初始化适配信息
This commit is contained in:
299
source/bin/framework.d.ts
vendored
299
source/bin/framework.d.ts
vendored
@@ -166,7 +166,8 @@ declare module es {
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disposeRenderTarget = 7,
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resolutionScale = 8,
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resolutionOffset = 9,
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createRenderTarget = 10
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createRenderTarget = 10,
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createCamera = 11
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}
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}
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declare module es {
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@@ -354,6 +355,154 @@ declare module es {
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toString(): string;
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}
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}
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declare module es {
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/** 2d 向量 */
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class Vector2 implements IEquatable<Vector2> {
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x: number;
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y: number;
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/**
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* 从两个值构造一个带有X和Y的二维向量。
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* @param x 二维空间中的x坐标
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* @param y 二维空间的y坐标
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*/
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constructor(x?: number, y?: number);
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static readonly zero: Vector2;
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static readonly one: Vector2;
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static readonly unitX: Vector2;
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static readonly unitY: Vector2;
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/**
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*
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* @param value1
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* @param value2
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*/
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static add(value1: Vector2, value2: Vector2): Vector2;
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/**
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*
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* @param value1
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* @param value2
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*/
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static divide(value1: Vector2, value2: Vector2): Vector2;
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/**
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*
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* @param value1
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* @param value2
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*/
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static multiