
|
||||
|
||||
public initialize() {
|
||||
// console.log("initialize");
|
||||
}
|
||||
|
||||
public update() {
|
||||
// console.log("update");
|
||||
}
|
||||
|
||||
public onTriggerEnter(other: es.Collider, local: es.Collider){
|
||||
if (other == local)
|
||||
console.log("repeat collider");
|
||||
console.log("enter collider");
|
||||
}
|
||||
|
||||
public onTriggerExit(other: es.Collider, local: es.Collider){
|
||||
console.log("exit collider");
|
||||
}
|
||||
}
|
||||
|
||||
public initialize() {
|
||||
// console.log("initialize");
|
||||
}
|
||||
|
||||
public update() {
|
||||
// console.log("update");
|
||||
}
|
||||
|
||||
public onTriggerEnter(other: Collider, local: Collider){
|
||||
if (other == local)
|
||||
console.log("repeat collider")
|
||||
console.log("enter collider");
|
||||
}
|
||||
|
||||
public onTriggerExit(other: Collider, local: Collider){
|
||||
console.log("exit collider");
|
||||
export enum EnemyType {
|
||||
worm
|
||||
}
|
||||
}
|
||||
|
||||
enum EnemyType {
|
||||
worm
|
||||
}
|
||||
@@ -1,34 +1,36 @@
|
||||
class SpawnerSystem extends EntityProcessingSystem {
|
||||
constructor(matcher: Matcher){
|
||||
super(matcher);
|
||||
}
|
||||
|
||||
public processEntity(entity: Entity){
|
||||
let spawner = entity.getComponent<SpawnComponent>(SpawnComponent);
|
||||
if (!spawner)
|
||||
return;
|
||||
|
||||
if (spawner.numAlive <= 0)
|
||||
spawner.enabled = true;
|
||||
|
||||
if (!spawner.enabled)
|
||||
return;
|
||||
|
||||
console.log("cooldown", spawner.cooldown);
|
||||
if (spawner.cooldown == -1){
|
||||
spawner.cooldown = Math.random() * 60;
|
||||
spawner.cooldown /= 4;
|
||||
module system {
|
||||
export class SpawnerSystem extends es.EntityProcessingSystem {
|
||||
constructor(matcher: es.Matcher){
|
||||
super(matcher);
|
||||
}
|
||||
|
||||
spawner.cooldown -= Time.deltaTime;
|
||||
if (spawner.cooldown <= 0){
|
||||
spawner.cooldown = Math.random() * 60;
|
||||
// CreateEnemy
|
||||
spawner.numSpawned ++;
|
||||
spawner.numAlive ++;
|
||||
public processEntity(entity: es.Entity){
|
||||
let spawner = entity.getComponent<component.SpawnComponent>(component.SpawnComponent);
|
||||
if (!spawner)
|
||||
return;
|
||||
|
||||
if (spawner.numAlive > 0)
|
||||
spawner.enabled = false;
|
||||
if (spawner.numAlive <= 0)
|
||||
spawner.enabled = true;
|
||||
|
||||
if (!spawner.enabled)
|
||||
return;
|
||||
|
||||
console.log("cooldown", spawner.cooldown);
|
||||
if (spawner.cooldown == -1){
|
||||
spawner.cooldown = Math.random() * 60;
|
||||
spawner.cooldown /= 4;
|
||||
}
|
||||
|
||||
spawner.cooldown -= es.Time.deltaTime;
|
||||
if (spawner.cooldown <= 0){
|
||||
spawner.cooldown = Math.random() * 60;
|
||||
// CreateEnemy
|
||||
spawner.numSpawned ++;
|
||||
spawner.numAlive ++;
|
||||
|
||||
if (spawner.numAlive > 0)
|
||||
spawner.enabled = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -32,7 +32,7 @@ egret_native.egretStart = function () {
|
||||
//The following is automatically modified, please do not modify
|
||||
//----auto option start----
|
||||
entryClassName: "Main",
|
||||
frameRate: 30,
|
||||
frameRate: 60,
|
||||
scaleMode: "fixedWidth",
|
||||
contentWidth: 640,
|
||||
contentHeight: 1136,
|
||||
|
||||
@@ -2,6 +2,7 @@
|
||||
"compilerOptions": {
|
||||
"target": "es5",
|
||||
"outDir": "bin-debug",
|
||||
"sourceMap": true,
|
||||
"experimentalDecorators": true,
|
||||
"emitDecoratorMetadata": true,
|
||||
"lib": [
|
||||
|
||||
Vendored
+11
-11
@@ -1,13 +1,13 @@
|
||||
{
|
||||
// See https://go.microsoft.com/fwlink/?LinkId=733558
|
||||
// for the documentation about the tasks.json format
|
||||
"version": "2.0.0",
|
||||
"tasks": [
|
||||
{
|
||||
"type": "gulp",
|
||||
"task": "build",
|
||||
"group": "build",
|
||||
"problemMatcher": []
|
||||
}
|
||||
]
|
||||
// See https://go.microsoft.com/fwlink/?LinkId=733558
|
||||
// for the documentation about the tasks.json format
|
||||
"version": "2.0.0",
|
||||
"tasks": [
|
||||
{
|
||||
"type": "gulp",
|
||||
"task": "build",
|
||||
"group": "build",
|
||||
"problemMatcher": []
|
||||
}
|
||||
]
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
{
|
||||
"typescript.tsdk": "./node_modules/typescript/lib"
|
||||
}
|
||||
Vendored
+1833
-1043
File diff suppressed because it is too large
Load Diff
+8253
-4571
File diff suppressed because it is too large
Load Diff
Vendored
+1
-1
File diff suppressed because one or more lines are too long
+3
-3
@@ -8,10 +8,10 @@ const tsProject = ts.createProject('tsconfig.json');
|
||||
gulp.task('buildJs', () => {
|
||||
return tsProject.src()
|
||||
.pipe(tsProject())
|
||||
.js.pipe(inject.replace('var framework;', ''))
|
||||
.pipe(inject.prepend('window.framework = {};\n'))
|
||||
.js.pipe(inject.replace('var es;', ''))
|
||||
.pipe(inject.prepend('window.es = {};\n'))
|
||||
.pipe(inject.replace('var __extends =', 'window.__extends ='))
|
||||
.pipe(minify({ ext: { min: ".min.js" } }))
|
||||
.pipe(minify({ext: {min: ".min.js"}}))
|
||||
.pipe(gulp.dest('./bin'));
|
||||
});
|
||||
|
||||
|
||||
Vendored
+3945
File diff suppressed because it is too large
Load Diff
@@ -1,89 +1,103 @@
|
||||
///<reference path="./PriorityQueueNode.ts" />
|
||||
/**
|
||||
* 计算路径给定的IAstarGraph和开始/目标位置
|
||||
*/
|
||||
class AStarPathfinder {
|
||||
public static search<T>(graph: IAstarGraph<T>, start: T, goal: T){
|
||||
let foundPath = false;
|
||||
let cameFrom = new Map<T, T>();
|
||||
cameFrom.set(start, start);
|
||||
module es {
|
||||
/**
|
||||
* 计算路径给定的IAstarGraph和开始/目标位置
|
||||
*/
|
||||
export class AStarPathfinder {
|
||||
/**
|
||||
* 尽可能从开始到目标找到一条路径。如果没有找到路径,则返回null。
|
||||
* @param graph
|
||||
* @param start
|
||||
* @param goal
|
||||
*/
|
||||
public static search<T>(graph: IAstarGraph<T>, start: T, goal: T) {
|
||||
let foundPath = false;
|
||||
let cameFrom = new Map<T, T>();
|
||||
cameFrom.set(start, start);
|
||||
|
||||
let costSoFar = new Map<T, number>();
|
||||
let frontier = new PriorityQueue<AStarNode<T>>(1000);
|
||||
frontier.enqueue(new AStarNode<T>(start), 0);
|
||||
let costSoFar = new Map<T, number>();
|
||||
let frontier = new PriorityQueue<AStarNode<T>>(1000);
|
||||
frontier.enqueue(new AStarNode<T>(start), 0);
|
||||
|
||||
costSoFar.set(start, 0);
|
||||
costSoFar.set(start, 0);
|
||||
|
||||
while (frontier.count > 0){
|
||||
let current = frontier.dequeue();
|
||||
while (frontier.count > 0) {
|
||||
let current = frontier.dequeue();
|
||||
|
||||
if (JSON.stringify(current.data) == JSON.stringify(goal)){
|
||||
foundPath = true;
|
||||
break;
|
||||
if (JSON.stringify(current.data) == JSON.stringify(goal)) {
|
||||
foundPath = true;
|
||||
break;
|
||||
}
|
||||
|
||||
graph.getNeighbors(current.data).forEach(next => {
|
||||
let newCost = costSoFar.get(current.data) + graph.cost(current.data, next);
|
||||
if (!this.hasKey(costSoFar, next) || newCost < costSoFar.get(next)) {
|
||||
costSoFar.set(next, newCost);
|
||||
let priority = newCost + graph.heuristic(next, goal);
|
||||
frontier.enqueue(new AStarNode<T>(next), priority);
|
||||
cameFrom.set(next, current.data);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
graph.getNeighbors(current.data).forEach(next => {
|
||||
let newCost = costSoFar.get(current.data) + graph.cost(current.data, next);
|
||||
if (!this.hasKey(costSoFar, next) || newCost < costSoFar.get(next)){
|
||||
costSoFar.set(next, newCost);
|
||||
let priority = newCost + graph.heuristic(next, goal);
|
||||
frontier.enqueue(new AStarNode<T>(next), priority);
|
||||
cameFrom.set(next, current.data);
|
||||
}
|
||||
});
|
||||
return foundPath ? this.recontructPath(cameFrom, start, goal) : null;
|
||||
}
|
||||
|
||||
return foundPath ? this.recontructPath(cameFrom, start, goal) : null;
|
||||
/**
|
||||
* 从cameFrom字典重新构造路径
|
||||
* @param cameFrom
|
||||
* @param start
|
||||
* @param goal
|
||||
*/
|
||||
public static recontructPath<T>(cameFrom: Map<T, T>, start: T, goal: T): T[] {
|
||||
let path = [];
|
||||
let current = goal;
|
||||
path.push(goal);
|
||||
|
||||
while (current != start) {
|
||||
current = this.getKey(cameFrom, current);
|
||||
path.push(current);
|
||||
}
|
||||
|
||||
path.reverse();
|
||||
|
||||
return path;
|
||||
}
|
||||
|
||||
private static hasKey<T>(map: Map<T, number>, compareKey: T) {
|
||||
let iterator = map.keys();
|
||||
let r: IteratorResult<T>;
|
||||
while (r = iterator.next() , !r.done) {
|
||||
if (JSON.stringify(r.value) == JSON.stringify(compareKey))
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
private static getKey<T>(map: Map<T, T>, compareKey: T) {
|
||||
let iterator = map.keys();
|
||||
let valueIterator = map.values();
|
||||
let r: IteratorResult<T>;
|
||||
let v: IteratorResult<T>;
|
||||
while (r = iterator.next(), v = valueIterator.next(), !r.done) {
|
||||
if (JSON.stringify(r.value) == JSON.stringify(compareKey))
|
||||
return v.value;
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
private static hasKey<T>(map: Map<T, number>, compareKey: T){
|
||||
let iterator = map.keys();
|
||||
let r: IteratorResult<T>;
|
||||
while (r = iterator.next() , !r.done) {
|
||||
if (JSON.stringify(r.value) == JSON.stringify(compareKey))
|
||||
return true;
|
||||
/**
|
||||
* 使用PriorityQueue需要的额外字段将原始数据封装在一个小类中
|
||||
*/
|
||||
export class AStarNode<T> extends PriorityQueueNode {
|
||||
public data: T;
|
||||
|
||||
constructor(data: T) {
|
||||
super();
|
||||
this.data = data;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
private static getKey<T>(map: Map<T, T>, compareKey: T){
|
||||
let iterator = map.keys();
|
||||
let valueIterator = map.values();
|
||||
let r: IteratorResult<T>;
|
||||
let v: IteratorResult<T>;
|
||||
while (r = iterator.next(), v = valueIterator.next(), !r.done) {
|
||||
if (JSON.stringify(r.value) == JSON.stringify(compareKey))
|
||||
return v.value;
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
public static recontructPath<T>(cameFrom: Map<T, T>, start: T, goal: T): T[]{
|
||||
let path = [];
|
||||
let current = goal;
|
||||
path.push(goal);
|
||||
|
||||
while (current != start){
|
||||
current = this.getKey(cameFrom, current);
|
||||
path.push(current);
|
||||
}
|
||||
|
||||
path.reverse();
|
||||
|
||||
return path;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 使用PriorityQueue需要的额外字段将原始数据封装在一个小类中
|
||||
*/
|
||||
class AStarNode<T> extends PriorityQueueNode {
|
||||
public data: T;
|
||||
|
||||
constructor(data: T){
|
||||
super();
|
||||
this.data = data;
|
||||
}
|
||||
}
|
||||
@@ -1,67 +1,74 @@
|
||||
/**
|
||||
* 基本静态网格图与A*一起使用
|
||||
* 将walls添加到walls HashSet,并将加权节点添加到weightedNodes
|
||||
*/
|
||||
class AstarGridGraph implements IAstarGraph<Vector2> {
|
||||
public dirs: Vector2[] = [
|
||||
new Vector2(1, 0),
|
||||
new Vector2(0, -1),
|
||||
new Vector2(-1, 0),
|
||||
new Vector2(0, 1)
|
||||
];
|
||||
|
||||
public walls: Vector2[] = [];
|
||||
public weightedNodes: Vector2[] = [];
|
||||
public defaultWeight: number = 1;
|
||||
public weightedNodeWeight = 5;
|
||||
|
||||
private _width;
|
||||
private _height;
|
||||
private _neighbors: Vector2[] = new Array(4);
|
||||
|
||||
constructor(width: number, height: number){
|
||||
this._width = width;
|
||||
this._height = height;
|
||||
}
|
||||
|
||||
module es {
|
||||
/**
|
||||
* 确保节点在网格图的边界内
|
||||
* @param node
|
||||
* 基本静态网格图与A*一起使用
|
||||
* 将walls添加到walls HashSet,并将加权节点添加到weightedNodes
|
||||
*/
|
||||
public isNodeInBounds(node: Vector2): boolean {
|
||||
return 0 <= node.x && node.x < this._width && 0 <= node.y && node.y < this._height;
|
||||
export class AstarGridGraph implements IAstarGraph<Vector2> {
|
||||
public dirs: Vector2[] = [
|
||||
new Vector2(1, 0),
|
||||
new Vector2(0, -1),
|
||||
new Vector2(-1, 0),
|
||||
new Vector2(0, 1)
|
||||
];
|
||||
|
||||
public walls: Vector2[] = [];
|
||||
public weightedNodes: Vector2[] = [];
|
||||
public defaultWeight: number = 1;
|
||||
public weightedNodeWeight = 5;
|
||||
|
||||
private _width;
|
||||
private _height;
|
||||
private _neighbors: Vector2[] = new Array(4);
|
||||
|
||||
constructor(width: number, height: number) {
|
||||
this._width = width;
|
||||
this._height = height;
|
||||
}
|
||||
|
||||
/**
|
||||
* 确保节点在网格图的边界内
|
||||
* @param node
|
||||
*/
|
||||
public isNodeInBounds(node: Vector2): boolean {
|
||||
return 0 <= node.x && node.x < this._width && 0 <= node.y && node.y < this._height;
|
||||
}
|
||||
|
||||
/**
|
||||
* 检查节点是否可以通过。walls是不可逾越的。
|
||||
* @param node
|
||||
*/
|
||||
public isNodePassable(node: Vector2): boolean {
|
||||
return !this.walls.firstOrDefault(wall => JSON.stringify(wall) == JSON.stringify(node));
|
||||
}
|
||||
|
||||
/**
|
||||
* 调用AStarPathfinder.search的快捷方式
|
||||
* @param start
|
||||
* @param goal
|
||||
*/
|
||||
public search(start: Vector2, goal: Vector2) {
|
||||
return AStarPathfinder.search(this, start, goal);
|
||||
}
|
||||
|
||||
public getNeighbors(node: Vector2): Vector2[] {
|
||||
this._neighbors.length = 0;
|
||||
|
||||
this.dirs.forEach(dir => {
|
||||
let next = new Vector2(node.x + dir.x, node.y + dir.y);
|
||||
if (this.isNodeInBounds(next) && this.isNodePassable(next))
|
||||
this._neighbors.push(next);
|
||||
});
|
||||
|
||||
return this._neighbors;
|
||||
}
|
||||
|
||||
public cost(from: Vector2, to: Vector2): number {
|
||||
return this.weightedNodes.find((p) => JSON.stringify(p) == JSON.stringify(to)) ? this.weightedNodeWeight : this.defaultWeight;
|
||||
}
|
||||
|
||||
public heuristic(node: Vector2, goal: Vector2) {
|
||||
return Math.abs(node.x - goal.x) + Math.abs(node.y - goal.y);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* 检查节点是否可以通过。墙壁是不可逾越的。
|
||||
* @param node
|
||||
*/
|
||||
public isNodePassable(node: Vector2): boolean {
|
||||
return !this.walls.firstOrDefault(wall => JSON.stringify(wall) == JSON.stringify(node));
|
||||
}
|
||||
|
||||
public search(start: Vector2, goal: Vector2){
|
||||
return AStarPathfinder.search(this, start, goal);
|
||||
}
|
||||
|
||||
public getNeighbors(node: Vector2): Vector2[] {
|
||||
this._neighbors.length = 0;
|
||||
|
||||
this.dirs.forEach(dir => {
|
||||
let next = new Vector2(node.x + dir.x, node.y + dir.y);
|
||||
if (this.isNodeInBounds(next) && this.isNodePassable(next))
|
||||
this._neighbors.push(next);
|
||||
});
|
||||
|
||||
return this._neighbors;
|
||||
}
|
||||
|
||||
public cost(from: Vector2, to: Vector2): number {
|
||||
return this.weightedNodes.find((p)=> JSON.stringify(p) == JSON.stringify(to)) ? this.weightedNodeWeight : this.defaultWeight;
|
||||
}
|
||||
|
||||
public heuristic(node: Vector2, goal: Vector2) {
|
||||
return Math.abs(node.x - goal.x) + Math.abs(node.y - goal.y);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,5 +1,26 @@
|
||||
interface IAstarGraph<T> {
|
||||
getNeighbors(node: T): Array<T>;
|
||||
cost(from: T, to: T): number;
|
||||
heuristic(node: T, goal: T);
|
||||
}
|
||||
module es {
|
||||
/**
|
||||
* graph的接口,可以提供给AstarPathfinder.search方法
|
||||
*/
|
||||
export interface IAstarGraph<T> {
|
||||
/**
|
||||
* getNeighbors方法应该返回从传入的节点可以到达的任何相邻节点
|
||||
* @param node
|
||||
*/
|
||||
getNeighbors(node: T): Array<T>;
|
||||
|
||||
/**
|
||||
* 计算从从from到to的成本
|
||||
* @param from
|
||||
* @param to
|
||||
*/
|
||||
cost(from: T, to: T): number;
|
||||
|
||||
/**
|
||||
* 计算从node到to的启发式。参见WeightedGridGraph了解常用的Manhatten方法。
|
||||
* @param node
|
||||
* @param goal
|
||||
*/
|
||||
heuristic(node: T, goal: T);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,150 +1,236 @@
|
||||
class PriorityQueue<T extends PriorityQueueNode> {
|
||||
private _numNodes: number;
|
||||
private _nodes: T[];
|
||||
private _numNodesEverEnqueued;
|
||||
module es {
|
||||
/**
|
||||
* 使用堆实现最小优先级队列 O(1)复杂度
|
||||
* 这种查找速度比使用字典快5-10倍
|
||||
* 但是,由于IPriorityQueue.contains()是许多寻路算法中调用最多的方法,因此尽可能快地实现它对于我们的应用程序非常重要。
|
||||
*/
|
||||
export class PriorityQueue<T extends PriorityQueueNode> {
|
||||
private _numNodes: number;
|
||||
private _nodes: T[];
|
||||
private _numNodesEverEnqueued;
|
||||
|
||||
constructor(maxNodes: number) {
|
||||
this._numNodes = 0;
|
||||
this._nodes = new Array(maxNodes + 1);
|
||||
this._numNodesEverEnqueued = 0;
|
||||
}
|
||||
/**
|
||||
* 实例化一个新的优先级队列
|
||||
* @param maxNodes 允许加入队列的最大节点(执行此操作将导致undefined的行为)
|
||||
*/
|
||||
constructor(maxNodes: number) {
|
||||
this._numNodes = 0;
|
||||
this._nodes = new Array(maxNodes + 1);
|
||||
this._numNodesEverEnqueued = 0;
|
||||
}
|
||||
|
||||
public clear() {
|
||||
this._nodes.splice(1, this._numNodes);
|
||||
this._numNodes = 0;
|
||||
}
|
||||
/**
|
||||
* 返回队列中的节点数。
|
||||
* O(1)复杂度
|
||||
*/
|
||||
public get count() {
|
||||
return this._numNodes;
|
||||
}
|
||||
|
||||
public get count() {
|
||||
return this._numNodes;
|
||||
}
|
||||
/**
|
||||
* 返回可同时进入此队列的最大项数。一旦你达到这个数字(即。一旦Count == MaxSize),尝试加入另一个项目将导致undefined的行为
|
||||
* O(1)复杂度
|
||||
*/
|
||||
public get maxSize() {
|
||||
return this._nodes.length - 1;
|
||||
}
|
||||
|
||||
public contains(node: T): boolean {
|
||||
return (this._nodes[node.queueIndex] == node);
|
||||
}
|
||||
/**
|
||||
* 从队列中删除每个节点。
|
||||
* O(n)复杂度 所有尽可能少调用该方法
|
||||
*/
|
||||
public clear() {
|
||||
this._nodes.splice(1, this._numNodes);
|
||||
this._numNodes = 0;
|
||||
}
|
||||
|
||||
public enqueue(node: T, priority: number) {
|
||||
node.priority = priority;
|
||||
this._numNodes++;
|
||||
this._nodes[this._numNodes] = node;
|
||||
node.queueIndex = this._numNodes;
|
||||
node.insertionIndex = this._numNodesEverEnqueued++;
|
||||
this.cascadeUp(this._nodes[this._numNodes]);
|
||||
}
|
||||
/**
|
||||
* 返回(在O(1)中)给定节点是否在队列中
|
||||
* O (1)复杂度
|
||||
* @param node
|
||||
*/
|
||||
public contains(node: T): boolean {
|
||||
if (!node) {
|
||||
console.error("node cannot be null");
|
||||
return false;
|
||||
}
|
||||
|
||||
public dequeue(): T {
|
||||
let returnMe = this._nodes[1];
|
||||
this.remove(returnMe);
|
||||
return returnMe;
|
||||
}
|
||||
if (node.queueIndex < 0 || node.queueIndex >= this._nodes.length) {
|
||||
console.error("node.QueueIndex has been corrupted. Did you change it manually? Or add this node to another queue?");
|
||||
return false;
|
||||
}
|
||||
|
||||
public remove(node: T) {
|
||||
if (node.queueIndex == this._numNodes) {
|
||||
this._nodes[this._numNodes] = null;
|
||||
return (this._nodes[node.queueIndex] == node);
|
||||
}
|
||||
|
||||
/**
|
||||
* 将节点放入优先队列 较低的值放在前面 先入先出
|
||||
* 如果队列已满,则结果undefined。如果节点已经加入队列,则结果undefined。
|
||||
* O(log n)
|
||||
* @param node
|
||||
* @param priority
|
||||
*/
|
||||
public enqueue(node: T, priority: number) {
|
||||
node.priority = priority;
|
||||
this._numNodes++;
|
||||
this._nodes[this._numNodes] = node;
|
||||
node.queueIndex = this._numNodes;
|
||||
node.insertionIndex = this._numNodesEverEnqueued++;
|
||||
this.cascadeUp(this._nodes[this._numNodes]);
|
||||
}
|
||||
|
||||
/**
|
||||
* 删除队列头(具有最小优先级的节点;按插入顺序断开连接),并返回它。如果队列为空,结果undefined
|
||||
* O(log n)
|
||||
*/
|
||||
public dequeue(): T {
|
||||
let returnMe = this._nodes[1];
|
||||
this.remove(returnMe);
|
||||
return returnMe;
|
||||
}
|
||||
|
||||
/**
|
||||
* 从队列中删除一个节点。节点不需要是队列的头。如果节点不在队列中,则结果未定义。如果不确定,首先检查Contains()
|
||||
* O(log n)
|
||||
* @param node
|
||||
*/
|
||||
public remove(node: T) {
|
||||
if (node.queueIndex == this._numNodes) {
|
||||
this._nodes[this._numNodes] = null;
|
||||
this._numNodes--;
|
||||
return;
|
||||
}
|
||||
|
||||
let formerLastNode = this._nodes[this._numNodes];
|
||||
this.swap(node, formerLastNode);
|
||||
delete this._nodes[this._numNodes];
|
||||
this._numNodes--;
|
||||
return;
|
||||
|
||||
this.onNodeUpdated(formerLastNode);
|
||||
}
|
||||
|
||||
let formerLastNode = this._nodes[this._numNodes];
|
||||
this.swap(node, formerLastNode);
|
||||
delete this._nodes[this._numNodes];
|
||||
this._numNodes--;
|
||||
/**
|
||||
* 检查以确保队列仍然处于有效状态。用于测试/调试队列。
|
||||
*/
|
||||
public isValidQueue(): boolean {
|
||||
for (let i = 1; i < this._nodes.length; i++) {
|
||||
if (this._nodes[i]) {
|
||||
let childLeftIndex = 2 * i;
|
||||
if (childLeftIndex < this._nodes.length && this._nodes[childLeftIndex] &&
|
||||
this.hasHigherPriority(this._nodes[childLeftIndex], this._nodes[i]))
|
||||
return false;
|
||||
|
||||
this.onNodeUpdated(formerLastNode);
|
||||
}
|
||||
|
||||
public isValidQueue(): boolean {
|
||||
for (let i = 1; i < this._nodes.length; i++) {
|
||||
if (this._nodes[i]) {
|
||||
let childLeftIndex = 2 * i;
|
||||
if (childLeftIndex < this._nodes.length && this._nodes[childLeftIndex] &&
|
||||
this.hasHigherPriority(this._nodes[childLeftIndex], this._nodes[i]))
|
||||
return false;
|
||||
|
||||
let childRightIndex = childLeftIndex + 1;
|
||||
if (childRightIndex < this._nodes.length && this._nodes[childRightIndex] &&
|
||||
this.hasHigherPriority(this._nodes[childRightIndex], this._nodes[i]))
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
private onNodeUpdated(node: T) {
|
||||
let parentIndex = Math.floor(node.queueIndex / 2);
|
||||
let parentNode = this._nodes[parentIndex];
|
||||
|
||||
if (parentIndex > 0 && this.hasHigherPriority(node, parentNode)) {
|
||||
this.cascadeUp(node);
|
||||
} else {
|
||||
this.cascadeDown(node);
|
||||
}
|
||||
}
|
||||
|
||||
private cascadeDown(node: T) {
|
||||
let newParent: T;
|
||||
let finalQueueIndex = node.queueIndex;
|
||||
while (true) {
|
||||
newParent = node;
|
||||
let childLeftIndex = 2 * finalQueueIndex;
|
||||
|
||||
if (childLeftIndex > this._numNodes) {
|
||||
node.queueIndex = finalQueueIndex;
|
||||
this._nodes[finalQueueIndex] = node;
|
||||
break;
|
||||
}
|
||||
|
||||
let childLeft = this._nodes[childLeftIndex];
|
||||
if (this.hasHigherPriority(childLeft, newParent)) {
|
||||
newParent = childLeft;
|
||||
}
|
||||
|
||||
let childRightIndex = childLeftIndex + 1;
|
||||
if (childRightIndex <= this._numNodes) {
|
||||
let childRight = this._nodes[childRightIndex];
|
||||
if (this.hasHigherPriority(childRight, newParent)) {
|
||||
newParent = childRight;
|
||||
let childRightIndex = childLeftIndex + 1;
|
||||
if (childRightIndex < this._nodes.length && this._nodes[childRightIndex] &&
|
||||
this.hasHigherPriority(this._nodes[childRightIndex], this._nodes[i]))
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
if (newParent != node) {
|
||||
this._nodes[finalQueueIndex] = newParent;
|
||||
return true;
|
||||
}
|
||||
|
||||
let temp = newParent.queueIndex;
|
||||
newParent.queueIndex = finalQueueIndex;
|
||||
finalQueueIndex = temp;
|
||||
private onNodeUpdated(node: T) {
|
||||
// 将更新后的节点按适当的方式向上或向下冒泡
|
||||
let parentIndex = Math.floor(node.queueIndex / 2);
|
||||
let parentNode = this._nodes[parentIndex];
|
||||
|
||||
if (parentIndex > 0 && this.hasHigherPriority(node, parentNode)) {
|
||||
this.cascadeUp(node);
|
||||
} else {
|
||||
node.queueIndex = finalQueueIndex;
|
||||
this._nodes[finalQueueIndex] = node;
|
||||
break;
|
||||
// 注意,如果parentNode == node(即节点是根),则将调用CascadeDown。
|
||||
this.cascadeDown(node);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private cascadeUp(node: T) {
|
||||
let parent = Math.floor(node.queueIndex / 2);
|
||||
while (parent >= 1) {
|
||||
let parentNode = this._nodes[parent];
|
||||
if (this.hasHigherPriority(parentNode, node))
|
||||
break;
|
||||
private cascadeDown(node: T) {
|
||||
// 又名Heapify-down
|
||||
let newParent: T;
|
||||
let finalQueueIndex = node.queueIndex;
|
||||
while (true) {
|
||||
newParent = node;
|
||||
let childLeftIndex = 2 * finalQueueIndex;
|
||||
|
||||
this.swap(node, parentNode);
|
||||
// 检查左子节点的优先级是否高于当前节点
|
||||
if (childLeftIndex > this._numNodes) {
|
||||
// 这可以放在循环之外,但是我们必须检查newParent != node两次
|
||||
node.queueIndex = finalQueueIndex;
|
||||
this._nodes[finalQueueIndex] = node;
|
||||
break;
|
||||
}
|
||||
|
||||
parent = Math.floor(node.queueIndex / 2);
|
||||
let childLeft = this._nodes[childLeftIndex];
|
||||
if (this.hasHigherPriority(childLeft, newParent)) {
|
||||
newParent = childLeft;
|
||||
}
|
||||
|
||||
// 检查右子节点的优先级是否高于当前节点或左子节点
|
||||
let childRightIndex = childLeftIndex + 1;
|
||||
if (childRightIndex <= this._numNodes) {
|
||||
let childRight = this._nodes[childRightIndex];
|
||||
if (this.hasHigherPriority(childRight, newParent)) {
|
||||
newParent = childRight;
|
||||
}
|
||||
}
|
||||
|
||||
// 如果其中一个子节点具有更高(更小)的优先级,则交换并继续级联
|
||||
if (newParent != node) {
|
||||
// 将新的父节点移动到它的新索引
|
||||
// 节点将被移动一次,这样做比调用Swap()少一个赋值操作。
|
||||
this._nodes[finalQueueIndex] = newParent;
|
||||
|
||||
let temp = newParent.queueIndex;
|
||||
newParent.queueIndex = finalQueueIndex;
|
||||
finalQueueIndex = temp;
|
||||
} else {
|
||||
// 参见上面的笔记
|
||||
node.queueIndex = finalQueueIndex;
|
||||
this._nodes[finalQueueIndex] = node;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 当没有内联时,性能会稍微好一些
|
||||
* @param node
|
||||
*/
|
||||
private cascadeUp(node: T) {
|
||||
// 又名Heapify-up
|
||||
let parent = Math.floor(node.queueIndex / 2);
|
||||
while (parent >= 1) {
|
||||
let parentNode = this._nodes[parent];
|
||||
if (this.hasHigherPriority(parentNode, node))
|
||||
break;
|
||||
|
||||
// 节点具有较低的优先级值,因此将其向上移动到堆中
|
||||
// 出于某种原因,使用Swap()比使用单独的操作更快,如CascadeDown()
|
||||
this.swap(node, parentNode);
|
||||
|
||||
parent = Math.floor(node.queueIndex / 2);
|
||||
}
|
||||
}
|
||||
|
||||
private swap(node1: T, node2: T) {
|
||||
// 交换节点
|
||||
this._nodes[node1.queueIndex] = node2;
|
||||
this._nodes[node2.queueIndex] = node1;
|
||||
|
||||
// 交换他们的indicies
|
||||
let temp = node1.queueIndex;
|
||||
node1.queueIndex = node2.queueIndex;
|
||||
node2.queueIndex = temp;
|
||||
}
|
||||
|
||||
/**
|
||||
* 如果higher的优先级高于lower,则返回true,否则返回false。
|
||||
* 注意,调用HasHigherPriority(节点,节点)(即。两个参数为同一个节点)将返回false
|
||||
* @param higher
|
||||
* @param lower
|
||||
*/
|
||||
private hasHigherPriority(higher: T, lower: T) {
|
||||
return (higher.priority < lower.priority ||
|
||||
(higher.priority == lower.priority && higher.insertionIndex < lower.insertionIndex));
|
||||
}
|
||||
}
|
||||
|
||||
private swap(node1: T, node2: T) {
|
||||
this._nodes[node1.queueIndex] = node2;
|
||||
this._nodes[node2.queueIndex] = node1;
|
||||
|
||||
let temp = node1.queueIndex;
|
||||
node1.queueIndex = node2.queueIndex;
|
||||
node2.queueIndex = temp;
|
||||
}
|
||||
|
||||
private hasHigherPriority(higher: T, lower: T) {
|
||||
return (higher.priority < lower.priority ||
|
||||
(higher.priority == lower.priority && higher.insertionIndex < lower.insertionIndex));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,14 +1,16 @@
|
||||
class PriorityQueueNode {
|
||||
/**
|
||||
* 插入此节点的优先级。在将节点添加到队列之前必须设置
|
||||
*/
|
||||
public priority: number = 0;
|
||||
/**
|
||||
* 由优先级队列使用-不要编辑此值。表示插入节点的顺序
|
||||
*/
|
||||
public insertionIndex: number = 0;
|
||||
/**
|
||||
* 由优先级队列使用-不要编辑此值。表示队列中的当前位置
|
||||
*/
|
||||
public queueIndex: number = 0;
|
||||
}
|
||||
module es {
|
||||
export class PriorityQueueNode {
|
||||
/**
|
||||
* 插入此节点的优先级。在将节点添加到队列之前必须设置
|
||||
*/
|
||||
public priority: number = 0;
|
||||
/**
|
||||
* 由优先级队列使用-不要编辑此值。表示插入节点的顺序
|
||||
*/
|
||||
public insertionIndex: number = 0;
|
||||
/**
|
||||
* 由优先级队列使用-不要编辑此值。表示队列中的当前位置
|
||||
*/
|
||||
public queueIndex: number = 0;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,41 +1,43 @@
|
||||
/**
|
||||
* 计算路径给定的IUnweightedGraph和开始/目标位置
|
||||
*/
|
||||
class BreadthFirstPathfinder {
|
||||
public static search<T>(graph: IUnweightedGraph<T>, start: T, goal: T): T[]{
|
||||
let foundPath = false;
|
||||
let frontier = [];
|
||||
frontier.unshift(start);
|
||||
module es {
|
||||
/**
|
||||
* 计算路径给定的IUnweightedGraph和开始/目标位置
|
||||
*/
|
||||
export class BreadthFirstPathfinder {
|
||||
public static search<T>(graph: IUnweightedGraph<T>, start: T, goal: T): T[] {
|
||||
let foundPath = false;
|
||||
let frontier = [];
|
||||
frontier.unshift(start);
|
||||
|
||||
let cameFrom = new Map<T, T>();
|
||||
cameFrom.set(start, start);
|
||||
let cameFrom = new Map<T, T>();
|
||||
cameFrom.set(start, start);
|
||||
|
||||
while (frontier.length > 0){
|
||||
let current = frontier.shift();
|
||||
if (JSON.stringify(current) == JSON.stringify(goal)){
|
||||
foundPath = true;
|
||||
break;
|
||||
while (frontier.length > 0) {
|
||||
let current = frontier.shift();
|
||||
if (JSON.stringify(current) == JSON.stringify(goal)) {
|
||||
foundPath = true;
|
||||
break;
|
||||
}
|
||||
|
||||
graph.getNeighbors(current).forEach(next => {
|
||||
if (!this.hasKey(cameFrom, next)) {
|
||||
frontier.unshift(next);
|
||||
cameFrom.set(next, current);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
graph.getNeighbors(current).forEach(next => {
|
||||
if (!this.hasKey(cameFrom, next)){
|
||||
frontier.unshift(next);
|
||||
cameFrom.set(next, current);
|
||||
}
|
||||
});
|
||||
return foundPath ? AStarPathfinder.recontructPath(cameFrom, start, goal) : null;
|
||||
}
|
||||
|
||||
return foundPath ? AStarPathfinder.recontructPath(cameFrom, start, goal) : null;
|
||||
}
|
||||
private static hasKey<T>(map: Map<T, T>, compareKey: T) {
|
||||
let iterator = map.keys();
|
||||
let r: IteratorResult<T>;
|
||||
while (r = iterator.next() , !r.done) {
|
||||
if (JSON.stringify(r.value) == JSON.stringify(compareKey))
|
||||
return true;
|
||||
}
|
||||
|
||||
private static hasKey<T>(map: Map<T, T>, compareKey: T){
|
||||
let iterator = map.keys();
|
||||
let r: IteratorResult<T>;
|
||||
while (r = iterator.next() , !r.done) {
|
||||
if (JSON.stringify(r.value) == JSON.stringify(compareKey))
|
||||
return true;
|
||||
return false;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,7 +1,9 @@
|
||||
interface IUnweightedGraph<T>{
|
||||
/**
|
||||
* getNeighbors方法应该返回从传入的节点可以到达的任何相邻节点。
|
||||
* @param node
|
||||
*/
|
||||
getNeighbors(node: T): T[];
|
||||
}
|
||||
module es {
|
||||
export interface IUnweightedGraph<T> {
|
||||
/**
|
||||
* getNeighbors方法应该返回从传入的节点可以到达的任何相邻节点。
|
||||
* @param node
|
||||
*/
|
||||
getNeighbors(node: T): T[];
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,16 +1,18 @@
|
||||
/**
|
||||
* 一个未加权图的基本实现。所有的边都被缓存。这种类型的图最适合于非基于网格的图。
|
||||
* 作为边添加的任何节点都必须在边字典中有一个条目作为键。
|
||||
*/
|
||||
class UnweightedGraph<T> implements IUnweightedGraph<T> {
|
||||
public edges: Map<T, T[]> = new Map<T, T[]>();
|
||||
module es {
|
||||
/**
|
||||
* 一个未加权图的基本实现。所有的边都被缓存。这种类型的图最适合于非基于网格的图。
|
||||
* 作为边添加的任何节点都必须在边字典中有一个条目作为键。
|
||||
*/
|
||||
export class UnweightedGraph<T> implements IUnweightedGraph<T> {
|
||||
public edges: Map<T, T[]> = new Map<T, T[]>();
|
||||
|
||||
public addEdgesForNode(node: T, edges: T[]){
|
||||
this.edges.set(node, edges);
|
||||
return this;
|
||||
}
|
||||
public addEdgesForNode(node: T, edges: T[]) {
|
||||
this.edges.set(node, edges);
|
||||
return this;
|
||||
}
|
||||
|
||||
public getNeighbors(node: T){
|
||||
return this.edges.get(node);
|
||||
public getNeighbors(node: T) {
|
||||
return this.edges.get(node);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,61 +1,63 @@
|
||||
///<reference path="../../../Math/Vector2.ts" />
|
||||
/**
|
||||
* 基本的未加权网格图形用于BreadthFirstPathfinder
|
||||
*/
|
||||
class UnweightedGridGraph implements IUnweightedGraph<Vector2> {
|
||||
private static readonly CARDINAL_DIRS: Vector2[] = [
|
||||
new Vector2(1, 0),
|
||||
new Vector2(0, -1),
|
||||
new Vector2(-1, 0),
|
||||
new Vector2(0, -1)
|
||||
];
|
||||
module es {
|
||||
/**
|
||||
* 基本的未加权网格图形用于BreadthFirstPathfinder
|
||||
*/
|
||||
export class UnweightedGridGraph implements IUnweightedGraph<Vector2> {
|
||||
private static readonly CARDINAL_DIRS: Vector2[] = [
|
||||
new Vector2(1, 0),
|
||||
new Vector2(0, -1),
|
||||
new Vector2(-1, 0),
|
||||
new Vector2(0, -1)
|
||||
];
|
||||
|
||||
private static readonly COMPASS_DIRS = [
|
||||
new Vector2(1, 0),
|
||||
new Vector2(1, -1),
|
||||
new Vector2(0, -1),
|
||||
new Vector2(-1, -1),
|
||||
new Vector2(-1, 0),
|
||||
new Vector2(-1, 1),
|
||||
new Vector2(0, 1),
|
||||
new Vector2(1, 1),
|
||||
];
|
||||
private static readonly COMPASS_DIRS = [
|
||||
new Vector2(1, 0),
|
||||
new Vector2(1, -1),
|
||||
new Vector2(0, -1),
|
||||
new Vector2(-1, -1),
|
||||
new Vector2(-1, 0),
|
||||
new Vector2(-1, 1),
|
||||
new Vector2(0, 1),
|
||||
new Vector2(1, 1),
|
||||
];
|
||||
|
||||
public walls: Vector2[] = [];
|
||||
public walls: Vector2[] = [];
|
||||
|
||||
private _width: number;
|
||||
private _hegiht: number;
|
||||
private _width: number;
|
||||
private _hegiht: number;
|
||||
|
||||
private _dirs: Vector2[];
|
||||
private _neighbors: Vector2[] = new Array(4);
|
||||
private _dirs: Vector2[];
|
||||
private _neighbors: Vector2[] = new Array(4);
|
||||
|
||||
constructor(width: number, height: number, allowDiagonalSearch: boolean = false) {
|
||||
this._width = width;
|
||||
this._hegiht = height;
|
||||
this._dirs = allowDiagonalSearch ? UnweightedGridGraph.COMPASS_DIRS : UnweightedGridGraph.CARDINAL_DIRS;
|
||||
constructor(width: number, height: number, allowDiagonalSearch: boolean = false) {
|
||||
this._width = width;
|
||||
this._hegiht = height;
|
||||
this._dirs = allowDiagonalSearch ? UnweightedGridGraph.COMPASS_DIRS : UnweightedGridGraph.CARDINAL_DIRS;
|
||||
}
|
||||
|
||||
public isNodeInBounds(node: Vector2): boolean {
|
||||
return 0 <= node.x && node.x < this._width && 0 <= node.y && node.y < this._hegiht;
|
||||
}
|
||||
|
||||
public isNodePassable(node: Vector2): boolean {
|
||||
return !this.walls.firstOrDefault(wall => JSON.stringify(wall) == JSON.stringify(node));
|
||||
}
|
||||
|
||||
public getNeighbors(node: Vector2) {
|
||||
this._neighbors.length = 0;
|
||||
|
||||
this._dirs.forEach(dir => {
|
||||
let next = new Vector2(node.x + dir.x, node.y + dir.y);
|
||||
if (this.isNodeInBounds(next) && this.isNodePassable(next))
|
||||
this._neighbors.push(next);
|
||||
});
|
||||
|
||||
return this._neighbors;
|
||||
}
|
||||
|
||||
public search(start: Vector2, goal: Vector2): Vector2[] {
|
||||
return BreadthFirstPathfinder.search(this, start, goal);
|
||||
}
|
||||
}
|
||||
|
||||
public isNodeInBounds(node: Vector2): boolean {
|
||||
return 0 <= node.x && node.x < this._width && 0 <= node.y && node.y < this._hegiht;
|
||||
}
|
||||
|
||||
public isNodePassable(node: Vector2): boolean {
|
||||
return !this.walls.firstOrDefault(wall => JSON.stringify(wall) == JSON.stringify(node));
|
||||
}
|
||||
|
||||
public getNeighbors(node: Vector2) {
|
||||
this._neighbors.length = 0;
|
||||
|
||||
this._dirs.forEach(dir => {
|
||||
let next = new Vector2(node.x + dir.x, node.y + dir.y);
|
||||
if (this.isNodeInBounds(next) && this.isNodePassable(next))
|
||||
this._neighbors.push(next);
|
||||
});
|
||||
|
||||
return this._neighbors;
|
||||
}
|
||||
|
||||
public search(start: Vector2, goal: Vector2): Vector2[] {
|
||||
return BreadthFirstPathfinder.search(this, start, goal);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,14 +1,16 @@
|
||||
interface IWeightedGraph<T>{
|
||||
/**
|
||||
*
|
||||
* @param node
|
||||
*/
|
||||
getNeighbors(node: T): T[];
|
||||
module es {
|
||||
export interface IWeightedGraph<T> {
|
||||
/**
|
||||
*
|
||||
* @param node
|
||||
*/
|
||||
getNeighbors(node: T): T[];
|
||||
|
||||
/**
|
||||
*
|
||||
* @param from
|
||||
* @param to
|
||||
*/
|
||||
cost(from: T, to: T): number;
|
||||
}
|
||||
/**
|
||||
*
|
||||
* @param from
|
||||
* @param to
|
||||
*/
|
||||
cost(from: T, to: T): number;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,67 +1,69 @@
|
||||
///<reference path="../../../Math/Vector2.ts" />
|
||||
/**
|
||||
* 支持一种加权节点的基本网格图
|
||||
*/
|
||||
class WeightedGridGraph implements IWeightedGraph<Vector2> {
|
||||
public static readonly CARDINAL_DIRS = [
|
||||
new Vector2(1, 0),
|
||||
new Vector2(0, -1),
|
||||
new Vector2(-1, 0),
|
||||
new Vector2(0, 1)
|
||||
];
|
||||
module es {
|
||||
/**
|
||||
* 支持一种加权节点的基本网格图
|
||||
*/
|
||||
export class WeightedGridGraph implements IWeightedGraph<Vector2> {
|
||||
public static readonly CARDINAL_DIRS = [
|
||||
new Vector2(1, 0),
|
||||
new Vector2(0, -1),
|
||||
new Vector2(-1, 0),
|
||||
new Vector2(0, 1)
|
||||
];
|
||||
|
||||
private static readonly COMPASS_DIRS = [
|
||||
new Vector2(1, 0),
|
||||
new Vector2(1, -1),
|
||||
new Vector2(0, -1),
|
||||
new Vector2(-1, -1),
|
||||
new Vector2(-1, 0),
|
||||
new Vector2(-1, 1),
|
||||
new Vector2(0, 1),
|
||||
new Vector2(1, 1),
|
||||
];
|
||||
private static readonly COMPASS_DIRS = [
|
||||
new Vector2(1, 0),
|
||||
new Vector2(1, -1),
|
||||
new Vector2(0, -1),
|
||||
new Vector2(-1, -1),
|
||||
new Vector2(-1, 0),
|
||||
new Vector2(-1, 1),
|
||||
new Vector2(0, 1),
|
||||
new Vector2(1, 1),
|
||||
];
|
||||
|
||||
public walls: Vector2[] = [];
|
||||
public weightedNodes: Vector2[] = [];
|
||||
public defaultWeight = 1;
|
||||
public weightedNodeWeight = 5;
|
||||
public walls: Vector2[] = [];
|
||||
public weightedNodes: Vector2[] = [];
|
||||
public defaultWeight = 1;
|
||||
public weightedNodeWeight = 5;
|
||||
|
||||
private _width: number;
|
||||
private _height: number;
|
||||
private _dirs: Vector2[];
|
||||
private _neighbors: Vector2[] = new Array(4);
|
||||
private _width: number;
|
||||
private _height: number;
|
||||
private _dirs: Vector2[];
|
||||
private _neighbors: Vector2[] = new Array(4);
|
||||
|
||||
constructor(width: number, height: number, allowDiagonalSearch: boolean = false){
|
||||
this._width = width;
|
||||
this._height = height;
|
||||
this._dirs = allowDiagonalSearch ? WeightedGridGraph.COMPASS_DIRS : WeightedGridGraph.CARDINAL_DIRS;
|
||||
constructor(width: number, height: number, allowDiagonalSearch: boolean = false) {
|
||||
this._width = width;
|
||||
this._height = height;
|
||||
this._dirs = allowDiagonalSearch ? WeightedGridGraph.COMPASS_DIRS : WeightedGridGraph.CARDINAL_DIRS;
|
||||
}
|
||||
|
||||
public isNodeInBounds(node: Vector2) {
|
||||
return 0 <= node.x && node.x < this._width && 0 <= node.y && node.y < this._height;
|
||||
}
|
||||
|
||||
public isNodePassable(node: Vector2): boolean {
|
||||
return !this.walls.firstOrDefault(wall => JSON.stringify(wall) == JSON.stringify(node));
|
||||
}
|
||||
|
||||
public search(start: Vector2, goal: Vector2) {
|
||||
return WeightedPathfinder.search(this, start, goal);
|
||||
}
|
||||
|
||||
public getNeighbors(node: Vector2): Vector2[] {
|
||||
this._neighbors.length = 0;
|
||||
|
||||
this._dirs.forEach(dir => {
|
||||
let next = new Vector2(node.x + dir.x, node.y + dir.y);
|
||||
if (this.isNodeInBounds(next) && this.isNodePassable(next))
|
||||
this._neighbors.push(next);
|
||||
});
|
||||
|
||||
return this._neighbors;
|
||||
}
|
||||
|
||||
public cost(from: Vector2, to: Vector2): number {
|
||||
return this.weightedNodes.find(t => JSON.stringify(t) == JSON.stringify(to)) ? this.weightedNodeWeight : this.defaultWeight;
|
||||
}
|
||||
}
|
||||
|
||||
public isNodeInBounds(node: Vector2){
|
||||
return 0 <= node.x && node.x < this._width && 0 <= node.y && node.y < this._height;
|
||||
}
|
||||
|
||||
public isNodePassable(node: Vector2): boolean {
|
||||
return !this.walls.firstOrDefault(wall => JSON.stringify(wall) == JSON.stringify(node));
|
||||
}
|
||||
|
||||
public search(start: Vector2, goal: Vector2){
|
||||
return WeightedPathfinder.search(this, start, goal);
|
||||
}
|
||||
|
||||
public getNeighbors(node: Vector2): Vector2[]{
|
||||
this._neighbors.length = 0;
|
||||
|
||||
this._dirs.forEach(dir => {
|
||||
let next = new Vector2(node.x + dir.x, node.y + dir.y);
|
||||
if (this.isNodeInBounds(next) && this.isNodePassable(next))
|
||||
this._neighbors.push(next);
|
||||
});
|
||||
|
||||
return this._neighbors;
|
||||
}
|
||||
|
||||
public cost(from: Vector2, to: Vector2): number{
|
||||
return this.weightedNodes.find(t => JSON.stringify(t) == JSON.stringify(to)) ? this.weightedNodeWeight : this.defaultWeight;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,83 +1,85 @@
|
||||
class WeightedNode<T> extends PriorityQueueNode {
|
||||
public data: T;
|
||||
module es {
|
||||
export class WeightedNode<T> extends PriorityQueueNode {
|
||||
public data: T;
|
||||
|
||||
constructor(data: T){
|
||||
super();
|
||||
this.data = data;
|
||||
constructor(data: T) {
|
||||
super();
|
||||
this.data = data;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
class WeightedPathfinder {
|
||||
public static search<T>(graph: IWeightedGraph<T>, start: T, goal: T){
|
||||
let foundPath = false;
|
||||
export class WeightedPathfinder {
|
||||
public static search<T>(graph: IWeightedGraph<T>, start: T, goal: T) {
|
||||
let foundPath = false;
|
||||
|
||||
let cameFrom = new Map<T, T>();
|
||||
cameFrom.set(start, start);
|
||||
let cameFrom = new Map<T, T>();
|
||||
cameFrom.set(start, start);
|
||||
|
||||
let costSoFar = new Map<T, number>();
|
||||
let frontier = new PriorityQueue<WeightedNode<T>>(1000);
|
||||
frontier.enqueue(new WeightedNode<T>(start), 0);
|
||||
let costSoFar = new Map<T, number>();
|
||||
let frontier = new PriorityQueue<WeightedNode<T>>(1000);
|
||||
frontier.enqueue(new WeightedNode<T>(start), 0);
|
||||
|
||||
costSoFar.set(start, 0);
|
||||
costSoFar.set(start, 0);
|
||||
|
||||
while (frontier.count > 0){
|
||||
let current = frontier.dequeue();
|
||||
|
||||
if (JSON.stringify(current.data) == JSON.stringify(goal)){
|
||||
foundPath = true;
|
||||
break;
|
||||
while (frontier.count > 0) {
|
||||
let current = frontier.dequeue();
|
||||
|
||||
if (JSON.stringify(current.data) == JSON.stringify(goal)) {
|
||||
foundPath = true;
|
||||
break;
|
||||
}
|
||||
|
||||
graph.getNeighbors(current.data).forEach(next => {
|
||||
let newCost = costSoFar.get(current.data) + graph.cost(current.data, next);
|
||||
if (!this.hasKey(costSoFar, next) || newCost < costSoFar.get(next)) {
|
||||
costSoFar.set(next, newCost);
|
||||
let priprity = newCost;
|
||||
frontier.enqueue(new WeightedNode<T>(next), priprity);
|
||||
cameFrom.set(next, current.data);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
graph.getNeighbors(current.data).forEach(next => {
|
||||
let newCost = costSoFar.get(current.data) + graph.cost(current.data, next);
|
||||
if (!this.hasKey(costSoFar, next) || newCost < costSoFar.get(next)){
|
||||
costSoFar.set(next, newCost);
|
||||
let priprity = newCost;
|
||||
frontier.enqueue(new WeightedNode<T>(next), priprity);
|
||||
cameFrom.set(next, current.data);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
return foundPath ? this.recontructPath(cameFrom, start, goal) : null;
|
||||
}
|
||||
|
||||
private static hasKey<T>(map: Map<T, number>, compareKey: T){
|
||||
let iterator = map.keys();
|
||||
let r: IteratorResult<T>;
|
||||
while (r = iterator.next() , !r.done) {
|
||||
if (JSON.stringify(r.value) == JSON.stringify(compareKey))
|
||||
return true;
|
||||
return foundPath ? this.recontructPath(cameFrom, start, goal) : null;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
public static recontructPath<T>(cameFrom: Map<T, T>, start: T, goal: T): T[] {
|
||||
let path = [];
|
||||
let current = goal;
|
||||
path.push(goal);
|
||||
|
||||
private static getKey<T>(map: Map<T, T>, compareKey: T){
|
||||
let iterator = map.keys();
|
||||
let valueIterator = map.values();
|
||||
let r: IteratorResult<T>;
|
||||
let v: IteratorResult<T>;
|
||||
while (r = iterator.next(), v = valueIterator.next(), !r.done) {
|
||||
if (JSON.stringify(r.value) == JSON.stringify(compareKey))
|
||||
return v.value;
|
||||
while (current != start) {
|
||||
current = this.getKey(cameFrom, current);
|
||||
path.push(current);
|
||||
}
|
||||
|
||||
path.reverse();
|
||||
|
||||
return path;
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
private static hasKey<T>(map: Map<T, number>, compareKey: T) {
|
||||
let iterator = map.keys();
|
||||
let r: IteratorResult<T>;
|
||||
while (r = iterator.next() , !r.done) {
|
||||
if (JSON.stringify(r.value) == JSON.stringify(compareKey))
|
||||
return true;
|
||||
}
|
||||
|
||||
public static recontructPath<T>(cameFrom: Map<T, T>, start: T, goal: T): T[]{
|
||||
let path = [];
|
||||
let current = goal;
|
||||
path.push(goal);
|
||||
|
||||
while (current != start){
|
||||
current = this.getKey(cameFrom, current);
|
||||
path.push(current);
|
||||
return false;
|
||||
}
|
||||
|
||||
path.reverse();
|
||||
private static getKey<T>(map: Map<T, T>, compareKey: T) {
|
||||
let iterator = map.keys();
|
||||
let valueIterator = map.values();
|
||||
let r: IteratorResult<T>;
|
||||
let v: IteratorResult<T>;
|
||||
while (r = iterator.next(), v = valueIterator.next(), !r.done) {
|
||||
if (JSON.stringify(r.value) == JSON.stringify(compareKey))
|
||||
return v.value;
|
||||
}
|
||||
|
||||
return path;
|
||||
return null;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,24 @@
|
||||
module es {
|
||||
export class Debug {
|
||||
private static _debugDrawItems: DebugDrawItem[] = [];
|
||||
|
||||
public static drawHollowRect(rectanle: Rectangle, color: number, duration = 0) {
|
||||
this._debugDrawItems.push(new DebugDrawItem(rectanle, color, duration));
|
||||
}
|
||||
|
||||
public static render() {
|
||||
if (this._debugDrawItems.length > 0) {
|
||||
let debugShape = new egret.Shape();
|
||||
if (Core.scene) {
|
||||
Core.scene.addChild(debugShape);
|
||||
}
|
||||
|
||||
for (let i = this._debugDrawItems.length - 1; i >= 0; i--) {
|
||||
let item = this._debugDrawItems[i];
|
||||
if (item.draw(debugShape))
|
||||
this._debugDrawItems.removeAt(i);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,4 +1,6 @@
|
||||
class DebugDefaults {
|
||||
public static verletParticle = 0xDC345E;
|
||||
public static verletConstraintEdge = 0x433E36;
|
||||
}
|
||||
module es {
|
||||
export class DebugDefaults {
|
||||
public static verletParticle = 0xDC345E;
|
||||
public static verletConstraintEdge = 0x433E36;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,49 @@
|
||||
module es {
|
||||
export enum DebugDrawType {
|
||||
line,
|
||||
hollowRectangle,
|
||||
pixel,
|
||||
text
|
||||
}
|
||||
|
||||
export class DebugDrawItem {
|
||||
public rectangle: Rectangle;
|
||||
public color: number;
|
||||
public duration: number;
|
||||
public drawType: DebugDrawType;
|
||||
public text: string;
|
||||
public start: Vector2;
|
||||
public end: Vector2;
|
||||
public x: number;
|
||||
public y: number;
|
||||
public size: number;
|
||||
|
||||
constructor(rectangle: Rectangle, color: number, duration: number) {
|
||||
this.rectangle = rectangle;
|
||||
this.color = color;
|
||||
this.duration = duration;
|
||||
this.drawType = DebugDrawType.hollowRectangle;
|
||||
}
|
||||
|
||||
public draw(shape: egret.Shape): boolean {
|
||||
switch (this.drawType) {
|
||||
case DebugDrawType.line:
|
||||
DrawUtils.drawLine(shape, this.start, this.end, this.color);
|
||||
break;
|
||||
case DebugDrawType.hollowRectangle:
|
||||
DrawUtils.drawHollowRect(shape, this.rectangle, this.color);
|
||||
break;
|
||||
case DebugDrawType.pixel:
|
||||
DrawUtils.drawPixel(shape, new Vector2(this.x, this.y), this.color, this.size);
|
||||
break;
|
||||
case DebugDrawType.text:
|
||||
break;
|
||||
}
|
||||
|
||||
this.duration -= Time.deltaTime;
|
||||
return this.duration < 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
+133
-71
@@ -1,75 +1,137 @@
|
||||
abstract class Component extends egret.DisplayObjectContainer {
|
||||
public entity: Entity;
|
||||
private _enabled: boolean = true;
|
||||
public updateInterval: number = 1;
|
||||
/** 允许用户为实体存入信息 */
|
||||
public userData: any;
|
||||
module es {
|
||||
/**
|
||||
* 执行顺序
|
||||
* - onAddedToEntity
|
||||
* - OnEnabled
|
||||
*
|
||||
* 删除执行顺序
|
||||
* - onRemovedFromEntity
|
||||
*/
|
||||
export abstract class Component extends egret.HashObject {
|
||||
/**
|
||||
* 此组件附加的实体
|
||||
*/
|
||||
public entity: Entity;
|
||||
/**
|
||||
* 更新该组件的时间间隔。这与实体的更新间隔无关。
|
||||
*/
|
||||
public updateInterval: number = 1;
|
||||
|
||||
public get enabled(){
|
||||
return this.entity ? this.entity.enabled && this._enabled : this._enabled;
|
||||
}
|
||||
|
||||
public set enabled(value: boolean){
|
||||
this.setEnabled(value);
|
||||
}
|
||||
|
||||
public setEnabled(isEnabled: boolean){
|
||||
if (this._enabled != isEnabled){
|
||||
this._enabled = isEnabled;
|
||||
|
||||
if (this._enabled){
|
||||
this.onEnabled();
|
||||
}else{
|
||||
this.onDisabled();
|
||||
}
|
||||
/**
|
||||
* 快速访问 this.entity.transform
|
||||
*/
|
||||
public get transform(): Transform {
|
||||
return this.entity.transform;
|
||||
}
|
||||
|
||||
return this;
|
||||
private _enabled: boolean = true;
|
||||
|
||||
/**
|
||||
* 如果组件和实体都已启用,则为。当启用该组件时,将调用该组件的生命周期方法。状态的改变会导致调用onEnabled/onDisable。
|
||||
*/
|
||||
public get enabled() {
|
||||
return this.entity ? this.entity.enabled && this._enabled : this._enabled;
|
||||
}
|
||||
|
||||
/**
|
||||
* 如果组件和实体都已启用,则为。当启用该组件时,将调用该组件的生命周期方法。状态的改变会导致调用onEnabled/onDisable。
|
||||
* @param value
|
||||
*/
|
||||
public set enabled(value: boolean) {
|
||||
this.setEnabled(value);
|
||||
}
|
||||
|
||||
private _updateOrder = 0;
|
||||
|
||||
/** 更新此实体上组件的顺序 */
|
||||
public get updateOrder() {
|
||||
return this._updateOrder;
|
||||
}
|
||||
|
||||
/** 更新此实体上组件的顺序 */
|
||||
public set updateOrder(value: number) {
|
||||
this.setUpdateOrder(value);
|
||||
}
|
||||
|
||||
/**
|
||||
* 当此组件已分配其实体,但尚未添加到实体的活动组件列表时调用。有用的东西,如物理组件,需要访问转换来修改碰撞体的属性。
|
||||
*/
|
||||
public initialize() {
|
||||
}
|
||||
|
||||
/**
|
||||
* 在提交所有挂起的组件更改后,将该组件添加到场景时调用。此时,设置了实体字段和实体。场景也设定好了。
|
||||
*/
|
||||
public onAddedToEntity() {
|
||||
}
|
||||
|
||||
/**
|
||||
* 当此组件从其实体中移除时调用。在这里做所有的清理工作。
|
||||
*/
|
||||
public onRemovedFromEntity() {
|
||||
}
|
||||
|
||||
/**
|
||||
* 当实体的位置改变时调用。这允许组件知道它们由于父实体的移动而移动了。
|
||||
* @param comp
|
||||
*/
|
||||
public onEntityTransformChanged(comp: transform.Component) {
|
||||
}
|
||||
|
||||
/**
|
||||
*
|
||||
*/
|
||||
public debugRender() {
|
||||
}
|
||||
|
||||
/**
|
||||
*当父实体或此组件启用时调用
|
||||
*/
|
||||
public onEnabled() {
|
||||
}
|
||||
|
||||
/**
|
||||
* 禁用父实体或此组件时调用
|
||||
*/
|
||||
public onDisabled() {
|
||||
}
|
||||
|
||||
/**
|
||||
* 当该组件启用时每帧进行调用
|
||||
*/
|
||||
public update() {
|
||||
}
|
||||
|
||||
public setEnabled(isEnabled: boolean) {
|
||||
if (this._enabled != isEnabled) {
|
||||
this._enabled = isEnabled;
|
||||
|
||||
if (this._enabled) {
|
||||
this.onEnabled();
|
||||
} else {
|
||||
this.onDisabled();
|
||||
}
|
||||
}
|
||||
|
||||
return this;
|
||||
}
|
||||
|
||||
public setUpdateOrder(updateOrder: number) {
|
||||
if (this._updateOrder != updateOrder) {
|
||||
this._updateOrder = updateOrder;
|
||||
}
|
||||
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
* 创建此组件的克隆
|
||||
*/
|
||||
public clone(): Component {
|
||||
let component = ObjectUtils.clone<Component>(this);
|
||||
component.entity = null;
|
||||
|
||||
return component;
|
||||
}
|
||||
}
|
||||
|
||||
public initialize(){
|
||||
}
|
||||
|
||||
public onAddedToEntity(){
|
||||
|
||||
}
|
||||
|
||||
public onRemovedFromEntity(){
|
||||
|
||||
}
|
||||
|
||||
public onEnabled(){
|
||||
|
||||
}
|
||||
|
||||
public onDisabled(){
|
||||
|
||||
}
|
||||
|
||||
public update(){
|
||||
|
||||
}
|
||||
|
||||
public debugRender(){
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* 当实体的位置改变时调用。这允许组件知道它们由于父实体的移动而移动了。
|
||||
* @param comp
|
||||
*/
|
||||
public onEntityTransformChanged(comp: TransformComponent){
|
||||
|
||||
}
|
||||
|
||||
/** 内部使用 运行时不应该调用 */
|
||||
public registerComponent(){
|
||||
this.entity.componentBits.set(ComponentTypeManager.getIndexFor(this), false);
|
||||
this.entity.scene.entityProcessors.onComponentAdded(this.entity);
|
||||
}
|
||||
|
||||
public deregisterComponent(){
|
||||
this.entity.componentBits.set(ComponentTypeManager.getIndexFor(this));
|
||||
this.entity.scene.entityProcessors.onComponentRemoved(this.entity);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
+460
-211
@@ -1,235 +1,484 @@
|
||||
///<reference path="../Component.ts"/>
|
||||
class Camera extends Component {
|
||||
private _zoom;
|
||||
private _origin: Vector2 = Vector2.zero;
|
||||
|
||||
private _minimumZoom = 0.3;
|
||||
private _maximumZoom = 3;
|
||||
|
||||
private _position: Vector2 = Vector2.zero;
|
||||
/**
|
||||
* 如果相机模式为cameraWindow 则会进行缓动移动
|
||||
* 该值为移动速度
|
||||
*/
|
||||
public followLerp = 0.1;
|
||||
public deadzone: Rectangle = new Rectangle();
|
||||
/** 锁定偏移量 默认中心 */
|
||||
public focusOffset: Vector2 = new Vector2();
|
||||
/** 是否地图锁定 如果锁定则需要设置mapSize属性 */
|
||||
public mapLockEnabled: boolean = false;
|
||||
/** 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 */
|
||||
public mapSize: Vector2 = new Vector2();
|
||||
/** 跟随的实体 设置后镜头将锁定目标为中心 */
|
||||
public targetEntity: Entity;
|
||||
private _worldSpaceDeadZone: Rectangle = new Rectangle();
|
||||
private _desiredPositionDelta: Vector2 = new Vector2();
|
||||
private _targetCollider: Collider;
|
||||
/** 相机模式 */
|
||||
public cameraStyle: CameraStyle = CameraStyle.lockOn;
|
||||
|
||||
public get zoom(){
|
||||
if (this._zoom == 0)
|
||||
return 1;
|
||||
|
||||
if (this._zoom < 1)
|
||||
return MathHelper.map(this._zoom, this._minimumZoom, 1, -1, 0);
|
||||
|
||||
return MathHelper.map(this._zoom, 1, this._maximumZoom, 0, 1);
|
||||
module es {
|
||||
export enum CameraStyle {
|
||||
lockOn,
|
||||
cameraWindow,
|
||||
}
|
||||
|
||||
public set zoom(value: number){
|
||||
this.setZoom(value);
|
||||
export class CameraInset {
|
||||
public left: number = 0;
|
||||
public right: number = 0;
|
||||
public top: number = 0;
|
||||
public bottom: number = 0;
|
||||
}
|
||||
|
||||
public get minimumZoom(){
|
||||
return this._minimumZoom;
|
||||
}
|
||||
export class Camera extends Component {
|
||||
public _inset: CameraInset = new CameraInset();
|
||||
public _areMatrixedDirty: boolean = true;
|
||||
public _areBoundsDirty: boolean = true;
|
||||
public _isProjectionMatrixDirty = true;
|
||||
/**
|
||||
* 如果相机模式为cameraWindow 则会进行缓动移动
|
||||
* 该值为移动速度
|
||||
*/
|
||||
public followLerp = 0.1;
|
||||
/**
|
||||
* 在cameraWindow模式下,宽度/高度被用做边界框,允许在不移动相机的情况下移动
|
||||
* 在lockOn模式下,只使用deadZone的x/y值 你可以通过直接setCenteredDeadzone重写它来自定义deadZone
|
||||
*/
|
||||
public deadzone: Rectangle = new Rectangle();
|
||||
/**
|
||||
* 相机聚焦于屏幕中心的偏移
|
||||
*/
|
||||
public focusOffset: Vector2 = Vector2.zero;
|
||||
/**
|
||||
* 如果为true 相机位置则不会超出地图矩形(0, 0, mapwidth, mapheight)
|
||||
*/
|
||||
public mapLockEnabled: boolean = false;
|
||||
/**
|
||||
* 當前地圖映射的寬度和高度
|
||||
*/
|
||||
public mapSize: Vector2 = Vector2.zero;
|
||||
public _targetEntity: Entity;
|
||||
public _targetCollider: Collider;
|
||||
public _desiredPositionDelta: Vector2 = new Vector2();
|
||||
public _cameraStyle: CameraStyle;
|
||||
public _worldSpaceDeadZone: Rectangle = new Rectangle();
|
||||
|
||||
public set minimumZoom(value: number){
|
||||
this.setMinimumZoom(value);
|
||||
}
|
||||
constructor(targetEntity: Entity = null, cameraStyle: CameraStyle = CameraStyle.lockOn) {
|
||||
super();
|
||||
|
||||
public get maximumZoom(){
|
||||
return this._maximumZoom;
|
||||
}
|
||||
|
||||
public set maximumZoom(value: number){
|
||||
this.setMaximumZoom(value);
|
||||
}
|
||||
|
||||
public get origin(){
|
||||
return this._origin;
|
||||
}
|
||||
|
||||
public set origin(value: Vector2){
|
||||
if (this._origin != value){
|
||||
this._origin = value;
|
||||
}
|
||||
}
|
||||
|
||||
public get position(){
|
||||
return this._position;
|
||||
}
|
||||
|
||||
public set position(value: Vector2){
|
||||
this._position = value;
|
||||
}
|
||||
|
||||
public get x(){
|
||||
return this._position.x;
|
||||
}
|
||||
public set x(value: number){
|
||||
this._position.x = value;
|
||||
}
|
||||
public get y(){
|
||||
return this._position.y;
|
||||
}
|
||||
public set y(value: number){
|
||||
this._position.y = value;
|
||||
}
|
||||
|
||||
constructor() {
|
||||
super();
|
||||
|
||||
this.width = SceneManager.stage.stageWidth;
|
||||
this.height = SceneManager.stage.stageHeight;
|
||||
this.setZoom(0);
|
||||
}
|
||||
|
||||
public onSceneSizeChanged(newWidth: number, newHeight: number){
|
||||
let oldOrigin = this._origin;
|
||||
this.origin = new Vector2(newWidth / 2, newHeight / 2);
|
||||
|
||||
this.entity.position = Vector2.add(this.entity.position, Vector2.subtract(this._origin, oldOrigin));
|
||||
}
|
||||
|
||||
public setMinimumZoom(minZoom: number): Camera{
|
||||
if (this._zoom < minZoom)
|
||||
this._zoom = this.minimumZoom;
|
||||
|
||||
this._minimumZoom = minZoom;
|
||||
return this;
|
||||
}
|
||||
|
||||
public setMaximumZoom(maxZoom: number): Camera {
|
||||
if (this._zoom > maxZoom)
|
||||
this._zoom = maxZoom;
|
||||
|
||||
this._maximumZoom = maxZoom;
|
||||
return this;
|
||||
}
|
||||
|
||||
public setZoom(zoom: number): Camera{
|
||||
let newZoom = MathHelper.clamp(zoom, -1, 1);
|
||||
if (newZoom == 0){
|
||||
this._zoom = 1;
|
||||
} else if(newZoom < 0){
|
||||
this._zoom = MathHelper.map(newZoom, -1, 0, this._minimumZoom, 1);
|
||||
} else {
|
||||
this._zoom = MathHelper.map(newZoom, 0, 1, 1, this._maximumZoom);
|
||||
this._targetEntity = targetEntity;
|
||||
this._cameraStyle = cameraStyle;
|
||||
this.setZoom(0);
|
||||
}
|
||||
|
||||
SceneManager.scene.scaleX = this._zoom;
|
||||
SceneManager.scene.scaleY = this._zoom;
|
||||
return this;
|
||||
}
|
||||
|
||||
public setRotation(rotation: number): Camera {
|
||||
SceneManager.scene.rotation = rotation;
|
||||
return this;
|
||||
}
|
||||
|
||||
public setPosition(position: Vector2){
|
||||
this.entity.position = position;
|
||||
|
||||
return this;
|
||||
}
|
||||
|
||||
public follow(targetEntity: Entity, cameraStyle: CameraStyle = CameraStyle.cameraWindow){
|
||||
this.targetEntity = targetEntity;
|
||||
this.cameraStyle = cameraStyle;
|
||||
let cameraBounds = new Rectangle(0, 0, SceneManager.stage.stageWidth, SceneManager.stage.stageHeight);
|
||||
|
||||
switch (this.cameraStyle){
|
||||
case CameraStyle.cameraWindow:
|
||||
let w = cameraBounds.width / 6;
|
||||
let h = cameraBounds.height / 3;
|
||||
this.deadzone = new Rectangle((cameraBounds.width - w) / 2, (cameraBounds.height - h) / 2, w, h);
|
||||
break;
|
||||
case CameraStyle.lockOn:
|
||||
this.deadzone = new Rectangle(cameraBounds.width / 2, cameraBounds.height / 2, 10, 10);
|
||||
break;
|
||||
/**
|
||||
* 对entity.transform.position的快速访问
|
||||
*/
|
||||
public get position() {
|
||||
return this.entity.transform.position;
|
||||
}
|
||||
}
|
||||
|
||||
public update(){
|
||||
let cameraBounds = new Rectangle(0, 0, SceneManager.stage.stageWidth, SceneManager.stage.stageHeight);
|
||||
let halfScreen = Vector2.multiply(new Vector2(cameraBounds.width, cameraBounds.height), new Vector2(0.5));
|
||||
this._worldSpaceDeadZone.x = this.position.x - halfScreen.x + this.deadzone.x + this.focusOffset.x;
|
||||
this._worldSpaceDeadZone.y = this.position.y - halfScreen.y + this.deadzone.y + this.focusOffset.y;
|
||||
this._worldSpaceDeadZone.width = this.deadzone.width;
|
||||
this._worldSpaceDeadZone.height = this.deadzone.height;
|
||||
|
||||
if (this.targetEntity)
|
||||
this.updateFollow();
|
||||
|
||||
this.position = Vector2.lerp(this.position, Vector2.add(this.position, this._desiredPositionDelta), this.followLerp);
|
||||
this.entity.roundPosition();
|
||||
|
||||
if (this.mapLockEnabled){
|
||||
this.position = this.clampToMapSize(this.position);
|
||||
this.entity.roundPosition();
|
||||
/**
|
||||
* 对entity.transform.position的快速访问
|
||||
* @param value
|
||||
*/
|
||||
public set position(value: Vector2) {
|
||||
this.entity.transform.position = value;
|
||||
}
|
||||
}
|
||||
|
||||
private clampToMapSize(position: Vector2){
|
||||
let cameraBounds = new Rectangle(0, 0, SceneManager.stage.stageWidth, SceneManager.stage.stageHeight);
|
||||
let halfScreen = Vector2.multiply(new Vector2(cameraBounds.width, cameraBounds.height), new Vector2(0.5));
|
||||
let cameraMax = new Vector2(this.mapSize.x - halfScreen.x, this.mapSize.y - halfScreen.y);
|
||||
/**
|
||||
* 对entity.transform.rotation的快速访问
|
||||
*/
|
||||
public get rotation(): number {
|
||||
return this.entity.transform.rotation;
|
||||
}
|
||||
|
||||
return Vector2.clamp(position, halfScreen, cameraMax);
|
||||
}
|
||||
/**
|
||||
* 对entity.transform.rotation的快速访问
|
||||
* @param value
|
||||
*/
|
||||
public set rotation(value: number) {
|
||||
this.entity.transform.rotation = value;
|
||||
}
|
||||
|
||||
private updateFollow(){
|
||||
this._desiredPositionDelta.x = this._desiredPositionDelta.y = 0;
|
||||
public _zoom;
|
||||
|
||||
if (this.cameraStyle == CameraStyle.lockOn){
|
||||
let targetX = this.targetEntity.position.x;
|
||||
let targetY = this.targetEntity.position.y;
|
||||
/**
|
||||
* 缩放值应该在-1和1之间、然后将该值从minimumZoom转换为maximumZoom。
|
||||
* 允许你设置适当的最小/最大值,然后使用更直观的-1到1的映射来更改缩放
|
||||
*/
|
||||
public get zoom() {
|
||||
if (this._zoom == 0)
|
||||
return 1;
|
||||
|
||||
if (this._worldSpaceDeadZone.x > targetX)
|
||||
this._desiredPositionDelta.x = targetX - this._worldSpaceDeadZone.x;
|
||||
else if(this._worldSpaceDeadZone.x < targetX)
|
||||
this._desiredPositionDelta.x = targetX - this._worldSpaceDeadZone.x;
|
||||
if (this._zoom < 1)
|
||||
return MathHelper.map(this._zoom, this._minimumZoom, 1, -1, 0);
|
||||
|
||||
if (this._worldSpaceDeadZone.y < targetY)
|
||||
this._desiredPositionDelta.y = targetY - this._worldSpaceDeadZone.y;
|
||||
else if(this._worldSpaceDeadZone.y > targetY)
|
||||
this._desiredPositionDelta.y = targetY - this._worldSpaceDeadZone.y;
|
||||
} else {
|
||||
if (!this._targetCollider){
|
||||
this._targetCollider = this.targetEntity.getComponent<Collider>(Collider);
|
||||
if (!this._targetCollider)
|
||||
return;
|
||||
return MathHelper.map(this._zoom, 1, this._maximumZoom, 0, 1);
|
||||
}
|
||||
|
||||
/**
|
||||
* 缩放值应该在-1和1之间、然后将该值从minimumZoom转换为maximumZoom。
|
||||
* 允许你设置适当的最小/最大值,然后使用更直观的-1到1的映射来更改缩放
|
||||
* @param value
|
||||
*/
|
||||
public set zoom(value: number) {
|
||||
this.setZoom(value);
|
||||
}
|
||||
|
||||
public _minimumZoom = 0.3;
|
||||
|
||||
/**
|
||||
* 相机变焦可以达到的最小非缩放值(0-number.max)。默认为0.3
|
||||
*/
|
||||
public get minimumZoom() {
|
||||
return this._minimumZoom;
|
||||
}
|
||||
|
||||
/**
|
||||
* 相机变焦可以达到的最小非缩放值(0-number.max)。默认为0.3
|
||||
* @param value
|
||||
*/
|
||||
public set minimumZoom(value: number) {
|
||||
this.setMinimumZoom(value);
|
||||
}
|
||||
|
||||
public _maximumZoom = 3;
|
||||
|
||||
/**
|
||||
* 相机变焦可以达到的最大非缩放值(0-number.max)。默认为3
|
||||
*/
|
||||
public get maximumZoom() {
|
||||
return this._maximumZoom;
|
||||
}
|
||||
|
||||
/**
|
||||
* 相机变焦可以达到的最大非缩放值(0-number.max)。默认为3
|
||||
* @param value
|
||||
*/
|
||||
public set maximumZoom(value: number) {
|
||||
this.setMaximumZoom(value);
|
||||
}
|
||||
|
||||
public _bounds: Rectangle = new Rectangle();
|
||||
|
||||
/**
|
||||
* 相机的世界-空间边界
|
||||
*/
|
||||
public get bounds() {
|
||||
if (this._areMatrixedDirty)
|
||||
this.updateMatrixes();
|
||||
|
||||
if (this._areBoundsDirty) {
|
||||
// 旋转或非旋转的边界都需要左上角和右下角
|
||||
let topLeft = this.screenToWorldPoint(new Vector2(this._inset.left, this._inset.top));
|
||||
let bottomRight = this.screenToWorldPoint(new Vector2(Core.graphicsDevice.viewport.width - this._inset.right,
|
||||
Core.graphicsDevice.viewport.height - this._inset.bottom));
|
||||
|
||||
if (this.entity.transform.rotation != 0) {
|
||||
// 特别注意旋转的边界。我们需要找到绝对的最小/最大值并从中创建边界
|
||||
let topRight = this.screenToWorldPoint(new Vector2(Core.graphicsDevice.viewport.width - this._inset.right,
|
||||
this._inset.top));
|
||||
let bottomLeft = this.screenToWorldPoint(new Vector2(this._inset.left,
|
||||
Core.graphicsDevice.viewport.height - this._inset.bottom));
|
||||
|
||||
let minX = Math.min(topLeft.x, bottomRight.x, topRight.x, bottomLeft.x);
|
||||
let maxX = Math.max(topLeft.x, bottomRight.x, topRight.x, bottomLeft.x);
|
||||
let minY = Math.min(topLeft.y, bottomRight.y, topRight.y, bottomLeft.y);
|
||||
let maxY = Math.max(topLeft.y, bottomRight.y, topRight.y, bottomLeft.y);
|
||||
|
||||
this._bounds.location = new Vector2(minX, minY);
|
||||
this._bounds.width = maxX - minX;
|
||||
this._bounds.height = maxY - minY;
|
||||
} else {
|
||||
this._bounds.location = topLeft;
|
||||
this._bounds.width = bottomRight.x - topLeft.x;
|
||||
this._bounds.height = bottomRight.y - topLeft.y;
|
||||
}
|
||||
|
||||
this._areBoundsDirty = false;
|
||||
}
|
||||
|
||||
let targetBounds = this.targetEntity.getComponent<Collider>(Collider).bounds;
|
||||
if (!this._worldSpaceDeadZone.containsRect(targetBounds)){
|
||||
if (this._worldSpaceDeadZone.left > targetBounds.left)
|
||||
this._desiredPositionDelta.x = targetBounds.left - this._worldSpaceDeadZone.left;
|
||||
else if(this._worldSpaceDeadZone.right < targetBounds.right)
|
||||
this._desiredPositionDelta.x = targetBounds.right - this._worldSpaceDeadZone.right;
|
||||
return this._bounds;
|
||||
}
|
||||
|
||||
if (this._worldSpaceDeadZone.bottom < targetBounds.bottom)
|
||||
this._desiredPositionDelta.y = targetBounds.bottom - this._worldSpaceDeadZone.bottom;
|
||||
else if(this._worldSpaceDeadZone.top > targetBounds.top)
|
||||
this._desiredPositionDelta.y = targetBounds.top - this._worldSpaceDeadZone.top;
|
||||
public _transformMatrix: Matrix2D = new Matrix2D().identity();
|
||||
|
||||
/**
|
||||
* 用于从世界坐标转换到屏幕
|
||||
*/
|
||||
public get transformMatrix(): Matrix2D {
|
||||
if (this._areMatrixedDirty)
|
||||
this.updateMatrixes();
|
||||
return this._transformMatrix;
|
||||
}
|
||||
|
||||
public _inverseTransformMatrix: Matrix2D = new Matrix2D().identity();
|
||||
|
||||
/**
|
||||
* 用于从屏幕坐标到世界的转换
|
||||
*/
|
||||
public get inverseTransformMatrix(): Matrix2D {
|
||||
if (this._areMatrixedDirty)
|
||||
this.updateMatrixes();
|
||||
return this._inverseTransformMatrix;
|
||||
}
|
||||
|
||||
public _origin: Vector2 = Vector2.zero;
|
||||
|
||||
public get origin() {
|
||||
return this._origin;
|
||||
}
|
||||
|
||||
public set origin(value: Vector2) {
|
||||
if (this._origin != value) {
|
||||
this._origin = value;
|
||||
this._areMatrixedDirty = true;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 当场景渲染目标的大小发生变化时,我们会更新相机的原点并调整它的位置以保持它原来的位置
|
||||
* @param newWidth
|
||||
* @param newHeight
|
||||
*/
|
||||
public onSceneSizeChanged(newWidth: number, newHeight: number) {
|
||||
let oldOrigin = this._origin;
|
||||
this.origin = new Vector2(newWidth / 2, newHeight / 2);
|
||||
|
||||
this.entity.transform.position = Vector2.add(this.entity.transform.position, Vector2.subtract(this._origin, oldOrigin));
|
||||
}
|
||||
|
||||
/**
|
||||
* 设置用于从视口边缘插入摄像机边界的量
|
||||
* @param left
|
||||
* @param right
|
||||
* @param top
|
||||
* @param bottom
|
||||
*/
|
||||
public setInset(left: number, right: number, top: number, bottom: number): Camera {
|
||||
this._inset = new CameraInset();
|
||||
this._inset.left = left;
|
||||
this._inset.right = right;
|
||||
this._inset.top = top;
|
||||
this._inset.bottom = bottom;
|
||||
this._areBoundsDirty = true;
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
* 对entity.transform.setPosition快速访问
|
||||
* @param position
|
||||
*/
|
||||
public setPosition(position: Vector2) {
|
||||
this.entity.transform.setPosition(position.x, position.y);
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
* 对entity.transform.setRotation的快速访问
|
||||
* @param rotation
|
||||
*/
|
||||
public setRotation(rotation: number): Camera {
|
||||
this.entity.transform.setRotation(rotation);
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
* 设置缩放值,缩放值应该在-1到1之间。然后将该值从minimumZoom转换为maximumZoom
|
||||
* 允许您设置适当的最小/最大值。使用更直观的-1到1的映射来更改缩放
|
||||
* @param zoom
|
||||
*/
|
||||
public setZoom(zoom: number): Camera {
|
||||
let newZoom = MathHelper.clamp(zoom, -1, 1);
|
||||
if (newZoom == 0) {
|
||||
this._zoom = 1;
|
||||
} else if (newZoom < 0) {
|
||||
this._zoom = MathHelper.map(newZoom, -1, 0, this._minimumZoom, 1);
|
||||
} else {
|
||||
this._zoom = MathHelper.map(newZoom, 0, 1, 1, this._maximumZoom);
|
||||
}
|
||||
this._areMatrixedDirty = true;
|
||||
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
* 相机变焦可以达到的最小非缩放值(0-number.max) 默认为0.3
|
||||
* @param minZoom
|
||||
*/
|
||||
public setMinimumZoom(minZoom: number): Camera {
|
||||
if (minZoom <= 0) {
|
||||
console.error("minimumZoom must be greater than zero");
|
||||
return;
|
||||
}
|
||||
|
||||
if (this._zoom < minZoom)
|
||||
this._zoom = this.minimumZoom;
|
||||
|
||||
this._minimumZoom = minZoom;
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
* 相机变焦可以达到的最大非缩放值(0-number.max) 默认为3
|
||||
* @param maxZoom
|
||||
*/
|
||||
public setMaximumZoom(maxZoom: number): Camera {
|
||||
if (maxZoom <= 0) {
|
||||
console.error("maximumZoom must be greater than zero");
|
||||
return;
|
||||
}
|
||||
|
||||
if (this._zoom > maxZoom)
|
||||
this._zoom = maxZoom;
|
||||
|
||||
this._maximumZoom = maxZoom;
|
||||
return this;
|
||||
}
|
||||
|
||||
public onEntityTransformChanged(comp: transform.Component) {
|
||||
this._areMatrixedDirty = true;
|
||||
}
|
||||
|
||||
public zoomIn(deltaZoom: number) {
|
||||
this.zoom += deltaZoom;
|
||||
}
|
||||
|
||||
public zoomOut(deltaZoom: number) {
|
||||
this.zoom -= deltaZoom;
|
||||
}
|
||||
|
||||
/**
|
||||
* 将一个点从世界坐标转换到屏幕
|
||||
* @param worldPosition
|
||||
*/
|
||||
public worldToScreenPoint(worldPosition: Vector2): Vector2 {
|
||||
this.updateMatrixes();
|
||||
worldPosition = Vector2.transform(worldPosition, this._transformMatrix);
|
||||
return worldPosition;
|
||||
}
|
||||
|
||||
/**
|
||||
* 将点从屏幕坐标转换为世界坐标
|
||||
* @param screenPosition
|
||||
*/
|
||||
public screenToWorldPoint(screenPosition: Vector2): Vector2 {
|
||||
this.updateMatrixes();
|
||||
screenPosition = Vector2.transform(screenPosition, this._inverseTransformMatrix);
|
||||
return screenPosition;
|
||||
}
|
||||
|
||||
/**
|
||||
* 返回鼠标在世界空间中的位置
|
||||
*/
|
||||
public mouseToWorldPoint(): Vector2 {
|
||||
return this.screenToWorldPoint(Input.touchPosition);
|
||||
}
|
||||
|
||||
public onAddedToEntity() {
|
||||
this.follow(this._targetEntity, this._cameraStyle);
|
||||
}
|
||||
|
||||
public update() {
|
||||
let halfScreen = Vector2.multiply(new Vector2(this.bounds.width, this.bounds.height), new Vector2(0.5));
|
||||
this._worldSpaceDeadZone.x = this.position.x - halfScreen.x * Core.scene.scaleX + this.deadzone.x + this.focusOffset.x;
|
||||
this._worldSpaceDeadZone.y = this.position.y - halfScreen.y * Core.scene.scaleY + this.deadzone.y + this.focusOffset.y;
|
||||
this._worldSpaceDeadZone.width = this.deadzone.width;
|
||||
this._worldSpaceDeadZone.height = this.deadzone.height;
|
||||
|
||||
if (this._targetEntity)
|
||||
this.updateFollow();
|
||||
|
||||
this.position = Vector2.lerp(this.position, Vector2.add(this.position, this._desiredPositionDelta), this.followLerp);
|
||||
this.entity.transform.roundPosition();
|
||||
|
||||
if (this.mapLockEnabled) {
|
||||
this.position = this.clampToMapSize(this.position);
|
||||
this.entity.transform.roundPosition();
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 固定相机 永远不会离开地图的可见区域
|
||||
* @param position
|
||||
*/
|
||||
public clampToMapSize(position: Vector2) {
|
||||
let halfScreen = Vector2.multiply(new Vector2(this.bounds.width, this.bounds.height), new Vector2(0.5));
|
||||
let cameraMax = new Vector2(this.mapSize.x - halfScreen.x, this.mapSize.y - halfScreen.y);
|
||||
|
||||
return Vector2.clamp(position, halfScreen, cameraMax);
|
||||
}
|
||||
|
||||
public updateFollow() {
|
||||
this._desiredPositionDelta.x = this._desiredPositionDelta.y = 0;
|
||||
|
||||
if (this._cameraStyle == CameraStyle.lockOn) {
|
||||
let targetX = this._targetEntity.transform.position.x;
|
||||
let targetY = this._targetEntity.transform.position.y;
|
||||
|
||||
if (this._worldSpaceDeadZone.x > targetX)
|
||||
this._desiredPositionDelta.x = targetX - this._worldSpaceDeadZone.x;
|
||||
else if (this._worldSpaceDeadZone.x < targetX)
|
||||
this._desiredPositionDelta.x = targetX - this._worldSpaceDeadZone.x;
|
||||
|
||||
if (this._worldSpaceDeadZone.y < targetY)
|
||||
this._desiredPositionDelta.y = targetY - this._worldSpaceDeadZone.y;
|
||||
else if (this._worldSpaceDeadZone.y > targetY)
|
||||
this._desiredPositionDelta.y = targetY - this._worldSpaceDeadZone.y;
|
||||
} else {
|
||||
if (!this._targetCollider) {
|
||||
this._targetCollider = this._targetEntity.getComponent<Collider>(Collider);
|
||||
if (!this._targetCollider)
|
||||
return;
|
||||
}
|
||||
|
||||
let targetBounds = this._targetEntity.getComponent<Collider>(Collider).bounds;
|
||||
if (!this._worldSpaceDeadZone.containsRect(targetBounds)) {
|
||||
if (this._worldSpaceDeadZone.left > targetBounds.left)
|
||||
this._desiredPositionDelta.x = targetBounds.left - this._worldSpaceDeadZone.left;
|
||||
else if (this._worldSpaceDeadZone.right < targetBounds.right)
|
||||
this._desiredPositionDelta.x = targetBounds.right - this._worldSpaceDeadZone.right;
|
||||
|
||||
if (this._worldSpaceDeadZone.bottom < targetBounds.bottom)
|
||||
this._desiredPositionDelta.y = targetBounds.bottom - this._worldSpaceDeadZone.bottom;
|
||||
else if (this._worldSpaceDeadZone.top > targetBounds.top)
|
||||
this._desiredPositionDelta.y = targetBounds.top - this._worldSpaceDeadZone.top;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public follow(targetEntity: Entity, cameraStyle: CameraStyle = CameraStyle.cameraWindow) {
|
||||
this._targetEntity = targetEntity;
|
||||
this._cameraStyle = cameraStyle;
|
||||
|
||||
switch (this._cameraStyle) {
|
||||
case CameraStyle.cameraWindow:
|
||||
let w = this.bounds.width / 6;
|
||||
let h = this.bounds.height / 3;
|
||||
this.deadzone = new Rectangle((this.bounds.width - w) / 2, (this.bounds.height - h) / 2, w, h);
|
||||
break;
|
||||
case CameraStyle.lockOn:
|
||||
this.deadzone = new Rectangle(this.bounds.width / 2, this.bounds.height / 2, 10, 10);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 以给定的尺寸设置当前相机边界中心的死区
|
||||
* @param width
|
||||
* @param height
|
||||
*/
|
||||
public setCenteredDeadzone(width: number, height: number) {
|
||||
this.deadzone = new Rectangle((this.bounds.width - width) / 2, (this.bounds.height - height) / 2, width, height);
|
||||
}
|
||||
|
||||
protected updateMatrixes() {
|
||||
if (!this._areMatrixedDirty)
|
||||
return;
|
||||
|
||||
let tempMat: Matrix2D;
|
||||
this._transformMatrix = Matrix2D.create().translate(-this.entity.transform.position.x, -this.entity.transform.position.y);
|
||||
|
||||
if (this._zoom != 1) {
|
||||
tempMat = Matrix2D.create().scale(this._zoom, this._zoom);
|
||||
this._transformMatrix = this._transformMatrix.multiply(tempMat);
|
||||
}
|
||||
|
||||
if (this.entity.transform.rotation != 0) {
|
||||
tempMat = Matrix2D.create().rotate(this.entity.transform.rotation);
|
||||
this._transformMatrix = this._transformMatrix.multiply(tempMat);
|
||||
}
|
||||
|
||||
tempMat = Matrix2D.create().translate(this._origin.x, this._origin.y);
|
||||
this._transformMatrix = this._transformMatrix.multiply(tempMat);
|
||||
|
||||
this._inverseTransformMatrix = this._transformMatrix.invert();
|
||||
|
||||
// 无论何时矩阵改变边界都是无效的
|
||||
this._areBoundsDirty = true;
|
||||
this._areMatrixedDirty = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
enum CameraStyle {
|
||||
lockOn,
|
||||
cameraWindow,
|
||||
}
|
||||
@@ -1,22 +1,24 @@
|
||||
class ComponentPool<T extends PooledComponent>{
|
||||
private _cache: T[];
|
||||
private _type: any;
|
||||
module es {
|
||||
export class ComponentPool<T extends PooledComponent> {
|
||||
private _cache: T[];
|
||||
private _type: any;
|
||||
|
||||
constructor(typeClass: any){
|
||||
this._type = typeClass;
|
||||
this._cache = [];
|
||||
}
|
||||
constructor(typeClass: any) {
|
||||
this._type = typeClass;
|
||||
this._cache = [];
|
||||
}
|
||||
|
||||
public obtain(): T{
|
||||
try {
|
||||
return this._cache.length > 0 ? this._cache.shift() : new this._type();
|
||||
} catch(err){
|
||||
throw new Error(this._type + err);
|
||||
public obtain(): T {
|
||||
try {
|
||||
return this._cache.length > 0 ? this._cache.shift() : new this._type();
|
||||
} catch (err) {
|
||||
throw new Error(this._type + err);
|
||||
}
|
||||
}
|
||||
|
||||
public free(component: T) {
|
||||
component.reset();
|
||||
this._cache.push(component);
|
||||
}
|
||||
}
|
||||
|
||||
public free(component: T){
|
||||
component.reset();
|
||||
this._cache.push(component);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,10 @@
|
||||
module es {
|
||||
/**
|
||||
* 用于比较组件更新排序
|
||||
*/
|
||||
export class IUpdatableComparer {
|
||||
public compare(a: Component, b: Component) {
|
||||
return a.updateOrder - b.updateOrder;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,32 +1,25 @@
|
||||
///<reference path="./RenderableComponent.ts" />
|
||||
class Mesh extends RenderableComponent {
|
||||
private _mesh: egret.Mesh;
|
||||
module es {
|
||||
export class Mesh extends RenderableComponent {
|
||||
private _mesh: egret.Mesh;
|
||||
|
||||
constructor(){
|
||||
super();
|
||||
constructor() {
|
||||
super();
|
||||
|
||||
this._mesh = new egret.Mesh();
|
||||
this._mesh = new egret.Mesh();
|
||||
}
|
||||
|
||||
public setTexture(texture: egret.Texture): Mesh {
|
||||
this._mesh.texture = texture;
|
||||
this._mesh.$renderNode = new egret.sys.RenderNode();
|
||||
|
||||
return this;
|
||||
}
|
||||
|
||||
public reset() {
|
||||
}
|
||||
|
||||
render(camera: es.Camera) {
|
||||
}
|
||||
}
|
||||
|
||||
public setTexture(texture: egret.Texture): Mesh{
|
||||
this._mesh.texture = texture;
|
||||
|
||||
return this;
|
||||
}
|
||||
|
||||
public onAddedToEntity(){
|
||||
this.addChild(this._mesh);
|
||||
}
|
||||
|
||||
public onRemovedFromEntity(){
|
||||
this.removeChild(this._mesh);
|
||||
}
|
||||
|
||||
public render(camera: Camera){
|
||||
this.x = this.entity.position.x - camera.position.x + camera.origin.x;
|
||||
this.y = this.entity.position.y - camera.position.y + camera.origin.y;
|
||||
}
|
||||
|
||||
public reset() {
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,74 +1,85 @@
|
||||
///<reference path="./Collider.ts" />
|
||||
class BoxCollider extends Collider {
|
||||
public get width(){
|
||||
return (this.shape as Box).width;
|
||||
}
|
||||
module es {
|
||||
export class BoxCollider extends Collider {
|
||||
/**
|
||||
* 零参数构造函数要求RenderableComponent在实体上,这样碰撞器可以在实体被添加到场景时调整自身的大小。
|
||||
*/
|
||||
constructor() {
|
||||
super();
|
||||
|
||||
public set width(value: number){
|
||||
this.setWidth(value);
|
||||
}
|
||||
|
||||
/**
|
||||
* 设置BoxCollider的宽度
|
||||
* @param width
|
||||
*/
|
||||
public setWidth(width: number): BoxCollider{
|
||||
this._colliderRequiresAutoSizing = false;
|
||||
let box = this.shape as Box;
|
||||
if (width != box.width){
|
||||
// 更新框,改变边界,如果我们需要更新物理系统中的边界
|
||||
box.updateBox(width, box.height);
|
||||
if (this.entity && this._isParentEntityAddedToScene)
|
||||
Physics.updateCollider(this);
|
||||
// 我们在这里插入一个1x1框作为占位符,直到碰撞器在下一阵被添加到实体并可以获得更精确的自动调整大小数据
|
||||
this.shape = new Box(1, 1);
|
||||
this._colliderRequiresAutoSizing = true;
|
||||
}
|
||||
|
||||
return this;
|
||||
}
|
||||
|
||||
public get height(){
|
||||
return (this.shape as Box).height;
|
||||
}
|
||||
|
||||
public set height(value: number){
|
||||
this.setHeight(value);
|
||||
}
|
||||
|
||||
/**
|
||||
* 设置BoxCollider的高度
|
||||
* @param height
|
||||
*/
|
||||
public setHeight(height: number){
|
||||
this._colliderRequiresAutoSizing = false;
|
||||
let box = this.shape as Box;
|
||||
if (height != box.height){
|
||||
// 更新框,改变边界,如果我们需要更新物理系统中的边界
|
||||
box.updateBox(box.width, height);
|
||||
if (this.entity && this._isParentEntityAddedToScene)
|
||||
Physics.updateCollider(this);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 零参数构造函数要求RenderableComponent在实体上,这样碰撞器可以在实体被添加到场景时调整自身的大小。
|
||||
*/
|
||||
constructor(){
|
||||
super();
|
||||
|
||||
// 我们在这里插入一个1x1框作为占位符,直到碰撞器在下一阵被添加到实体并可以获得更精确的自动调整大小数据
|
||||
this.shape = new Box(1, 1);
|
||||
this._colliderRequiresAutoSizing = true;
|
||||
}
|
||||
|
||||
public setSize(width: number, height: number){
|
||||
this._colliderRequiresAutoSizing = false;
|
||||
let box = this.shape as Box;
|
||||
if (width != box.width || height != box.height){
|
||||
// 更新框,改变边界,如果我们需要更新物理系统中的边界
|
||||
box.updateBox(width, height);
|
||||
if (this.entity && this._isParentEntityAddedToScene)
|
||||
Physics.updateCollider(this);
|
||||
public get width() {
|
||||
return (this.shape as Box).width;
|
||||
}
|
||||
|
||||
return this;
|
||||
public set width(value: number) {
|
||||
this.setWidth(value);
|
||||
}
|
||||
|
||||
public get height() {
|
||||
return (this.shape as Box).height;
|
||||
}
|
||||
|
||||
public set height(value: number) {
|
||||
this.setHeight(value);
|
||||
}
|
||||
|
||||
/**
|
||||
* 设置BoxCollider的大小
|
||||
* @param width
|
||||
* @param height
|
||||
*/
|
||||
public setSize(width: number, height: number) {
|
||||
this._colliderRequiresAutoSizing = false;
|
||||
let box = this.shape as Box;
|
||||
if (width != box.width || height != box.height) {
|
||||
// 更新框,改变边界,如果我们需要更新物理系统中的边界
|
||||
box.updateBox(width, height);
|
||||
if (this.entity && this._isParentEntityAddedToScene)
|
||||
Physics.updateCollider(this);
|
||||
}
|
||||
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
* 设置BoxCollider的宽度
|
||||
* @param width
|
||||
*/
|
||||
public setWidth(width: number): BoxCollider {
|
||||
this._colliderRequiresAutoSizing = false;
|
||||
let box = this.shape as Box;
|
||||
if (width != box.width) {
|
||||
// 更新框,改变边界,如果我们需要更新物理系统中的边界
|
||||
box.updateBox(width, box.height);
|
||||
if (this.entity && this._isParentEntityAddedToScene)
|
||||
Physics.updateCollider(this);
|
||||
}
|
||||
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
* 设置BoxCollider的高度
|
||||
* @param height
|
||||
*/
|
||||
public setHeight(height: number) {
|
||||
this._colliderRequiresAutoSizing = false;
|
||||
let box = this.shape as Box;
|
||||
if (height != box.height) {
|
||||
// 更新框,改变边界,如果我们需要更新物理系统中的边界
|
||||
box.updateBox(box.width, height);
|
||||
if (this.entity && this._isParentEntityAddedToScene)
|
||||
Physics.updateCollider(this);
|
||||
}
|
||||
}
|
||||
|
||||
public toString() {
|
||||
return `[BoxCollider: bounds: ${this.bounds}]`;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,48 @@
|
||||
module es {
|
||||
export class CircleCollider extends Collider {
|
||||
/**
|
||||
* 创建一个有半径的圆
|
||||
*
|
||||
* @param radius
|
||||
*/
|
||||
constructor(radius?: number) {
|
||||
super();
|
||||
|
||||
if (radius)
|
||||
this._colliderRequiresAutoSizing = true;
|
||||
// 我们在这里插入一个1px的圆圈作为占位符
|
||||
// 直到碰撞器被添加到实体并可以获得更精确的自动调整大小数据的下一帧
|
||||
this.shape = new Circle(radius ? radius : 1);
|
||||
}
|
||||
|
||||
public get radius(): number {
|
||||
return (this.shape as Circle).radius;
|
||||
}
|
||||
|
||||
public set radius(value: number) {
|
||||
this.setRadius(value);
|
||||
}
|
||||
|
||||
/**
|
||||
* 设置圆的半径
|
||||
* @param radius
|
||||
*/
|
||||
public setRadius(radius: number): CircleCollider {
|
||||
this._colliderRequiresAutoSizing = false;
|
||||
let circle = this.shape as Circle;
|
||||
if (radius != circle.radius) {
|
||||
circle.radius = radius;
|
||||
circle._originalRadius = radius;
|
||||
|
||||
if (this.entity && this._isParentEntityAddedToScene)
|
||||
Physics.updateCollider(this);
|
||||
}
|
||||
|
||||
return this;
|
||||
}
|
||||
|
||||
public toString() {
|
||||
return `[CircleCollider: bounds: ${this.bounds}, radius: ${(this.shape as Circle).radius}]`
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,146 +1,238 @@
|
||||
abstract class Collider extends Component{
|
||||
/** 对撞机的基本形状 */
|
||||
public shape: Shape;
|
||||
/** 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。 */
|
||||
public physicsLayer = 1 << 0;
|
||||
/** 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 */
|
||||
public isTrigger: boolean;
|
||||
/**
|
||||
* 这个对撞机在物理系统注册时的边界。
|
||||
* 存储这个允许我们始终能够安全地从物理系统中移除对撞机,即使它在试图移除它之前已经被移动了。
|
||||
*/
|
||||
public registeredPhysicsBounds: Rectangle = new Rectangle();
|
||||
/** 如果为true,碰撞器将根据附加的变换缩放和旋转 */
|
||||
public shouldColliderScaleAndRotateWithTransform = true;
|
||||
/** 默认为所有层。 */
|
||||
public collidesWithLayers = Physics.allLayers;
|
||||
module es {
|
||||
export abstract class Collider extends Component {
|
||||
/**
|
||||
* 对撞机的基本形状
|
||||
*/
|
||||
public shape: Shape;
|
||||
/**
|
||||
* 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
|
||||
*/
|
||||
public isTrigger: boolean;
|
||||
/**
|
||||
* 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
|
||||
*/
|
||||
public physicsLayer = 1 << 0;
|
||||
/**
|
||||
* 碰撞器在使用移动器移动时应该碰撞的层
|
||||
* 默认为所有层
|
||||
*/
|
||||
public collidesWithLayers = Physics.allLayers;
|
||||
/**
|
||||
* 如果为true,碰撞器将根据附加的变换缩放和旋转
|
||||
*/
|
||||
public shouldColliderScaleAndRotateWithTransform = true;
|
||||
/**
|
||||
* 这个对撞机在物理系统注册时的边界。
|
||||
* 存储这个允许我们始终能够安全地从物理系统中移除对撞机,即使它在试图移除它之前已经被移动了。
|
||||
*/
|
||||
public registeredPhysicsBounds: Rectangle = new Rectangle();
|
||||
public _localOffsetLength: number;
|
||||
public _isPositionDirty: boolean = true;
|
||||
public _isRotationDirty: boolean = true;
|
||||
protected _colliderRequiresAutoSizing;
|
||||
/**
|
||||
* 标记来跟踪我们的实体是否被添加到场景中
|
||||
*/
|
||||
protected _isParentEntityAddedToScene;
|
||||
/**
|
||||
* 标记来记录我们是否注册了物理系统
|
||||
*/
|
||||
protected _isColliderRegistered;
|
||||
|
||||
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;
|
||||
/**
|
||||
* 镖师碰撞器的绝对位置
|
||||
*/
|
||||
public get absolutePosition(): Vector2 {
|
||||
return Vector2.add(this.entity.transform.position, this._localOffset);
|
||||
}
|
||||
|
||||
public get bounds(): Rectangle {
|
||||
// this.shape.recalculateBounds(this);
|
||||
let bds = this.entity.getBounds();
|
||||
return new Rectangle(bds.x, bds.y, bds.width, bds.height);
|
||||
}
|
||||
/**
|
||||
* 封装变换。如果碰撞器没和实体一起旋转 则返回transform.rotation
|
||||
*/
|
||||
public get rotation(): number {
|
||||
if (this.shouldColliderScaleAndRotateWithTransform && this.entity)
|
||||
return this.entity.transform.rotation;
|
||||
|
||||
public get localOffset(){
|
||||
return new Vector2(this.x, this.y);
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
/**
|
||||
* 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。
|
||||
*/
|
||||
public set localOffset(value: Vector2){
|
||||
this.setLocalOffset(value);
|
||||
}
|
||||
public get bounds(): Rectangle {
|
||||
if (this._isPositionDirty || this._isRotationDirty) {
|
||||
this.shape.recalculateBounds(this);
|
||||
this._isPositionDirty = this._isRotationDirty = false;
|
||||
}
|
||||
|
||||
public setLocalOffset(offset: Vector2){
|
||||
if (this._localOffset != offset){
|
||||
this.unregisterColliderWithPhysicsSystem();
|
||||
this.$setX(offset.x);
|
||||
this.$setY(offset.y);
|
||||
this._localOffsetLength = this._localOffset.length();
|
||||
return this.shape.bounds;
|
||||
}
|
||||
|
||||
protected _localOffset: Vector2 = Vector2.zero;
|
||||
|
||||
/**
|
||||
* 将localOffset添加到实体。获取碰撞器几何图形的最终位置。
|
||||
* 允许向一个实体添加多个碰撞器并分别定位,还允许你设置缩放/旋转
|
||||
*/
|
||||
public get localOffset(): Vector2 {
|
||||
return this._localOffset;
|
||||
}
|
||||
|
||||
/**
|
||||
* 将localOffset添加到实体。获取碰撞器几何图形的最终位置。
|
||||
* 允许向一个实体添加多个碰撞器并分别定位,还允许你设置缩放/旋转
|
||||
* @param value
|
||||
*/
|
||||
public set localOffset(value: Vector2) {
|
||||
this.setLocalOffset(value);
|
||||
}
|
||||
|
||||
/**
|
||||
* 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 setLocalOffset(offset: Vector2): Collider {
|
||||
if (this._localOffset != offset) {
|
||||
this.unregisterColliderWithPhysicsSystem();
|
||||
this._localOffset = offset;
|
||||
this._localOffsetLength = this._localOffset.length();
|
||||
this._isPositionDirty = true;
|
||||
this.registerColliderWithPhysicsSystem();
|
||||
}
|
||||
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
* 如果为true,碰撞器将根据附加的变换缩放和旋转
|
||||
* @param shouldColliderScaleAndRotationWithTransform
|
||||
*/
|
||||
public setShouldColliderScaleAndRotateWithTransform(shouldColliderScaleAndRotationWithTransform: boolean): Collider {
|
||||
this.shouldColliderScaleAndRotateWithTransform = shouldColliderScaleAndRotationWithTransform;
|
||||
this._isPositionDirty = this._isRotationDirty = true;
|
||||
return this;
|
||||
}
|
||||
|
||||
public onAddedToEntity() {
|
||||
if (this._colliderRequiresAutoSizing) {
|
||||
if (!(this instanceof BoxCollider || this instanceof CircleCollider)) {
|
||||
console.error("Only box and circle colliders can be created automatically");
|
||||
return;
|
||||
}
|
||||
|
||||
let renderable = this.entity.getComponent<RenderableComponent>(RenderableComponent);
|
||||
if (renderable) {
|
||||
let renderableBounds = renderable.bounds;
|
||||
|
||||
// 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 = renderableBounds.width / this.entity.scale.x;
|
||||
let height = renderableBounds.height / this.entity.scale.y;
|
||||
// 圆碰撞器需要特别注意原点
|
||||
if (this instanceof CircleCollider) {
|
||||
this.radius = Math.max(width, height) * 0.5;
|
||||
} else {
|
||||
this.width = width;
|
||||
this.height = height;
|
||||
}
|
||||
|
||||
// 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(renderableBounds.center, this.entity.transform.position);
|
||||
} else {
|
||||
console.warn("Collider has no shape and no RenderableComponent. Can't figure out how to size it.");
|
||||
}
|
||||
}
|
||||
|
||||
this._isParentEntityAddedToScene = true;
|
||||
this.registerColliderWithPhysicsSystem();
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 父实体会在不同的时间调用它(当添加到场景,启用,等等)
|
||||
*/
|
||||
public registerColliderWithPhysicsSystem(){
|
||||
// 如果在将我们添加到实体之前更改了origin等属性,则实体可以为null
|
||||
if (this._isParentEntityAddedToScene && !this._isColliderRegistered){
|
||||
Physics.addCollider(this);
|
||||
this._isColliderRegistered = true;
|
||||
public onRemovedFromEntity() {
|
||||
this.unregisterColliderWithPhysicsSystem();
|
||||
this._isParentEntityAddedToScene = false;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 父实体会在不同的时候调用它(从场景中移除,禁用,等等)
|
||||
*/
|
||||
public unregisterColliderWithPhysicsSystem(){
|
||||
if (this._isParentEntityAddedToScene && this._isColliderRegistered){
|
||||
Physics.removeCollider(this);
|
||||
}
|
||||
this._isColliderRegistered = false;
|
||||
}
|
||||
|
||||
/**
|
||||
* 检查这个形状是否与物理系统中的其他对撞机重叠
|
||||
* @param other
|
||||
*/
|
||||
public overlaps(other: Collider){
|
||||
return this.shape.overlaps(other.shape);
|
||||
}
|
||||
|
||||
/**
|
||||
* 检查这个与运动应用的碰撞器(移动向量)是否与碰撞器碰撞。如果是这样,将返回true,并且结果将填充碰撞数据。
|
||||
* @param collider
|
||||
* @param motion
|
||||
*/
|
||||
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 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;
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
public onAddedToEntity(){
|
||||
if (this._colliderRequiresAutoSizing){
|
||||
if (!(this instanceof BoxCollider)){
|
||||
console.error("Only box and circle colliders can be created automatically");
|
||||
public onEntityTransformChanged(comp: transform.Component) {
|
||||
switch (comp) {
|
||||
case transform.Component.position:
|
||||
this._isPositionDirty = true;
|
||||
break;
|
||||
case transform.Component.scale:
|
||||
this._isPositionDirty = true;
|
||||
break;
|
||||
case transform.Component.rotation:
|
||||
this._isRotationDirty = true;
|
||||
break;
|
||||
}
|
||||
|
||||
let bounds = this.entity.getBounds();
|
||||
let renderbaleBounds = new Rectangle(bounds.x, bounds.y, bounds.width, bounds.height);
|
||||
if (this._isColliderRegistered)
|
||||
Physics.updateCollider(this);
|
||||
}
|
||||
|
||||
// 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 = renderbaleBounds.width / this.entity.scale.x;
|
||||
let height = renderbaleBounds.height / this.entity.scale.y;
|
||||
public onEnabled() {
|
||||
this.registerColliderWithPhysicsSystem();
|
||||
this._isPositionDirty = this._isRotationDirty = true;
|
||||
}
|
||||
|
||||
if (this instanceof BoxCollider){
|
||||
let boxCollider = this as BoxCollider;
|
||||
boxCollider.width = width;
|
||||
boxCollider.height = height;
|
||||
public onDisabled() {
|
||||
this.unregisterColliderWithPhysicsSystem();
|
||||
}
|
||||
|
||||
// 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(renderbaleBounds.center, this.entity.position);
|
||||
/**
|
||||
* 父实体会在不同的时间调用它(当添加到场景,启用,等等)
|
||||
*/
|
||||
public registerColliderWithPhysicsSystem() {
|
||||
// 如果在将我们添加到实体之前更改了origin等属性,则实体可以为null
|
||||
if (this._isParentEntityAddedToScene && !this._isColliderRegistered) {
|
||||
Physics.addCollider(this);
|
||||
this._isColliderRegistered = true;
|
||||
}
|
||||
}
|
||||
|
||||
this._isParentEntityAddedToScene = true;
|
||||
this.registerColliderWithPhysicsSystem();
|
||||
}
|
||||
|
||||
public onRemovedFromEntity(){
|
||||
this.unregisterColliderWithPhysicsSystem();
|
||||
this._isParentEntityAddedToScene = false;
|
||||
}
|
||||
/**
|
||||
* 父实体会在不同的时候调用它(从场景中移除,禁用,等等)
|
||||
*/
|
||||
public unregisterColliderWithPhysicsSystem() {
|
||||
if (this._isParentEntityAddedToScene && this._isColliderRegistered) {
|
||||
Physics.removeCollider(this);
|
||||
}
|
||||
this._isColliderRegistered = false;
|
||||
}
|
||||
|
||||
public onEnabled(){
|
||||
this.registerColliderWithPhysicsSystem();
|
||||
}
|
||||
/**
|
||||
* 检查这个形状是否与物理系统中的其他对撞机重叠
|
||||
* @param other
|
||||
*/
|
||||
public overlaps(other: Collider): boolean {
|
||||
return this.shape.overlaps(other.shape);
|
||||
}
|
||||
|
||||
public onDisabled(){
|
||||
this.unregisterColliderWithPhysicsSystem();
|
||||
}
|
||||
/**
|
||||
* 检查这个与运动应用的碰撞器(移动向量)是否与碰撞器碰撞。如果是这样,将返回true,并且结果将填充碰撞数据。
|
||||
* @param collider
|
||||
* @param motion
|
||||
* @param result
|
||||
*/
|
||||
public collidesWith(collider: Collider, motion: Vector2, result: CollisionResult): boolean {
|
||||
// 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.entity.position;
|
||||
this.entity.position = this.entity.position.add(motion);
|
||||
|
||||
public onEntityTransformChanged(comp: TransformComponent){
|
||||
if (this._isColliderRegistered)
|
||||
Physics.updateCollider(this);
|
||||
let didCollide = this.shape.collidesWithShape(collider.shape, result);
|
||||
if (didCollide)
|
||||
result.collider = collider;
|
||||
|
||||
// 将图形位置返回到检查前的位置
|
||||
this.entity.position = oldPosition;
|
||||
|
||||
return didCollide;
|
||||
}
|
||||
|
||||
public clone(): Component {
|
||||
let collider = ObjectUtils.clone<Collider>(this);
|
||||
collider.entity = null;
|
||||
|
||||
if (this.shape)
|
||||
collider.shape = this.shape.clone();
|
||||
|
||||
return collider;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,26 @@
|
||||
module es {
|
||||
/**
|
||||
* 多边形应该以顺时针方式定义
|
||||
*/
|
||||
export class PolygonCollider extends Collider {
|
||||
/**
|
||||
* 如果这些点没有居中,它们将以localOffset的差异为居中。
|
||||
* @param points
|
||||
*/
|
||||
constructor(points: Vector2[]) {
|
||||
super();
|
||||
|
||||
// 第一点和最后一点决不能相同。我们想要一个开放的多边形
|
||||
let isPolygonClosed = points[0] == points[points.length - 1];
|
||||
|
||||
// 最后一个移除
|
||||
if (isPolygonClosed)
|
||||
points.splice(points.length - 1, 1);
|
||||
|
||||
let center = Polygon.findPolygonCenter(points);
|
||||
this.setLocalOffset(center);
|
||||
Polygon.recenterPolygonVerts(points);
|
||||
this.shape = new Polygon(points);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,4 +1,23 @@
|
||||
interface ITriggerListener {
|
||||
onTriggerEnter(other: Collider, local: Collider);
|
||||
onTriggerExit(other: Collider, local: Collider);
|
||||
}
|
||||
module es {
|
||||
/**
|
||||
* 当添加到组件时,每当实体上的冲突器与另一个组件重叠/退出时,将调用这些方法。
|
||||
* ITriggerListener方法将在实现接口的触发器实体上的任何组件上调用。
|
||||
* 注意,这个接口只与Mover类一起工作
|
||||
*/
|
||||
export interface ITriggerListener {
|
||||
/**
|
||||
* 当碰撞器与触发碰撞器相交时调用。这是在触发碰撞器和触发碰撞器上调用的。
|
||||
* 移动必须由Mover/ProjectileMover方法处理,以使其自动工作。
|
||||
* @param other
|
||||
* @param local
|
||||
*/
|
||||
onTriggerEnter(other: Collider, local: Collider);
|
||||
|
||||
/**
|
||||
* 当另一个碰撞器离开触发碰撞器时调用
|
||||
* @param other
|
||||
* @param local
|
||||
*/
|
||||
onTriggerExit(other: Collider, local: Collider);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,82 +1,89 @@
|
||||
/**
|
||||
* 辅助类说明了一种处理移动的方法,它考虑了包括触发器在内的所有冲突。
|
||||
* ITriggerListener接口用于管理对移动过程中违反的任何触发器的回调。
|
||||
* 一个物体只能通过移动器移动。要正确报告触发器的move方法。
|
||||
*
|
||||
* 请注意,多个移动者相互交互将多次调用ITriggerListener。
|
||||
*/
|
||||
class Mover extends Component {
|
||||
private _triggerHelper: ColliderTriggerHelper;
|
||||
|
||||
public onAddedToEntity(){
|
||||
this._triggerHelper = new ColliderTriggerHelper(this.entity);
|
||||
}
|
||||
|
||||
module es {
|
||||
/**
|
||||
* 计算修改运动矢量的运动,以考虑移动时可能发生的碰撞
|
||||
* @param motion
|
||||
* 辅助类说明了一种处理移动的方法,它考虑了包括触发器在内的所有冲突。
|
||||
* ITriggerListener接口用于管理对移动过程中违反的任何触发器的回调。
|
||||
* 一个物体只能通过移动器移动。要正确报告触发器的move方法。
|
||||
*
|
||||
* 请注意,多个移动者相互交互将多次调用ITriggerListener。
|
||||
*/
|
||||
public calculateMovement(motion: Vector2){
|
||||
let collisionResult = new CollisionResult();
|
||||
export class Mover extends Component {
|
||||
private _triggerHelper: ColliderTriggerHelper;
|
||||
|
||||
if (!this.entity.getComponent(Collider) || !this._triggerHelper){
|
||||
return null;
|
||||
public onAddedToEntity() {
|
||||
this._triggerHelper = new ColliderTriggerHelper(this.entity);
|
||||
}
|
||||
|
||||
let colliders: Collider[] = this.entity.getComponents(Collider);
|
||||
for (let i = 0; i < colliders.length; i ++){
|
||||
let collider = colliders[i];
|
||||
/**
|
||||
* 计算修改运动矢量的运动,以考虑移动时可能发生的碰撞
|
||||
* @param motion
|
||||
* @param collisionResult
|
||||
*/
|
||||
public calculateMovement(motion: Vector2, collisionResult: CollisionResult): boolean {
|
||||
if (!this.entity.getComponent(Collider) || !this._triggerHelper) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// 不检测触发器
|
||||
if (collider.isTrigger)
|
||||
continue;
|
||||
// 移动所有的非触发碰撞器并获得最近的碰撞
|
||||
let colliders: Collider[] = this.entity.getComponents(Collider);
|
||||
for (let i = 0; i < colliders.length; i++) {
|
||||
let collider = colliders[i];
|
||||
|
||||
// 获取我们在新位置可能发生碰撞的任何东西
|
||||
let bounds = collider.bounds;
|
||||
bounds.x += motion.x;
|
||||
bounds.y += motion.y;
|
||||
let boxcastResult = Physics.boxcastBroadphaseExcludingSelf(collider, bounds, collider.collidesWithLayers);
|
||||
bounds = boxcastResult.bounds;
|
||||
let neighbors = boxcastResult.tempHashSet;
|
||||
|
||||
for (let j = 0; j < neighbors.length; j ++){
|
||||
let neighbor = neighbors[j];
|
||||
// 不检测触发器
|
||||
if (neighbor.isTrigger)
|
||||
// 不检测触发器 在我们移动后会重新访问它
|
||||
if (collider.isTrigger)
|
||||
continue;
|
||||
|
||||
let _internalcollisionResult = collider.collidesWith(neighbor, motion);
|
||||
if (_internalcollisionResult){
|
||||
// 如果碰撞 则退回之前的移动量
|
||||
motion = Vector2.subtract(motion, _internalcollisionResult.minimumTranslationVector);
|
||||
// 获取我们在新位置可能发生碰撞的任何东西
|
||||
let bounds = collider.bounds;
|
||||
bounds.x += motion.x;
|
||||
bounds.y += motion.y;
|
||||
let neighbors = Physics.boxcastBroadphaseExcludingSelf(collider, bounds, collider.collidesWithLayers);
|
||||
|
||||
// 如果我们碰到多个对象,为了简单起见,只取第一个。
|
||||
if (_internalcollisionResult.collider){
|
||||
collisionResult = _internalcollisionResult;
|
||||
for (let j = 0; j < neighbors.length; j++) {
|
||||
let neighbor = neighbors[j];
|
||||
// 不检测触发器
|
||||
if (neighbor.isTrigger)
|
||||
continue;
|
||||
|
||||
let _internalcollisionResult: CollisionResult = new CollisionResult();
|
||||
if (collider.collidesWith(neighbor, motion, _internalcollisionResult)) {
|
||||
// 如果碰撞 则退回之前的移动量
|
||||
motion = motion.subtract(_internalcollisionResult.minimumTranslationVector);
|
||||
|
||||
// 如果我们碰到多个对象,为了简单起见,只取第一个。
|
||||
if (_internalcollisionResult.collider != null) {
|
||||
collisionResult = _internalcollisionResult;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
ListPool.free(colliders);
|
||||
|
||||
return collisionResult.collider != null;
|
||||
}
|
||||
|
||||
ListPool.free(colliders);
|
||||
/**
|
||||
* 将calculatemomovement应用到实体并更新triggerHelper
|
||||
* @param motion
|
||||
*/
|
||||
public applyMovement(motion: Vector2) {
|
||||
// 移动实体到它的新位置,如果我们有一个碰撞,否则移动全部数量。当碰撞发生时,运动被更新
|
||||
this.entity.position = Vector2.add(this.entity.position, motion);
|
||||
|
||||
return {collisionResult: collisionResult, motion: motion};
|
||||
// 对所有是触发器的碰撞器与所有宽相位碰撞器进行重叠检查。任何重叠都会导致触发事件。
|
||||
if (this._triggerHelper)
|
||||
this._triggerHelper.update();
|
||||
}
|
||||
|
||||
/**
|
||||
* 通过调用calculateMovement和applyMovement来移动考虑碰撞的实体;
|
||||
* @param motion
|
||||
* @param collisionResult
|
||||
*/
|
||||
public move(motion: Vector2, collisionResult: CollisionResult) {
|
||||
this.calculateMovement(motion, collisionResult);
|
||||
this.applyMovement(motion);
|
||||
return collisionResult.collider != null;
|
||||
}
|
||||
}
|
||||
|
||||
public applyMovement(motion: Vector2){
|
||||
this.entity.position = Vector2.add(this.entity.position, motion);
|
||||
|
||||
if (this._triggerHelper)
|
||||
this._triggerHelper.update();
|
||||
}
|
||||
|
||||
public move(motion: Vector2){
|
||||
let movementResult = this.calculateMovement(motion);
|
||||
let collisionResult = movementResult.collisionResult;
|
||||
motion = movementResult.motion;
|
||||
|
||||
this.applyMovement(motion);
|
||||
|
||||
return collisionResult;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,58 @@
|
||||
module es {
|
||||
/**
|
||||
* 只向itriggerlistener报告冲突的移动器
|
||||
* 该对象将始终移动完整的距离
|
||||
*/
|
||||
export class ProjectileMover extends Component {
|
||||
private _tempTriggerList: ITriggerListener[] = [];
|
||||
private _collider: Collider;
|
||||
|
||||
public onAddedToEntity() {
|
||||
this._collider = this.entity.getComponent<Collider>(Collider);
|
||||
if (!this._collider)
|
||||
console.warn("ProjectileMover has no Collider. ProjectilMover requires a Collider!");
|
||||
}
|
||||
|
||||
/**
|
||||
* 移动考虑碰撞的实体
|
||||
* @param motion
|
||||
*/
|
||||
public move(motion: Vector2): boolean {
|
||||
if (!this._collider)
|
||||
return false;
|
||||
|
||||
let didCollide = false;
|
||||
|
||||
// 获取我们在新位置可能发生碰撞的任何东西
|
||||
this.entity.position = Vector2.add(this.entity.position, motion);
|
||||
|
||||
// 获取任何可能在新位置发生碰撞的东西
|
||||
let neighbors = Physics.boxcastBroadphase(this._collider.bounds, this._collider.collidesWithLayers);
|
||||
for (let i = 0; i < neighbors.length; i++) {
|
||||
let neighbor = neighbors[i];
|
||||
if (this._collider.overlaps(neighbor) && neighbor.enabled) {
|
||||
didCollide = true;
|
||||
this.notifyTriggerListeners(this._collider, neighbor);
|
||||
}
|
||||
}
|
||||
|
||||
return didCollide;
|
||||
}
|
||||
|
||||
private notifyTriggerListeners(self: Collider, other: Collider) {
|
||||
// 通知我们重叠的碰撞器实体上的任何侦听器
|
||||
other.entity.getComponents("ITriggerListener", this._tempTriggerList);
|
||||
for (let i = 0; i < this._tempTriggerList.length; i++) {
|
||||
this._tempTriggerList[i].onTriggerEnter(self, other);
|
||||
}
|
||||
this._tempTriggerList.length = 0;
|
||||
|
||||
// 通知此实体上的任何侦听器
|
||||
this.entity.getComponents("ITriggerListener", this._tempTriggerList);
|
||||
for (let i = 0; i < this._tempTriggerList.length; i++) {
|
||||
this._tempTriggerList[i].onTriggerEnter(other, self);
|
||||
}
|
||||
this._tempTriggerList.length = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,4 +1,6 @@
|
||||
/** 回收实例的组件类型。 */
|
||||
abstract class PooledComponent extends Component {
|
||||
public abstract reset();
|
||||
}
|
||||
module es {
|
||||
/** 回收实例的组件类型。 */
|
||||
export abstract class PooledComponent extends Component {
|
||||
public abstract reset();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,56 +1,192 @@
|
||||
///<reference path="./PooledComponent.ts" />
|
||||
/**
|
||||
* 所有可渲染组件的基类
|
||||
*/
|
||||
abstract class RenderableComponent extends PooledComponent implements IRenderable {
|
||||
private _isVisible: boolean;
|
||||
protected _areBoundsDirty = true;
|
||||
protected _bounds: Rectangle = new Rectangle();
|
||||
protected _localOffset: Vector2 = Vector2.zero;
|
||||
module es {
|
||||
/**
|
||||
* 所有可渲染组件的基类
|
||||
*/
|
||||
export abstract class RenderableComponent extends Component implements IRenderable {
|
||||
/**
|
||||
* 用于装载egret显示对象
|
||||
*/
|
||||
public displayObject: egret.DisplayObject = new egret.DisplayObject();
|
||||
/**
|
||||
* 用于着色器处理精灵
|
||||
*/
|
||||
public color: number = 0x000000;
|
||||
protected _areBoundsDirty = true;
|
||||
|
||||
public color: number = 0x000000;
|
||||
/**
|
||||
* renderableComponent的宽度
|
||||
* 如果你不重写bounds属性则需要实现这个
|
||||
*/
|
||||
public get width() {
|
||||
return this.bounds.width;
|
||||
}
|
||||
|
||||
public get width(){
|
||||
return this.getWidth();
|
||||
}
|
||||
/**
|
||||
* renderableComponent的高度
|
||||
* 如果你不重写bounds属性则需要实现这个
|
||||
*/
|
||||
public get height() {
|
||||
return this.bounds.height;
|
||||
}
|
||||
|
||||
public get height(){
|
||||
return this.getHeight();
|
||||
}
|
||||
protected _localOffset: Vector2 = Vector2.zero;
|
||||
|
||||
public get isVisible(){
|
||||
return this._isVisible;
|
||||
}
|
||||
/**
|
||||
* 从父实体的偏移量。用于向需要特定定位的实体
|
||||
*/
|
||||
public get localOffset(): Vector2 {
|
||||
return this._localOffset;
|
||||
}
|
||||
|
||||
public set isVisible(value: boolean){
|
||||
this._isVisible = value;
|
||||
/**
|
||||
* 从父实体的偏移量。用于向需要特定定位的实体
|
||||
* @param value
|
||||
*/
|
||||
public set localOffset(value: Vector2) {
|
||||
this.setLocalOffset(value);
|
||||
}
|
||||
|
||||
if (this._isVisible)
|
||||
this.onBecameVisible();
|
||||
else
|
||||
this.onBecameInvisible();
|
||||
}
|
||||
protected _renderLayer: number = 0;
|
||||
|
||||
public get bounds(): Rectangle{
|
||||
return new Rectangle(this.getBounds().x, this.getBounds().y, this.getBounds().width, this.getBounds().height);
|
||||
}
|
||||
/**
|
||||
* 较低的渲染层在前面,较高的在后面
|
||||
*/
|
||||
public get renderLayer(): number {
|
||||
return this._renderLayer;
|
||||
}
|
||||
|
||||
protected getWidth(){
|
||||
return this.bounds.width;
|
||||
}
|
||||
public set renderLayer(value: number) {
|
||||
|
||||
protected getHeight(){
|
||||
return this.bounds.height;
|
||||
}
|
||||
}
|
||||
|
||||
protected onBecameVisible(){}
|
||||
protected _bounds: Rectangle = new Rectangle();
|
||||
|
||||
protected onBecameInvisible(){}
|
||||
/**
|
||||
* 这个物体的AABB, 用于相机剔除
|
||||
*/
|
||||
public get bounds(): Rectangle {
|
||||
if (this._areBoundsDirty) {
|
||||
this._bounds.calculateBounds(this.entity.transform.position, this._localOffset, Vector2.zero,
|
||||
this.entity.transform.scale, this.entity.transform.rotation, this.width, this.height);
|
||||
this._areBoundsDirty = false;
|
||||
}
|
||||
|
||||
public abstract render(camera: Camera);
|
||||
return this._bounds;
|
||||
}
|
||||
|
||||
public isVisibleFromCamera(camera: Camera): boolean{
|
||||
this.isVisible = camera.getBounds().intersects(this.getBounds());
|
||||
return this.isVisible;
|
||||
private _isVisible: boolean;
|
||||
|
||||
/**
|
||||
* 可渲染的可见性。状态的改变会调用onBecameVisible/onBecameInvisible方法
|
||||
*/
|
||||
public get isVisible() {
|
||||
return this._isVisible;
|
||||
}
|
||||
|
||||
/**
|
||||
* 可渲染的可见性。状态的改变会调用onBecameVisible/onBecameInvisible方法
|
||||
* @param value
|
||||
*/
|
||||
public set isVisible(value: boolean) {
|
||||
if (this._isVisible != value) {
|
||||
this._isVisible = value;
|
||||
|
||||
if (this._isVisible)
|
||||
this.onBecameVisible();
|
||||
else
|
||||
this.onBecameInvisible();
|
||||
}
|
||||
}
|
||||
|
||||
public onEntityTransformChanged(comp: transform.Component) {
|
||||
this._areBoundsDirty = true;
|
||||
}
|
||||
|
||||
/**
|
||||
* 由渲染器调用。可以使用摄像机进行剔除
|
||||
* @param camera
|
||||
*/
|
||||
public abstract render(camera: Camera);
|
||||
|
||||
/**
|
||||
* 如果renderableComponent的边界与camera.bounds相交 返回true
|
||||
* 用于处理isVisible标志的状态开关
|
||||
* 在渲染方法中使用这个方法来决定是否渲染
|
||||
* @param camera
|
||||
*/
|
||||
public isVisibleFromCamera(camera: Camera): boolean {
|
||||
this.isVisible = camera.bounds.intersects(this.bounds);
|
||||
return this.isVisible;
|
||||
}
|
||||
|
||||
/**
|
||||
* 较低的渲染层在前面,较高的在后面
|
||||
* @param renderLayer
|
||||
*/
|
||||
public setRenderLayer(renderLayer: number): RenderableComponent {
|
||||
if (renderLayer != this._renderLayer) {
|
||||
let oldRenderLayer = this._renderLayer;
|
||||
this._renderLayer = renderLayer;
|
||||
|
||||
// 如果该组件拥有一个实体,那么是由ComponentList管理,需要通知它改变了渲染层
|
||||
if (this.entity && this.entity.scene)
|
||||
this.entity.scene.renderableComponents.updateRenderableRenderLayer(this, oldRenderLayer, this._renderLayer);
|
||||
}
|
||||
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
* 用于着色器处理精灵
|
||||
* @param color
|
||||
*/
|
||||
public setColor(color: number): RenderableComponent {
|
||||
this.color = color;
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
* 从父实体的偏移量。用于向需要特定定位的实体
|
||||
* @param offset
|
||||
*/
|
||||
public setLocalOffset(offset: Vector2): RenderableComponent {
|
||||
if (this._localOffset != offset) {
|
||||
this._localOffset = offset;
|
||||
}
|
||||
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
* 进行状态同步
|
||||
*/
|
||||
public sync(camera: Camera) {
|
||||
this.displayObject.x = this.entity.position.x + this.localOffset.x - camera.position.x + camera.origin.x;
|
||||
this.displayObject.y = this.entity.position.y + this.localOffset.y - camera.position.y + camera.origin.y;
|
||||
this.displayObject.scaleX = this.entity.scale.x;
|
||||
this.displayObject.scaleY = this.entity.scale.y;
|
||||
this.displayObject.rotation = this.entity.rotation;
|
||||
}
|
||||
|
||||
public toString() {
|
||||
return `[RenderableComponent] renderLayer: ${this.renderLayer}`;
|
||||
}
|
||||
|
||||
/**
|
||||
* 当renderableComponent进入相机框架时调用
|
||||
* 如果渲染器不适用isVisibleFromCamera进行剔除检查 这些方法不会被调用
|
||||
*/
|
||||
protected onBecameVisible() {
|
||||
this.displayObject.visible = this.isVisible;
|
||||
}
|
||||
|
||||
/**
|
||||
* 当renderableComponent离开相机框架时调用
|
||||
* 如果渲染器不适用isVisibleFromCamera进行剔除检查 这些方法不会被调用
|
||||
*/
|
||||
protected onBecameInvisible() {
|
||||
this.displayObject.visible = this.isVisible;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,37 +1,38 @@
|
||||
///<reference path="./TiledSpriteRenderer.ts"/>
|
||||
class ScrollingSpriteRenderer extends TiledSpriteRenderer {
|
||||
public scrollSpeedX = 15;
|
||||
public scroolSpeedY = 0;
|
||||
private _scrollX = 0;
|
||||
private _scrollY = 0;
|
||||
module es {
|
||||
export class ScrollingSpriteRenderer extends TiledSpriteRenderer {
|
||||
/**
|
||||
* x自动滚动速度(以像素/s为单位)
|
||||
*/
|
||||
public scrollSpeedX = 15;
|
||||
/**
|
||||
* 自动滚动的y速度(以像素/s为单位)
|
||||
*/
|
||||
public scroolSpeedY = 0;
|
||||
|
||||
public update(){
|
||||
this._scrollX += this.scrollSpeedX * Time.deltaTime;
|
||||
this._scrollY += this.scroolSpeedY * Time.deltaTime;
|
||||
this.sourceRect.x = this._scrollX;
|
||||
this.sourceRect.y = this._scrollY;
|
||||
public get textureScale(): Vector2 {
|
||||
return this._textureScale;
|
||||
}
|
||||
|
||||
public set textureScale(value: Vector2){
|
||||
this._textureScale = value;
|
||||
|
||||
// 重新计算我们的inverseTextureScale和源矩形大小
|
||||
this._inverseTexScale = new Vector2(1 / this._textureScale.x, 1 / this._textureScale.y);
|
||||
}
|
||||
|
||||
private _scrollX = 0;
|
||||
private _scrollY = 0;
|
||||
|
||||
constructor(sprite: Sprite) {
|
||||
super(sprite);
|
||||
}
|
||||
|
||||
public update() {
|
||||
this._scrollX += this.scrollSpeedX * Time.deltaTime;
|
||||
this._scrollY += this.scroolSpeedY * Time.deltaTime;
|
||||
this._sourceRect.x = this._scrollX;
|
||||
this._sourceRect.y = this._scrollY;
|
||||
}
|
||||
}
|
||||
|
||||
public render(camera: Camera) {
|
||||
if (!this.sprite)
|
||||
return;
|
||||
|
||||
super.render(camera);
|
||||
|
||||
let renderTexture = new egret.RenderTexture();
|
||||
let cacheBitmap = new egret.DisplayObjectContainer();
|
||||
cacheBitmap.removeChildren();
|
||||
cacheBitmap.addChild(this.leftTexture);
|
||||
cacheBitmap.addChild(this.rightTexture);
|
||||
|
||||
this.leftTexture.x = this.sourceRect.x;
|
||||
this.rightTexture.x = this.sourceRect.x - this.sourceRect.width;
|
||||
this.leftTexture.y = this.sourceRect.y;
|
||||
this.rightTexture.y = this.sourceRect.y;
|
||||
|
||||
cacheBitmap.cacheAsBitmap = true;
|
||||
renderTexture.drawToTexture(cacheBitmap, new egret.Rectangle(0, 0, this.sourceRect.width, this.sourceRect.height));
|
||||
|
||||
this.bitmap.texture = renderTexture;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,24 +1,26 @@
|
||||
class Sprite {
|
||||
public texture2D: egret.Texture;
|
||||
public readonly sourceRect: Rectangle;
|
||||
public readonly center: Vector2;
|
||||
public origin: Vector2;
|
||||
public readonly uvs: Rectangle = new Rectangle();
|
||||
module es {
|
||||
export class Sprite {
|
||||
public texture2D: egret.Texture;
|
||||
public readonly sourceRect: Rectangle;
|
||||
public readonly center: Vector2;
|
||||
public origin: Vector2;
|
||||
public readonly uvs: Rectangle = new Rectangle();
|
||||
|
||||
constructor(texture: egret.Texture,
|
||||
sourceRect: Rectangle = new Rectangle(0, 0, texture.textureWidth, texture.textureHeight),
|
||||
origin: Vector2 = sourceRect.getHalfSize()) {
|
||||
this.texture2D = texture;
|
||||
this.sourceRect = sourceRect;
|
||||
this.center = new Vector2(sourceRect.width * 0.5, sourceRect.height * 0.5);
|
||||
this.origin = origin;
|
||||
constructor(texture: egret.Texture,
|
||||
sourceRect: Rectangle = new Rectangle(0, 0, texture.textureWidth, texture.textureHeight),
|
||||
origin: Vector2 = sourceRect.getHalfSize()) {
|
||||
this.texture2D = texture;
|
||||
this.sourceRect = sourceRect;
|
||||
this.center = new Vector2(sourceRect.width * 0.5, sourceRect.height * 0.5);
|
||||
this.origin = origin;
|
||||
|
||||
let inverseTexW = 1 / texture.textureWidth;
|
||||
let inverseTexH = 1 / texture.textureHeight
|
||||
let inverseTexW = 1 / texture.textureWidth;
|
||||
let inverseTexH = 1 / texture.textureHeight;
|
||||
|
||||
this.uvs.x = sourceRect.x * inverseTexW;
|
||||
this.uvs.y = sourceRect.y * inverseTexH;
|
||||
this.uvs.width = sourceRect.width * inverseTexW;
|
||||
this.uvs.height = sourceRect.height * inverseTexH;
|
||||
this.uvs.x = sourceRect.x * inverseTexW;
|
||||
this.uvs.y = sourceRect.y * inverseTexH;
|
||||
this.uvs.width = sourceRect.width * inverseTexW;
|
||||
this.uvs.height = sourceRect.height * inverseTexH;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,9 +1,11 @@
|
||||
class SpriteAnimation {
|
||||
public readonly sprites: Sprite[];
|
||||
public readonly frameRate: number;
|
||||
module es {
|
||||
export class SpriteAnimation {
|
||||
public readonly sprites: Sprite[];
|
||||
public readonly frameRate: number;
|
||||
|
||||
constructor(sprites: Sprite[], frameRate: number){
|
||||
this.sprites = sprites;
|
||||
this.frameRate = frameRate;
|
||||
constructor(sprites: Sprite[], frameRate: number) {
|
||||
this.sprites = sprites;
|
||||
this.frameRate = frameRate;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,104 +1,84 @@
|
||||
///<reference path="./SpriteRenderer.ts" />
|
||||
class SpriteAnimator extends SpriteRenderer {
|
||||
/** 在动画完成时触发,包括动画名称; */
|
||||
public onAnimationCompletedEvent: Function;
|
||||
/** 动画播放速度 */
|
||||
public speed = 1;
|
||||
/** 动画的当前状态 */
|
||||
public animationState = State.none;
|
||||
/** 当前动画 */
|
||||
public currentAnimation: SpriteAnimation;
|
||||
/** 当前动画的名称 */
|
||||
public currentAnimationName: string;
|
||||
/** 当前动画的精灵数组中当前帧的索引 */
|
||||
public currentFrame: number;
|
||||
/** 检查当前动画是否正在运行 */
|
||||
public get isRunning(): boolean{
|
||||
return this.animationState == State.running;
|
||||
module es {
|
||||
export enum LoopMode {
|
||||
/** 在一个循环序列[A][B][C][A][B][C][A][B][C]... */
|
||||
loop,
|
||||
/** [A][B][C]然后暂停,设置时间为0 [A] */
|
||||
once,
|
||||
/** [A][B][C]。当它到达终点时,它会继续播放最后一帧,并且不会停止播放 */
|
||||
clampForever,
|
||||
/** 以一个乒乓循环的方式永远播放这个序列 [A][B][C][B][A][B][C][B]... */
|
||||
pingPong,
|
||||
/** 将顺序向前播放一次,然后返回到开始[A][B][C][B][A],然后暂停并设置时间为0 */
|
||||
pingPongOnce,
|
||||
}
|
||||
|
||||
private _animations: Map<string, SpriteAnimation> = new Map<string, SpriteAnimation>();
|
||||
private _elapsedTime: number = 0;
|
||||
private _loopMode: LoopMode;
|
||||
|
||||
constructor(sprite?: Sprite){
|
||||
super();
|
||||
|
||||
if (sprite) this.setSprite(sprite);
|
||||
export enum State {
|
||||
none,
|
||||
running,
|
||||
paused,
|
||||
completed,
|
||||
}
|
||||
|
||||
/**
|
||||
* 添加一个SpriteAnimation
|
||||
* @param name
|
||||
* @param animation
|
||||
*/
|
||||
public addAnimation(name: string, animation: SpriteAnimation): SpriteAnimator{
|
||||
if (!this.sprite && animation.sprites.length > 0)
|
||||
this.setSprite(animation.sprites[0]);
|
||||
this._animations[name] = animation;
|
||||
return this;
|
||||
}
|
||||
export class SpriteAnimator extends SpriteRenderer {
|
||||
/**
|
||||
* 在动画完成时触发,包括动画名称
|
||||
*/
|
||||
public onAnimationCompletedEvent: (string) => {};
|
||||
/**
|
||||
* 动画播放速度
|
||||
*/
|
||||
public speed = 1;
|
||||
/**
|
||||
* 动画的当前状态
|
||||
*/
|
||||
public animationState = State.none;
|
||||
/**
|
||||
* 当前动画
|
||||
*/
|
||||
public currentAnimation: SpriteAnimation;
|
||||
/**
|
||||
* 当前动画的名称
|
||||
*/
|
||||
public currentAnimationName: string;
|
||||
/**
|
||||
* 当前动画的精灵数组中当前帧的索引
|
||||
*/
|
||||
public currentFrame: number;
|
||||
public _elapsedTime: number = 0;
|
||||
public _loopMode: LoopMode;
|
||||
|
||||
/**
|
||||
* 以给定的名称放置动画。如果没有指定循环模式,则默认为循环
|
||||
* @param name
|
||||
* @param loopMode
|
||||
*/
|
||||
public play(name: string, loopMode: LoopMode = null){
|
||||
this.currentAnimation = this._animations[name];
|
||||
this.currentAnimationName = name;
|
||||
this.currentFrame = 0;
|
||||
this.animationState = State.running;
|
||||
constructor(sprite?: Sprite) {
|
||||
super(sprite);
|
||||
}
|
||||
|
||||
this.sprite = this.currentAnimation.sprites[0];
|
||||
this._elapsedTime = 0;
|
||||
this._loopMode = loopMode ? loopMode : LoopMode.loop;
|
||||
}
|
||||
/**
|
||||
* 检查当前动画是否正在运行
|
||||
*/
|
||||
public get isRunning(): boolean {
|
||||
return this.animationState == State.running;
|
||||
}
|
||||
|
||||
/**
|
||||
* 检查动画是否正在播放(即动画是活动的)。它可能仍然处于暂停状态)
|
||||
* @param name
|
||||
*/
|
||||
public isAnimationActive(name: string): boolean{
|
||||
return this.currentAnimation && this.currentAnimationName == name;
|
||||
}
|
||||
private _animations: Map<string, SpriteAnimation> = new Map<string, SpriteAnimation>();
|
||||
|
||||
/**
|
||||
* 暂停动画
|
||||
*/
|
||||
public pause(){
|
||||
this.animationState = State.paused;
|
||||
}
|
||||
/** 提供对可用动画列表的访问 */
|
||||
public get animations() {
|
||||
return this._animations;
|
||||
}
|
||||
|
||||
/**
|
||||
* 继续动画
|
||||
*/
|
||||
public unPause(){
|
||||
this.animationState = State.running;
|
||||
}
|
||||
public update() {
|
||||
if (this.animationState != State.running || !this.currentAnimation) return;
|
||||
|
||||
/**
|
||||
* 停止当前动画并将其设为null
|
||||
*/
|
||||
public stop(){
|
||||
this.currentAnimation = null;
|
||||
this.currentAnimationName = null;
|
||||
this.currentFrame = 0;
|
||||
this.animationState = State.none;
|
||||
}
|
||||
let animation = this.currentAnimation;
|
||||
let secondsPerFrame = 1 / (animation.frameRate * this.speed);
|
||||
let iterationDuration = secondsPerFrame * animation.sprites.length;
|
||||
|
||||
public update(){
|
||||
if (this.animationState != State.running || !this.currentAnimation) return;
|
||||
this._elapsedTime += Time.deltaTime;
|
||||
let time = Math.abs(this._elapsedTime);
|
||||
|
||||
let animation = this.currentAnimation;
|
||||
let secondsPerFrame = 1 / (animation.frameRate * this.speed);
|
||||
let iterationDuration = secondsPerFrame * animation.sprites.length;
|
||||
|
||||
this._elapsedTime += Time.deltaTime;
|
||||
let time = Math.abs(this._elapsedTime);
|
||||
|
||||
if (this._loopMode == LoopMode.once && time > iterationDuration ||
|
||||
this._loopMode == LoopMode.pingPongOnce && time > iterationDuration * 2){
|
||||
// Once和PingPongOnce完成后重置为Time = 0
|
||||
if (this._loopMode == LoopMode.once && time > iterationDuration ||
|
||||
this._loopMode == LoopMode.pingPongOnce && time > iterationDuration * 2) {
|
||||
this.animationState = State.completed;
|
||||
this._elapsedTime = 0;
|
||||
this.currentFrame = 0;
|
||||
@@ -109,34 +89,76 @@ class SpriteAnimator extends SpriteRenderer {
|
||||
// 弄清楚我们在哪个坐标系上
|
||||
let i = Math.floor(time / secondsPerFrame);
|
||||
let n = animation.sprites.length;
|
||||
if (n > 2 && (this._loopMode == LoopMode.pingPong || this._loopMode == LoopMode.pingPongOnce)){
|
||||
if (n > 2 && (this._loopMode == LoopMode.pingPong || this._loopMode == LoopMode.pingPongOnce)) {
|
||||
// pingpong
|
||||
let maxIndex = n - 1;
|
||||
this.currentFrame = maxIndex - Math.abs(maxIndex - i % (maxIndex * 2));
|
||||
}else{
|
||||
} else {
|
||||
this.currentFrame = i % n;
|
||||
}
|
||||
|
||||
this.sprite = animation.sprites[this.currentFrame];
|
||||
}
|
||||
|
||||
/**
|
||||
* 添加一个SpriteAnimation
|
||||
* @param name
|
||||
* @param animation
|
||||
*/
|
||||
public addAnimation(name: string, animation: SpriteAnimation): SpriteAnimator {
|
||||
// 如果我们没有精灵,使用我们找到的第一帧
|
||||
if (!this.sprite && animation.sprites.length > 0)
|
||||
this.setSprite(animation.sprites[0]);
|
||||
this._animations[name] = animation;
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
* 以给定的名称放置动画。如果没有指定循环模式,则默认为循环
|
||||
* @param name
|
||||
* @param loopMode
|
||||
*/
|
||||
public play(name: string, loopMode: LoopMode = null) {
|
||||
this.currentAnimation = this._animations[name];
|
||||
this.currentAnimationName = name;
|
||||
this.currentFrame = 0;
|
||||
this.animationState = State.running;
|
||||
|
||||
this.sprite = this.currentAnimation.sprites[0];
|
||||
this._elapsedTime = 0;
|
||||
this._loopMode = loopMode ? loopMode : LoopMode.loop;
|
||||
}
|
||||
|
||||
/**
|
||||
* 检查动画是否正在播放(即动画是活动的)。它可能仍然处于暂停状态)
|
||||
* @param name
|
||||
*/
|
||||
public isAnimationActive(name: string): boolean {
|
||||
return this.currentAnimation && this.currentAnimationName == name;
|
||||
}
|
||||
|
||||
/**
|
||||
* 暂停动画
|
||||
*/
|
||||
public pause() {
|
||||
this.animationState = State.paused;
|
||||
}
|
||||
|
||||
/**
|
||||
* 继续动画
|
||||
*/
|
||||
public unPause() {
|
||||
this.animationState = State.running;
|
||||
}
|
||||
|
||||
/**
|
||||
* 停止当前动画并将其设为null
|
||||
*/
|
||||
public stop() {
|
||||
this.currentAnimation = null;
|
||||
this.currentAnimationName = null;
|
||||
this.currentFrame = 0;
|
||||
this.animationState = State.none;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
enum LoopMode {
|
||||
/** 在一个循环序列[A][B][C][A][B][C][A][B][C]... */
|
||||
loop,
|
||||
/** [A][B][C]然后暂停,设置时间为0 [A] */
|
||||
once,
|
||||
/** [A][B][C]。当它到达终点时,它会继续播放最后一帧,并且不会停止播放 */
|
||||
clampForever,
|
||||
/** 以一个乒乓循环的方式永远播放这个序列 [A][B][C][B][A][B][C][B]... */
|
||||
pingPong,
|
||||
/** 将顺序向前播放一次,然后返回到开始[A][B][C][B][A],然后暂停并设置时间为0 */
|
||||
pingPongOnce,
|
||||
}
|
||||
|
||||
enum State {
|
||||
none,
|
||||
running,
|
||||
paused,
|
||||
completed,
|
||||
}
|
||||
@@ -1,62 +1,131 @@
|
||||
class SpriteRenderer extends RenderableComponent {
|
||||
private _sprite: Sprite;
|
||||
protected bitmap: egret.Bitmap;
|
||||
module es {
|
||||
import Bitmap = egret.Bitmap;
|
||||
|
||||
/** 应该由这个精灵显示的精灵 */
|
||||
public get sprite(): Sprite{
|
||||
return this._sprite;
|
||||
}
|
||||
/** 应该由这个精灵显示的精灵 */
|
||||
public set sprite(value: Sprite){
|
||||
this.setSprite(value);
|
||||
}
|
||||
|
||||
public setSprite(sprite: Sprite): SpriteRenderer{
|
||||
this.removeChildren();
|
||||
this._sprite = sprite;
|
||||
if (this._sprite) {
|
||||
this.anchorOffsetX = this._sprite.origin.x / this._sprite.sourceRect.width;
|
||||
this.anchorOffsetY = this._sprite.origin.y / this._sprite.sourceRect.height;
|
||||
export class SpriteRenderer extends RenderableComponent {
|
||||
constructor(sprite: Sprite | egret.Texture = null) {
|
||||
super();
|
||||
if (sprite instanceof Sprite)
|
||||
this.setSprite(sprite);
|
||||
else if (sprite instanceof egret.Texture)
|
||||
this.setSprite(new Sprite(sprite));
|
||||
}
|
||||
this.bitmap = new egret.Bitmap(sprite.texture2D);
|
||||
this.addChild(this.bitmap);
|
||||
|
||||
return this;
|
||||
}
|
||||
public get bounds() {
|
||||
if (this._areBoundsDirty) {
|
||||
if (this._sprite) {
|
||||
this._bounds.calculateBounds(this.entity.transform.position, this._localOffset, this._origin,
|
||||
this.entity.transform.scale, this.entity.transform.rotation, this._sprite.sourceRect.width,
|
||||
this._sprite.sourceRect.height);
|
||||
this._areBoundsDirty = false;
|
||||
}
|
||||
}
|
||||
|
||||
public setColor(color: number): SpriteRenderer{
|
||||
let colorMatrix = [
|
||||
1, 0, 0, 0, 0,
|
||||
0, 1, 0, 0, 0,
|
||||
0, 0, 1, 0, 0,
|
||||
0, 0, 0, 1, 0
|
||||
];
|
||||
colorMatrix[0] = Math.floor(color / 256 / 256) / 255;
|
||||
colorMatrix[6] = Math.floor(color / 256 % 256) / 255;
|
||||
colorMatrix[12] = color % 256 / 255;
|
||||
let colorFilter = new egret.ColorMatrixFilter(colorMatrix);
|
||||
this.filters = [colorFilter];
|
||||
return this._bounds;
|
||||
}
|
||||
|
||||
return this;
|
||||
}
|
||||
/**
|
||||
* 用归一化方法设置原点
|
||||
* x/y 均为 0-1
|
||||
*/
|
||||
public get originNormalized(): Vector2 {
|
||||
return new Vector2(this._origin.x / this.width * this.entity.transform.scale.x,
|
||||
this._origin.y / this.height * this.entity.transform.scale.y);
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
/**
|
||||
* 用归一化方法设置原点
|
||||
* x/y 均为 0-1
|
||||
* @param value
|
||||
*/
|
||||
public set originNormalized(value: Vector2) {
|
||||
this.setOrigin(new Vector2(value.x * this.width / this.entity.transform.scale.x,
|
||||
value.y * this.height / this.entity.transform.scale.y));
|
||||
}
|
||||
|
||||
/** 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;
|
||||
}
|
||||
protected _origin: Vector2;
|
||||
|
||||
public onRemovedFromEntity(){
|
||||
if (this.parent)
|
||||
this.parent.removeChild(this);
|
||||
}
|
||||
/**
|
||||
* 精灵的原点。这是在设置精灵时自动设置的
|
||||
*/
|
||||
public get origin(): Vector2 {
|
||||
return this._origin;
|
||||
}
|
||||
|
||||
public reset(){
|
||||
/**
|
||||
* 精灵的原点。这是在设置精灵时自动设置的
|
||||
* @param value
|
||||
*/
|
||||
public set origin(value: Vector2) {
|
||||
this.setOrigin(value);
|
||||
}
|
||||
|
||||
protected _sprite: Sprite;
|
||||
|
||||
/**
|
||||
* 应该由这个精灵显示的精灵
|
||||
* 当设置时,精灵的原点也被设置为精灵的origin
|
||||
*/
|
||||
public get sprite(): Sprite {
|
||||
return this._sprite;
|
||||
}
|
||||
|
||||
/**
|
||||
* 应该由这个精灵显示的精灵
|
||||
* 当设置时,精灵的原点也被设置为精灵的origin
|
||||
* @param value
|
||||
*/
|
||||
public set sprite(value: Sprite) {
|
||||
this.setSprite(value);
|
||||
}
|
||||
|
||||
/**
|
||||
* 设置精灵并更新精灵的原点以匹配sprite.origin
|
||||
* @param sprite
|
||||
*/
|
||||
public setSprite(sprite: Sprite): SpriteRenderer {
|
||||
this._sprite = sprite;
|
||||
if (this._sprite) {
|
||||
this._origin = this._sprite.origin;
|
||||
this.displayObject.anchorOffsetX = this._origin.x;
|
||||
this.displayObject.anchorOffsetY = this._origin.y;
|
||||
}
|
||||
this.displayObject = new Bitmap(sprite.texture2D);
|
||||
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
* 设置可渲染的原点
|
||||
* @param origin
|
||||
*/
|
||||
public setOrigin(origin: Vector2): SpriteRenderer {
|
||||
if (this._origin != origin) {
|
||||
this._origin = origin;
|
||||
this.displayObject.anchorOffsetX = this._origin.x;
|
||||
this.displayObject.anchorOffsetY = this._origin.y;
|
||||
this._areBoundsDirty = true;
|
||||
}
|
||||
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
* 用归一化方法设置原点
|
||||
* x/y 均为 0-1
|
||||
* @param value
|
||||
*/
|
||||
public setOriginNormalized(value: Vector2): SpriteRenderer {
|
||||
this.setOrigin(new Vector2(value.x * this.width / this.entity.transform.scale.x,
|
||||
value.y * this.height / this.entity.transform.scale.y));
|
||||
return this;
|
||||
}
|
||||
|
||||
public render(camera: Camera) {
|
||||
this.sync(camera);
|
||||
|
||||
this.displayObject.x = this.entity.position.x - this.origin.x + this.localOffset.x - camera.position.x + camera.origin.x;
|
||||
this.displayObject.y = this.entity.position.y - this.origin.y + this.localOffset.y - camera.position.y + camera.origin.y;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -1,57 +1,113 @@
|
||||
///<reference path="./SpriteRenderer.ts" />
|
||||
/**
|
||||
* 滚动由两张图片组合而成
|
||||
*/
|
||||
class TiledSpriteRenderer extends SpriteRenderer {
|
||||
protected sourceRect: Rectangle;
|
||||
protected leftTexture: egret.Bitmap;
|
||||
protected rightTexture: egret.Bitmap;
|
||||
module es {
|
||||
import Bitmap = egret.Bitmap;
|
||||
|
||||
public get scrollX() {
|
||||
return this.sourceRect.x;
|
||||
/**
|
||||
* 滚动由两张图片组合而成
|
||||
*/
|
||||
export class TiledSpriteRenderer extends SpriteRenderer {
|
||||
public get bounds(): Rectangle {
|
||||
if (this._areBoundsDirty){
|
||||
if (this._sprite){
|
||||
this._bounds.calculateBounds(this.entity.transform.position, this._localOffset, this._origin,
|
||||
this.entity.transform.scale, this.entity.transform.rotation, this.width, this.height);
|
||||
this._areBoundsDirty = false;
|
||||
}
|
||||
}
|
||||
|
||||
return this._bounds;
|
||||
}
|
||||
|
||||
/**
|
||||
* 纹理滚动的x值
|
||||
*/
|
||||
public get scrollX() {
|
||||
return this._sourceRect.x;
|
||||
}
|
||||
|
||||
/**
|
||||
* 纹理滚动的x值
|
||||
* @param value
|
||||
*/
|
||||
public set scrollX(value: number) {
|
||||
this._sourceRect.x = value;
|
||||
}
|
||||
|
||||
/**
|
||||
* 纹理滚动的y值
|
||||
*/
|
||||
public get scrollY() {
|
||||
return this._sourceRect.y;
|
||||
}
|
||||
|
||||
/**
|
||||
* 纹理滚动的y值
|
||||
* @param value
|
||||
*/
|
||||
public set scrollY(value: number) {
|
||||
this._sourceRect.y = value;
|
||||
}
|
||||
|
||||
/**
|
||||
* 纹理比例尺
|
||||
*/
|
||||
public get textureScale(): Vector2 {
|
||||
return this._textureScale;
|
||||
}
|
||||
|
||||
/**
|
||||
* 纹理比例尺
|
||||
* @param value
|
||||
*/
|
||||
public set textureScale(value: Vector2) {
|
||||
this._textureScale = value;
|
||||
|
||||
// 重新计算我们的inverseTextureScale和源矩形大小
|
||||
this._inverseTexScale = new Vector2(1 / this._textureScale.x, 1 / this._textureScale.y);
|
||||
this._sourceRect.width = this._sprite.sourceRect.width * this._inverseTexScale.x;
|
||||
this._sourceRect.height = this._sprite.sourceRect.height * this._inverseTexScale.y;
|
||||
}
|
||||
|
||||
/**
|
||||
* 覆盖宽度值,这样TiledSprite可以有一个独立于其纹理的宽度
|
||||
*/
|
||||
public get width(): number{
|
||||
return this._sourceRect.width;
|
||||
}
|
||||
|
||||
public set width(value: number) {
|
||||
this._areBoundsDirty = true;
|
||||
this._sourceRect.width = value;
|
||||
}
|
||||
|
||||
public get height(): number {
|
||||
return this._sourceRect.height;
|
||||
}
|
||||
|
||||
public set height(value: number) {
|
||||
this._areBoundsDirty = true;
|
||||
this._sourceRect.height = value;
|
||||
}
|
||||
|
||||
protected _sourceRect: Rectangle = new Rectangle();
|
||||
protected _textureScale = Vector2.one;
|
||||
protected _inverseTexScale = Vector2.one;
|
||||
|
||||
constructor(sprite: Sprite) {
|
||||
super(sprite);
|
||||
|
||||
this._sourceRect = sprite.sourceRect;
|
||||
|
||||
let bitmap = this.displayObject as Bitmap;
|
||||
bitmap.$fillMode = egret.BitmapFillMode.REPEAT;
|
||||
}
|
||||
|
||||
public render(camera: es.Camera) {
|
||||
let bitmap = this.displayObject as Bitmap;
|
||||
bitmap.width = this.width;
|
||||
bitmap.height = this.height;
|
||||
|
||||
super.render(camera);
|
||||
}
|
||||
}
|
||||
public set scrollX(value: number) {
|
||||
this.sourceRect.x = value;
|
||||
}
|
||||
public get scrollY() {
|
||||
return this.sourceRect.y;
|
||||
}
|
||||
public set scrollY(value: number) {
|
||||
this.sourceRect.y = value;
|
||||
}
|
||||
|
||||
constructor(sprite: Sprite) {
|
||||
super();
|
||||
|
||||
this.leftTexture = new egret.Bitmap();
|
||||
this.rightTexture = new egret.Bitmap();
|
||||
this.leftTexture.texture = sprite.texture2D;
|
||||
this.rightTexture.texture = sprite.texture2D;
|
||||
|
||||
this.setSprite(sprite);
|
||||
this.sourceRect = sprite.sourceRect;
|
||||
}
|
||||
|
||||
public render(camera: Camera) {
|
||||
if (!this.sprite)
|
||||
return;
|
||||
|
||||
super.render(camera);
|
||||
|
||||
let renderTexture = new egret.RenderTexture();
|
||||
let cacheBitmap = new egret.DisplayObjectContainer();
|
||||
cacheBitmap.removeChildren();
|
||||
cacheBitmap.addChild(this.leftTexture);
|
||||
cacheBitmap.addChild(this.rightTexture);
|
||||
|
||||
this.leftTexture.x = this.sourceRect.x;
|
||||
this.rightTexture.x = this.sourceRect.x - this.sourceRect.width;
|
||||
this.leftTexture.y = this.sourceRect.y;
|
||||
this.rightTexture.y = this.sourceRect.y;
|
||||
|
||||
cacheBitmap.cacheAsBitmap = true;
|
||||
renderTexture.drawToTexture(cacheBitmap, new egret.Rectangle(0, 0, this.sourceRect.width, this.sourceRect.height));
|
||||
|
||||
this.bitmap.texture = renderTexture;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,230 @@
|
||||
module es {
|
||||
/**
|
||||
* 全局核心类
|
||||
*/
|
||||
export class Core extends egret.DisplayObjectContainer {
|
||||
/**
|
||||
* 核心发射器。只发出核心级别的事件
|
||||
*/
|
||||
public static emitter: Emitter<CoreEvents>;
|
||||
/**
|
||||
* 全局访问图形设备
|
||||
*/
|
||||
public static graphicsDevice: GraphicsDevice;
|
||||
/**
|
||||
* 全局内容管理器加载任何应该停留在场景之间的资产
|
||||
*/
|
||||
public static content: ContentManager;
|
||||
/**
|
||||
* 简化对内部类的全局内容实例的访问
|
||||
*/
|
||||
public static _instance: Core;
|
||||
public _nextScene: Scene;
|
||||
public _sceneTransition: SceneTransition;
|
||||
/**
|
||||
* 全局访问系统
|
||||
*/
|
||||
public _globalManagers: GlobalManager[] = [];
|
||||
|
||||
constructor() {
|
||||
super();
|
||||
|
||||
Core._instance = this;
|
||||
Core.emitter = new Emitter<CoreEvents>();
|
||||
Core.content = new ContentManager();
|
||||
|
||||
this.addEventListener(egret.Event.ADDED_TO_STAGE, this.onAddToStage, this);
|
||||
}
|
||||
|
||||
/**
|
||||
* 提供对单例/游戏实例的访问
|
||||
* @constructor
|
||||
*/
|
||||
public static get Instance() {
|
||||
return this._instance;
|
||||
}
|
||||
|
||||
public _scene: Scene;
|
||||
|
||||
/**
|
||||
* 当前活动的场景。注意,如果设置了该设置,在更新结束之前场景实际上不会改变
|
||||
*/
|
||||
public static get scene() {
|
||||
if (!this._instance)
|
||||
return null;
|
||||
return this._instance._scene;
|
||||
}
|
||||
|
||||
/**
|
||||
* 当前活动的场景。注意,如果设置了该设置,在更新结束之前场景实际上不会改变
|
||||
* @param value
|
||||
*/
|
||||
public static set scene(value: Scene) {
|
||||
if (!value) {
|
||||
console.error("场景不能为空");
|
||||
return;
|
||||
}
|
||||
|
||||
if (this._instance._scene == null) {
|
||||
this._instance._scene = value;
|
||||
this._instance.addChild(value);
|
||||
this._instance._scene.begin();
|
||||
Core.Instance.onSceneChanged();
|
||||
} else {
|
||||
this._instance._nextScene = value;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 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._instance._sceneTransition) {
|
||||
console.warn("在前一个场景完成之前,不能开始一个新的场景转换。");
|
||||
return;
|
||||
}
|
||||
|
||||
this._instance._sceneTransition = sceneTransition;
|
||||
return sceneTransition;
|
||||
}
|
||||
|
||||
/**
|
||||
* 添加一个全局管理器对象,它的更新方法将调用场景前的每一帧。
|
||||
* @param manager
|
||||
*/
|
||||
public static registerGlobalManager(manager: es.GlobalManager) {
|
||||
this._instance._globalManagers.push(manager);
|
||||
manager.enabled = true;
|
||||
}
|
||||
|
||||
/**
|
||||
* 删除全局管理器对象
|
||||
* @param manager
|
||||
*/
|
||||
public static unregisterGlobalManager(manager: es.GlobalManager) {
|
||||
this._instance._globalManagers.remove(manager);
|
||||
manager.enabled = false;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取类型为T的全局管理器
|
||||
* @param type
|
||||
*/
|
||||
public static getGlobalManager<T extends es.GlobalManager>(type): T {
|
||||
for (let i = 0; i < this._instance._globalManagers.length; i++) {
|
||||
if (this._instance._globalManagers[i] instanceof type)
|
||||
return this._instance._globalManagers[i] as T;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
public onOrientationChanged() {
|
||||
Core.emitter.emit(CoreEvents.OrientationChanged);
|
||||
}
|
||||
|
||||
public async draw() {
|
||||
if (this._sceneTransition) {
|
||||
this._sceneTransition.preRender();
|
||||
|
||||
// 如果我们有场景转换的特殊处理。我们要么渲染场景过渡,要么渲染场景
|
||||
if (this._scene && !this._sceneTransition.hasPreviousSceneRender) {
|
||||
this._scene.render();
|
||||
this._scene.postRender();
|
||||
await this._sceneTransition.onBeginTransition();
|
||||
} else if (this._sceneTransition) {
|
||||
if (this._scene && this._sceneTransition.isNewSceneLoaded) {
|
||||
this._scene.render();
|
||||
this._scene.postRender();
|
||||
}
|
||||
|
||||
this._sceneTransition.render();
|
||||
}
|
||||
} else if (this._scene) {
|
||||
this._scene.render();
|
||||
|
||||
Debug.render();
|
||||
|
||||
// 如果我们没有一个活跃的场景转换,就像平常一样渲染
|
||||
this._scene.postRender();
|
||||
}
|
||||
}
|
||||
|
||||
public startDebugUpdate() {
|
||||
TimeRuler.Instance.startFrame();
|
||||
TimeRuler.Instance.beginMark("update", 0x00FF00);
|
||||
}
|
||||
|
||||
public endDebugUpdate() {
|
||||
TimeRuler.Instance.endMark("update");
|
||||
}
|
||||
|
||||
/**
|
||||
* 在一个场景结束后,下一个场景开始之前调用
|
||||
*/
|
||||
public onSceneChanged() {
|
||||
Core.emitter.emit(CoreEvents.SceneChanged);
|
||||
Time.sceneChanged();
|
||||
}
|
||||
|
||||
/**
|
||||
* 当屏幕大小发生改变时调用
|
||||
*/
|
||||
protected onGraphicsDeviceReset() {
|
||||
Core.emitter.emit(CoreEvents.GraphicsDeviceReset);
|
||||
}
|
||||
|
||||
protected initialize() {
|
||||
}
|
||||
|
||||
protected async update() {
|
||||
// this.startDebugUpdate();
|
||||
|
||||
// 更新我们所有的系统管理器
|
||||
Time.update(egret.getTimer());
|
||||
|
||||
if (this._scene) {
|
||||
for (let i = this._globalManagers.length - 1; i >= 0; i--) {
|
||||
if (this._globalManagers[i].enabled)
|
||||
this._globalManagers[i].update();
|
||||
}
|
||||
|
||||
// 仔细阅读:
|
||||
// 当场景转换发生时,我们不会更新场景
|
||||
// -除非是不改变场景的场景转换(没有理由不更新)
|
||||
// -或者它是一个已经切换到新场景的场景转换(新场景需要做它自己的事情)
|
||||
if (!this._sceneTransition ||
|
||||
(this._sceneTransition && (!this._sceneTransition.loadsNewScene || this._sceneTransition.isNewSceneLoaded))) {
|
||||
this._scene.update();
|
||||
}
|
||||
|
||||
if (this._nextScene) {
|
||||
this.removeChild(this._scene);
|
||||
this._scene.end();
|
||||
|
||||
this._scene = this._nextScene;
|
||||
this._nextScene = null;
|
||||
this.onSceneChanged();
|
||||
|
||||
this.addChild(this._scene);
|
||||
await this._scene.begin();
|
||||
}
|
||||
}
|
||||
|
||||
// this.endDebugUpdate();
|
||||
|
||||
await this.draw();
|
||||
}
|
||||
|
||||
private onAddToStage() {
|
||||
Core.graphicsDevice = new GraphicsDevice();
|
||||
|
||||
this.addEventListener(egret.Event.RESIZE, this.onGraphicsDeviceReset, this);
|
||||
this.addEventListener(egret.StageOrientationEvent.ORIENTATION_CHANGE, this.onOrientationChanged, this);
|
||||
this.addEventListener(egret.Event.ENTER_FRAME, this.update, this);
|
||||
|
||||
Input.initialize();
|
||||
this.initialize();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,16 @@
|
||||
module es {
|
||||
export enum CoreEvents {
|
||||
/**
|
||||
* 在图形设备重置时触发。当这种情况发生时,任何渲染目标或其他内容的VRAM将被擦除,需要重新生成
|
||||
*/
|
||||
GraphicsDeviceReset,
|
||||
/**
|
||||
* 当场景发生变化时触发
|
||||
*/
|
||||
SceneChanged,
|
||||
/**
|
||||
* 当设备方向改变时触发
|
||||
*/
|
||||
OrientationChanged,
|
||||
}
|
||||
}
|
||||
+396
-183
@@ -1,223 +1,436 @@
|
||||
class Entity extends egret.DisplayObjectContainer {
|
||||
private static _idGenerator: number;
|
||||
module es {
|
||||
export class Entity {
|
||||
public static _idGenerator: number;
|
||||
|
||||
public name: string;
|
||||
public readonly id: number;
|
||||
/** 当前实体所属的场景 */
|
||||
public scene: Scene;
|
||||
/** 当前附加到此实体的所有组件的列表 */
|
||||
public readonly components: ComponentList;
|
||||
private _updateOrder: number = 0;
|
||||
private _enabled: boolean = true;
|
||||
public _isDestoryed: boolean;
|
||||
private _tag: number = 0;
|
||||
/**
|
||||
* 当前实体所属的场景
|
||||
*/
|
||||
public scene: Scene;
|
||||
/**
|
||||
* 实体名称。用于在场景范围内搜索实体
|
||||
*/
|
||||
public name: string;
|
||||
/**
|
||||
* 此实体的唯一标识
|
||||
*/
|
||||
public readonly id: number;
|
||||
/**
|
||||
* 封装实体的位置/旋转/缩放,并允许设置一个高层结构
|
||||
*/
|
||||
public readonly transform: Transform;
|
||||
/**
|
||||
* 当前附加到此实体的所有组件的列表
|
||||
*/
|
||||
public readonly components: ComponentList;
|
||||
/**
|
||||
* 指定应该调用这个entity update方法的频率。1表示每一帧,2表示每一帧,以此类推
|
||||
*/
|
||||
public updateInterval: number = 1;
|
||||
public componentBits: BitSet;
|
||||
|
||||
public componentBits: BitSet;
|
||||
constructor(name: string) {
|
||||
this.components = new ComponentList(this);
|
||||
this.transform = new Transform(this);
|
||||
this.name = name;
|
||||
this.id = Entity._idGenerator++;
|
||||
|
||||
public get isDestoryed(){
|
||||
return this._isDestoryed;
|
||||
}
|
||||
|
||||
public get position(){
|
||||
return new Vector2(this.x, this.y);
|
||||
}
|
||||
|
||||
public set position(value: Vector2){
|
||||
this.$setX(value.x);
|
||||
this.$setY(value.y);
|
||||
this.onEntityTransformChanged(TransformComponent.position);
|
||||
}
|
||||
|
||||
public get scale(){
|
||||
return new Vector2(this.scaleX, this.scaleY);
|
||||
}
|
||||
|
||||
public set scale(value: Vector2){
|
||||
this.$setScaleX(value.x);
|
||||
this.$setScaleY(value.y);
|
||||
this.onEntityTransformChanged(TransformComponent.scale);
|
||||
}
|
||||
|
||||
public set rotation(value: number){
|
||||
this.$setRotation(value);
|
||||
this.onEntityTransformChanged(TransformComponent.rotation);
|
||||
}
|
||||
|
||||
public get enabled(){
|
||||
return this._enabled;
|
||||
}
|
||||
|
||||
public set enabled(value: boolean){
|
||||
this.setEnabled(value);
|
||||
}
|
||||
|
||||
public setEnabled(isEnabled: boolean){
|
||||
if (this._enabled != isEnabled){
|
||||
this._enabled = isEnabled;
|
||||
this.componentBits = new BitSet();
|
||||
}
|
||||
|
||||
return this;
|
||||
}
|
||||
public _isDestroyed: boolean;
|
||||
|
||||
public get tag(){
|
||||
return this._tag;
|
||||
}
|
||||
/**
|
||||
* 如果调用了destroy,那么在下一次处理实体之前这将一直为true
|
||||
*/
|
||||
public get isDestroyed() {
|
||||
return this._isDestroyed;
|
||||
}
|
||||
|
||||
public set tag(value: number){
|
||||
this.setTag(value);
|
||||
}
|
||||
private _tag: number = 0;
|
||||
|
||||
public get stage(){
|
||||
if (!this.scene)
|
||||
return null;
|
||||
|
||||
return this.scene.stage;
|
||||
}
|
||||
/**
|
||||
* 你可以随意使用。稍后可以使用它来查询场景中具有特定标记的所有实体
|
||||
*/
|
||||
public get tag(): number {
|
||||
return this._tag;
|
||||
}
|
||||
|
||||
constructor(name: string){
|
||||
super();
|
||||
this.name = name;
|
||||
this.components = new ComponentList(this);
|
||||
this.id = Entity._idGenerator ++;
|
||||
/**
|
||||
* 你可以随意使用。稍后可以使用它来查询场景中具有特定标记的所有实体
|
||||
* @param value
|
||||
*/
|
||||
public set tag(value: number) {
|
||||
this.setTag(value);
|
||||
}
|
||||
|
||||
this.componentBits = new BitSet();
|
||||
}
|
||||
private _enabled: boolean = true;
|
||||
|
||||
public get updateOrder(){
|
||||
return this._updateOrder;
|
||||
}
|
||||
/**
|
||||
* 启用/禁用实体。当禁用碰撞器从物理系统和组件中移除时,方法将不会被调用
|
||||
*/
|
||||
public get enabled() {
|
||||
return this._enabled;
|
||||
}
|
||||
|
||||
public set updateOrder(value: number){
|
||||
this.setUpdateOrder(value);
|
||||
}
|
||||
/**
|
||||
* 启用/禁用实体。当禁用碰撞器从物理系统和组件中移除时,方法将不会被调用
|
||||
* @param value
|
||||
*/
|
||||
public set enabled(value: boolean) {
|
||||
this.setEnabled(value);
|
||||
}
|
||||
|
||||
public roundPosition(){
|
||||
this.position = Vector2Ext.round(this.position);
|
||||
}
|
||||
private _updateOrder: number = 0;
|
||||
|
||||
public setUpdateOrder(updateOrder: number){
|
||||
if (this._updateOrder != updateOrder){
|
||||
this._updateOrder = updateOrder;
|
||||
if (this.scene){
|
||||
|
||||
/**
|
||||
* 更新此实体的顺序。updateOrder还用于对scene.entities上的标签列表进行排序
|
||||
*/
|
||||
public get updateOrder() {
|
||||
return this._updateOrder;
|
||||
}
|
||||
|
||||
/**
|
||||
* 更新此实体的顺序。updateOrder还用于对scene.entities上的标签列表进行排序
|
||||
* @param value
|
||||
*/
|
||||
public set updateOrder(value: number) {
|
||||
this.setUpdateOrder(value);
|
||||
}
|
||||
|
||||
public get parent(): Transform {
|
||||
return this.transform.parent;
|
||||
}
|
||||
|
||||
public set parent(value: Transform) {
|
||||
this.transform.setParent(value);
|
||||
}
|
||||
|
||||
public get childCount() {
|
||||
return this.transform.childCount;
|
||||
}
|
||||
|
||||
public get position(): Vector2 {
|
||||
return this.transform.position;
|
||||
}
|
||||
|
||||
public set position(value: Vector2) {
|
||||
this.transform.setPosition(value.x, value.y);
|
||||
}
|
||||
|
||||
public get localPosition(): Vector2 {
|
||||
return this.transform.localPosition;
|
||||
}
|
||||
|
||||
public set localPosition(value: Vector2) {
|
||||
this.transform.setLocalPosition(value);
|
||||
}
|
||||
|
||||
public get rotation(): number {
|
||||
return this.transform.rotation;
|
||||
}
|
||||
|
||||
public set rotation(value: number) {
|
||||
this.transform.setRotation(value);
|
||||
}
|
||||
|
||||
public get rotationDegrees(): number {
|
||||
return this.transform.rotationDegrees;
|
||||
}
|
||||
|
||||
public set rotationDegrees(value: number) {
|
||||
this.transform.setRotationDegrees(value);
|
||||
}
|
||||
|
||||
public get localRotation(): number {
|
||||
return this.transform.localRotation;
|
||||
}
|
||||
|
||||
public set localRotation(value: number) {
|
||||
this.transform.setLocalRotation(value);
|
||||
}
|
||||
|
||||
public get localRotationDegrees(): number {
|
||||
return this.transform.localRotationDegrees;
|
||||
}
|
||||
|
||||
public set localRotationDegrees(value: number) {
|
||||
this.transform.setLocalRotationDegrees(value);
|
||||
}
|
||||
|
||||
public get scale(): Vector2 {
|
||||
return this.transform.scale;
|
||||
}
|
||||
|
||||
public set scale(value: Vector2) {
|
||||
this.transform.setScale(value);
|
||||
}
|
||||
|
||||
public get localScale(): Vector2 {
|
||||
return this.transform.localScale;
|
||||
}
|
||||
|
||||
public set localScale(value: Vector2) {
|
||||
this.transform.setLocalScale(value);
|
||||
}
|
||||
|
||||
public get worldInverseTransform(): Matrix2D {
|
||||
return this.transform.worldInverseTransform;
|
||||
}
|
||||
|
||||
public get localToWorldTransform(): Matrix2D {
|
||||
return this.transform.localToWorldTransform;
|
||||
}
|
||||
|
||||
public get worldToLocalTransform(): Matrix2D {
|
||||
return this.transform.worldToLocalTransform;
|
||||
}
|
||||
|
||||
public onTransformChanged(comp: transform.Component) {
|
||||
// 通知我们的子项改变了位置
|
||||
this.components.onEntityTransformChanged(comp);
|
||||
}
|
||||
|
||||
/**
|
||||
* 设置实体的标记
|
||||
* @param tag
|
||||
*/
|
||||
public setTag(tag: number): Entity {
|
||||
if (this._tag != tag) {
|
||||
// 我们只有在已经有场景的情况下才会调用entityTagList。如果我们还没有场景,我们会被添加到entityTagList
|
||||
if (this.scene)
|
||||
this.scene.entities.removeFromTagList(this);
|
||||
this._tag = tag;
|
||||
if (this.scene)
|
||||
this.scene.entities.addToTagList(this);
|
||||
}
|
||||
|
||||
return this;
|
||||
}
|
||||
}
|
||||
|
||||
public setTag(tag: number): Entity{
|
||||
if (this._tag != tag){
|
||||
if (this.scene){
|
||||
this.scene.entities.removeFromTagList(this);
|
||||
/**
|
||||
* 设置实体的启用状态。当禁用碰撞器从物理系统和组件中移除时,方法将不会被调用
|
||||
* @param isEnabled
|
||||
*/
|
||||
public setEnabled(isEnabled: boolean) {
|
||||
if (this._enabled != isEnabled) {
|
||||
this._enabled = isEnabled;
|
||||
|
||||
if (this._enabled)
|
||||
this.components.onEntityEnabled();
|
||||
else
|
||||
this.components.onEntityDisabled();
|
||||
}
|
||||
this._tag = tag;
|
||||
if (this.scene){
|
||||
this.scene.entities.addToTagList(this);
|
||||
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
* 设置此实体的更新顺序。updateOrder还用于对scene.entities上的标签列表进行排序
|
||||
* @param updateOrder
|
||||
*/
|
||||
public setUpdateOrder(updateOrder: number) {
|
||||
if (this._updateOrder != updateOrder) {
|
||||
this._updateOrder = updateOrder;
|
||||
if (this.scene) {
|
||||
this.scene.entities.markEntityListUnsorted();
|
||||
this.scene.entities.markTagUnsorted(this.tag);
|
||||
}
|
||||
|
||||
return this;
|
||||
}
|
||||
}
|
||||
|
||||
return this;
|
||||
}
|
||||
/**
|
||||
* 从场景中删除实体并销毁所有子元素
|
||||
*/
|
||||
public destroy() {
|
||||
this._isDestroyed = true;
|
||||
this.scene.entities.remove(this);
|
||||
this.transform.parent = null;
|
||||
|
||||
public attachToScene(newScene: Scene){
|
||||
this.scene = newScene;
|
||||
newScene.entities.add(this);
|
||||
this.components.registerAllComponents();
|
||||
|
||||
for (let i = 0; i < this.numChildren; i ++){
|
||||
(this.getChildAt(i) as Component).entity.attachToScene(newScene);
|
||||
}
|
||||
}
|
||||
|
||||
public detachFromScene(){
|
||||
this.scene.entities.remove(this);
|
||||
this.components.deregisterAllComponents();
|
||||
|
||||
for (let i = 0; i < this.numChildren; i ++)
|
||||
(this.getChildAt(i) as Component).entity.detachFromScene();
|
||||
}
|
||||
|
||||
public addComponent<T extends Component>(component: T): T{
|
||||
component.entity = this;
|
||||
this.components.add(component);
|
||||
this.addChild(component);
|
||||
component.initialize();
|
||||
return component;
|
||||
}
|
||||
|
||||
public hasComponent<T extends Component>(type){
|
||||
return this.components.getComponent<T>(type, false) != null;
|
||||
}
|
||||
|
||||
public getOrCreateComponent<T extends Component>(type: T){
|
||||
let comp = this.components.getComponent<T>(type, true);
|
||||
if (!comp){
|
||||
comp = this.addComponent<T>(type);
|
||||
// 销毁所有子项
|
||||
for (let i = this.transform.childCount - 1; i >= 0; i--) {
|
||||
let child = this.transform.getChild(i);
|
||||
child.entity.destroy();
|
||||
}
|
||||
}
|
||||
|
||||
return comp;
|
||||
}
|
||||
/**
|
||||
* 将实体从场景中分离。下面的生命周期方法将被调用在组件上:OnRemovedFromEntity
|
||||
*/
|
||||
public detachFromScene() {
|
||||
this.scene.entities.remove(this);
|
||||
this.components.deregisterAllComponents();
|
||||
|
||||
public getComponent<T extends Component>(type): T{
|
||||
return this.components.getComponent(type, false) as T;
|
||||
}
|
||||
|
||||
public getComponents(typeName: string | any, componentList?){
|
||||
return this.components.getComponents(typeName, componentList);
|
||||
}
|
||||
|
||||
private onEntityTransformChanged(comp: TransformComponent){
|
||||
this.components.onEntityTransformChanged(comp);
|
||||
}
|
||||
|
||||
public removeComponentForType<T extends Component>(type){
|
||||
let comp = this.getComponent<T>(type);
|
||||
if (comp){
|
||||
this.removeComponent(comp);
|
||||
return true;
|
||||
for (let i = 0; i < this.transform.childCount; i++)
|
||||
this.transform.getChild(i).entity.detachFromScene();
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
/**
|
||||
* 将一个先前分离的实体附加到一个新的场景
|
||||
* @param newScene
|
||||
*/
|
||||
public attachToScene(newScene: Scene) {
|
||||
this.scene = newScene;
|
||||
newScene.entities.add(this);
|
||||
this.components.registerAllComponents();
|
||||
|
||||
public removeComponent(component: Component){
|
||||
this.components.remove(component);
|
||||
}
|
||||
|
||||
public removeAllComponents(){
|
||||
for (let i = 0; i < this.components.count; i ++){
|
||||
this.removeComponent(this.components.buffer[i]);
|
||||
for (let i = 0; i < this.transform.childCount; i++) {
|
||||
this.transform.getChild(i).entity.attachToScene(newScene);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public update(){
|
||||
this.components.update();
|
||||
}
|
||||
/**
|
||||
* 创建此实体的深层克隆。子类可以重写此方法来复制任何自定义字段。
|
||||
* 当重写时,应该调用CopyFrom方法,它将为您克隆所有组件、碰撞器和转换子组件。
|
||||
* 注意克隆的实体不会被添加到任何场景中!你必须自己添加它们!
|
||||
* @param position
|
||||
*/
|
||||
public clone(position: Vector2 = new Vector2()): Entity {
|
||||
let entity = new Entity(this.name + "(clone)");
|
||||
entity.copyFrom(this);
|
||||
entity.transform.position = position;
|
||||
|
||||
public onAddedToScene(){
|
||||
return entity;
|
||||
}
|
||||
|
||||
}
|
||||
/**
|
||||
* 在提交了所有挂起的实体更改后,将此实体添加到场景时调用
|
||||
*/
|
||||
public onAddedToScene() {
|
||||
}
|
||||
|
||||
public onRemovedFromScene(){
|
||||
if (this._isDestoryed)
|
||||
this.components.removeAllComponents();
|
||||
}
|
||||
/**
|
||||
* 当此实体从场景中删除时调用
|
||||
*/
|
||||
public onRemovedFromScene() {
|
||||
// 如果已经被销毁了,移走我们的组件。如果我们只是分离,我们需要保持我们的组件在实体上。
|
||||
if (this._isDestroyed)
|
||||
this.components.removeAllComponents();
|
||||
}
|
||||
|
||||
public destroy(){
|
||||
this._isDestoryed = true;
|
||||
this.scene.entities.remove(this);
|
||||
this.removeChildren();
|
||||
/**
|
||||
* 每帧进行调用进行更新组件
|
||||
*/
|
||||
public update() {
|
||||
this.components.update();
|
||||
}
|
||||
|
||||
for (let i = this.numChildren - 1; i >= 0; i --){
|
||||
let child = this.getChildAt(i);
|
||||
(child as Component).entity.destroy();
|
||||
/**
|
||||
* 将组件添加到组件列表中。返回组件。
|
||||
* @param component
|
||||
*/
|
||||
public addComponent<T extends Component>(component: T): T {
|
||||
component.entity = this;
|
||||
this.components.add(component);
|
||||
component.initialize();
|
||||
return component;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取类型T的第一个组件并返回它。如果没有找到组件,则返回null。
|
||||
* @param type
|
||||
*/
|
||||
public getComponent<T extends Component>(type): T {
|
||||
return this.components.getComponent(type, false) as T;
|
||||
}
|
||||
|
||||
/**
|
||||
* 检查实体是否具有该组件
|
||||
* @param type
|
||||
*/
|
||||
public hasComponent<T extends Component>(type) {
|
||||
return this.components.getComponent<T>(type, false) != null;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取类型T的第一个组件并返回它。如果没有找到组件,将创建组件。
|
||||
* @param type
|
||||
*/
|
||||
public getOrCreateComponent<T extends Component>(type: T) {
|
||||
let comp = this.components.getComponent<T>(type, true);
|
||||
if (!comp) {
|
||||
comp = this.addComponent<T>(type);
|
||||
}
|
||||
|
||||
return comp;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取typeName类型的所有组件,但不使用列表分配
|
||||
* @param typeName
|
||||
* @param componentList
|
||||
*/
|
||||
public getComponents(typeName: string | any, componentList?) {
|
||||
return this.components.getComponents(typeName, componentList);
|
||||
}
|
||||
|
||||
/**
|
||||
* 从组件列表中删除组件
|
||||
* @param component
|
||||
*/
|
||||
public removeComponent(component: Component) {
|
||||
this.components.remove(component);
|
||||
}
|
||||
|
||||
/**
|
||||
* 从组件列表中删除类型为T的第一个组件
|
||||
* @param type
|
||||
*/
|
||||
public removeComponentForType<T extends Component>(type) {
|
||||
let comp = this.getComponent<T>(type);
|
||||
if (comp) {
|
||||
this.removeComponent(comp);
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
/**
|
||||
* 从实体中删除所有组件
|
||||
*/
|
||||
public removeAllComponents() {
|
||||
for (let i = 0; i < this.components.count; i++) {
|
||||
this.removeComponent(this.components.buffer[i]);
|
||||
}
|
||||
}
|
||||
|
||||
public compareTo(other: Entity): number {
|
||||
let compare = this._updateOrder - other._updateOrder;
|
||||
if (compare == 0)
|
||||
compare = this.id - other.id;
|
||||
return compare;
|
||||
}
|
||||
|
||||
public toString(): string {
|
||||
return `[Entity: name: ${this.name}, tag: ${this.tag}, enabled: ${this.enabled}, depth: ${this.updateOrder}]`;
|
||||
}
|
||||
|
||||
/**
|
||||
* 将实体的属性、组件和碰撞器复制到此实例
|
||||
* @param entity
|
||||
*/
|
||||
protected copyFrom(entity: Entity) {
|
||||
this.tag = entity.tag;
|
||||
this.updateInterval = entity.updateInterval;
|
||||
this.updateOrder = entity.updateOrder;
|
||||
this.enabled = entity.enabled;
|
||||
|
||||
this.transform.scale = entity.transform.scale;
|
||||
this.transform.rotation = entity.transform.rotation;
|
||||
|
||||
for (let i = 0; i < entity.components.count; i++)
|
||||
this.addComponent(entity.components.buffer[i].clone());
|
||||
for (let i = 0; i < entity.components._componentsToAdd.length; i++)
|
||||
this.addComponent(entity.components._componentsToAdd[i].clone());
|
||||
|
||||
for (let i = 0; i < entity.transform.childCount; i++) {
|
||||
let child = entity.transform.getChild(i).entity;
|
||||
let childClone = child.clone();
|
||||
childClone.transform.copyFrom(child.transform);
|
||||
childClone.transform.parent = this.transform;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
enum TransformComponent {
|
||||
rotation,
|
||||
scale,
|
||||
position
|
||||
}
|
||||
+337
-195
@@ -1,213 +1,355 @@
|
||||
/** 场景 */
|
||||
class Scene extends egret.DisplayObjectContainer {
|
||||
public camera: Camera;
|
||||
public readonly entities: EntityList;
|
||||
public readonly renderableComponents: RenderableComponentList;
|
||||
public readonly content: ContentManager;
|
||||
public enablePostProcessing = true;
|
||||
module es {
|
||||
/** 场景 */
|
||||
export class Scene extends egret.DisplayObjectContainer {
|
||||
/**
|
||||
* 默认场景摄像机
|
||||
*/
|
||||
public camera: Camera;
|
||||
/**
|
||||
* 场景特定内容管理器。使用它来加载仅由这个场景需要的任何资源。如果你有全局/多场景资源,你可以使用SceneManager.content。
|
||||
* contentManager来加载它们,因为Nez不会卸载它们。
|
||||
*/
|
||||
public readonly content: ContentManager;
|
||||
/**
|
||||
* 全局切换后处理器
|
||||
*/
|
||||
public enablePostProcessing = true;
|
||||
/**
|
||||
* 这个场景中的实体列表
|
||||
*/
|
||||
public readonly entities: EntityList;
|
||||
/**
|
||||
* 管理当前在场景实体上的所有可呈现组件的列表
|
||||
*/
|
||||
public readonly renderableComponents: RenderableComponentList;
|
||||
/**
|
||||
* 管理所有实体处理器
|
||||
*/
|
||||
public readonly entityProcessors: EntityProcessorList;
|
||||
|
||||
private _renderers: Renderer[] = [];
|
||||
private _postProcessors: PostProcessor[] = [];
|
||||
private _didSceneBegin;
|
||||
public _renderers: Renderer[] = [];
|
||||
public readonly _postProcessors: PostProcessor[] = [];
|
||||
public _didSceneBegin;
|
||||
|
||||
public readonly entityProcessors: EntityProcessorList;
|
||||
constructor() {
|
||||
super();
|
||||
this.entities = new EntityList(this);
|
||||
this.renderableComponents = new RenderableComponentList();
|
||||
this.content = new ContentManager();
|
||||
|
||||
constructor() {
|
||||
super();
|
||||
this.entityProcessors = new EntityProcessorList();
|
||||
this.renderableComponents = new RenderableComponentList();
|
||||
this.entities = new EntityList(this);
|
||||
this.content = new ContentManager();
|
||||
this.width = SceneManager.stage.stageWidth;
|
||||
this.height = SceneManager.stage.stageHeight;
|
||||
this.entityProcessors = new EntityProcessorList();
|
||||
|
||||
this.addEventListener(egret.Event.ACTIVATE, this.onActive, this);
|
||||
this.addEventListener(egret.Event.DEACTIVATE, this.onDeactive, this);
|
||||
}
|
||||
this.initialize();
|
||||
}
|
||||
|
||||
public createEntity(name: string) {
|
||||
let entity = new Entity(name);
|
||||
entity.position = new Vector2(0, 0);
|
||||
return this.addEntity(entity);
|
||||
}
|
||||
/**
|
||||
* 辅助器,创建一个场景与DefaultRenderer附加并准备使用
|
||||
*/
|
||||
public static createWithDefaultRenderer() {
|
||||
let scene = new Scene();
|
||||
scene.addRenderer(new DefaultRenderer());
|
||||
return scene;
|
||||
}
|
||||
|
||||
public addEntity(entity: Entity) {
|
||||
this.entities.add(entity);
|
||||
entity.scene = this;
|
||||
this.addChild(entity);
|
||||
/**
|
||||
* 在场景子类中重写这个并在这里进行加载。在场景设置好之后,在调用begin之前,从构造器中调用。
|
||||
*/
|
||||
public initialize() {
|
||||
}
|
||||
|
||||
for (let i = 0; i < entity.numChildren; i++)
|
||||
this.addEntity((entity.getChildAt(i) as Component).entity);
|
||||
/**
|
||||
* 在场景子类中重写这个。当SceneManager将此场景设置为活动场景时,将调用此操作。
|
||||
*/
|
||||
public async onStart() {
|
||||
}
|
||||
|
||||
return entity;
|
||||
}
|
||||
/**
|
||||
* 在场景子类中重写这个,并在这里做任何必要的卸载。当SceneManager从活动槽中删除此场景时调用。
|
||||
*/
|
||||
public unload() {
|
||||
}
|
||||
|
||||
public destroyAllEntities() {
|
||||
for (let i = 0; i < this.entities.count; i++) {
|
||||
this.entities.buffer[i].destroy();
|
||||
}
|
||||
}
|
||||
|
||||
public findEntity(name: string): Entity {
|
||||
return this.entities.findEntity(name);
|
||||
}
|
||||
/**
|
||||
* 在场景子类中重写这个,当该场景当获得焦点时调用
|
||||
*/
|
||||
public onActive() {
|
||||
}
|
||||
|
||||
/**
|
||||
* 在场景中添加一个EntitySystem处理器
|
||||
* @param processor 处理器
|
||||
*/
|
||||
public addEntityProcessor(processor: EntitySystem) {
|
||||
processor.scene = this;
|
||||
this.entityProcessors.add(processor);
|
||||
return processor;
|
||||
}
|
||||
/**
|
||||
* 在场景子类中重写这个,当该场景当失去焦点时调用
|
||||
*/
|
||||
public onDeactive() {
|
||||
}
|
||||
|
||||
public removeEntityProcessor(processor: EntitySystem) {
|
||||
this.entityProcessors.remove(processor);
|
||||
}
|
||||
|
||||
public getEntityProcessor<T extends EntitySystem>(): T {
|
||||
return this.entityProcessors.getProcessor<T>();
|
||||
}
|
||||
|
||||
public addRenderer<T extends Renderer>(renderer: T) {
|
||||
this._renderers.push(renderer);
|
||||
this._renderers.sort();
|
||||
|
||||
renderer.onAddedToScene(this);
|
||||
|
||||
return renderer;
|
||||
}
|
||||
|
||||
public getRenderer<T extends Renderer>(type): T {
|
||||
for (let i = 0; i < this._renderers.length; i++) {
|
||||
if (this._renderers[i] instanceof type)
|
||||
return this._renderers[i] as T;
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
public removeRenderer(renderer: Renderer) {
|
||||
this._renderers.remove(renderer);
|
||||
renderer.unload();
|
||||
}
|
||||
|
||||
public begin() {
|
||||
if (SceneManager.sceneTransition){
|
||||
SceneManager.stage.addChildAt(this, SceneManager.stage.numChildren - 1);
|
||||
}else{
|
||||
SceneManager.stage.addChild(this);
|
||||
}
|
||||
|
||||
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");
|
||||
}
|
||||
/** 初始化默认相机 */
|
||||
this.camera = this.createEntity("camera").getOrCreateComponent(new Camera());
|
||||
|
||||
Physics.reset();
|
||||
|
||||
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);
|
||||
|
||||
for (let i = 0; i < this._renderers.length; i++) {
|
||||
this._renderers[i].unload();
|
||||
}
|
||||
|
||||
for (let i = 0; i < this._postProcessors.length; i++) {
|
||||
this._postProcessors[i].unload();
|
||||
}
|
||||
|
||||
this.entities.removeAllEntities();
|
||||
this.removeChildren();
|
||||
|
||||
Physics.clear();
|
||||
|
||||
this.camera = null;
|
||||
this.content.dispose();
|
||||
|
||||
if (this.entityProcessors)
|
||||
this.entityProcessors.end();
|
||||
|
||||
this.unload();
|
||||
|
||||
if (this.parent)
|
||||
this.parent.removeChild(this);
|
||||
}
|
||||
|
||||
protected async onStart() {
|
||||
|
||||
}
|
||||
|
||||
/** 场景激活 */
|
||||
protected onActive() {
|
||||
|
||||
}
|
||||
|
||||
/** 场景失去焦点 */
|
||||
protected onDeactive() {
|
||||
|
||||
}
|
||||
|
||||
protected unload() { }
|
||||
|
||||
public update() {
|
||||
this.entities.updateLists();
|
||||
|
||||
if (this.entityProcessors)
|
||||
this.entityProcessors.update()
|
||||
|
||||
this.entities.update();
|
||||
|
||||
if (this.entityProcessors)
|
||||
this.entityProcessors.lateUpdate();
|
||||
|
||||
this.renderableComponents.updateList();
|
||||
}
|
||||
|
||||
public postRender() {
|
||||
let enabledCounter = 0;
|
||||
if (this.enablePostProcessing) {
|
||||
for (let i = 0; i < this._postProcessors.length; i++) {
|
||||
if (this._postProcessors[i].enable) {
|
||||
let isEven = MathHelper.isEven(enabledCounter);
|
||||
enabledCounter ++;
|
||||
|
||||
this._postProcessors[i].process();
|
||||
public async 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");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public render() {
|
||||
for (let i = 0; i < this._renderers.length; i++) {
|
||||
this._renderers[i].render(this);
|
||||
}
|
||||
}
|
||||
this.camera = this.createEntity("camera").getOrCreateComponent(new Camera());
|
||||
|
||||
public addPostProcessor<T extends PostProcessor>(postProcessor: T): T{
|
||||
this._postProcessors.push(postProcessor);
|
||||
this._postProcessors.sort();
|
||||
postProcessor.onAddedToScene(this);
|
||||
Physics.reset();
|
||||
|
||||
if (this._didSceneBegin){
|
||||
postProcessor.onSceneBackBufferSizeChanged(this.stage.stageWidth, this.stage.stageHeight);
|
||||
}
|
||||
if (this.entityProcessors)
|
||||
this.entityProcessors.begin();
|
||||
|
||||
return postProcessor;
|
||||
}
|
||||
this.addEventListener(egret.Event.ACTIVATE, this.onActive, this);
|
||||
this.addEventListener(egret.Event.DEACTIVATE, this.onDeactive, this);
|
||||
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);
|
||||
|
||||
for (let i = 0; i < this._renderers.length; i++) {
|
||||
this._renderers[i].unload();
|
||||
}
|
||||
|
||||
for (let i = 0; i < this._postProcessors.length; i++) {
|
||||
this._postProcessors[i].unload();
|
||||
}
|
||||
|
||||
this.entities.removeAllEntities();
|
||||
this.removeChildren();
|
||||
|
||||
this.camera = null;
|
||||
this.content.dispose();
|
||||
|
||||
if (this.entityProcessors)
|
||||
this.entityProcessors.end();
|
||||
|
||||
if (this.parent)
|
||||
this.parent.removeChild(this);
|
||||
|
||||
this.unload();
|
||||
}
|
||||
|
||||
public update() {
|
||||
// 更新我们的列表,以防它们有任何变化
|
||||
this.entities.updateLists();
|
||||
|
||||
// 更新我们的实体解析器
|
||||
if (this.entityProcessors)
|
||||
this.entityProcessors.update();
|
||||
|
||||
// 更新我们的实体组
|
||||
this.entities.update();
|
||||
|
||||
if (this.entityProcessors)
|
||||
this.entityProcessors.lateUpdate();
|
||||
|
||||
// 我们在实体之后更新我们的呈现。如果添加了任何新的渲染,请进行更新
|
||||
this.renderableComponents.updateList();
|
||||
}
|
||||
|
||||
public render() {
|
||||
if (this._renderers.length == 0) {
|
||||
console.error("there are no renderers in the scene!");
|
||||
return;
|
||||
}
|
||||
|
||||
for (let i = 0; i < this._renderers.length; i++) {
|
||||
this._renderers[i].render(this);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 现在的任何后处理器都要完成它的处理
|
||||
* 只有在SceneTransition请求渲染时,它才会有一个值。
|
||||
*/
|
||||
public postRender() {
|
||||
if (this.enablePostProcessing) {
|
||||
for (let i = 0; i < this._postProcessors.length; i++) {
|
||||
if (this._postProcessors[i].enabled) {
|
||||
this._postProcessors[i].process();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 为场景添加一个渲染器
|
||||
* @param renderer
|
||||
*/
|
||||
public addRenderer<T extends Renderer>(renderer: T) {
|
||||
this._renderers.push(renderer);
|
||||
this._renderers.sort();
|
||||
|
||||
renderer.onAddedToScene(this);
|
||||
|
||||
return renderer;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取类型为T的第一个渲染器
|
||||
* @param type
|
||||
*/
|
||||
public getRenderer<T extends Renderer>(type): T {
|
||||
for (let i = 0; i < this._renderers.length; i++) {
|
||||
if (this._renderers[i] instanceof type)
|
||||
return this._renderers[i] as T;
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
/**
|
||||
* 从场景中移除渲染器
|
||||
* @param renderer
|
||||
*/
|
||||
public removeRenderer(renderer: Renderer) {
|
||||
if (!this._renderers.contains(renderer))
|
||||
return;
|
||||
this._renderers.remove(renderer);
|
||||
renderer.unload();
|
||||
}
|
||||
|
||||
/**
|
||||
* 添加一个后处理器到场景。设置场景字段并调用后处理器。onAddedToScene使后处理器可以使用场景ContentManager加载资源。
|
||||
* @param postProcessor
|
||||
*/
|
||||
public addPostProcessor<T extends PostProcessor>(postProcessor: T): T {
|
||||
this._postProcessors.push(postProcessor);
|
||||
this._postProcessors.sort();
|
||||
postProcessor.onAddedToScene(this);
|
||||
|
||||
if (this._didSceneBegin) {
|
||||
postProcessor.onSceneBackBufferSizeChanged(this.stage.stageWidth, this.stage.stageHeight);
|
||||
}
|
||||
|
||||
return postProcessor;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取类型为T的第一个后处理器
|
||||
* @param type
|
||||
*/
|
||||
public getPostProcessor<T extends PostProcessor>(type): T {
|
||||
for (let i = 0; i < this._postProcessors.length; i++) {
|
||||
if (this._postProcessors[i] instanceof type)
|
||||
return this._postProcessors[i] as T;
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
/**
|
||||
* 删除一个后处理程序。注意,在删除时不会调用unload,因此如果不再需要PostProcessor,请确保调用unload来释放资源。
|
||||
* @param postProcessor
|
||||
*/
|
||||
public removePostProcessor(postProcessor: PostProcessor) {
|
||||
if (!this._postProcessors.contains(postProcessor))
|
||||
return;
|
||||
|
||||
this._postProcessors.remove(postProcessor);
|
||||
postProcessor.unload();
|
||||
}
|
||||
|
||||
/**
|
||||
* 将实体添加到此场景,并返回它
|
||||
* @param name
|
||||
*/
|
||||
public createEntity(name: string) {
|
||||
let entity = new Entity(name);
|
||||
return this.addEntity(entity);
|
||||
}
|
||||
|
||||
/**
|
||||
* 在场景的实体列表中添加一个实体
|
||||
* @param entity
|
||||
*/
|
||||
public addEntity(entity: Entity) {
|
||||
if (this.entities.buffer.contains(entity))
|
||||
console.warn(`You are attempting to add the same entity to a scene twice: ${entity}`);
|
||||
this.entities.add(entity);
|
||||
entity.scene = this;
|
||||
|
||||
for (let i = 0; i < entity.transform.childCount; i++)
|
||||
this.addEntity(entity.transform.getChild(i).entity);
|
||||
|
||||
return entity;
|
||||
}
|
||||
|
||||
/**
|
||||
* 从场景中删除所有实体
|
||||
*/
|
||||
public destroyAllEntities() {
|
||||
for (let i = 0; i < this.entities.count; i++) {
|
||||
this.entities.buffer[i].destroy();
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 搜索并返回第一个具有名称的实体
|
||||
* @param name
|
||||
*/
|
||||
public findEntity(name: string): Entity {
|
||||
return this.entities.findEntity(name);
|
||||
}
|
||||
|
||||
/**
|
||||
* 返回具有给定标记的所有实体
|
||||
* @param tag
|
||||
*/
|
||||
public findEntitiesWithTag(tag: number): Entity[] {
|
||||
return this.entities.entitiesWithTag(tag);
|
||||
}
|
||||
|
||||
/**
|
||||
* 返回类型为T的所有实体
|
||||
* @param type
|
||||
*/
|
||||
public entitiesOfType<T extends Entity>(type): T[] {
|
||||
return this.entities.entitiesOfType<T>(type);
|
||||
}
|
||||
|
||||
/**
|
||||
* 返回第一个启用加载的类型为T的组件
|
||||
* @param type
|
||||
*/
|
||||
public findComponentOfType<T extends Component>(type): T {
|
||||
return this.entities.findComponentOfType<T>(type);
|
||||
}
|
||||
|
||||
/**
|
||||
* 返回类型为T的所有已启用已加载组件的列表
|
||||
* @param type
|
||||
*/
|
||||
public findComponentsOfType<T extends Component>(type): T[] {
|
||||
return this.entities.findComponentsOfType<T>(type);
|
||||
}
|
||||
|
||||
/**
|
||||
* 在场景中添加一个EntitySystem处理器
|
||||
* @param processor 处理器
|
||||
*/
|
||||
public addEntityProcessor(processor: EntitySystem) {
|
||||
processor.scene = this;
|
||||
this.entityProcessors.add(processor);
|
||||
return processor;
|
||||
}
|
||||
|
||||
/**
|
||||
* 从场景中删除EntitySystem处理器
|
||||
* @param processor
|
||||
*/
|
||||
public removeEntityProcessor(processor: EntitySystem) {
|
||||
this.entityProcessors.remove(processor);
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取EntitySystem处理器
|
||||
*/
|
||||
public getEntityProcessor<T extends EntitySystem>(): T {
|
||||
return this.entityProcessors.getProcessor<T>();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,101 +0,0 @@
|
||||
/** 运行时的场景管理。 */
|
||||
class SceneManager {
|
||||
private static _scene: Scene;
|
||||
private static _nextScene: Scene;
|
||||
public static sceneTransition: SceneTransition;
|
||||
public static stage: egret.Stage;
|
||||
|
||||
constructor(stage: egret.Stage) {
|
||||
stage.addEventListener(egret.Event.ENTER_FRAME, SceneManager.update, this);
|
||||
|
||||
SceneManager.stage = stage;
|
||||
SceneManager.initialize(stage);
|
||||
}
|
||||
|
||||
public static get scene() {
|
||||
return this._scene;
|
||||
}
|
||||
public static set scene(value: Scene) {
|
||||
if (!value)
|
||||
throw new Error("场景不能为空");
|
||||
|
||||
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.destroy();
|
||||
}
|
||||
|
||||
SceneManager._scene = SceneManager._nextScene;
|
||||
SceneManager._nextScene = null;
|
||||
|
||||
SceneManager._scene.begin();
|
||||
}
|
||||
}
|
||||
|
||||
SceneManager.render();
|
||||
}
|
||||
|
||||
public static render() {
|
||||
if (this.sceneTransition){
|
||||
this.sceneTransition.preRender();
|
||||
|
||||
if (this._scene && !this.sceneTransition.hasPreviousSceneRender){
|
||||
this._scene.render();
|
||||
this._scene.postRender();
|
||||
this.sceneTransition.onBeginTransition();
|
||||
} else if (this.sceneTransition) {
|
||||
if (this._scene && this.sceneTransition.isNewSceneLoaded) {
|
||||
this._scene.render();
|
||||
this._scene.postRender();
|
||||
}
|
||||
|
||||
this.sceneTransition.render();
|
||||
}
|
||||
} else if (this._scene) {
|
||||
this._scene.render();
|
||||
this._scene.postRender();
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 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) {
|
||||
console.warn("在前一个场景完成之前,不能开始一个新的场景转换。");
|
||||
return;
|
||||
}
|
||||
|
||||
this.sceneTransition = sceneTransition;
|
||||
return sceneTransition;
|
||||
}
|
||||
}
|
||||
@@ -1,32 +1,34 @@
|
||||
///<reference path="./EntitySystem.ts" />
|
||||
/**
|
||||
* 基本实体处理系统。将其用作处理具有特定组件的许多实体的基础
|
||||
*/
|
||||
abstract class EntityProcessingSystem extends EntitySystem {
|
||||
constructor(matcher: Matcher) {
|
||||
super(matcher);
|
||||
}
|
||||
|
||||
|
||||
module es {
|
||||
/**
|
||||
* 处理特定的实体
|
||||
* @param entity
|
||||
* 基本实体处理系统。将其用作处理具有特定组件的许多实体的基础
|
||||
*/
|
||||
public abstract processEntity(entity: Entity);
|
||||
export abstract class EntityProcessingSystem extends EntitySystem {
|
||||
constructor(matcher: Matcher) {
|
||||
super(matcher);
|
||||
}
|
||||
|
||||
public lateProcessEntity(entity: Entity) {
|
||||
|
||||
/**
|
||||
* 处理特定的实体
|
||||
* @param entity
|
||||
*/
|
||||
public abstract processEntity(entity: Entity);
|
||||
|
||||
public lateProcessEntity(entity: Entity) {
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* 遍历这个系统的所有实体并逐个处理它们
|
||||
* @param entities
|
||||
*/
|
||||
protected process(entities: Entity[]) {
|
||||
entities.forEach(entity => this.processEntity(entity));
|
||||
}
|
||||
|
||||
protected lateProcess(entities: Entity[]) {
|
||||
entities.forEach(entity => this.lateProcessEntity(entity));
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 遍历这个系统的所有实体并逐个处理它们
|
||||
* @param entities
|
||||
*/
|
||||
protected process(entities: Entity[]) {
|
||||
entities.forEach(entity => this.processEntity(entity));
|
||||
}
|
||||
|
||||
protected lateProcess(entities: Entity[]) {
|
||||
entities.forEach(entity => this.lateProcessEntity(entity));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,79 +1,83 @@
|
||||
class EntitySystem {
|
||||
private _scene: Scene;
|
||||
private _entities: Entity[] = [];
|
||||
private _matcher: Matcher;
|
||||
module es {
|
||||
export class EntitySystem {
|
||||
private _entities: Entity[] = [];
|
||||
|
||||
public get matcher(){
|
||||
return this._matcher;
|
||||
constructor(matcher?: Matcher) {
|
||||
this._matcher = matcher ? matcher : Matcher.empty();
|
||||
}
|
||||
|
||||
private _scene: Scene;
|
||||
|
||||
public get scene() {
|
||||
return this._scene;
|
||||
}
|
||||
|
||||
public set scene(value: Scene) {
|
||||
this._scene = value;
|
||||
this._entities = [];
|
||||
}
|
||||
|
||||
private _matcher: Matcher;
|
||||
|
||||
public get matcher() {
|
||||
return this._matcher;
|
||||
}
|
||||
|
||||
public initialize() {
|
||||
|
||||
}
|
||||
|
||||
public onChanged(entity: Entity) {
|
||||
let contains = this._entities.contains(entity);
|
||||
let interest = this._matcher.IsIntersted(entity);
|
||||
|
||||
if (interest && !contains)
|
||||
this.add(entity);
|
||||
else if (!interest && contains)
|
||||
this.remove(entity);
|
||||
}
|
||||
|
||||
public add(entity: Entity) {
|
||||
this._entities.push(entity);
|
||||
this.onAdded(entity);
|
||||
}
|
||||
|
||||
public onAdded(entity: Entity) {
|
||||
}
|
||||
|
||||
public remove(entity: Entity) {
|
||||
this._entities.remove(entity);
|
||||
this.onRemoved(entity);
|
||||
}
|
||||
|
||||
public onRemoved(entity: Entity) {
|
||||
|
||||
}
|
||||
|
||||
public update() {
|
||||
this.begin();
|
||||
this.process(this._entities);
|
||||
}
|
||||
|
||||
public lateUpdate() {
|
||||
this.lateProcess(this._entities);
|
||||
this.end();
|
||||
}
|
||||
|
||||
protected begin() {
|
||||
|
||||
}
|
||||
|
||||
protected process(entities: Entity[]) {
|
||||
|
||||
}
|
||||
|
||||
protected lateProcess(entities: Entity[]) {
|
||||
|
||||
}
|
||||
|
||||
protected end() {
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
public get scene(){
|
||||
return this._scene;
|
||||
}
|
||||
|
||||
public set scene(value: Scene){
|
||||
this._scene = value;
|
||||
this._entities = [];
|
||||
}
|
||||
|
||||
constructor(matcher?: Matcher){
|
||||
this._matcher = matcher ? matcher : Matcher.empty();
|
||||
}
|
||||
|
||||
public initialize(){
|
||||
|
||||
}
|
||||
|
||||
public onChanged(entity: Entity){
|
||||
let contains = this._entities.contains(entity);
|
||||
let interest = this._matcher.IsIntersted(entity);
|
||||
|
||||
if (interest && !contains)
|
||||
this.add(entity);
|
||||
else if(!interest && contains)
|
||||
this.remove(entity);
|
||||
}
|
||||
|
||||
public add(entity: Entity){
|
||||
this._entities.push(entity);
|
||||
this.onAdded(entity);
|
||||
}
|
||||
|
||||
public onAdded(entity: Entity){
|
||||
}
|
||||
|
||||
public remove(entity: Entity){
|
||||
this._entities.remove(entity);
|
||||
this.onRemoved(entity);
|
||||
}
|
||||
|
||||
public onRemoved(entity: Entity){
|
||||
|
||||
}
|
||||
|
||||
public update(){
|
||||
this.begin();
|
||||
this.process(this._entities);
|
||||
}
|
||||
|
||||
public lateUpdate(){
|
||||
this.lateProcess(this._entities);
|
||||
this.end();
|
||||
}
|
||||
|
||||
protected begin(){
|
||||
|
||||
}
|
||||
|
||||
protected process(entities: Entity[]){
|
||||
|
||||
}
|
||||
|
||||
protected lateProcess(entities: Entity[]){
|
||||
|
||||
}
|
||||
|
||||
protected end(){
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,11 +1,13 @@
|
||||
abstract class PassiveSystem extends EntitySystem {
|
||||
public onChanged(entity: Entity){
|
||||
module es {
|
||||
export abstract class PassiveSystem extends EntitySystem {
|
||||
public onChanged(entity: Entity) {
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
protected process(entities: Entity[]){
|
||||
// 我们用我们自己的不考虑实体的基本实体系统来代替
|
||||
this.begin();
|
||||
this.end();
|
||||
protected process(entities: Entity[]) {
|
||||
// 我们用我们自己的不考虑实体的基本实体系统来代替
|
||||
this.begin();
|
||||
this.end();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,15 +1,17 @@
|
||||
/** 用于协调其他系统的通用系统基类 */
|
||||
abstract class ProcessingSystem extends EntitySystem {
|
||||
public onChanged(entity: Entity){
|
||||
module es {
|
||||
export abstract class ProcessingSystem extends EntitySystem {
|
||||
public onChanged(entity: Entity) {
|
||||
|
||||
}
|
||||
|
||||
/** 处理我们的系统 每帧调用 */
|
||||
public abstract processSystem();
|
||||
|
||||
protected process(entities: Entity[]) {
|
||||
this.begin();
|
||||
this.processSystem();
|
||||
this.end();
|
||||
}
|
||||
}
|
||||
|
||||
protected process(entities: Entity[]){
|
||||
this.begin();
|
||||
this.processSystem();
|
||||
this.end();
|
||||
}
|
||||
|
||||
/** 处理我们的系统 每帧调用 */
|
||||
public abstract processSystem();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,507 @@
|
||||
module transform {
|
||||
export enum Component {
|
||||
position,
|
||||
scale,
|
||||
rotation,
|
||||
}
|
||||
}
|
||||
|
||||
module es {
|
||||
import HashObject = egret.HashObject;
|
||||
|
||||
export enum DirtyType {
|
||||
clean,
|
||||
positionDirty,
|
||||
scaleDirty,
|
||||
rotationDirty,
|
||||
}
|
||||
|
||||
export class Transform extends HashObject {
|
||||
/** 与此转换关联的实体 */
|
||||
public readonly entity: Entity;
|
||||
public hierarchyDirty: DirtyType;
|
||||
public _localDirty: boolean;
|
||||
public _localPositionDirty: boolean;
|
||||
public _localScaleDirty: boolean;
|
||||
public _localRotationDirty: boolean;
|
||||
public _positionDirty: boolean;
|
||||
public _worldToLocalDirty: boolean;
|
||||
public _worldInverseDirty: boolean;
|
||||
/**
|
||||
* 值会根据位置、旋转和比例自动重新计算
|
||||
*/
|
||||
public _localTransform: Matrix2D = Matrix2D.create();
|
||||
/**
|
||||
* 值将自动从本地和父矩阵重新计算。
|
||||
*/
|
||||
public _worldTransform = Matrix2D.create().identity();
|
||||
public _rotationMatrix: Matrix2D = Matrix2D.create();
|
||||
public _translationMatrix: Matrix2D = Matrix2D.create();
|
||||
public _scaleMatrix: Matrix2D = Matrix2D.create();
|
||||
public _children: Transform[];
|
||||
|
||||
constructor(entity: Entity) {
|
||||
super();
|
||||
this.entity = entity;
|
||||
this.scale = Vector2.one;
|
||||
this._children = [];
|
||||
}
|
||||
|
||||
/**
|
||||
* 这个转换的所有子元素
|
||||
*/
|
||||
public get childCount() {
|
||||
return this._children.length;
|
||||
}
|
||||
|
||||
/**
|
||||
* 变换在世界空间的旋转度
|
||||
*/
|
||||
public get rotationDegrees(): number {
|
||||
return MathHelper.toDegrees(this._rotation);
|
||||
}
|
||||
|
||||
/**
|
||||
* 变换在世界空间的旋转度
|
||||
* @param value
|
||||
*/
|
||||
public set rotationDegrees(value: number) {
|
||||
this.setRotation(MathHelper.toRadians(value));
|
||||
}
|
||||
|
||||
/**
|
||||
* 旋转相对于父变换旋转的角度
|
||||
*/
|
||||
public get localRotationDegrees(): number {
|
||||
return MathHelper.toDegrees(this._localRotation);
|
||||
}
|
||||
|
||||
/**
|
||||
* 旋转相对于父变换旋转的角度
|
||||
* @param value
|
||||
*/
|
||||
public set localRotationDegrees(value: number) {
|
||||
this.localRotation = MathHelper.toRadians(value);
|
||||
}
|
||||
|
||||
public get localToWorldTransform(): Matrix2D {
|
||||
this.updateTransform();
|
||||
return this._worldTransform;
|
||||
}
|
||||
|
||||
public _parent: Transform;
|
||||
|
||||
/**
|
||||
* 获取此转换的父转换
|
||||
*/
|
||||
public get parent() {
|
||||
return this._parent;
|
||||
}
|
||||
|
||||
/**
|
||||
* 设置此转换的父转换
|
||||
* @param value
|
||||
*/
|
||||
public set parent(value: Transform) {
|
||||
this.setParent(value);
|
||||
}
|
||||
|
||||
public _worldToLocalTransform = Matrix2D.create().identity();
|
||||
|
||||
public get worldToLocalTransform(): Matrix2D {
|
||||
if (this._worldToLocalDirty) {
|
||||
if (!this.parent) {
|
||||
this._worldToLocalTransform = Matrix2D.create().identity();
|
||||
} else {
|
||||
this.parent.updateTransform();
|
||||
this._worldToLocalTransform = this.parent._worldTransform.invert();
|
||||
}
|
||||
|
||||
this._worldToLocalDirty = false;
|
||||
}
|
||||
|
||||
return this._worldToLocalTransform;
|
||||
}
|
||||
|
||||
public _worldInverseTransform = Matrix2D.create().identity();
|
||||
|
||||
public get worldInverseTransform(): Matrix2D {
|
||||
this.updateTransform();
|
||||
if (this._worldInverseDirty) {
|
||||
this._worldInverseTransform = this._worldTransform.invert();
|
||||
this._worldInverseDirty = false;
|
||||
}
|
||||
|
||||
return this._worldInverseTransform;
|
||||
}
|
||||
|
||||
public _position: Vector2 = Vector2.zero;
|
||||
|
||||
/**
|
||||
* 变换在世界空间中的位置
|
||||
*/
|
||||
public get position(): Vector2 {
|
||||
this.updateTransform();
|
||||
if (this._positionDirty) {
|
||||
if (!this.parent) {
|
||||
this._position = this._localPosition;
|
||||
} else {
|
||||
this.parent.updateTransform();
|
||||
this._position = Vector2Ext.transformR(this._localPosition, this.parent._worldTransform);
|
||||
}
|
||||
|
||||
this._positionDirty = false;
|
||||
}
|
||||
|
||||
return this._position;
|
||||
}
|
||||
|
||||
/**
|
||||
* 变换在世界空间中的位置
|
||||
* @param value
|
||||
*/
|
||||
public set position(value: Vector2) {
|
||||
this.setPosition(value.x, value.y);
|
||||
}
|
||||
|
||||
public _scale: Vector2 = Vector2.one;
|
||||
|
||||
/**
|
||||
* 变换在世界空间的缩放
|
||||
*/
|
||||
public get scale(): Vector2 {
|
||||
this.updateTransform();
|
||||
return this._scale;
|
||||
}
|
||||
|
||||
/**
|
||||
* 变换在世界空间的缩放
|
||||
* @param value
|
||||
*/
|
||||
public set scale(value: Vector2) {
|
||||
this.setScale(value);
|
||||
}
|
||||
|
||||
public _rotation: number = 0;
|
||||
|
||||
/**
|
||||
* 在世界空间中以弧度旋转的变换
|
||||
*/
|
||||
public get rotation(): number {
|
||||
this.updateTransform();
|
||||
return this._rotation;
|
||||
}
|
||||
|
||||
/**
|
||||
* 变换在世界空间的旋转度
|
||||
* @param value
|
||||
*/
|
||||
public set rotation(value: number) {
|
||||
this.setRotation(value);
|
||||
}
|
||||
|
||||
public _localPosition: Vector2 = Vector2.zero;
|
||||
|
||||
/**
|
||||
* 转换相对于父转换的位置。如果转换没有父元素,则与transform.position相同
|
||||
*/
|
||||
public get localPosition(): Vector2 {
|
||||
this.updateTransform();
|
||||
return this._localPosition;
|
||||
}
|
||||
|
||||
/**
|
||||
* 转换相对于父转换的位置。如果转换没有父元素,则与transform.position相同
|
||||
* @param value
|
||||
*/
|
||||
public set localPosition(value: Vector2) {
|
||||
this.setLocalPosition(value);
|
||||
}
|
||||
|
||||
public _localScale: Vector2 = Vector2.one;
|
||||
|
||||
/**
|
||||
* 转换相对于父元素的比例。如果转换没有父元素,则与transform.scale相同
|
||||
*/
|
||||
public get localScale(): Vector2 {
|
||||
this.updateTransform();
|
||||
return this._localScale;
|
||||
}
|
||||
|
||||
/**
|
||||
* 转换相对于父元素的比例。如果转换没有父元素,则与transform.scale相同
|
||||
* @param value
|
||||
*/
|
||||
public set localScale(value: Vector2) {
|
||||
this.setLocalScale(value);
|
||||
}
|
||||
|
||||
public _localRotation: number = 0;
|
||||
|
||||
/**
|
||||
* 相对于父变换的旋转,变换的旋转。如果转换没有父元素,则与transform.rotation相同
|
||||
*/
|
||||
public get localRotation(): number {
|
||||
this.updateTransform();
|
||||
return this._localRotation;
|
||||
}
|
||||
|
||||
/**
|
||||
* 相对于父变换的旋转,变换的旋转。如果转换没有父元素,则与transform.rotation相同
|
||||
* @param value
|
||||
*/
|
||||
public set localRotation(value: number) {
|
||||
this.setLocalRotation(value);
|
||||
}
|
||||
|
||||
/**
|
||||
* 返回在索引处的转换子元素
|
||||
* @param index
|
||||
*/
|
||||
public getChild(index: number): Transform {
|
||||
return this._children[index];
|
||||
}
|
||||
|
||||
/**
|
||||
* 设置此转换的父转换
|
||||
* @param parent
|
||||
*/
|
||||
public setParent(parent: Transform): Transform {
|
||||
if (this._parent.equals(parent))
|
||||
return this;
|
||||
|
||||
if (!this._parent) {
|
||||
this._parent._children.remove(this);
|
||||
this._parent._children.push(this);
|
||||
}
|
||||
|
||||
this._parent = parent;
|
||||
this.setDirty(DirtyType.positionDirty);
|
||||
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
* 设置转换在世界空间中的位置
|
||||
* @param x
|
||||
* @param y
|
||||
*/
|
||||
public setPosition(x: number, y: number): Transform {
|
||||
let position = new Vector2(x, y);
|
||||
if (position.equals(this._position))
|
||||
return this;
|
||||
|
||||
this._position = position;
|
||||
if (this.parent) {
|
||||
this.localPosition = Vector2Ext.transformR(this._position, this._worldToLocalTransform);
|
||||
} else {
|
||||
this.localPosition = position;
|
||||
}
|
||||
this._positionDirty = false;
|
||||
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
* 设置转换相对于父转换的位置。如果转换没有父元素,则与transform.position相同
|
||||
* @param localPosition
|
||||
*/
|
||||
public setLocalPosition(localPosition: Vector2): Transform {
|
||||
if (localPosition.equals(this._localPosition))
|
||||
return this;
|
||||
|
||||
this._localPosition = localPosition;
|
||||
this._localDirty = this._positionDirty = this._localPositionDirty = this._localRotationDirty = this._localScaleDirty = true;
|
||||
this.setDirty(DirtyType.positionDirty);
|
||||
|
||||
return this;
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* 设置变换在世界空间的旋转度
|
||||
* @param radians
|
||||
*/
|
||||
public setRotation(radians: number): Transform {
|
||||
this._rotation = radians;
|
||||
if (this.parent) {
|
||||
this.localRotation = this.parent.rotation + radians;
|
||||
} else {
|
||||
this.localRotation = radians;
|
||||
}
|
||||
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
* 设置变换在世界空间的旋转度
|
||||
* @param degrees
|
||||
*/
|
||||
public setRotationDegrees(degrees: number): Transform {
|
||||
return this.setRotation(MathHelper.toRadians(degrees));
|
||||
}
|
||||
|
||||
/**
|
||||
* 旋转精灵的顶部,使其朝向位置
|
||||
* @param pos
|
||||
*/
|
||||
public lookAt(pos: Vector2) {
|
||||
let sign = this.position.x > pos.x ? -1 : 1;
|
||||
let vectorToAlignTo = Vector2.normalize(Vector2.subtract(this.position, pos));
|
||||
this.rotation = sign * Math.acos(Vector2.dot(vectorToAlignTo, Vector2.unitY));
|
||||
}
|
||||
|
||||
/**
|
||||
* 相对于父变换的旋转设置变换的旋转。如果转换没有父元素,则与transform.rotation相同
|
||||
* @param radians
|
||||
*/
|
||||
public setLocalRotation(radians: number) {
|
||||
this._localRotation = radians;
|
||||
this._localDirty = this._positionDirty = this._localPositionDirty = this._localRotationDirty = this._localScaleDirty = true;
|
||||
this.setDirty(DirtyType.rotationDirty);
|
||||
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
* 相对于父变换的旋转设置变换的旋转。如果转换没有父元素,则与transform.rotation相同
|
||||
* @param degrees
|
||||
*/
|
||||
public setLocalRotationDegrees(degrees: number): Transform {
|
||||
return this.setLocalRotation(MathHelper.toRadians(degrees));
|
||||
}
|
||||
|
||||
/**
|
||||
* 设置变换在世界空间中的缩放
|
||||
* @param scale
|
||||
*/
|
||||
public setScale(scale: Vector2): Transform {
|
||||
this._scale = scale;
|
||||
if (this.parent) {
|
||||
this.localScale = Vector2.divide(scale, this.parent._scale);
|
||||
} else {
|
||||
this.localScale = scale;
|
||||
}
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
* 设置转换相对于父对象的比例。如果转换没有父元素,则与transform.scale相同
|
||||
* @param scale
|
||||
*/
|
||||
public setLocalScale(scale: Vector2): Transform {
|
||||
this._localScale = scale;
|
||||
this._localDirty = this._positionDirty = this._localScaleDirty = true;
|
||||
this.setDirty(DirtyType.scaleDirty);
|
||||
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
* 对精灵坐标进行四舍五入
|
||||
*/
|
||||
public roundPosition() {
|
||||
this.position = this._position.round();
|
||||
}
|
||||
|
||||
public updateTransform() {
|
||||
if (this.hierarchyDirty != DirtyType.clean) {
|
||||
if (this.parent)
|
||||
this.parent.updateTransform();
|
||||
|
||||
if (this._localDirty) {
|
||||
if (this._localPositionDirty) {
|
||||
this._translationMatrix = Matrix2D.create().translate(this._localPosition.x, this._localPosition.y);
|
||||
this._localPositionDirty = false;
|
||||
}
|
||||
|
||||
if (this._localRotationDirty) {
|
||||
this._rotationMatrix = Matrix2D.create().rotate(this._localRotation);
|
||||
this._localRotationDirty = false;
|
||||
}
|
||||
|
||||
if (this._localScaleDirty) {
|
||||
this._scaleMatrix = Matrix2D.create().scale(this._localScale.x, this._localScale.y);
|
||||
this._localScaleDirty = false;
|
||||
}
|
||||
|
||||
this._localTransform = this._scaleMatrix.multiply(this._rotationMatrix);
|
||||
this._localTransform = this._localTransform.multiply(this._translationMatrix);
|
||||
|
||||
if (!this.parent) {
|
||||
this._worldTransform = this._localTransform;
|
||||
this._rotation = this._localRotation;
|
||||
this._scale = this._localScale;
|
||||
this._worldInverseDirty = true;
|
||||
}
|
||||
|
||||
this._localDirty = false;
|
||||
}
|
||||
|
||||
if (this.parent) {
|
||||
this._worldTransform = this._localTransform.multiply(this.parent._worldTransform);
|
||||
|
||||
this._rotation = this._localRotation + this.parent._rotation;
|
||||
this._scale = Vector2.multiply(this.parent._scale, this._localScale);
|
||||
this._worldInverseDirty = true;
|
||||
}
|
||||
|
||||
this._worldToLocalDirty = true;
|
||||
this._positionDirty = true;
|
||||
this.hierarchyDirty = DirtyType.clean;
|
||||
}
|
||||
}
|
||||
|
||||
public setDirty(dirtyFlagType: DirtyType) {
|
||||
if ((this.hierarchyDirty & dirtyFlagType) == 0) {
|
||||
this.hierarchyDirty |= dirtyFlagType;
|
||||
|
||||
switch (dirtyFlagType) {
|
||||
case es.DirtyType.positionDirty:
|
||||
this.entity.onTransformChanged(transform.Component.position);
|
||||
break;
|
||||
case es.DirtyType.rotationDirty:
|
||||
this.entity.onTransformChanged(transform.Component.rotation);
|
||||
break;
|
||||
case es.DirtyType.scaleDirty:
|
||||
this.entity.onTransformChanged(transform.Component.scale);
|
||||
break;
|
||||
}
|
||||
|
||||
if (!this._children)
|
||||
this._children = [];
|
||||
|
||||
// 告诉子项发生了变换
|
||||
for (let i = 0; i < this._children.length; i++)
|
||||
this._children[i].setDirty(dirtyFlagType);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 从另一个transform属性进行拷贝
|
||||
* @param transform
|
||||
*/
|
||||
public copyFrom(transform: Transform) {
|
||||
this._position = transform.position;
|
||||
this._localPosition = transform._localPosition;
|
||||
this._rotation = transform._rotation;
|
||||
this._localRotation = transform._localRotation;
|
||||
this._scale = transform._scale;
|
||||
this._localScale = transform._localScale;
|
||||
|
||||
this.setDirty(DirtyType.positionDirty);
|
||||
this.setDirty(DirtyType.rotationDirty);
|
||||
this.setDirty(DirtyType.scaleDirty);
|
||||
}
|
||||
|
||||
public toString(): string {
|
||||
return `[Transform: parent: ${this.parent}, position: ${this.position}, rotation: ${this.rotation},
|
||||
scale: ${this.scale}, localPosition: ${this._localPosition}, localRotation: ${this._localRotation},
|
||||
localScale: ${this._localScale}]`;
|
||||
}
|
||||
|
||||
public equals(other: Transform) {
|
||||
return other.hashCode == this.hashCode;
|
||||
}
|
||||
}
|
||||
}
|
||||
+112
-110
@@ -1,133 +1,135 @@
|
||||
/**
|
||||
* 这个类可以从两方面来考虑。你可以把它看成一个位向量或者一组非负整数。这个名字有点误导人。
|
||||
*
|
||||
* 它是由一个位向量实现的,但同样可以把它看成是一个非负整数的集合;集合中的每个整数由对应索引处的集合位表示。该结构的大小由集合中的最大整数决定。
|
||||
*/
|
||||
class BitSet{
|
||||
private static LONG_MASK: number = 0x3f;
|
||||
private _bits: number[];
|
||||
module es {
|
||||
/**
|
||||
* 这个类可以从两方面来考虑。你可以把它看成一个位向量或者一组非负整数。这个名字有点误导人。
|
||||
*
|
||||
* 它是由一个位向量实现的,但同样可以把它看成是一个非负整数的集合;集合中的每个整数由对应索引处的集合位表示。该结构的大小由集合中的最大整数决定。
|
||||
*/
|
||||
export class BitSet {
|
||||
private static LONG_MASK: number = 0x3f;
|
||||
private _bits: number[];
|
||||
|
||||
constructor(nbits: number = 64){
|
||||
let length = nbits >> 6;
|
||||
if ((nbits & BitSet.LONG_MASK) != 0)
|
||||
length ++;
|
||||
constructor(nbits: number = 64) {
|
||||
let length = nbits >> 6;
|
||||
if ((nbits & BitSet.LONG_MASK) != 0)
|
||||
length++;
|
||||
|
||||
this._bits = new Array(length);
|
||||
}
|
||||
this._bits = new Array(length);
|
||||
}
|
||||
|
||||
public and(bs: BitSet){
|
||||
let max = Math.min(this._bits.length, bs._bits.length);
|
||||
let i;
|
||||
for (let i = 0; i < max; ++i)
|
||||
this._bits[i] &= bs._bits[i];
|
||||
public and(bs: BitSet) {
|
||||
let max = Math.min(this._bits.length, bs._bits.length);
|
||||
let i;
|
||||
for (let i = 0; i < max; ++i)
|
||||
this._bits[i] &= bs._bits[i];
|
||||
|
||||
while (i < this._bits.length)
|
||||
this._bits[i ++] = 0;
|
||||
}
|
||||
while (i < this._bits.length)
|
||||
this._bits[i++] = 0;
|
||||
}
|
||||
|
||||
public andNot(bs: BitSet){
|
||||
let i = Math.min(this._bits.length, bs._bits.length);
|
||||
while(--i >= 0)
|
||||
this._bits[i] &= ~bs._bits[i];
|
||||
}
|
||||
public andNot(bs: BitSet) {
|
||||
let i = Math.min(this._bits.length, bs._bits.length);
|
||||
while (--i >= 0)
|
||||
this._bits[i] &= ~bs._bits[i];
|
||||
}
|
||||
|
||||
public cardinality(): number{
|
||||
let card = 0;
|
||||
for (let i = this._bits.length - 1; i >= 0; i --){
|
||||
let a = this._bits[i];
|
||||
public cardinality(): number {
|
||||
let card = 0;
|
||||
for (let i = this._bits.length - 1; i >= 0; i--) {
|
||||
let a = this._bits[i];
|
||||
|
||||
if (a == 0)
|
||||
continue;
|
||||
if (a == 0)
|
||||
continue;
|
||||
|
||||
if (a == -1){
|
||||
card += 64;
|
||||
continue;
|
||||
if (a == -1) {
|
||||
card += 64;
|
||||
continue;
|
||||
}
|
||||
|
||||
a = ((a >> 1) & 0x5555555555555555) + (a & 0x5555555555555555);
|
||||
a = ((a >> 2) & 0x3333333333333333) + (a & 0x3333333333333333);
|
||||
let b = ((a >> 32) + a);
|
||||
b = ((b >> 4) & 0x0f0f0f0f) + (b & 0x0f0f0f0f);
|
||||
b = ((b >> 8) & 0x00ff00ff) + (b & 0x00ff00ff);
|
||||
card += ((b >> 16) & 0x0000ffff) + (b & 0x0000ffff);
|
||||
}
|
||||
|
||||
a = ((a >> 1) & 0x5555555555555555) + (a & 0x5555555555555555);
|
||||
a = ((a >> 2) & 0x3333333333333333) + (a & 0x3333333333333333);
|
||||
let b = ((a >> 32) + a);
|
||||
b = ((b >> 4) & 0x0f0f0f0f) + (b & 0x0f0f0f0f);
|
||||
b = ((b >> 8) & 0x00ff00ff) + (b & 0x00ff00ff);
|
||||
card += ((b >> 16) & 0x0000ffff) + (b & 0x0000ffff);
|
||||
return card;
|
||||
}
|
||||
|
||||
return card;
|
||||
}
|
||||
public clear(pos?: number) {
|
||||
if (pos != undefined) {
|
||||
let offset = pos >> 6;
|
||||
this.ensure(offset);
|
||||
this._bits[offset] &= ~(1 << pos);
|
||||
} else {
|
||||
for (let i = 0; i < this._bits.length; i++)
|
||||
this._bits[i] = 0;
|
||||
}
|
||||
}
|
||||
|
||||
public clear(pos?: number){
|
||||
if (pos != undefined){
|
||||
public get(pos: number): boolean {
|
||||
let offset = pos >> 6;
|
||||
this.ensure(offset);
|
||||
this._bits[offset] &= ~(1 << pos);
|
||||
}else{
|
||||
for (let i = 0; i < this._bits.length; i ++)
|
||||
this._bits[i] = 0;
|
||||
}
|
||||
}
|
||||
|
||||
private ensure(lastElt: number){
|
||||
if (lastElt >= this._bits.length){
|
||||
let nd = new Number[lastElt + 1];
|
||||
nd = this._bits.copyWithin(0, 0, this._bits.length);
|
||||
this._bits = nd;
|
||||
}
|
||||
}
|
||||
|
||||
public get(pos: number): boolean{
|
||||
let offset = pos >> 6;
|
||||
if (offset >= this._bits.length)
|
||||
return false;
|
||||
|
||||
return (this._bits[offset] & (1 << pos)) != 0;
|
||||
}
|
||||
|
||||
public intersects(set: BitSet){
|
||||
let i = Math.min(this._bits.length, set._bits.length);
|
||||
while (--i >= 0){
|
||||
if ((this._bits[i] & set._bits[i]) != 0)
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
public isEmpty(): boolean{
|
||||
for (let i = this._bits.length - 1; i >= 0; i --){
|
||||
if (this._bits[i])
|
||||
if (offset >= this._bits.length)
|
||||
return false;
|
||||
|
||||
return (this._bits[offset] & (1 << pos)) != 0;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
public intersects(set: BitSet) {
|
||||
let i = Math.min(this._bits.length, set._bits.length);
|
||||
while (--i >= 0) {
|
||||
if ((this._bits[i] & set._bits[i]) != 0)
|
||||
return true;
|
||||
}
|
||||
|
||||
public nextSetBit(from: number){
|
||||
let offset = from >> 6;
|
||||
let mask = 1 << from;
|
||||
while (offset < this._bits.length){
|
||||
let h = this._bits[offset];
|
||||
do {
|
||||
if ((h & mask) != 0)
|
||||
return from;
|
||||
|
||||
mask <<= 1;
|
||||
from ++;
|
||||
} while (mask != 0);
|
||||
|
||||
mask = 1;
|
||||
offset ++;
|
||||
return false;
|
||||
}
|
||||
|
||||
return -1;
|
||||
}
|
||||
public isEmpty(): boolean {
|
||||
for (let i = this._bits.length - 1; i >= 0; i--) {
|
||||
if (this._bits[i])
|
||||
return false;
|
||||
}
|
||||
|
||||
public set(pos: number, value: boolean = true){
|
||||
if (value){
|
||||
let offset = pos >> 6;
|
||||
this.ensure(offset);
|
||||
this._bits[offset] |= 1 << pos;
|
||||
}else{
|
||||
this.clear(pos);
|
||||
return true;
|
||||
}
|
||||
|
||||
public nextSetBit(from: number) {
|
||||
let offset = from >> 6;
|
||||
let mask = 1 << from;
|
||||
while (offset < this._bits.length) {
|
||||
let h = this._bits[offset];
|
||||
do {
|
||||
if ((h & mask) != 0)
|
||||
return from;
|
||||
|
||||
mask <<= 1;
|
||||
from++;
|
||||
} while (mask != 0);
|
||||
|
||||
mask = 1;
|
||||
offset++;
|
||||
}
|
||||
|
||||
return -1;
|
||||
}
|
||||
|
||||
public set(pos: number, value: boolean = true) {
|
||||
if (value) {
|
||||
let offset = pos >> 6;
|
||||
this.ensure(offset);
|
||||
this._bits[offset] |= 1 << pos;
|
||||
} else {
|
||||
this.clear(pos);
|
||||
}
|
||||
}
|
||||
|
||||
private ensure(lastElt: number) {
|
||||
if (lastElt >= this._bits.length) {
|
||||
let nd = new Number[lastElt + 1];
|
||||
nd = this._bits.copyWithin(0, 0, this._bits.length);
|
||||
this._bits = nd;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,186 +1,271 @@
|
||||
class ComponentList {
|
||||
private _entity: Entity;
|
||||
private _components: Component[] = [];
|
||||
private _componentsToAdd: Component[] = [];
|
||||
private _componentsToRemove: Component[] = [];
|
||||
private _tempBufferList: Component[] = [];
|
||||
///<reference path="../Components/IUpdatableComparer.ts" />
|
||||
module es {
|
||||
export class ComponentList {
|
||||
/**
|
||||
* 组件列表的全局updateOrder排序
|
||||
*/
|
||||
public static compareUpdatableOrder: IUpdatableComparer = new IUpdatableComparer();
|
||||
public _entity: Entity;
|
||||
|
||||
constructor(entity: Entity){
|
||||
this._entity = entity;
|
||||
}
|
||||
/**
|
||||
* 添加到实体的组件列表
|
||||
*/
|
||||
public _components: Component[] = [];
|
||||
/**
|
||||
* 添加到此框架的组件列表。用来对组件进行分组,这样我们就可以同时进行加工
|
||||
*/
|
||||
public _componentsToAdd: Component[] = [];
|
||||
/**
|
||||
* 标记要删除此框架的组件列表。用来对组件进行分组,这样我们就可以同时进行加工
|
||||
*/
|
||||
public _componentsToRemove: Component[] = [];
|
||||
public _tempBufferList: Component[] = [];
|
||||
/**
|
||||
* 用于确定是否需要对该框架中的组件进行排序的标志
|
||||
*/
|
||||
public _isComponentListUnsorted: boolean;
|
||||
|
||||
public get count(){
|
||||
return this._components.length;
|
||||
}
|
||||
|
||||
public get buffer(){
|
||||
return this._components;
|
||||
}
|
||||
|
||||
public add(component: Component){
|
||||
this._componentsToAdd.push(component);
|
||||
}
|
||||
|
||||
public remove(component: Component){
|
||||
if (this._componentsToAdd.contains(component)){
|
||||
this._componentsToAdd.remove(component);
|
||||
return;
|
||||
constructor(entity: Entity) {
|
||||
this._entity = entity;
|
||||
}
|
||||
|
||||
this._componentsToRemove.push(component);
|
||||
}
|
||||
|
||||
public removeAllComponents(){
|
||||
for (let i = 0; i < this._components.length; i ++){
|
||||
this.handleRemove(this._components[i]);
|
||||
public get count() {
|
||||
return this._components.length;
|
||||
}
|
||||
|
||||
this._components.length = 0;
|
||||
this._componentsToAdd.length = 0;
|
||||
this._componentsToRemove.length = 0;
|
||||
}
|
||||
|
||||
public deregisterAllComponents(){
|
||||
for (let i = 0; i < this._components.length; i ++){
|
||||
let component = this._components[i];
|
||||
|
||||
if (component instanceof RenderableComponent)
|
||||
this._entity.scene.renderableComponents.remove(component);
|
||||
|
||||
this._entity.componentBits.set(ComponentTypeManager.getIndexFor(component), false);
|
||||
this._entity.scene.entityProcessors.onComponentRemoved(this._entity);
|
||||
public get buffer() {
|
||||
return this._components;
|
||||
}
|
||||
}
|
||||
|
||||
public registerAllComponents(){
|
||||
for (let i = 0; i < this._components.length; i ++){
|
||||
let component = this._components[i];
|
||||
|
||||
if (component instanceof RenderableComponent)
|
||||
this._entity.scene.renderableComponents.add(component);
|
||||
|
||||
this._entity.componentBits.set(ComponentTypeManager.getIndexFor(component));
|
||||
this._entity.scene.entityProcessors.onComponentAdded(this._entity);
|
||||
public markEntityListUnsorted() {
|
||||
this._isComponentListUnsorted = true;
|
||||
}
|
||||
}
|
||||
|
||||
public updateLists(){
|
||||
if (this._componentsToRemove.length > 0){
|
||||
for (let i = 0; i < this._componentsToRemove.length; i ++){
|
||||
this.handleRemove(this._componentsToRemove[i]);
|
||||
this._components.remove(this._componentsToRemove[i]);
|
||||
public add(component: Component) {
|
||||
this._componentsToAdd.push(component);
|
||||
}
|
||||
|
||||
public remove(component: Component) {
|
||||
if (this._componentsToRemove.contains(component))
|
||||
console.warn(`You are trying to remove a Component (${component}) that you already removed`);
|
||||
|
||||
// 这可能不是一个活动的组件,所以我们必须注意它是否还没有被处理,它可能正在同一帧中被删除
|
||||
if (this._componentsToAdd.contains(component)) {
|
||||
this._componentsToAdd.remove(component);
|
||||
return;
|
||||
}
|
||||
|
||||
this._componentsToRemove.push(component);
|
||||
}
|
||||
|
||||
/**
|
||||
* 立即从组件列表中删除所有组件
|
||||
*/
|
||||
public removeAllComponents() {
|
||||
for (let i = 0; i < this._components.length; i++) {
|
||||
this.handleRemove(this._components[i]);
|
||||
}
|
||||
|
||||
this._components.length = 0;
|
||||
this._componentsToAdd.length = 0;
|
||||
this._componentsToRemove.length = 0;
|
||||
}
|
||||
|
||||
if (this._componentsToAdd.length > 0){
|
||||
for (let i = 0, count = this._componentsToAdd.length; i < count; i ++){
|
||||
let component = this._componentsToAdd[i];
|
||||
if (component instanceof RenderableComponent)
|
||||
public deregisterAllComponents() {
|
||||
for (let i = 0; i < this._components.length; i++) {
|
||||
let component = this._components[i];
|
||||
|
||||
// 处理渲染层列表
|
||||
if (component instanceof RenderableComponent) {
|
||||
this._entity.scene.removeChild(component.displayObject);
|
||||
this._entity.scene.renderableComponents.remove(component);
|
||||
}
|
||||
|
||||
|
||||
this._entity.componentBits.set(ComponentTypeManager.getIndexFor(component), false);
|
||||
this._entity.scene.entityProcessors.onComponentRemoved(this._entity);
|
||||
}
|
||||
}
|
||||
|
||||
public registerAllComponents() {
|
||||
for (let i = 0; i < this._components.length; i++) {
|
||||
let component = this._components[i];
|
||||
|
||||
if (component instanceof RenderableComponent) {
|
||||
this._entity.scene.addChild(component.displayObject);
|
||||
this._entity.scene.renderableComponents.add(component);
|
||||
}
|
||||
|
||||
this._entity.componentBits.set(ComponentTypeManager.getIndexFor(component));
|
||||
this._entity.scene.entityProcessors.onComponentAdded(this._entity);
|
||||
|
||||
this._components.push(component);
|
||||
this._tempBufferList.push(component);
|
||||
}
|
||||
}
|
||||
|
||||
this._componentsToAdd.length = 0;
|
||||
|
||||
for (let i = 0; i < this._tempBufferList.length; i++){
|
||||
let component = this._tempBufferList[i];
|
||||
component.onAddedToEntity();
|
||||
|
||||
if (component.enabled){
|
||||
component.onEnabled();
|
||||
/**
|
||||
* 处理任何需要删除或添加的组件
|
||||
*/
|
||||
public updateLists() {
|
||||
if (this._componentsToRemove.length > 0) {
|
||||
for (let i = 0; i < this._componentsToRemove.length; i++) {
|
||||
this.handleRemove(this._componentsToRemove[i]);
|
||||
this._components.remove(this._componentsToRemove[i]);
|
||||
}
|
||||
|
||||
this._componentsToRemove.length = 0;
|
||||
}
|
||||
|
||||
this._tempBufferList.length = 0;
|
||||
}
|
||||
}
|
||||
if (this._componentsToAdd.length > 0) {
|
||||
for (let i = 0, count = this._componentsToAdd.length; i < count; i++) {
|
||||
let component = this._componentsToAdd[i];
|
||||
if (component instanceof RenderableComponent) {
|
||||
this._entity.scene.addChild(component.displayObject);
|
||||
this._entity.scene.renderableComponents.add(component);
|
||||
}
|
||||
|
||||
public onEntityTransformChanged(comp: TransformComponent){
|
||||
for (let i = 0; i < this._components.length; i ++){
|
||||
if (this._components[i].enabled)
|
||||
this._components[i].onEntityTransformChanged(comp);
|
||||
|
||||
this._entity.componentBits.set(ComponentTypeManager.getIndexFor(component));
|
||||
this._entity.scene.entityProcessors.onComponentAdded(this._entity);
|
||||
|
||||
this._components.push(component);
|
||||
this._tempBufferList.push(component);
|
||||
}
|
||||
|
||||
// 在调用onAddedToEntity之前清除,以防添加更多组件
|
||||
this._componentsToAdd.length = 0;
|
||||
this._isComponentListUnsorted = true;
|
||||
|
||||
// 现在所有的组件都添加到了场景中,我们再次循环并调用onAddedToEntity/onEnabled
|
||||
for (let i = 0; i < this._tempBufferList.length; i++) {
|
||||
let component = this._tempBufferList[i];
|
||||
component.onAddedToEntity();
|
||||
|
||||
// enabled检查实体和组件
|
||||
if (component.enabled) {
|
||||
component.onEnabled();
|
||||
}
|
||||
}
|
||||
|
||||
this._tempBufferList.length = 0;
|
||||
}
|
||||
|
||||
if (this._isComponentListUnsorted) {
|
||||
this._components.sort(ComponentList.compareUpdatableOrder.compare);
|
||||
this._isComponentListUnsorted = false;
|
||||
}
|
||||
}
|
||||
|
||||
for (let i = 0; i < this._componentsToAdd.length; i ++){
|
||||
if (this._componentsToAdd[i].enabled)
|
||||
this._componentsToAdd[i].onEntityTransformChanged(comp);
|
||||
}
|
||||
}
|
||||
public handleRemove(component: Component) {
|
||||
// 处理渲染层列表
|
||||
if (component instanceof RenderableComponent) {
|
||||
this._entity.scene.removeChild(component.displayObject);
|
||||
this._entity.scene.renderableComponents.remove(component);
|
||||
}
|
||||
|
||||
private handleRemove(component: Component){
|
||||
if (component instanceof RenderableComponent)
|
||||
this._entity.scene.renderableComponents.remove(component);
|
||||
|
||||
this._entity.componentBits.set(ComponentTypeManager.getIndexFor(component), false);
|
||||
this._entity.scene.entityProcessors.onComponentRemoved(this._entity);
|
||||
this._entity.componentBits.set(ComponentTypeManager.getIndexFor(component), false);
|
||||
this._entity.scene.entityProcessors.onComponentRemoved(this._entity);
|
||||
|
||||
component.onRemovedFromEntity();
|
||||
component.entity = null;
|
||||
}
|
||||
|
||||
public getComponent<T extends Component>(type, onlyReturnInitializedComponents: boolean): T{
|
||||
for (let i = 0; i < this._components.length; i ++){
|
||||
let component = this._components[i];
|
||||
if (component instanceof type)
|
||||
return component as T;
|
||||
component.onRemovedFromEntity();
|
||||
component.entity = null;
|
||||
}
|
||||
|
||||
if (!onlyReturnInitializedComponents){
|
||||
for (let i = 0; i < this._componentsToAdd.length; i ++){
|
||||
let component = this._componentsToAdd[i];
|
||||
|
||||
/**
|
||||
* 获取类型T的第一个组件并返回它
|
||||
* 可以选择跳过检查未初始化的组件(尚未调用onAddedToEntity方法的组件)
|
||||
* 如果没有找到组件,则返回null。
|
||||
* @param type
|
||||
* @param onlyReturnInitializedComponents
|
||||
*/
|
||||
public getComponent<T extends Component>(type, onlyReturnInitializedComponents: boolean): T {
|
||||
for (let i = 0; i < this._components.length; i++) {
|
||||
let component = this._components[i];
|
||||
if (component instanceof type)
|
||||
return component as T;
|
||||
}
|
||||
|
||||
// 我们可以选择检查挂起的组件,以防addComponent和getComponent在同一个框架中被调用
|
||||
if (!onlyReturnInitializedComponents) {
|
||||
for (let i = 0; i < this._componentsToAdd.length; i++) {
|
||||
let component = this._componentsToAdd[i];
|
||||
if (component instanceof type)
|
||||
return component as T;
|
||||
}
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
/**
|
||||
* 获取T类型的所有组件,但不使用列表分配
|
||||
* @param typeName
|
||||
* @param components
|
||||
*/
|
||||
public getComponents(typeName: string | any, components?) {
|
||||
if (!components)
|
||||
components = [];
|
||||
|
||||
public getComponents(typeName: string | any, components?){
|
||||
if (!components)
|
||||
components = [];
|
||||
for (let i = 0; i < this._components.length; i++) {
|
||||
let component = this._components[i];
|
||||
if (typeof (typeName) == "string") {
|
||||
if (egret.is(component, typeName)) {
|
||||
components.push(component);
|
||||
}
|
||||
} else {
|
||||
if (component instanceof typeName) {
|
||||
components.push(component);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (let i = 0; i < this._components.length; i ++){
|
||||
let component = this._components[i];
|
||||
if (typeof(typeName) == "string"){
|
||||
if (egret.is(component, typeName)){
|
||||
components.push(component);
|
||||
}
|
||||
}else{
|
||||
if (component instanceof typeName){
|
||||
components.push(component);
|
||||
for (let i = 0; i < this._componentsToAdd.length; i++) {
|
||||
let component = this._componentsToAdd[i];
|
||||
if (typeof (typeName) == "string") {
|
||||
if (egret.is(component, typeName)) {
|
||||
components.push(component);
|
||||
}
|
||||
} else {
|
||||
if (component instanceof typeName) {
|
||||
components.push(component);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return components;
|
||||
}
|
||||
|
||||
public update() {
|
||||
this.updateLists();
|
||||
for (let i = 0; i < this._components.length; i++) {
|
||||
let updatableComponent = this._components[i];
|
||||
|
||||
if (updatableComponent.enabled &&
|
||||
(updatableComponent.updateInterval == 1 ||
|
||||
Time.frameCount % updatableComponent.updateInterval == 0))
|
||||
updatableComponent.update();
|
||||
}
|
||||
}
|
||||
|
||||
for (let i = 0; i < this._componentsToAdd.length; i ++){
|
||||
let component = this._componentsToAdd[i];
|
||||
if (typeof(typeName) == "string"){
|
||||
if (egret.is(component, typeName)){
|
||||
components.push(component);
|
||||
}
|
||||
}else{
|
||||
if (component instanceof typeName){
|
||||
components.push(component);
|
||||
}
|
||||
public onEntityTransformChanged(comp: transform.Component) {
|
||||
for (let i = 0; i < this._components.length; i++) {
|
||||
if (this._components[i].enabled)
|
||||
this._components[i].onEntityTransformChanged(comp);
|
||||
}
|
||||
|
||||
for (let i = 0; i < this._componentsToAdd.length; i++) {
|
||||
if (this._componentsToAdd[i].enabled)
|
||||
this._componentsToAdd[i].onEntityTransformChanged(comp);
|
||||
}
|
||||
}
|
||||
|
||||
return components;
|
||||
}
|
||||
public onEntityEnabled() {
|
||||
for (let i = 0; i < this._components.length; i++)
|
||||
this._components[i].onEnabled();
|
||||
}
|
||||
|
||||
public update(){
|
||||
this.updateLists();
|
||||
for (let i = 0; i < this._components.length; i ++){
|
||||
let component = this._components[i];
|
||||
if (component.enabled && (component.updateInterval == 1 || Time.frameCount % component.updateInterval == 0))
|
||||
component.update();
|
||||
public onEntityDisabled() {
|
||||
for (let i = 0; i < this._components.length; i++)
|
||||
this._components[i].onDisabled();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,18 +1,20 @@
|
||||
class ComponentTypeManager{
|
||||
private static _componentTypesMask: Map<any, number> = new Map<any, number>();
|
||||
module es {
|
||||
export class ComponentTypeManager {
|
||||
private static _componentTypesMask: Map<any, number> = new Map<any, number>();
|
||||
|
||||
public static add(type){
|
||||
if (!this._componentTypesMask.has(type))
|
||||
this._componentTypesMask[type] = this._componentTypesMask.size;
|
||||
}
|
||||
|
||||
public static getIndexFor(type){
|
||||
let v = -1;
|
||||
if (!this._componentTypesMask.has(type)){
|
||||
this.add(type);
|
||||
v = this._componentTypesMask.get(type);
|
||||
public static add(type) {
|
||||
if (!this._componentTypesMask.has(type))
|
||||
this._componentTypesMask[type] = this._componentTypesMask.size;
|
||||
}
|
||||
|
||||
return v;
|
||||
public static getIndexFor(type) {
|
||||
let v = -1;
|
||||
if (!this._componentTypesMask.has(type)) {
|
||||
this.add(type);
|
||||
v = this._componentTypesMask.get(type);
|
||||
}
|
||||
|
||||
return v;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
+268
-117
@@ -1,134 +1,285 @@
|
||||
class EntityList{
|
||||
public scene: Scene;
|
||||
private _entitiesToRemove: Entity[] = [];
|
||||
private _entitiesToAdded: Entity[] = [];
|
||||
private _tempEntityList: Entity[] = [];
|
||||
private _entities: Entity[] = [];
|
||||
private _entityDict: Map<number, Entity[]> = new Map<number, Entity[]>();
|
||||
private _unsortedTags: number[] = [];
|
||||
module es {
|
||||
export class EntityList {
|
||||
public scene: Scene;
|
||||
/**
|
||||
* 添加到场景中的实体列表
|
||||
*/
|
||||
public _entities: Entity[] = [];
|
||||
/**
|
||||
* 添加到此框架的实体列表。用于对实体进行分组,以便我们可以同时处理它们
|
||||
*/
|
||||
public _entitiesToAdded: Entity[] = [];
|
||||
/**
|
||||
* 标记要删除此框架的实体列表。用于对实体进行分组,以便我们可以同时处理它们
|
||||
*/
|
||||
public _entitiesToRemove: Entity[] = [];
|
||||
/**
|
||||
* 用于确定是否需要在此框架中对实体进行排序的标志
|
||||
*/
|
||||
public _isEntityListUnsorted: boolean;
|
||||
/**
|
||||
* 通过标签跟踪实体,便于检索
|
||||
*/
|
||||
public _entityDict: Map<number, Entity[]> = new Map<number, Entity[]>();
|
||||
public _unsortedTags: number[] = [];
|
||||
/**
|
||||
* 在updateLists中用于双缓冲区,以便可以在其他地方修改原始列表
|
||||
*/
|
||||
public _tempEntityList: Entity[] = [];
|
||||
|
||||
constructor(scene: Scene){
|
||||
this.scene = scene;
|
||||
}
|
||||
|
||||
public get count(){
|
||||
return this._entities.length;
|
||||
}
|
||||
|
||||
public get buffer(){
|
||||
return this._entities;
|
||||
}
|
||||
|
||||
public add(entity: Entity){
|
||||
if (this._entitiesToAdded.indexOf(entity) == -1)
|
||||
this._entitiesToAdded.push(entity);
|
||||
}
|
||||
|
||||
public remove(entity: Entity){
|
||||
if (this._entitiesToAdded.contains(entity)){
|
||||
this._entitiesToAdded.remove(entity);
|
||||
return;
|
||||
constructor(scene: Scene) {
|
||||
this.scene = scene;
|
||||
}
|
||||
|
||||
if (!this._entitiesToRemove.contains(entity))
|
||||
this._entitiesToRemove.push(entity);
|
||||
}
|
||||
|
||||
public findEntity(name: string){
|
||||
for (let i = 0; i < this._entities.length; i ++){
|
||||
if (this._entities[i].name == name)
|
||||
return this._entities[i];
|
||||
public get count() {
|
||||
return this._entities.length;
|
||||
}
|
||||
|
||||
return this._entitiesToAdded.firstOrDefault(entity => entity.name == name);
|
||||
}
|
||||
|
||||
public getTagList(tag: number){
|
||||
let list = this._entityDict.get(tag);
|
||||
if (!list){
|
||||
list = [];
|
||||
this._entityDict.set(tag, list);
|
||||
public get buffer() {
|
||||
return this._entities;
|
||||
}
|
||||
|
||||
return this._entityDict.get(tag);
|
||||
}
|
||||
|
||||
public addToTagList(entity: Entity){
|
||||
let list = this.getTagList(entity.tag);
|
||||
if (!list.contains(entity)){
|
||||
list.push(entity);
|
||||
this._unsortedTags.push(entity.tag);
|
||||
}
|
||||
}
|
||||
|
||||
public removeFromTagList(entity: Entity){
|
||||
let list = this._entityDict.get(entity.tag);
|
||||
if (list){
|
||||
list.remove(entity);
|
||||
}
|
||||
}
|
||||
|
||||
public update(){
|
||||
for (let i = 0; i < this._entities.length; i++){
|
||||
let entity = this._entities[i];
|
||||
if (entity.enabled)
|
||||
entity.update();
|
||||
}
|
||||
}
|
||||
|
||||
public removeAllEntities(){
|
||||
this._entitiesToAdded.length = 0;
|
||||
|
||||
this.updateLists();
|
||||
|
||||
for (let i = 0; i < this._entities.length; i ++){
|
||||
this._entities[i]._isDestoryed = true;
|
||||
this._entities[i].onRemovedFromScene();
|
||||
this._entities[i].scene = null;
|
||||
public markEntityListUnsorted() {
|
||||
this._isEntityListUnsorted = true;
|
||||
}
|
||||
|
||||
this._entities.length = 0;
|
||||
this._entityDict.clear();
|
||||
}
|
||||
|
||||
public updateLists(){
|
||||
if (this._entitiesToRemove.length > 0){
|
||||
let temp = this._entitiesToRemove;
|
||||
this._entitiesToRemove = this._tempEntityList;
|
||||
this._tempEntityList = temp;
|
||||
this._tempEntityList.forEach(entity => {
|
||||
this._entities.remove(entity);
|
||||
entity.scene = null;
|
||||
|
||||
this.scene.entityProcessors.onEntityRemoved(entity);
|
||||
});
|
||||
|
||||
this._tempEntityList.length = 0;
|
||||
public markTagUnsorted(tag: number) {
|
||||
this._unsortedTags.push(tag);
|
||||
}
|
||||
|
||||
if (this._entitiesToAdded.length > 0){
|
||||
let temp = this._entitiesToAdded;
|
||||
this._entitiesToAdded = this._tempEntityList;
|
||||
this._tempEntityList = temp;
|
||||
this._tempEntityList.forEach(entity => {
|
||||
if (!this._entities.contains(entity)){
|
||||
this._entities.push(entity);
|
||||
entity.scene = this.scene;
|
||||
|
||||
this.scene.entityProcessors.onEntityAdded(entity)
|
||||
}
|
||||
});
|
||||
|
||||
this._tempEntityList.forEach(entity => entity.onAddedToScene());
|
||||
this._tempEntityList.length = 0;
|
||||
/**
|
||||
* 将实体添加到列表中。所有生命周期方法将在下一帧中被调用。
|
||||
* @param entity
|
||||
*/
|
||||
public add(entity: Entity) {
|
||||
if (this._entitiesToAdded.indexOf(entity) == -1)
|
||||
this._entitiesToAdded.push(entity);
|
||||
}
|
||||
|
||||
if (this._unsortedTags.length > 0){
|
||||
this._unsortedTags.forEach(tag => {
|
||||
this._entityDict.get(tag).sort();
|
||||
});
|
||||
/**
|
||||
* 从列表中删除一个实体。所有生命周期方法将在下一帧中被调用。
|
||||
* @param entity
|
||||
*/
|
||||
public remove(entity: Entity) {
|
||||
if (!this._entitiesToRemove.contains(entity)) {
|
||||
console.warn(`You are trying to remove an entity (${entity.name}) that you already removed`);
|
||||
return;
|
||||
}
|
||||
|
||||
// 防止在同一帧中添加或删除实体
|
||||
if (this._entitiesToAdded.contains(entity)) {
|
||||
this._entitiesToAdded.remove(entity);
|
||||
return;
|
||||
}
|
||||
|
||||
if (!this._entitiesToRemove.contains(entity))
|
||||
this._entitiesToRemove.push(entity);
|
||||
}
|
||||
|
||||
/**
|
||||
* 从实体列表中删除所有实体
|
||||
*/
|
||||
public removeAllEntities() {
|
||||
this._unsortedTags.length = 0;
|
||||
this._entitiesToAdded.length = 0;
|
||||
this._isEntityListUnsorted = false;
|
||||
|
||||
// 为什么我们要在这里更新列表?主要用于处理场景切换前分离的实体。
|
||||
// 它们仍然在_entitiesToRemove列表中,该列表将由更新列表处理。
|
||||
this.updateLists();
|
||||
|
||||
for (let i = 0; i < this._entities.length; i++) {
|
||||
this._entities[i]._isDestroyed = true;
|
||||
this._entities[i].onRemovedFromScene();
|
||||
this._entities[i].scene = null;
|
||||
}
|
||||
|
||||
this._entities.length = 0;
|
||||
this._entityDict.clear();
|
||||
}
|
||||
|
||||
/**
|
||||
* 检查该实体当前是否由此EntityList管理
|
||||
* @param entity
|
||||
*/
|
||||
public contains(entity: Entity): boolean {
|
||||
return this._entities.contains(entity) || this._entitiesToAdded.contains(entity);
|
||||
}
|
||||
|
||||
public getTagList(tag: number) {
|
||||
let list = this._entityDict.get(tag);
|
||||
if (!list) {
|
||||
list = [];
|
||||
this._entityDict.set(tag, list);
|
||||
}
|
||||
|
||||
return this._entityDict.get(tag);
|
||||
}
|
||||
|
||||
public addToTagList(entity: Entity) {
|
||||
let list = this.getTagList(entity.tag);
|
||||
if (!list.contains(entity)) {
|
||||
list.push(entity);
|
||||
this._unsortedTags.push(entity.tag);
|
||||
}
|
||||
}
|
||||
|
||||
public removeFromTagList(entity: Entity) {
|
||||
let list = this._entityDict.get(entity.tag);
|
||||
if (list) {
|
||||
list.remove(entity);
|
||||
}
|
||||
}
|
||||
|
||||
public update() {
|
||||
for (let i = 0; i < this._entities.length; i++) {
|
||||
let entity = this._entities[i];
|
||||
if (entity.enabled && (entity.updateInterval == 1 || Time.frameCount % entity.updateInterval == 0))
|
||||
entity.update();
|
||||
}
|
||||
}
|
||||
|
||||
public updateLists() {
|
||||
if (this._entitiesToRemove.length > 0) {
|
||||
let temp = this._entitiesToRemove;
|
||||
this._entitiesToRemove = this._tempEntityList;
|
||||
this._tempEntityList = temp;
|
||||
this._tempEntityList.forEach(entity => {
|
||||
this.removeFromTagList(entity);
|
||||
|
||||
this._entities.remove(entity);
|
||||
entity.onRemovedFromScene();
|
||||
entity.scene = null;
|
||||
|
||||
this.scene.entityProcessors.onEntityRemoved(entity);
|
||||
});
|
||||
|
||||
this._tempEntityList.length = 0;
|
||||
}
|
||||
|
||||
if (this._entitiesToAdded.length > 0) {
|
||||
let temp = this._entitiesToAdded;
|
||||
this._entitiesToAdded = this._tempEntityList;
|
||||
this._tempEntityList = temp;
|
||||
this._tempEntityList.forEach(entity => {
|
||||
if (!this._entities.contains(entity)) {
|
||||
this._entities.push(entity);
|
||||
entity.scene = this.scene;
|
||||
|
||||
this.addToTagList(entity);
|
||||
|
||||
this.scene.entityProcessors.onEntityAdded(entity)
|
||||
}
|
||||
});
|
||||
|
||||
// 现在所有实体都被添加到场景中,我们再次循环并调用onAddedToScene
|
||||
this._tempEntityList.forEach(entity => entity.onAddedToScene());
|
||||
this._tempEntityList.length = 0;
|
||||
this._isEntityListUnsorted = true;
|
||||
}
|
||||
|
||||
if (this._isEntityListUnsorted) {
|
||||
this._entities.sort();
|
||||
this._isEntityListUnsorted = false;
|
||||
}
|
||||
|
||||
if (this._unsortedTags.length > 0) {
|
||||
this._unsortedTags.forEach(tag => {
|
||||
this._entityDict.get(tag).sort();
|
||||
});
|
||||
|
||||
this._unsortedTags.length = 0;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 返回找到的第一个实体的名称。如果没有找到,则返回null。
|
||||
* @param name
|
||||
*/
|
||||
public findEntity(name: string) {
|
||||
for (let i = 0; i < this._entities.length; i++) {
|
||||
if (this._entities[i].name == name)
|
||||
return this._entities[i];
|
||||
}
|
||||
|
||||
return this._entitiesToAdded.firstOrDefault(entity => entity.name == name);
|
||||
}
|
||||
|
||||
/**
|
||||
* 返回带有标记的所有实体的列表。如果没有实体具有标记,则返回一个空列表。可以通过ListPool.free将返回的列表放回池中。
|
||||
* @param tag
|
||||
*/
|
||||
public entitiesWithTag(tag: number) {
|
||||
let list = this.getTagList(tag);
|
||||
|
||||
let returnList = ListPool.obtain<Entity>();
|
||||
for (let i = 0; i < list.length; i++)
|
||||
returnList.push(list[i]);
|
||||
|
||||
return returnList;
|
||||
}
|
||||
|
||||
/**
|
||||
* 返回t类型的所有实体的列表。返回的列表可以通过ListPool.free放回池中。
|
||||
* @param type
|
||||
*/
|
||||
public entitiesOfType<T extends Entity>(type): T[] {
|
||||
let list = ListPool.obtain<T>();
|
||||
for (let i = 0; i < this._entities.length; i++) {
|
||||
if (this._entities[i] instanceof type)
|
||||
list.push(this._entities[i] as T);
|
||||
}
|
||||
this._entitiesToAdded.forEach(entity => {
|
||||
if (entity instanceof type)
|
||||
list.push(entity as T);
|
||||
});
|
||||
|
||||
return list;
|
||||
}
|
||||
|
||||
/**
|
||||
* 返回在类型为T的场景中找到的第一个组件
|
||||
* @param type
|
||||
*/
|
||||
public findComponentOfType<T extends Component>(type): T {
|
||||
for (let i = 0; i < this._entities.length; i++) {
|
||||
if (this._entities[i].enabled) {
|
||||
let comp = this._entities[i].getComponent<T>(type);
|
||||
if (comp)
|
||||
return comp;
|
||||
}
|
||||
}
|
||||
|
||||
for (let i = 0; i < this._entitiesToAdded.length; i++) {
|
||||
let entity = this._entitiesToAdded[i];
|
||||
if (entity.enabled) {
|
||||
let comp = entity.getComponent<T>(type);
|
||||
if (comp)
|
||||
return comp;
|
||||
}
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
/**
|
||||
* 返回在类型t的场景中找到的所有组件。返回的列表可以通过ListPool.free放回池中。
|
||||
* @param type
|
||||
*/
|
||||
public findComponentsOfType<T extends Component>(type): T[] {
|
||||
let comps = ListPool.obtain<T>();
|
||||
for (let i = 0; i < this._entities.length; i++) {
|
||||
if (this._entities[i].enabled)
|
||||
this._entities[i].getComponents(type, comps);
|
||||
}
|
||||
|
||||
for (let i = 0; i < this._entitiesToAdded.length; i++) {
|
||||
let entity = this._entitiesToAdded[i];
|
||||
if (entity.enabled)
|
||||
entity.getComponents(type, comps);
|
||||
}
|
||||
|
||||
return comps;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,69 +1,71 @@
|
||||
class EntityProcessorList {
|
||||
private _processors: EntitySystem[] = [];
|
||||
module es {
|
||||
export class EntityProcessorList {
|
||||
private _processors: EntitySystem[] = [];
|
||||
|
||||
public add(processor: EntitySystem){
|
||||
this._processors.push(processor);
|
||||
}
|
||||
|
||||
public remove(processor: EntitySystem){
|
||||
this._processors.remove(processor);
|
||||
}
|
||||
|
||||
public onComponentAdded(entity: Entity){
|
||||
this.notifyEntityChanged(entity);
|
||||
}
|
||||
|
||||
public onComponentRemoved(entity: Entity){
|
||||
this.notifyEntityChanged(entity);
|
||||
}
|
||||
|
||||
public onEntityAdded(entity: Entity){
|
||||
this.notifyEntityChanged(entity);
|
||||
}
|
||||
|
||||
public onEntityRemoved(entity: Entity){
|
||||
this.removeFromProcessors(entity);
|
||||
}
|
||||
|
||||
protected notifyEntityChanged(entity: Entity){
|
||||
for (let i = 0; i < this._processors.length; i ++){
|
||||
this._processors[i].onChanged(entity);
|
||||
}
|
||||
}
|
||||
|
||||
protected removeFromProcessors(entity: Entity){
|
||||
for (let i = 0; i < this._processors.length; i ++){
|
||||
this._processors[i].remove(entity);
|
||||
}
|
||||
}
|
||||
|
||||
public begin(){
|
||||
|
||||
}
|
||||
|
||||
public update(){
|
||||
for (let i = 0; i < this._processors.length; i++){
|
||||
this._processors[i].update();
|
||||
}
|
||||
}
|
||||
|
||||
public lateUpdate(){
|
||||
for (let i = 0; i < this._processors.length; i ++){
|
||||
this._processors[i].lateUpdate();
|
||||
}
|
||||
}
|
||||
|
||||
public end(){
|
||||
|
||||
}
|
||||
|
||||
public getProcessor<T extends EntitySystem>(): T{
|
||||
for (let i = 0; i < this._processors.length; i ++){
|
||||
let processor = this._processors[i];
|
||||
if (processor instanceof EntitySystem)
|
||||
return processor as T;
|
||||
public add(processor: EntitySystem) {
|
||||
this._processors.push(processor);
|
||||
}
|
||||
|
||||
return null;
|
||||
public remove(processor: EntitySystem) {
|
||||
this._processors.remove(processor);
|
||||
}
|
||||
|
||||
public onComponentAdded(entity: Entity) {
|
||||
this.notifyEntityChanged(entity);
|
||||
}
|
||||
|
||||
public onComponentRemoved(entity: Entity) {
|
||||
this.notifyEntityChanged(entity);
|
||||
}
|
||||
|
||||
public onEntityAdded(entity: Entity) {
|
||||
this.notifyEntityChanged(entity);
|
||||
}
|
||||
|
||||
public onEntityRemoved(entity: Entity) {
|
||||
this.removeFromProcessors(entity);
|
||||
}
|
||||
|
||||
public begin() {
|
||||
|
||||
}
|
||||
|
||||
public update() {
|
||||
for (let i = 0; i < this._processors.length; i++) {
|
||||
this._processors[i].update();
|
||||
}
|
||||
}
|
||||
|
||||
public lateUpdate() {
|
||||
for (let i = 0; i < this._processors.length; i++) {
|
||||
this._processors[i].lateUpdate();
|
||||
}
|
||||
}
|
||||
|
||||
public end() {
|
||||
|
||||
}
|
||||
|
||||
public getProcessor<T extends EntitySystem>(): T {
|
||||
for (let i = 0; i < this._processors.length; i++) {
|
||||
let processor = this._processors[i];
|
||||
if (processor instanceof EntitySystem)
|
||||
return processor as T;
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
protected notifyEntityChanged(entity: Entity) {
|
||||
for (let i = 0; i < this._processors.length; i++) {
|
||||
this._processors[i].onChanged(entity);
|
||||
}
|
||||
}
|
||||
|
||||
protected removeFromProcessors(entity: Entity) {
|
||||
for (let i = 0; i < this._processors.length; i++) {
|
||||
this._processors[i].remove(entity);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,62 +1,64 @@
|
||||
class Matcher{
|
||||
protected allSet = new BitSet();
|
||||
protected exclusionSet = new BitSet();
|
||||
protected oneSet = new BitSet();
|
||||
module es {
|
||||
export class Matcher {
|
||||
protected allSet = new BitSet();
|
||||
protected exclusionSet = new BitSet();
|
||||
protected oneSet = new BitSet();
|
||||
|
||||
public static empty(){
|
||||
return new Matcher();
|
||||
}
|
||||
|
||||
public getAllSet(){
|
||||
return this.allSet;
|
||||
}
|
||||
|
||||
public getExclusionSet(){
|
||||
return this.exclusionSet;
|
||||
}
|
||||
|
||||
public getOneSet(){
|
||||
return this.oneSet;
|
||||
}
|
||||
|
||||
public IsIntersted(e: Entity){
|
||||
if (!this.allSet.isEmpty()){
|
||||
for (let i = this.allSet.nextSetBit(0); i >= 0; i = this.allSet.nextSetBit(i + 1)){
|
||||
if (!e.componentBits.get(i))
|
||||
return false;
|
||||
}
|
||||
public static empty() {
|
||||
return new Matcher();
|
||||
}
|
||||
|
||||
if (!this.exclusionSet.isEmpty() && this.exclusionSet.intersects(e.componentBits))
|
||||
return false;
|
||||
public getAllSet() {
|
||||
return this.allSet;
|
||||
}
|
||||
|
||||
if (!this.oneSet.isEmpty() && !this.oneSet.intersects(e.componentBits))
|
||||
return false;
|
||||
public getExclusionSet() {
|
||||
return this.exclusionSet;
|
||||
}
|
||||
|
||||
return true;
|
||||
public getOneSet() {
|
||||
return this.oneSet;
|
||||
}
|
||||
|
||||
public IsIntersted(e: Entity) {
|
||||
if (!this.allSet.isEmpty()) {
|
||||
for (let i = this.allSet.nextSetBit(0); i >= 0; i = this.allSet.nextSetBit(i + 1)) {
|
||||
if (!e.componentBits.get(i))
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
if (!this.exclusionSet.isEmpty() && this.exclusionSet.intersects(e.componentBits))
|
||||
return false;
|
||||
|
||||
if (!this.oneSet.isEmpty() && !this.oneSet.intersects(e.componentBits))
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public all(...types: any[]): Matcher {
|
||||
types.forEach(type => {
|
||||
this.allSet.set(ComponentTypeManager.getIndexFor(type));
|
||||
});
|
||||
|
||||
return this;
|
||||
}
|
||||
|
||||
public exclude(...types: any[]) {
|
||||
types.forEach(type => {
|
||||
this.exclusionSet.set(ComponentTypeManager.getIndexFor(type));
|
||||
});
|
||||
|
||||
return this;
|
||||
}
|
||||
|
||||
public one(...types: any[]) {
|
||||
types.forEach(type => {
|
||||
this.oneSet.set(ComponentTypeManager.getIndexFor(type));
|
||||
});
|
||||
|
||||
return this;
|
||||
}
|
||||
}
|
||||
|
||||
public all(...types: any[]): Matcher{
|
||||
types.forEach(type => {
|
||||
this.allSet.set(ComponentTypeManager.getIndexFor(type));
|
||||
});
|
||||
|
||||
return this;
|
||||
}
|
||||
|
||||
public exclude(...types: any[]){
|
||||
types.forEach(type => {
|
||||
this.exclusionSet.set(ComponentTypeManager.getIndexFor(type));
|
||||
});
|
||||
|
||||
return this;
|
||||
}
|
||||
|
||||
public one(...types: any[]){
|
||||
types.forEach(type => {
|
||||
this.oneSet.set(ComponentTypeManager.getIndexFor(type));
|
||||
});
|
||||
|
||||
return this;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,19 @@
|
||||
class ObjectUtils {
|
||||
/**
|
||||
* 对象深度拷贝
|
||||
* @param p any 源对象
|
||||
* @param c any 目标对象, 不传则返回新对象, 传则合并属性, 相同名字的属性则会覆盖
|
||||
*/
|
||||
public static clone<T>(p: any, c: T = null): T {
|
||||
var c = c || <T>{};
|
||||
for (let i in p) {
|
||||
if (typeof p[i] === 'object') {
|
||||
c[i] = p[i] instanceof Array ? [] : {};
|
||||
this.clone(p[i], c[i]);
|
||||
} else {
|
||||
c[i] = p[i];
|
||||
}
|
||||
}
|
||||
return c;
|
||||
}
|
||||
}
|
||||
@@ -1,22 +1,101 @@
|
||||
class RenderableComponentList {
|
||||
private _components: IRenderable[] = [];
|
||||
public get count(){
|
||||
return this._components.length;
|
||||
}
|
||||
///<reference path="../../Graphics/Renderers/IRenderable.ts" />
|
||||
module es {
|
||||
export class RenderableComponentList {
|
||||
/**
|
||||
* IRenderable列表的全局updatePrder排序
|
||||
*/
|
||||
public static compareUpdatableOrder = new RenderableComparer();
|
||||
/**
|
||||
* 添加到实体的组件列表
|
||||
*/
|
||||
public _components: IRenderable[] = [];
|
||||
/**
|
||||
* 通过渲染层跟踪组件,便于检索
|
||||
*/
|
||||
public _componentsByRenderLayer: Map<number, IRenderable[]> = new Map<number, IRenderable[]>();
|
||||
public _unsortedRenderLayers: number[] = [];
|
||||
public _componentsNeedSort: boolean = true;
|
||||
|
||||
public get buffer(){
|
||||
return this._components;
|
||||
}
|
||||
public get count() {
|
||||
return this._components.length;
|
||||
}
|
||||
|
||||
public add(component: IRenderable){
|
||||
this._components.push(component);
|
||||
}
|
||||
public get buffer() {
|
||||
return this._components;
|
||||
}
|
||||
|
||||
public remove(component: IRenderable){
|
||||
this._components.remove(component);
|
||||
}
|
||||
public add(component: IRenderable) {
|
||||
this._components.push(component);
|
||||
this.addToRenderLayerList(component, component.renderLayer);
|
||||
}
|
||||
|
||||
public updateList(){
|
||||
public remove(component: IRenderable) {
|
||||
this._components.remove(component);
|
||||
this._componentsByRenderLayer.get(component.renderLayer).remove(component);
|
||||
}
|
||||
|
||||
public updateRenderableRenderLayer(component: IRenderable, oldRenderLayer: number, newRenderLayer: number) {
|
||||
// 需要注意的是,如果渲染层在组件update之前发生了改变
|
||||
if (this._componentsByRenderLayer.has(oldRenderLayer) && this._componentsByRenderLayer.get(oldRenderLayer).contains(component)) {
|
||||
this._componentsByRenderLayer.get(oldRenderLayer).remove(component);
|
||||
this.addToRenderLayerList(component, newRenderLayer);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 将渲染层排序标志弄脏,让所有组件重新排序
|
||||
* @param renderLayer
|
||||
*/
|
||||
public setRenderLayerNeedsComponentSort(renderLayer: number) {
|
||||
if (!this._unsortedRenderLayers.contains(renderLayer))
|
||||
this._unsortedRenderLayers.push(renderLayer);
|
||||
this._componentsNeedSort = true;
|
||||
}
|
||||
|
||||
public setNeedsComponentSort() {
|
||||
this._componentsNeedSort = true;
|
||||
}
|
||||
|
||||
public addToRenderLayerList(component: IRenderable, renderLayer: number) {
|
||||
let list = this.componentsWithRenderLayer(renderLayer);
|
||||
if (!list.contains(component)) {
|
||||
console.warn("Component renderLayer list already contains this component");
|
||||
return;
|
||||
}
|
||||
|
||||
list.push(component);
|
||||
if (!this._unsortedRenderLayers.contains(renderLayer))
|
||||
this._unsortedRenderLayers.push(renderLayer);
|
||||
this._componentsNeedSort = true;
|
||||
}
|
||||
|
||||
/**
|
||||
* 使用给定的渲染层获取所有组件。组件列表是预先排序的
|
||||
* @param renderLayer
|
||||
*/
|
||||
public componentsWithRenderLayer(renderLayer: number): IRenderable[] {
|
||||
if (!this._componentsByRenderLayer.get(renderLayer)) {
|
||||
this._componentsByRenderLayer.set(renderLayer, []);
|
||||
}
|
||||
return this._componentsByRenderLayer.get(renderLayer);
|
||||
}
|
||||
|
||||
public updateList() {
|
||||
if (this._componentsNeedSort) {
|
||||
this._components.sort(RenderableComponentList.compareUpdatableOrder.compare);
|
||||
this._componentsNeedSort = false;
|
||||
}
|
||||
|
||||
if (this._unsortedRenderLayers.length > 0) {
|
||||
for (let i = 0, count = this._unsortedRenderLayers.length; i < count; i++) {
|
||||
let renderLayerComponents = this._componentsByRenderLayer.get(this._unsortedRenderLayers[i]);
|
||||
if (renderLayerComponents) {
|
||||
renderLayerComponents.sort(RenderableComponentList.compareUpdatableOrder.compare);
|
||||
}
|
||||
}
|
||||
|
||||
this._unsortedRenderLayers.length = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,233 @@
|
||||
class StringUtils {
|
||||
/**
|
||||
* 特殊符号字符串
|
||||
*/
|
||||
private static specialSigns: string[] = [
|
||||
'&', '&',
|
||||
'<', '<',
|
||||
'>', '>',
|
||||
'"', '"',
|
||||
"'", ''',
|
||||
'®', '®',
|
||||
'©', '©',
|
||||
'™', '™',
|
||||
];
|
||||
|
||||
/**
|
||||
* 匹配中文字符
|
||||
* @param str 需要匹配的字符串
|
||||
* @return
|
||||
*/
|
||||
public static matchChineseWord(str: string): string[] {
|
||||
//中文字符的unicode值[\u4E00-\u9FA5]
|
||||
let patternA: RegExp = /[\u4E00-\u9FA5]+/gim;
|
||||
return str.match(patternA);
|
||||
}
|
||||
|
||||
/**
|
||||
* 去除字符串左端的空白字符
|
||||
* @param target 目标字符串
|
||||
* @return
|
||||
*/
|
||||
public static lTrim(target: string): string {
|
||||
let startIndex: number = 0;
|
||||
while (this.isWhiteSpace(target.charAt(startIndex))) {
|
||||
startIndex++;
|
||||
}
|
||||
return target.slice(startIndex, target.length);
|
||||
}
|
||||
|
||||
/**
|
||||
* 去除字符串右端的空白字符
|
||||
* @param target 目标字符串
|
||||
* @return
|
||||
*/
|
||||
public static rTrim(target: string): string {
|
||||
let endIndex: number = target.length - 1;
|
||||
while (this.isWhiteSpace(target.charAt(endIndex))) {
|
||||
endIndex--;
|
||||
}
|
||||
return target.slice(0, endIndex + 1);
|
||||
}
|
||||
|
||||
/**
|
||||
* 返回一个去除2段空白字符的字符串
|
||||
* @param target
|
||||
* @return 返回一个去除2段空白字符的字符串
|
||||
*/
|
||||
public static trim(target: string): string {
|
||||
if (target == null) {
|
||||
return null;
|
||||
}
|
||||
return this.rTrim(this.lTrim(target));
|
||||
}
|
||||
|
||||
/**
|
||||
* 返回该字符是否为空白字符
|
||||
* @param str
|
||||
* @return 返回该字符是否为空白字符
|
||||
*/
|
||||
public static isWhiteSpace(str: string): boolean {
|
||||
if (str == " " || str == "\t" || str == "\r" || str == "\n")
|
||||
return true;
|
||||
return false;
|
||||
}
|
||||
|
||||
/**
|
||||
* 返回执行替换后的字符串
|
||||
* @param mainStr 待查找字符串
|
||||
* @param targetStr 目标字符串
|
||||
* @param replaceStr 替换字符串
|
||||
* @param caseMark 是否忽略大小写
|
||||
* @return 返回执行替换后的字符串
|
||||
*/
|
||||
public static replaceMatch(mainStr: string, targetStr: string,
|
||||
replaceStr: string, caseMark: boolean = false): string {
|
||||
let len: number = mainStr.length;
|
||||
let tempStr: string = "";
|
||||
let isMatch: boolean = false;
|
||||
let tempTarget: string = caseMark == true ? targetStr.toLowerCase() : targetStr;
|
||||
for (let i: number = 0; i < len; i++) {
|
||||
isMatch = false;
|
||||
if (mainStr.charAt(i) == tempTarget.charAt(0)) {
|
||||
if (mainStr.substr(i, tempTarget.length) == tempTarget) {
|
||||
isMatch = true;
|
||||
}
|
||||
}
|
||||
if (isMatch) {
|
||||
tempStr += replaceStr;
|
||||
i = i + tempTarget.length - 1;
|
||||
} else {
|
||||
tempStr += mainStr.charAt(i);
|
||||
}
|
||||
}
|
||||
return tempStr;
|
||||
}
|
||||
|
||||
/**
|
||||
* 用html实体换掉字符窜中的特殊字符
|
||||
* @param str 需要替换的字符串
|
||||
* @param reversion 是否翻转替换:将转义符号替换为正常的符号
|
||||
* @return 换掉特殊字符后的字符串
|
||||
*/
|
||||
public static htmlSpecialChars(str: string, reversion: boolean = false): string {
|
||||
let len: number = this.specialSigns.length;
|
||||
for (let i: number = 0; i < len; i += 2) {
|
||||
let from: string;
|
||||
let to: string;
|
||||
from = this.specialSigns[i];
|
||||
to = this.specialSigns[i + 1];
|
||||
if (reversion) {
|
||||
let temp: string = from;
|
||||
from = to;
|
||||
to = temp;
|
||||
}
|
||||
str = this.replaceMatch(str, from, to);
|
||||
}
|
||||
return str;
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* 给数字字符前面添 "0"
|
||||
*
|
||||
* <pre>
|
||||
*
|
||||
* trace( StringFormat.zfill('1') );
|
||||
* // 01
|
||||
*
|
||||
* trace( StringFormat.zfill('16', 5) );
|
||||
* // 00016
|
||||
*
|
||||
* trace( StringFormat.zfill('-3', 3) );
|
||||
* // -03
|
||||
*
|
||||
* </pre>
|
||||
*
|
||||
* @param str 要进行处理的字符串
|
||||
* @param width 处理后字符串的长度,
|
||||
* 如果str.length >= width,将不做任何处理直接返回原始的str。
|
||||
* @return
|
||||
*
|
||||
*/
|
||||
public static zfill(str: string, width: number = 2): string {
|
||||
if (!str) {
|
||||
return str;
|
||||
}
|
||||
width = Math.floor(width);
|
||||
let slen: number = str.length;
|
||||
if (slen >= width) {
|
||||
return str;
|
||||
}
|
||||
|
||||
let negative: boolean = false;
|
||||
if (str.substr(0, 1) == '-') {
|
||||
negative = true;
|
||||
str = str.substr(1);
|
||||
}
|
||||
|
||||
let len: number = width - slen;
|
||||
for (let i: number = 0; i < len; i++) {
|
||||
str = '0' + str;
|
||||
}
|
||||
|
||||
if (negative) {
|
||||
str = '-' + str;
|
||||
}
|
||||
|
||||
return str;
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* 翻转字符串
|
||||
* @param str 字符串
|
||||
* @return 翻转后的字符串
|
||||
*/
|
||||
public static reverse(str: string): string {
|
||||
if (str.length > 1)
|
||||
return this.reverse(str.substring(1)) + str.substring(0, 1);
|
||||
else
|
||||
return str;
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* 截断某段字符串
|
||||
* @param str 目标字符串
|
||||
* @param start 需要截断的起始索引
|
||||
* @param len 截断长度
|
||||
* @param order 顺序,true从字符串头部开始计算,false从字符串尾巴开始结算。
|
||||
* @return 截断后的字符串
|
||||
*/
|
||||
public static cutOff(str: string, start: number,
|
||||
len: number, order: boolean = true): string {
|
||||
start = Math.floor(start);
|
||||
len = Math.floor(len);
|
||||
let length: number = str.length;
|
||||
if (start > length) start = length;
|
||||
let s: number = start;
|
||||
let e: number = start + len;
|
||||
let newStr: string;
|
||||
if (order) {
|
||||
newStr = str.substring(0, s) + str.substr(e, length);
|
||||
} else {
|
||||
s = length - 1 - start - len;
|
||||
e = s + len;
|
||||
newStr = str.substring(0, s + 1) + str.substr(e + 1, length);
|
||||
}
|
||||
return newStr;
|
||||
}
|
||||
|
||||
/**{0} 字符替换 */
|
||||
public static strReplace(str: string, rStr: string[]): string {
|
||||
let i: number = 0, len: number = rStr.length;
|
||||
for (; i < len; i++) {
|
||||
if (rStr[i] == null || rStr[i] == "") {
|
||||
rStr[i] = "无";
|
||||
}
|
||||
str = str.replace("{" + i + "}", rStr[i]);
|
||||
}
|
||||
return str
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,151 @@
|
||||
module es {
|
||||
/**
|
||||
* 纹理帮助类
|
||||
*/
|
||||
export class TextureUtils {
|
||||
public static sharedCanvas: HTMLCanvasElement;
|
||||
public static sharedContext: CanvasRenderingContext2D;
|
||||
|
||||
public static convertImageToCanvas(texture: egret.Texture, rect?: egret.Rectangle): HTMLCanvasElement {
|
||||
if (!this.sharedCanvas) {
|
||||
this.sharedCanvas = egret.sys.createCanvas();
|
||||
this.sharedContext = this.sharedCanvas.getContext("2d");
|
||||
}
|
||||
|
||||
let w = texture.$getTextureWidth();
|
||||
let h = texture.$getTextureHeight();
|
||||
if (!rect) {
|
||||
rect = egret.$TempRectangle;
|
||||
rect.x = 0;
|
||||
rect.y = 0;
|
||||
rect.width = w;
|
||||
rect.height = h;
|
||||
}
|
||||
|
||||
rect.x = Math.min(rect.x, w - 1);
|
||||
rect.y = Math.min(rect.y, h - 1);
|
||||
rect.width = Math.min(rect.width, w - rect.x);
|
||||
rect.height = Math.min(rect.height, h - rect.y);
|
||||
|
||||
let iWidth = Math.floor(rect.width);
|
||||
let iHeight = Math.floor(rect.height);
|
||||
let surface = this.sharedCanvas;
|
||||
surface["style"]["width"] = iWidth + "px";
|
||||
surface["style"]["height"] = iHeight + "px";
|
||||
this.sharedCanvas.width = iWidth;
|
||||
this.sharedCanvas.height = iHeight;
|
||||
|
||||
if (egret.Capabilities.renderMode == "webgl") {
|
||||
let renderTexture: egret.RenderTexture;
|
||||
//webgl下非RenderTexture纹理先画到RenderTexture
|
||||
if (!(<egret.RenderTexture>texture).$renderBuffer) {
|
||||
if (egret.sys.systemRenderer["renderClear"]) {
|
||||
egret.sys.systemRenderer["renderClear"]();
|
||||
}
|
||||
renderTexture = new egret.RenderTexture();
|
||||
renderTexture.drawToTexture(new egret.Bitmap(texture));
|
||||
} else {
|
||||
renderTexture = <egret.RenderTexture>texture;
|
||||
}
|
||||
//从RenderTexture中读取像素数据,填入canvas
|
||||
let pixels = renderTexture.$renderBuffer.getPixels(rect.x, rect.y, iWidth, iHeight);
|
||||
let x = 0;
|
||||
let y = 0;
|
||||
for (let i = 0; i < pixels.length; i += 4) {
|
||||
this.sharedContext.fillStyle =
|
||||
'rgba(' + pixels[i]
|
||||
+ ',' + pixels[i + 1]
|
||||
+ ',' + pixels[i + 2]
|
||||
+ ',' + (pixels[i + 3] / 255) + ')';
|
||||
this.sharedContext.fillRect(x, y, 1, 1);
|
||||
x++;
|
||||
if (x == iWidth) {
|
||||
x = 0;
|
||||
y++;
|
||||
}
|
||||
}
|
||||
|
||||
if (!(<egret.RenderTexture>texture).$renderBuffer) {
|
||||
renderTexture.dispose();
|
||||
}
|
||||
|
||||
return surface;
|
||||
} else {
|
||||
let bitmapData = texture;
|
||||
let offsetX: number = Math.round(bitmapData.$offsetX);
|
||||
let offsetY: number = Math.round(bitmapData.$offsetY);
|
||||
let bitmapWidth: number = bitmapData.$bitmapWidth;
|
||||
let bitmapHeight: number = bitmapData.$bitmapHeight;
|
||||
let $TextureScaleFactor = Core._instance.stage.textureScaleFactor;
|
||||
this.sharedContext.drawImage(bitmapData.$bitmapData.source, bitmapData.$bitmapX + rect.x / $TextureScaleFactor, bitmapData.$bitmapY + rect.y / $TextureScaleFactor,
|
||||
bitmapWidth * rect.width / w, bitmapHeight * rect.height / h, offsetX, offsetY, rect.width, rect.height);
|
||||
return surface;
|
||||
}
|
||||
}
|
||||
|
||||
public static toDataURL(type: string, texture: egret.Texture, rect?: egret.Rectangle, encoderOptions?): string {
|
||||
try {
|
||||
let surface = this.convertImageToCanvas(texture, rect);
|
||||
let result = surface.toDataURL(type, encoderOptions);
|
||||
return result;
|
||||
} catch (e) {
|
||||
egret.$error(1033);
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
/**
|
||||
* 有些杀毒软件认为 saveToFile 可能是一个病毒文件
|
||||
* @param type
|
||||
* @param texture
|
||||
* @param filePath
|
||||
* @param rect
|
||||
* @param encoderOptions
|
||||
*/
|
||||
public static eliFoTevas(type: string, texture: egret.Texture, filePath: string, rect?: egret.Rectangle, encoderOptions?): void {
|
||||
let surface = this.convertImageToCanvas(texture, rect);
|
||||
let result = (surface as any).toTempFilePathSync({
|
||||
fileType: type.indexOf("png") >= 0 ? "png" : "jpg"
|
||||
});
|
||||
|
||||
wx.getFileSystemManager().saveFile({
|
||||
tempFilePath: result,
|
||||
filePath: `${wx.env.USER_DATA_PATH}/${filePath}`,
|
||||
success: function (res) {
|
||||
//todo
|
||||
}
|
||||
});
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
public static getPixel32(texture: egret.Texture, x: number, y: number): number[] {
|
||||
egret.$warn(1041, "getPixel32", "getPixels");
|
||||
return texture.getPixels(x, y);
|
||||
}
|
||||
|
||||
public static getPixels(texture: egret.Texture, x: number, y: number, width: number = 1, height: number = 1): number[] {
|
||||
//webgl环境下不需要转换成canvas获取像素信息
|
||||
if (egret.Capabilities.renderMode == "webgl") {
|
||||
let renderTexture: egret.RenderTexture;
|
||||
//webgl下非RenderTexture纹理先画到RenderTexture
|
||||
if (!(<egret.RenderTexture>texture).$renderBuffer) {
|
||||
renderTexture = new egret.RenderTexture();
|
||||
renderTexture.drawToTexture(new egret.Bitmap(texture));
|
||||
} else {
|
||||
renderTexture = <egret.RenderTexture>texture;
|
||||
}
|
||||
//从RenderTexture中读取像素数据
|
||||
let pixels = renderTexture.$renderBuffer.getPixels(x, y, width, height);
|
||||
return pixels;
|
||||
}
|
||||
try {
|
||||
let surface = this.convertImageToCanvas(texture);
|
||||
let result = this.sharedContext.getImageData(x, y, width, height).data;
|
||||
return <number[]><any>result;
|
||||
} catch (e) {
|
||||
egret.$error(1039);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,17 +1,39 @@
|
||||
class Time {
|
||||
public static unscaledDeltaTime;
|
||||
public static deltaTime: number = 0;
|
||||
public static timeScale = 1;
|
||||
public static frameCount = 0;;
|
||||
|
||||
private static _lastTime = 0;
|
||||
module es {
|
||||
/** 提供帧定时信息 */
|
||||
export class Time {
|
||||
/** deltaTime的未缩放版本。不受时间尺度的影响 */
|
||||
public static unscaledDeltaTime;
|
||||
/** 前一帧到当前帧的时间增量,按时间刻度进行缩放 */
|
||||
public static deltaTime: number = 0;
|
||||
/** 时间刻度缩放 */
|
||||
public static timeScale = 1;
|
||||
/** 已传递的帧总数 */
|
||||
public static frameCount = 0;
|
||||
/** 自场景加载以来的总时间 */
|
||||
public static _timeSinceSceneLoad;
|
||||
private static _lastTime = 0;
|
||||
|
||||
public static update(currentTime: number){
|
||||
let dt = (currentTime - this._lastTime) / 1000;
|
||||
this.deltaTime = dt * this.timeScale;
|
||||
this.unscaledDeltaTime = dt;
|
||||
this.frameCount ++;
|
||||
public static update(currentTime: number) {
|
||||
let dt = (currentTime - this._lastTime) / 1000;
|
||||
this.deltaTime = dt * this.timeScale;
|
||||
this.unscaledDeltaTime = dt;
|
||||
this._timeSinceSceneLoad += dt;
|
||||
this.frameCount++;
|
||||
|
||||
this._lastTime = currentTime;
|
||||
this._lastTime = currentTime;
|
||||
}
|
||||
|
||||
public static sceneChanged() {
|
||||
this._timeSinceSceneLoad = 0;
|
||||
}
|
||||
|
||||
/**
|
||||
* 允许在间隔检查。只应该使用高于delta的间隔值,否则它将始终返回true。
|
||||
* @param interval
|
||||
*/
|
||||
public static checkEvery(interval: number) {
|
||||
// 我们减去了delta,因为timeSinceSceneLoad已经包含了这个update ticks delta
|
||||
return (this._timeSinceSceneLoad / interval) > ((this._timeSinceSceneLoad - this.deltaTime) / interval);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,212 @@
|
||||
class TimeUtils {
|
||||
/**
|
||||
* 计算月份ID
|
||||
* @param d 指定计算日期
|
||||
* @returns 月ID
|
||||
*/
|
||||
public static monthId(d: Date = null): number {
|
||||
d = d ? d : new Date();
|
||||
let y = d.getFullYear();
|
||||
let m = d.getMonth() + 1;
|
||||
let g = m < 10 ? "0" : "";
|
||||
return parseInt(y + g + m);
|
||||
}
|
||||
|
||||
/**
|
||||
* 计算日期ID
|
||||
* @param d 指定计算日期
|
||||
* @returns 日期ID
|
||||
*/
|
||||
public static dateId(t: Date = null): number {
|
||||
t = t ? t : new Date();
|
||||
let m: number = t.getMonth() + 1;
|
||||
let a = m < 10 ? "0" : "";
|
||||
let d: number = t.getDate();
|
||||
let b = d < 10 ? "0" : "";
|
||||
return parseInt(t.getFullYear() + a + m + b + d);
|
||||
}
|
||||
|
||||
/**
|
||||
* 计算周ID
|
||||
* @param d 指定计算日期
|
||||
* @returns 周ID
|
||||
*/
|
||||
public static weekId(d: Date = null, first: boolean = true): number {
|
||||
d = d ? d : new Date();
|
||||
let c: Date = new Date();
|
||||
c.setTime(d.getTime());
|
||||
c.setDate(1);
|
||||
c.setMonth(0);//当年第一天
|
||||
|
||||
let year: number = c.getFullYear();
|
||||
let firstDay: number = c.getDay();
|
||||
if (firstDay == 0) {
|
||||
firstDay = 7;
|
||||
}
|
||||
let max: boolean = false;
|
||||
if (firstDay <= 4) {
|
||||
max = firstDay > 1;
|
||||
c.setDate(c.getDate() - (firstDay - 1));
|
||||
} else {
|
||||
c.setDate(c.getDate() + 7 - firstDay + 1);
|
||||
}
|
||||
let num: number = this.diffDay(d, c, false);
|
||||
if (num < 0) {
|
||||
c.setDate(1);
|
||||
c.setMonth(0);//当年第一天
|
||||
c.setDate(c.getDate() - 1);
|
||||
return this.weekId(c, false);
|
||||
}
|
||||
let week: number = num / 7;
|
||||
let weekIdx: number = Math.floor(week) + 1;
|
||||
if (weekIdx == 53) {
|
||||
c.setTime(d.getTime());
|
||||
c.setDate(c.getDate() - 1);
|
||||
let endDay: number = c.getDay();
|
||||
if (endDay == 0) {
|
||||
endDay = 7;
|
||||
}
|
||||
if (first && (!max || endDay < 4)) {
|
||||
c.setFullYear(c.getFullYear() + 1);
|
||||
c.setDate(1);
|
||||
c.setMonth(0);//当年第一天
|
||||
return this.weekId(c, false);
|
||||
}
|
||||
}
|
||||
let g: string = weekIdx > 9 ? "" : "0";
|
||||
let s: string = year + "00" + g + weekIdx;//加上00防止和月份ID冲突
|
||||
return parseInt(s);
|
||||
}
|
||||
|
||||
/**
|
||||
* 计算俩日期时间差,如果a比b小,返回负数
|
||||
*/
|
||||
public static diffDay(a: Date, b: Date, fixOne: boolean = false): number {
|
||||
let x = (a.getTime() - b.getTime()) / 86400000;
|
||||
return fixOne ? Math.ceil(x) : Math.floor(x);
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取本周一 凌晨时间
|
||||
*/
|
||||
public static getFirstDayOfWeek(d?: Date): Date {
|
||||
d = d ? d : new Date();
|
||||
let day = d.getDay() || 7;
|
||||
return new Date(d.getFullYear(), d.getMonth(), d.getDate() + 1 - day, 0, 0, 0, 0);
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取当日凌晨时间
|
||||
*/
|
||||
public static getFirstOfDay(d?: Date): Date {
|
||||
d = d ? d : new Date();
|
||||
d.setHours(0, 0, 0, 0);
|
||||
return d;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取次日凌晨时间
|
||||
*/
|
||||
public static getNextFirstOfDay(d?: Date): Date {
|
||||
return new Date(this.getFirstOfDay(d).getTime() + 86400000);
|
||||
}
|
||||
|
||||
/**
|
||||
* @returns 2018-12-12
|
||||
*/
|
||||
public static formatDate(date: Date): string {
|
||||
let y = date.getFullYear();
|
||||
let m: any = date.getMonth() + 1;
|
||||
m = m < 10 ? '0' + m : m;
|
||||
let d: any = date.getDate();
|
||||
d = d < 10 ? ('0' + d) : d;
|
||||
return y + '-' + m + '-' + d;
|
||||
}
|
||||
|
||||
/**
|
||||
* @returns 2018-12-12 12:12:12
|
||||
*/
|
||||
public static formatDateTime(date: Date): string {
|
||||
let y = date.getFullYear();
|
||||
let m: any = date.getMonth() + 1;
|
||||
m = m < 10 ? ('0' + m) : m;
|
||||
let d: any = date.getDate();
|
||||
d = d < 10 ? ('0' + d) : d;
|
||||
let h = date.getHours();
|
||||
let i: any = date.getMinutes();
|
||||
i = i < 10 ? ('0' + i) : i;
|
||||
let s: any = date.getSeconds();
|
||||
s = s < 10 ? ('0' + s) : s;
|
||||
return y + '-' + m + '-' + d + ' ' + h + ':' + i + ":" + s;
|
||||
}
|
||||
|
||||
/**
|
||||
* @returns s 2018-12-12 或者 2018-12-12 12:12:12
|
||||
*/
|
||||
public static parseDate(s: string): Date {
|
||||
let t = Date.parse(s);
|
||||
if (!isNaN(t)) {
|
||||
return new Date(Date.parse(s.replace(/-/g, "/")));
|
||||
} else {
|
||||
return new Date();
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 秒数转换为时间形式。
|
||||
* @param time 秒数
|
||||
* @param partition 分隔符
|
||||
* @param showHour 是否显示小时
|
||||
* @return 返回一个以分隔符分割的时, 分, 秒
|
||||
*
|
||||
* 比如: time = 4351; secondToTime(time)返回字符串01:12:31;
|
||||
*/
|
||||
public static secondToTime(time: number = 0, partition: string = ":", showHour: boolean = true): string {
|
||||
let hours: number = Math.floor(time / 3600);
|
||||
let minutes: number = Math.floor(time % 3600 / 60);
|
||||
let seconds: number = Math.floor(time % 3600 % 60);
|
||||
|
||||
let h: string = hours.toString();
|
||||
let m: string = minutes.toString();
|
||||
let s: string = seconds.toString();
|
||||
|
||||
if (hours < 10) h = "0" + h;
|
||||
if (minutes < 10) m = "0" + m;
|
||||
if (seconds < 10) s = "0" + s;
|
||||
|
||||
let timeStr: string;
|
||||
if (showHour)
|
||||
timeStr = h + partition + m + partition + s;
|
||||
else
|
||||
timeStr = m + partition + s;
|
||||
|
||||
return timeStr;
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* 时间形式转换为毫秒数。
|
||||
* @param time 以指定分隔符分割的时间字符串
|
||||
* @param partition 分隔符
|
||||
* @return 毫秒数显示的字符串
|
||||
* @throws Error Exception
|
||||
*
|
||||
* 用法1 trace(MillisecondTransform.timeToMillisecond("00:60:00"))
|
||||
* 输出 3600000
|
||||
*
|
||||
*
|
||||
* 用法2 trace(MillisecondTransform.timeToMillisecond("00.60.00","."))
|
||||
* 输出 3600000
|
||||
*/
|
||||
public static timeToMillisecond(time: string, partition: string = ":"): string {
|
||||
let _ary: any[] = time.split(partition);
|
||||
let timeNum: number = 0;
|
||||
let len: number = _ary.length;
|
||||
for (let i: number = 0; i < len; i++) {
|
||||
let n: number = <number>_ary[i];
|
||||
timeNum += n * Math.pow(60, (len - 1 - i));
|
||||
}
|
||||
timeNum *= 1000;
|
||||
return timeNum.toString();
|
||||
}
|
||||
}
|
||||
+73
-57
@@ -3,90 +3,106 @@ declare interface Array<T> {
|
||||
* 获取满足表达式的数组元素索引
|
||||
* @param predicate 表达式
|
||||
*/
|
||||
findIndex(predicate: Function): number;
|
||||
findIndex(predicate: (c: T)=>boolean): number;
|
||||
|
||||
/**
|
||||
* 是否存在满足表达式的数组元素
|
||||
* @param predicate 表达式
|
||||
*/
|
||||
any(predicate: Function): boolean;
|
||||
any(predicate: (c: T) => boolean): boolean;
|
||||
|
||||
/**
|
||||
* 获取满足表达式的第一个或默认数组元素
|
||||
* @param predicate 表达式
|
||||
*/
|
||||
firstOrDefault(predicate: Function): T;
|
||||
firstOrDefault(predicate: (c: T)=>boolean): T;
|
||||
|
||||
/**
|
||||
* 获取满足表达式的第一个数组元素
|
||||
* @param predicate 表达式
|
||||
*/
|
||||
find(predicate: Function): T;
|
||||
find(predicate: (c: T) => boolean): T;
|
||||
|
||||
/**
|
||||
* 筛选满足表达式的数组元素
|
||||
* @param predicate 表达式
|
||||
*/
|
||||
where(predicate: Function): Array<T>;
|
||||
where(predicate: (c: T) => boolean): Array<T>;
|
||||
|
||||
/**
|
||||
* 获取满足表达式的数组元素的计数
|
||||
* @param predicate 表达式
|
||||
*/
|
||||
count(predicate: Function): number;
|
||||
count(predicate: (c: T) => boolean): number;
|
||||
|
||||
/**
|
||||
* 获取满足表达式的数组元素的数组
|
||||
* @param predicate 表达式
|
||||
*/
|
||||
findAll(predicate: Function): Array<T>;
|
||||
findAll(predicate: (c: T) => boolean): Array<T>;
|
||||
|
||||
/**
|
||||
* 是否有获取满足表达式的数组元素
|
||||
* @param value 值
|
||||
*/
|
||||
contains(value): boolean;
|
||||
contains(value: T): boolean;
|
||||
|
||||
/**
|
||||
* 移除满足表达式的数组元素
|
||||
* @param predicate 表达式
|
||||
*/
|
||||
removeAll(predicate: Function): void;
|
||||
removeAll(predicate: (c: T) => boolean): void;
|
||||
|
||||
/**
|
||||
* 移除数组元素
|
||||
* @param element 数组元素
|
||||
*/
|
||||
remove(element): boolean;
|
||||
remove(element: T): boolean;
|
||||
|
||||
/**
|
||||
* 移除特定索引数组元素
|
||||
* @param index 索引
|
||||
*/
|
||||
removeAt(index): void;
|
||||
removeAt(index: number): void;
|
||||
|
||||
/**
|
||||
* 移除范围数组元素
|
||||
* @param index 开始索引
|
||||
* @param count 删除的个数
|
||||
*/
|
||||
removeRange(index, count): void;
|
||||
removeRange(index: number, count: number): void;
|
||||
|
||||
/**
|
||||
* 获取通过选择器转换的数组
|
||||
* @param selector 选择器
|
||||
*/
|
||||
select(selector: Function): Array<T>;
|
||||
|
||||
/**
|
||||
* 排序(升序)
|
||||
* @param keySelector key选择器
|
||||
* @param comparer 比较器
|
||||
*/
|
||||
orderBy(keySelector: Function, comparer: Function): Array<T>;
|
||||
|
||||
/**
|
||||
* 排序(降序)
|
||||
* @param keySelector key选择器
|
||||
* @param comparer 比较器
|
||||
*/
|
||||
orderByDescending(keySelector: Function, comparer: Function): Array<T>;
|
||||
|
||||
/**
|
||||
* 分组
|
||||
* @param keySelector key选择器
|
||||
*/
|
||||
groupBy(keySelector: Function): Array<T>;
|
||||
|
||||
/**
|
||||
* 求和
|
||||
* @param selector 选择器
|
||||
*/
|
||||
sum(selector);
|
||||
sum(selector: Function): number;
|
||||
}
|
||||
|
||||
Array.prototype.findIndex = function (predicate) {
|
||||
@@ -101,7 +117,7 @@ Array.prototype.findIndex = function (predicate) {
|
||||
}
|
||||
|
||||
return findIndex(this, predicate);
|
||||
}
|
||||
};
|
||||
|
||||
Array.prototype.any = function (predicate) {
|
||||
function any(array, predicate) {
|
||||
@@ -109,7 +125,7 @@ Array.prototype.any = function (predicate) {
|
||||
}
|
||||
|
||||
return any(this, predicate);
|
||||
}
|
||||
};
|
||||
|
||||
Array.prototype.firstOrDefault = function (predicate) {
|
||||
function firstOrDefault(array, predicate) {
|
||||
@@ -118,7 +134,7 @@ Array.prototype.firstOrDefault = function (predicate) {
|
||||
}
|
||||
|
||||
return firstOrDefault(this, predicate);
|
||||
}
|
||||
};
|
||||
|
||||
Array.prototype.find = function (predicate) {
|
||||
function find(array, predicate) {
|
||||
@@ -126,7 +142,7 @@ Array.prototype.find = function (predicate) {
|
||||
}
|
||||
|
||||
return find(this, predicate);
|
||||
}
|
||||
};
|
||||
|
||||
Array.prototype.where = function (predicate) {
|
||||
function where(array, predicate) {
|
||||
@@ -138,8 +154,7 @@ Array.prototype.where = function (predicate) {
|
||||
|
||||
return ret;
|
||||
}, []);
|
||||
}
|
||||
else {
|
||||
} else {
|
||||
let ret = [];
|
||||
for (let i = 0, len = array.length; i < len; i++) {
|
||||
let element = array[i];
|
||||
@@ -153,7 +168,7 @@ Array.prototype.where = function (predicate) {
|
||||
}
|
||||
|
||||
return where(this, predicate);
|
||||
}
|
||||
};
|
||||
|
||||
Array.prototype.count = function (predicate) {
|
||||
function count(array, predicate) {
|
||||
@@ -161,7 +176,7 @@ Array.prototype.count = function (predicate) {
|
||||
}
|
||||
|
||||
return count(this, predicate);
|
||||
}
|
||||
};
|
||||
|
||||
Array.prototype.findAll = function (predicate) {
|
||||
function findAll(array, predicate) {
|
||||
@@ -169,11 +184,16 @@ Array.prototype.findAll = function (predicate) {
|
||||
}
|
||||
|
||||
return findAll(this, predicate);
|
||||
}
|
||||
};
|
||||
|
||||
Array.prototype.contains = function (value) {
|
||||
function contains(array, value) {
|
||||
for (let i = 0, len = array.length; i < len; i++) {
|
||||
if (array[i] instanceof egret.HashObject && value instanceof egret.HashObject){
|
||||
if ((array[i] as egret.HashObject).hashCode == (value as egret.HashObject).hashCode)
|
||||
return true;
|
||||
}
|
||||
|
||||
if (array[i] == value) {
|
||||
return true;
|
||||
}
|
||||
@@ -183,7 +203,7 @@ Array.prototype.contains = function (value) {
|
||||
}
|
||||
|
||||
return contains(this, value);
|
||||
}
|
||||
};
|
||||
|
||||
Array.prototype.removeAll = function (predicate) {
|
||||
function removeAll(array, predicate) {
|
||||
@@ -198,7 +218,7 @@ Array.prototype.removeAll = function (predicate) {
|
||||
}
|
||||
|
||||
removeAll(this, predicate);
|
||||
}
|
||||
};
|
||||
|
||||
Array.prototype.remove = function (element) {
|
||||
function remove(array, element) {
|
||||
@@ -209,14 +229,13 @@ Array.prototype.remove = function (element) {
|
||||
if (index >= 0) {
|
||||
array.splice(index, 1);
|
||||
return true;
|
||||
}
|
||||
else {
|
||||
} else {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
return remove(this, element);
|
||||
}
|
||||
};
|
||||
|
||||
Array.prototype.removeAt = function (index) {
|
||||
function removeAt(array, index) {
|
||||
@@ -224,7 +243,7 @@ Array.prototype.removeAt = function (index) {
|
||||
}
|
||||
|
||||
return removeAt(this, index);
|
||||
}
|
||||
};
|
||||
|
||||
Array.prototype.removeRange = function (index, count) {
|
||||
function removeRange(array, index, count) {
|
||||
@@ -232,7 +251,7 @@ Array.prototype.removeRange = function (index, count) {
|
||||
}
|
||||
|
||||
return removeRange(this, index, count);
|
||||
}
|
||||
};
|
||||
|
||||
Array.prototype.select = function (selector) {
|
||||
function select(array, selector) {
|
||||
@@ -241,8 +260,7 @@ Array.prototype.select = function (selector) {
|
||||
ret.push(selector.call(arguments[2], element, index, array));
|
||||
return ret;
|
||||
}, []);
|
||||
}
|
||||
else {
|
||||
} else {
|
||||
let ret = [];
|
||||
for (let i = 0, len = array.length; i < len; i++) {
|
||||
ret.push(selector.call(arguments[2], array[i], i, array))
|
||||
@@ -253,17 +271,16 @@ Array.prototype.select = function (selector) {
|
||||
}
|
||||
|
||||
return select(this, selector);
|
||||
}
|
||||
};
|
||||
|
||||
Array.prototype.orderBy = function (keySelector, comparer) {
|
||||
function orderBy(array, keySelector, comparer) {
|
||||
array.sort(function (x, y) {
|
||||
let v1 = keySelector(x)
|
||||
let v2 = keySelector(y)
|
||||
let v1 = keySelector(x);
|
||||
let v2 = keySelector(y);
|
||||
if (comparer) {
|
||||
return comparer(v1, v2);
|
||||
}
|
||||
else {
|
||||
} else {
|
||||
return (v1 > v2) ? 1 : -1;
|
||||
}
|
||||
});
|
||||
@@ -272,17 +289,16 @@ Array.prototype.orderBy = function (keySelector, comparer) {
|
||||
}
|
||||
|
||||
return orderBy(this, keySelector, comparer);
|
||||
}
|
||||
};
|
||||
|
||||
Array.prototype.orderByDescending = function (keySelector, comparer) {
|
||||
function orderByDescending(array, keySelector, comparer) {
|
||||
array.sort(function (x, y) {
|
||||
let v1 = keySelector(x)
|
||||
let v2 = keySelector(y)
|
||||
let v1 = keySelector(x);
|
||||
let v2 = keySelector(y);
|
||||
if (comparer) {
|
||||
return -comparer(v1, v2);
|
||||
}
|
||||
else {
|
||||
} else {
|
||||
return (v1 < v2) ? 1 : -1;
|
||||
}
|
||||
});
|
||||
@@ -291,15 +307,17 @@ Array.prototype.orderByDescending = function (keySelector, comparer) {
|
||||
}
|
||||
|
||||
return orderByDescending(this, keySelector, comparer);
|
||||
}
|
||||
};
|
||||
|
||||
Array.prototype.groupBy = function (keySelector) {
|
||||
function groupBy(array, keySelector) {
|
||||
if (typeof (array.reduce) === "function") {
|
||||
let keys = [];
|
||||
return array.reduce(function (groups, element, index) {
|
||||
let key = JSON.stringify(keySelector.call(arguments[1], element, index, array))
|
||||
let index2 = keys.findIndex(function (x) { return x === key });
|
||||
let key = JSON.stringify(keySelector.call(arguments[1], element, index, array));
|
||||
let index2 = keys.findIndex(function (x) {
|
||||
return x === key;
|
||||
});
|
||||
|
||||
if (index2 < 0) {
|
||||
index2 = keys.push(key) - 1;
|
||||
@@ -312,13 +330,14 @@ Array.prototype.groupBy = function (keySelector) {
|
||||
groups[index2].push(element);
|
||||
return groups;
|
||||
}, []);
|
||||
}
|
||||
else {
|
||||
} else {
|
||||
let groups = [];
|
||||
let keys = [];
|
||||
for (let i = 0, len = array.length; i < len; i++) {
|
||||
let key = JSON.stringify(keySelector.call(arguments[1], array[i], i, array));
|
||||
let index = keys.findIndex(function (x) { return x === key });
|
||||
let index = keys.findIndex(function (x) {
|
||||
return x === key;
|
||||
});
|
||||
|
||||
if (index < 0) {
|
||||
index = keys.push(key) - 1;
|
||||
@@ -336,7 +355,7 @@ Array.prototype.groupBy = function (keySelector) {
|
||||
}
|
||||
|
||||
return groupBy(this, keySelector);
|
||||
}
|
||||
};
|
||||
|
||||
Array.prototype.sum = function (selector) {
|
||||
function sum(array, selector) {
|
||||
@@ -345,17 +364,14 @@ Array.prototype.sum = function (selector) {
|
||||
if (i == 0) {
|
||||
if (selector) {
|
||||
ret = selector.call(arguments[2], array[i], i, array);
|
||||
} else {
|
||||
ret = array[i];
|
||||
}
|
||||
else {
|
||||
ret = array[i]
|
||||
}
|
||||
}
|
||||
else {
|
||||
} else {
|
||||
if (selector) {
|
||||
ret += selector.call(arguments[2], array[i], i, array);
|
||||
}
|
||||
else {
|
||||
ret += array[i]
|
||||
} else {
|
||||
ret += array[i];
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -364,4 +380,4 @@ Array.prototype.sum = function (selector) {
|
||||
}
|
||||
|
||||
return sum(this, selector);
|
||||
}
|
||||
};
|
||||
@@ -1,72 +1,74 @@
|
||||
class GaussianBlurEffect extends egret.CustomFilter {
|
||||
// private static blur_frag = "precision mediump float;\n" +
|
||||
// "uniform vec2 blur;\n" +
|
||||
// "uniform sampler2D uSampler;\n" +
|
||||
// "varying vec2 vTextureCoord;\n" +
|
||||
// "uniform vec2 uTextureSize;\n" +
|
||||
// "void main()\n" +
|
||||
// "{\n " +
|
||||
// "const int sampleRadius = 5;\n" +
|
||||
// "const int samples = sampleRadius * 2 + 1;\n" +
|
||||
// "vec2 blurUv = blur / uTextureSize;\n" +
|
||||
// "vec4 color = vec4(0, 0, 0, 0);\n" +
|
||||
// "vec2 uv = vec2(0.0, 0.0);\n" +
|
||||
// "blurUv /= float(sampleRadius);\n" +
|
||||
|
||||
// "for (int i = -sampleRadius; i <= sampleRadius; i++) {\n" +
|
||||
// "uv.x = vTextureCoord.x + float(i) * blurUv.x;\n" +
|
||||
// "uv.y = vTextureCoord.y + float(i) * blurUv.y;\n" +
|
||||
// "color += texture2D(uSampler, uv);\n" +
|
||||
// "}\n" +
|
||||
|
||||
// "color /= float(samples);\n" +
|
||||
// "gl_FragColor = color;\n" +
|
||||
// "}";
|
||||
module es {
|
||||
export class GaussianBlurEffect extends egret.CustomFilter {
|
||||
// private static blur_frag = "precision mediump float;\n" +
|
||||
// "uniform vec2 blur;\n" +
|
||||
// "uniform sampler2D uSampler;\n" +
|
||||
// "varying vec2 vTextureCoord;\n" +
|
||||
// "uniform vec2 uTextureSize;\n" +
|
||||
// "void main()\n" +
|
||||
// "{\n " +
|
||||
// "const int sampleRadius = 5;\n" +
|
||||
// "const int samples = sampleRadius * 2 + 1;\n" +
|
||||
// "vec2 blurUv = blur / uTextureSize;\n" +
|
||||
// "vec4 color = vec4(0, 0, 0, 0);\n" +
|
||||
// "vec2 uv = vec2(0.0, 0.0);\n" +
|
||||
// "blurUv /= float(sampleRadius);\n" +
|
||||
|
||||
private static blur_frag = "precision mediump float;\n" +
|
||||
"uniform sampler2D uSampler;\n" +
|
||||
"uniform float screenWidth;\n" +
|
||||
"uniform float screenHeight;\n" +
|
||||
// "for (int i = -sampleRadius; i <= sampleRadius; i++) {\n" +
|
||||
// "uv.x = vTextureCoord.x + float(i) * blurUv.x;\n" +
|
||||
// "uv.y = vTextureCoord.y + float(i) * blurUv.y;\n" +
|
||||
// "color += texture2D(uSampler, uv);\n" +
|
||||
// "}\n" +
|
||||
|
||||
"float normpdf(in float x, in float sigma)\n" +
|
||||
"{\n" +
|
||||
"return 0.39894*exp(-0.5*x*x/(sigma*sigma))/sigma;\n" +
|
||||
"}\n" +
|
||||
// "color /= float(samples);\n" +
|
||||
// "gl_FragColor = color;\n" +
|
||||
// "}";
|
||||
|
||||
"void main()\n" +
|
||||
"{\n" +
|
||||
"vec3 c = texture2D(uSampler, gl_FragCoord.xy / vec2(screenWidth, screenHeight).xy).rgb;\n" +
|
||||
private static blur_frag = "precision mediump float;\n" +
|
||||
"uniform sampler2D uSampler;\n" +
|
||||
"uniform float screenWidth;\n" +
|
||||
"uniform float screenHeight;\n" +
|
||||
|
||||
"const int mSize = 11;\n" +
|
||||
"const int kSize = (mSize - 1)/2;\n" +
|
||||
"float kernel[mSize];\n" +
|
||||
"vec3 final_colour = vec3(0.0);\n" +
|
||||
"float normpdf(in float x, in float sigma)\n" +
|
||||
"{\n" +
|
||||
"return 0.39894*exp(-0.5*x*x/(sigma*sigma))/sigma;\n" +
|
||||
"}\n" +
|
||||
|
||||
"float sigma = 7.0;\n" +
|
||||
"float z = 0.0;\n" +
|
||||
"for (int j = 0; j <= kSize; ++j)\n" +
|
||||
"{\n" +
|
||||
"kernel[kSize+j] = kernel[kSize-j] = normpdf(float(j),sigma);\n" +
|
||||
"}\n" +
|
||||
|
||||
"for (int j = 0; j < mSize; ++j)\n" +
|
||||
"{\n" +
|
||||
"z += kernel[j];\n" +
|
||||
"}\n" +
|
||||
"void main()\n" +
|
||||
"{\n" +
|
||||
"vec3 c = texture2D(uSampler, gl_FragCoord.xy / vec2(screenWidth, screenHeight).xy).rgb;\n" +
|
||||
|
||||
"for (int i = -kSize; i <= kSize; ++i)\n" +
|
||||
"{\n" +
|
||||
"for (int j = -kSize; j <= kSize; ++j)\n" +
|
||||
"{\n" +
|
||||
"final_colour += kernel[kSize+j]*kernel[kSize+i]*texture2D(uSampler, (gl_FragCoord.xy+vec2(float(i),float(j))) / vec2(screenWidth, screenHeight).xy).rgb;\n" +
|
||||
"}\n}\n" +
|
||||
"gl_FragColor = vec4(final_colour/(z*z), 1.0);\n" +
|
||||
"}";
|
||||
"const int mSize = 11;\n" +
|
||||
"const int kSize = (mSize - 1)/2;\n" +
|
||||
"float kernel[mSize];\n" +
|
||||
"vec3 final_colour = vec3(0.0);\n" +
|
||||
|
||||
constructor(){
|
||||
super(PostProcessor.default_vert, GaussianBlurEffect.blur_frag,{
|
||||
screenWidth: SceneManager.stage.stageWidth,
|
||||
screenHeight: SceneManager.stage.stageHeight
|
||||
});
|
||||
"float sigma = 7.0;\n" +
|
||||
"float z = 0.0;\n" +
|
||||
"for (int j = 0; j <= kSize; ++j)\n" +
|
||||
"{\n" +
|
||||
"kernel[kSize+j] = kernel[kSize-j] = normpdf(float(j),sigma);\n" +
|
||||
"}\n" +
|
||||
|
||||
"for (int j = 0; j < mSize; ++j)\n" +
|
||||
"{\n" +
|
||||
"z += kernel[j];\n" +
|
||||
"}\n" +
|
||||
|
||||
"for (int i = -kSize; i <= kSize; ++i)\n" +
|
||||
"{\n" +
|
||||
"for (int j = -kSize; j <= kSize; ++j)\n" +
|
||||
"{\n" +
|
||||
"final_colour += kernel[kSize+j]*kernel[kSize+i]*texture2D(uSampler, (gl_FragCoord.xy+vec2(float(i),float(j))) / vec2(screenWidth, screenHeight).xy).rgb;\n" +
|
||||
"}\n}\n" +
|
||||
"gl_FragColor = vec4(final_colour/(z*z), 1.0);\n" +
|
||||
"}";
|
||||
|
||||
constructor() {
|
||||
super(PostProcessor.default_vert, GaussianBlurEffect.blur_frag, {
|
||||
screenWidth: Core.graphicsDevice.viewport.width,
|
||||
screenHeight: Core.graphicsDevice.viewport.height
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,34 +1,36 @@
|
||||
class PolygonLightEffect extends egret.CustomFilter {
|
||||
private static vertSrc = "attribute vec2 aVertexPosition;\n" +
|
||||
"attribute vec2 aTextureCoord;\n" +
|
||||
module es {
|
||||
export class PolygonLightEffect extends egret.CustomFilter {
|
||||
private static vertSrc = "attribute vec2 aVertexPosition;\n" +
|
||||
"attribute vec2 aTextureCoord;\n" +
|
||||
|
||||
"uniform vec2 projectionVector;\n" +
|
||||
"uniform vec2 projectionVector;\n" +
|
||||
|
||||
"varying vec2 vTextureCoord;\n" +
|
||||
"varying vec2 vTextureCoord;\n" +
|
||||
|
||||
"const vec2 center = vec2(-1.0, 1.0);\n" +
|
||||
"const vec2 center = vec2(-1.0, 1.0);\n" +
|
||||
|
||||
"void main(void) {\n" +
|
||||
" gl_Position = vec4( (aVertexPosition / projectionVector) + center , 0.0, 1.0);\n" +
|
||||
" vTextureCoord = aTextureCoord;\n" +
|
||||
"}";
|
||||
private static fragmentSrc = "precision lowp float;\n" +
|
||||
"varying vec2 vTextureCoord;\n" +
|
||||
"uniform sampler2D uSampler;\n" +
|
||||
"void main(void) {\n" +
|
||||
" gl_Position = vec4( (aVertexPosition / projectionVector) + center , 0.0, 1.0);\n" +
|
||||
" vTextureCoord = aTextureCoord;\n" +
|
||||
"}";
|
||||
private static fragmentSrc = "precision lowp float;\n" +
|
||||
"varying vec2 vTextureCoord;\n" +
|
||||
"uniform sampler2D uSampler;\n" +
|
||||
|
||||
"#define SAMPLE_COUNT 15\n" +
|
||||
"#define SAMPLE_COUNT 15\n" +
|
||||
|
||||
"uniform vec2 _sampleOffsets[SAMPLE_COUNT];\n" +
|
||||
"uniform float _sampleWeights[SAMPLE_COUNT];\n" +
|
||||
"uniform vec2 _sampleOffsets[SAMPLE_COUNT];\n" +
|
||||
"uniform float _sampleWeights[SAMPLE_COUNT];\n" +
|
||||
|
||||
"void main(void) {\n" +
|
||||
"vec4 c = vec4(0, 0, 0, 0);\n" +
|
||||
"for( int i = 0; i < SAMPLE_COUNT; i++ )\n" +
|
||||
" c += texture2D( uSampler, vTextureCoord + _sampleOffsets[i] ) * _sampleWeights[i];\n" +
|
||||
"gl_FragColor = c;\n" +
|
||||
"}";
|
||||
"void main(void) {\n" +
|
||||
"vec4 c = vec4(0, 0, 0, 0);\n" +
|
||||
"for( int i = 0; i < SAMPLE_COUNT; i++ )\n" +
|
||||
" c += texture2D( uSampler, vTextureCoord + _sampleOffsets[i] ) * _sampleWeights[i];\n" +
|
||||
"gl_FragColor = c;\n" +
|
||||
"}";
|
||||
|
||||
constructor(){
|
||||
super(PolygonLightEffect.vertSrc, PolygonLightEffect.fragmentSrc);
|
||||
constructor() {
|
||||
super(PolygonLightEffect.vertSrc, PolygonLightEffect.fragmentSrc);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,33 +1,31 @@
|
||||
class GraphicsCapabilities {
|
||||
public supportsTextureFilterAnisotropic: boolean;
|
||||
public supportsNonPowerOfTwo: boolean;
|
||||
public supportsDepth24: boolean;
|
||||
public supportsPackedDepthStencil: boolean;
|
||||
public supportsDepthNonLinear: boolean;
|
||||
public supportsTextureMaxLevel: boolean;
|
||||
public supportsS3tc: boolean;
|
||||
public supportsDxt1: boolean;
|
||||
public supportsPvrtc: boolean;
|
||||
public supportsAtitc: boolean;
|
||||
public supportsFramebufferObjectARB: boolean;
|
||||
module es {
|
||||
export class GraphicsCapabilities extends egret.Capabilities {
|
||||
|
||||
public initialize(device: GraphicsDevice){
|
||||
this.platformInitialize(device);
|
||||
}
|
||||
public initialize(device: GraphicsDevice) {
|
||||
this.platformInitialize(device);
|
||||
}
|
||||
|
||||
private platformInitialize(device: GraphicsDevice){
|
||||
let gl: WebGLRenderingContext = new egret.sys.RenderBuffer().context.getInstance();
|
||||
this.supportsNonPowerOfTwo = false;
|
||||
this.supportsTextureFilterAnisotropic = gl.getExtension("EXT_texture_filter_anisotropic") != null;
|
||||
this.supportsDepth24 = true;
|
||||
this.supportsPackedDepthStencil = true;
|
||||
this.supportsDepthNonLinear = false;
|
||||
this.supportsTextureMaxLevel = true;
|
||||
this.supportsS3tc = gl.getExtension("WEBGL_compressed_texture_s3tc") != null ||
|
||||
gl.getExtension("WEBGL_compressed_texture_s3tc_srgb") != null;
|
||||
this.supportsDxt1 = this.supportsS3tc;
|
||||
this.supportsPvrtc = false;
|
||||
this.supportsAtitc = gl.getExtension("WEBGL_compressed_texture_astc") != null;
|
||||
this.supportsFramebufferObjectARB = false;
|
||||
private platformInitialize(device: GraphicsDevice) {
|
||||
if (GraphicsCapabilities.runtimeType != egret.RuntimeType.WXGAME)
|
||||
return;
|
||||
let capabilities = this;
|
||||
capabilities["isMobile"] = true;
|
||||
|
||||
let systemInfo = wx.getSystemInfoSync();
|
||||
let systemStr = systemInfo.system.toLowerCase();
|
||||
if (systemStr.indexOf("ios") > -1) {
|
||||
capabilities["os"] = "iOS";
|
||||
} else if (systemStr.indexOf("android") > -1) {
|
||||
capabilities["os"] = "Android";
|
||||
}
|
||||
|
||||
let language = systemInfo.language;
|
||||
if (language.indexOf('zh') > -1) {
|
||||
language = "zh-CN";
|
||||
} else {
|
||||
language = "en-US";
|
||||
}
|
||||
capabilities["language"] = language;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,10 +1,21 @@
|
||||
class GraphicsDevice {
|
||||
private viewport: Viewport;
|
||||
module es {
|
||||
export class GraphicsDevice {
|
||||
public graphicsCapabilities: GraphicsCapabilities;
|
||||
|
||||
public graphicsCapabilities: GraphicsCapabilities;
|
||||
constructor() {
|
||||
this.setup();
|
||||
this.graphicsCapabilities = new GraphicsCapabilities();
|
||||
this.graphicsCapabilities.initialize(this);
|
||||
}
|
||||
|
||||
constructor(){
|
||||
this.graphicsCapabilities = new GraphicsCapabilities();
|
||||
this.graphicsCapabilities.initialize(this);
|
||||
private _viewport: Viewport;
|
||||
|
||||
public get viewport(): Viewport {
|
||||
return this._viewport;
|
||||
}
|
||||
|
||||
private setup() {
|
||||
this._viewport = new Viewport(0, 0, Core._instance.stage.stageWidth, Core._instance.stage.stageHeight);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,58 +1,60 @@
|
||||
class PostProcessor {
|
||||
public enable: boolean;
|
||||
public effect: egret.Filter;
|
||||
public scene: Scene;
|
||||
public shape: egret.Shape;
|
||||
module es {
|
||||
export class PostProcessor {
|
||||
public static default_vert = "attribute vec2 aVertexPosition;\n" +
|
||||
"attribute vec2 aTextureCoord;\n" +
|
||||
"attribute vec2 aColor;\n" +
|
||||
|
||||
public static default_vert = "attribute vec2 aVertexPosition;\n" +
|
||||
"attribute vec2 aTextureCoord;\n" +
|
||||
"attribute vec2 aColor;\n" +
|
||||
|
||||
"uniform vec2 projectionVector;\n" +
|
||||
//"uniform vec2 offsetVector;\n" +
|
||||
"uniform vec2 projectionVector;\n" +
|
||||
//"uniform vec2 offsetVector;\n" +
|
||||
|
||||
"varying vec2 vTextureCoord;\n" +
|
||||
"varying vec4 vColor;\n" +
|
||||
"varying vec2 vTextureCoord;\n" +
|
||||
"varying vec4 vColor;\n" +
|
||||
|
||||
"const vec2 center = vec2(-1.0, 1.0);\n" +
|
||||
"const vec2 center = vec2(-1.0, 1.0);\n" +
|
||||
|
||||
"void main(void) {\n" +
|
||||
"gl_Position = vec4( (aVertexPosition / projectionVector) + center , 0.0, 1.0);\n" +
|
||||
"vTextureCoord = aTextureCoord;\n" +
|
||||
"vColor = vec4(aColor.x, aColor.x, aColor.x, aColor.x);\n" +
|
||||
"}";
|
||||
"void main(void) {\n" +
|
||||
"gl_Position = vec4( (aVertexPosition / projectionVector) + center , 0.0, 1.0);\n" +
|
||||
"vTextureCoord = aTextureCoord;\n" +
|
||||
"vColor = vec4(aColor.x, aColor.x, aColor.x, aColor.x);\n" +
|
||||
"}";
|
||||
public enabled: boolean;
|
||||
public effect: egret.Filter;
|
||||
public scene: Scene;
|
||||
public shape: egret.Shape;
|
||||
|
||||
constructor(effect: egret.Filter = null){
|
||||
this.enable = true;
|
||||
this.effect = effect;
|
||||
}
|
||||
|
||||
public onAddedToScene(scene: Scene){
|
||||
this.scene = scene;
|
||||
this.shape = new egret.Shape();
|
||||
this.shape.graphics.beginFill(0xFFFFFF, 1);
|
||||
this.shape.graphics.drawRect(0, 0, SceneManager.stage.stageWidth, SceneManager.stage.stageHeight);
|
||||
this.shape.graphics.endFill();
|
||||
scene.addChild(this.shape);
|
||||
}
|
||||
|
||||
public process(){
|
||||
this.drawFullscreenQuad();
|
||||
}
|
||||
|
||||
public onSceneBackBufferSizeChanged(newWidth: number, newHeight: number){}
|
||||
|
||||
protected drawFullscreenQuad(){
|
||||
this.scene.filters = [this.effect];
|
||||
// this.shape.filters = [this.effect];
|
||||
}
|
||||
|
||||
public unload(){
|
||||
if (this.effect){
|
||||
this.effect = null;
|
||||
constructor(effect: egret.Filter = null) {
|
||||
this.enabled = true;
|
||||
this.effect = effect;
|
||||
}
|
||||
|
||||
this.scene.removeChild(this.shape);
|
||||
this.scene = null;
|
||||
public onAddedToScene(scene: Scene) {
|
||||
this.scene = scene;
|
||||
this.shape = new egret.Shape();
|
||||
this.shape.graphics.beginFill(0xFFFFFF, 1);
|
||||
this.shape.graphics.drawRect(0, 0, Core.graphicsDevice.viewport.width, Core.graphicsDevice.viewport.height);
|
||||
this.shape.graphics.endFill();
|
||||
scene.addChild(this.shape);
|
||||
}
|
||||
|
||||
public process() {
|
||||
this.drawFullscreenQuad();
|
||||
}
|
||||
|
||||
public onSceneBackBufferSizeChanged(newWidth: number, newHeight: number) {
|
||||
}
|
||||
|
||||
public unload() {
|
||||
if (this.effect) {
|
||||
this.effect = null;
|
||||
}
|
||||
|
||||
this.scene.removeChild(this.shape);
|
||||
this.scene = null;
|
||||
}
|
||||
|
||||
protected drawFullscreenQuad() {
|
||||
this.scene.filters = [this.effect];
|
||||
// this.shape.filters = [this.effect];
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,6 +1,8 @@
|
||||
class GaussianBlurPostProcessor extends PostProcessor {
|
||||
public onAddedToScene(scene: Scene){
|
||||
super.onAddedToScene(scene);
|
||||
this.effect = new GaussianBlurEffect();
|
||||
module es {
|
||||
export class GaussianBlurPostProcessor extends PostProcessor {
|
||||
public onAddedToScene(scene: Scene) {
|
||||
super.onAddedToScene(scene);
|
||||
this.effect = new GaussianBlurEffect();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,13 +1,19 @@
|
||||
///<reference path="./Renderer.ts" />
|
||||
class DefaultRenderer extends Renderer {
|
||||
public render(scene: Scene) {
|
||||
let cam = this.camera ? this.camera : scene.camera;
|
||||
this.beginRender(cam);
|
||||
module es {
|
||||
export class DefaultRenderer extends Renderer {
|
||||
constructor() {
|
||||
super(0, null);
|
||||
}
|
||||
|
||||
for (let i = 0; i < scene.renderableComponents.count; i++){
|
||||
let renderable = scene.renderableComponents.buffer[i];
|
||||
if (renderable.enabled && renderable.isVisibleFromCamera(cam))
|
||||
this.renderAfterStateCheck(renderable, cam);
|
||||
public render(scene: Scene) {
|
||||
let cam = this.camera ? this.camera : scene.camera;
|
||||
this.beginRender(cam);
|
||||
|
||||
for (let i = 0; i < scene.renderableComponents.count; i++) {
|
||||
let renderable = scene.renderableComponents.buffer[i];
|
||||
if (renderable.enabled && renderable.isVisibleFromCamera(cam))
|
||||
this.renderAfterStateCheck(renderable, cam);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,7 +1,47 @@
|
||||
interface IRenderable {
|
||||
bounds: Rectangle;
|
||||
enabled: boolean;
|
||||
isVisible: boolean;
|
||||
isVisibleFromCamera(camera: Camera);
|
||||
render(camera: Camera);
|
||||
}
|
||||
module es {
|
||||
/**
|
||||
* 当该接口应用到组件时,它将注册组件以场景渲染器显示
|
||||
* 该接口请谨慎实现
|
||||
*/
|
||||
export interface IRenderable {
|
||||
/**
|
||||
* 对象的AABB用于相机剔除
|
||||
*/
|
||||
bounds: Rectangle;
|
||||
/**
|
||||
* 这个组件是否应该被渲染
|
||||
*/
|
||||
enabled: boolean;
|
||||
/**
|
||||
* 较低的渲染层在前面,较高的在后面
|
||||
*/
|
||||
renderLayer: number;
|
||||
/**
|
||||
* 可渲染的可见性。状态的改变会调用onBecameVisible/onBecameInvisible方法
|
||||
*/
|
||||
isVisible: boolean;
|
||||
|
||||
/**
|
||||
* 如果renderableComponent的边界与camera.bounds相交 返回true
|
||||
* 用于处理isVisible标志的状态开关
|
||||
* 在渲染方法中使用这个方法来决定是否渲染
|
||||
* @param camera
|
||||
*/
|
||||
isVisibleFromCamera(camera: Camera);
|
||||
|
||||
/**
|
||||
* 由渲染器调用。可以使用摄像机进行剔除
|
||||
* @param camera
|
||||
*/
|
||||
render(camera: Camera);
|
||||
}
|
||||
|
||||
/**
|
||||
* 用于排序IRenderables的比较器
|
||||
*/
|
||||
export class RenderableComparer {
|
||||
public compare(self: IRenderable, other: IRenderable) {
|
||||
return other.renderLayer - self.renderLayer;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,46 +1,50 @@
|
||||
class PolyLight extends RenderableComponent {
|
||||
public power: number;
|
||||
protected _radius: number;
|
||||
private _lightEffect;
|
||||
private _indices: number[] = [];
|
||||
module es {
|
||||
export class PolyLight extends RenderableComponent {
|
||||
public power: number;
|
||||
private _lightEffect;
|
||||
private _indices: number[] = [];
|
||||
|
||||
public get radius(){
|
||||
return this._radius;
|
||||
}
|
||||
public set radius(value: number){
|
||||
this.setRadius(value);
|
||||
}
|
||||
constructor(radius: number, color: number, power: number) {
|
||||
super();
|
||||
|
||||
constructor(radius: number, color: number, power: number){
|
||||
super();
|
||||
this.radius = radius;
|
||||
this.power = power;
|
||||
this.color = color;
|
||||
this.computeTriangleIndices();
|
||||
}
|
||||
|
||||
this.radius = radius;
|
||||
this.power = power;
|
||||
this.color = color;
|
||||
this.computeTriangleIndices();
|
||||
}
|
||||
protected _radius: number;
|
||||
|
||||
private computeTriangleIndices(totalTris: number = 20){
|
||||
this._indices.length = 0;
|
||||
public get radius() {
|
||||
return this._radius;
|
||||
}
|
||||
|
||||
for (let i = 0; i < totalTris; i += 2){
|
||||
this._indices.push(0);
|
||||
this._indices.push(i + 2);
|
||||
this._indices.push(i + 1);
|
||||
public set radius(value: number) {
|
||||
this.setRadius(value);
|
||||
}
|
||||
|
||||
public setRadius(radius: number) {
|
||||
if (radius != this._radius) {
|
||||
this._radius = radius;
|
||||
this._areBoundsDirty = true;
|
||||
}
|
||||
}
|
||||
|
||||
public render(camera: Camera) {
|
||||
}
|
||||
|
||||
public reset() {
|
||||
|
||||
}
|
||||
|
||||
private computeTriangleIndices(totalTris: number = 20) {
|
||||
this._indices.length = 0;
|
||||
|
||||
for (let i = 0; i < totalTris; i += 2) {
|
||||
this._indices.push(0);
|
||||
this._indices.push(i + 2);
|
||||
this._indices.push(i + 1);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public setRadius(radius: number){
|
||||
if (radius != this._radius){
|
||||
this._radius = radius;
|
||||
this._areBoundsDirty = true;
|
||||
}
|
||||
}
|
||||
|
||||
public render(camera: Camera) {
|
||||
}
|
||||
|
||||
public reset(){
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,38 +1,66 @@
|
||||
/**
|
||||
* 渲染器被添加到场景中并处理所有对RenderableComponent的实际调用
|
||||
*/
|
||||
abstract class Renderer {
|
||||
/**
|
||||
* 渲染器用于渲染的摄像机(实际上是用于剔除的变换矩阵和边界)
|
||||
* 不是必须的
|
||||
* Renderer子类可以选择调用beginRender时使用的摄像头
|
||||
*/
|
||||
public camera: Camera;
|
||||
|
||||
module es {
|
||||
/**
|
||||
* 当渲染器被添加到场景时调用
|
||||
* @param scene
|
||||
* 渲染器被添加到场景中并处理所有对RenderableComponent的实际调用
|
||||
*/
|
||||
public onAddedToScene(scene: Scene){}
|
||||
export abstract class Renderer {
|
||||
/**
|
||||
* 渲染器用于渲染的摄像机(实际上是用于剔除的变换矩阵和边界)
|
||||
* 不是必须的
|
||||
* Renderer子类可以选择调用beginRender时使用的摄像头
|
||||
*/
|
||||
public camera: Camera;
|
||||
/**
|
||||
* 指定场景调用渲染器的顺序
|
||||
*/
|
||||
public readonly renderOrder: number = 0;
|
||||
|
||||
protected beginRender(cam: Camera){
|
||||
|
||||
protected constructor(renderOrder: number, camera: Camera = null) {
|
||||
this.camera = camera;
|
||||
this.renderOrder = renderOrder;
|
||||
}
|
||||
|
||||
/**
|
||||
* 当渲染器被添加到场景时调用
|
||||
* @param scene
|
||||
*/
|
||||
public onAddedToScene(scene: Scene) {
|
||||
}
|
||||
|
||||
/**
|
||||
* 当场景结束或渲染器从场景中移除时调用。使用这个进行清理。
|
||||
*/
|
||||
public unload() {
|
||||
}
|
||||
|
||||
public abstract render(scene: Scene);
|
||||
|
||||
/**
|
||||
* 当默认场景渲染目标被调整大小和当场景已经开始添加渲染器时调用
|
||||
* @param newWidth
|
||||
* @param newHeight
|
||||
*/
|
||||
public onSceneBackBufferSizeChanged(newWidth: number, newHeight: number) {
|
||||
|
||||
}
|
||||
|
||||
public compareTo(other: Renderer): number {
|
||||
return this.renderOrder - other.renderOrder;
|
||||
}
|
||||
|
||||
/**
|
||||
*
|
||||
* @param cam
|
||||
*/
|
||||
protected beginRender(cam: Camera) {
|
||||
}
|
||||
|
||||
/**
|
||||
*
|
||||
* @param renderable
|
||||
* @param cam
|
||||
*/
|
||||
protected renderAfterStateCheck(renderable: IRenderable, cam: Camera) {
|
||||
renderable.render(cam);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
*
|
||||
* @param scene
|
||||
*/
|
||||
public abstract render(scene: Scene);
|
||||
|
||||
public unload(){ }
|
||||
|
||||
/**
|
||||
*
|
||||
* @param renderable
|
||||
* @param cam
|
||||
*/
|
||||
protected renderAfterStateCheck(renderable: IRenderable, cam: Camera){
|
||||
renderable.render(cam);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,7 +1,9 @@
|
||||
/**
|
||||
* 渲染器使用自己的不移动的摄像机进行渲染。
|
||||
*/
|
||||
class ScreenSpaceRenderer extends Renderer {
|
||||
public render(scene: Scene) {
|
||||
module es {
|
||||
/**
|
||||
* 渲染器使用自己的不移动的摄像机进行渲染。
|
||||
*/
|
||||
export class ScreenSpaceRenderer extends Renderer {
|
||||
public render(scene: Scene) {
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,38 +1,38 @@
|
||||
///<reference path="./SceneTransition.ts"/>
|
||||
class FadeTransition extends SceneTransition {
|
||||
public fadeToColor: number = 0x000000;
|
||||
public fadeOutDuration = 0.4;
|
||||
public fadeEaseType: Function = egret.Ease.quadInOut;
|
||||
public delayBeforeFadeInDuration = 0.1;
|
||||
private _mask: egret.Shape;
|
||||
private _alpha: number = 0;
|
||||
module es {
|
||||
export class FadeTransition extends SceneTransition {
|
||||
public fadeToColor: number = 0x000000;
|
||||
public fadeOutDuration = 0.4;
|
||||
public fadeEaseType: Function = egret.Ease.quadInOut;
|
||||
public delayBeforeFadeInDuration = 0.1;
|
||||
private _mask: egret.Shape;
|
||||
private _alpha: number = 0;
|
||||
|
||||
constructor(sceneLoadAction: Function) {
|
||||
super(sceneLoadAction);
|
||||
this._mask = new egret.Shape();
|
||||
}
|
||||
constructor(sceneLoadAction: Function) {
|
||||
super(sceneLoadAction);
|
||||
this._mask = new egret.Shape();
|
||||
}
|
||||
|
||||
public async onBeginTransition() {
|
||||
this._mask.graphics.beginFill(this.fadeToColor, 1);
|
||||
this._mask.graphics.drawRect(0, 0, SceneManager.stage.stageWidth, SceneManager.stage.stageHeight);
|
||||
this._mask.graphics.endFill();
|
||||
SceneManager.stage.addChild(this._mask);
|
||||
public async onBeginTransition() {
|
||||
this._mask.graphics.beginFill(this.fadeToColor, 1);
|
||||
this._mask.graphics.drawRect(0, 0, Core.graphicsDevice.viewport.width, Core.graphicsDevice.viewport.height);
|
||||
this._mask.graphics.endFill();
|
||||
|
||||
egret.Tween.get(this).to({ _alpha: 1}, this.fadeOutDuration * 1000, this.fadeEaseType)
|
||||
.call(async () => {
|
||||
await this.loadNextScene();
|
||||
}).wait(this.delayBeforeFadeInDuration).call(() => {
|
||||
egret.Tween.get(this).to({ _alpha: 0 }, this.fadeOutDuration * 1000, this.fadeEaseType).call(() => {
|
||||
egret.Tween.get(this).to({_alpha: 1}, this.fadeOutDuration * 1000, this.fadeEaseType)
|
||||
.call(async () => {
|
||||
await this.loadNextScene();
|
||||
}).wait(this.delayBeforeFadeInDuration).call(() => {
|
||||
egret.Tween.get(this).to({_alpha: 0}, this.fadeOutDuration * 1000, this.fadeEaseType).call(() => {
|
||||
this.transitionComplete();
|
||||
SceneManager.stage.removeChild(this._mask);
|
||||
});
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
public render(){
|
||||
this._mask.graphics.clear();
|
||||
this._mask.graphics.beginFill(this.fadeToColor, this._alpha);
|
||||
this._mask.graphics.drawRect(0, 0, SceneManager.stage.stageWidth, SceneManager.stage.stageHeight);
|
||||
this._mask.graphics.endFill();
|
||||
public render() {
|
||||
this._mask.graphics.clear();
|
||||
this._mask.graphics.beginFill(this.fadeToColor, this._alpha);
|
||||
this._mask.graphics.drawRect(0, 0, Core.graphicsDevice.viewport.width, Core.graphicsDevice.viewport.height);
|
||||
this._mask.graphics.endFill();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user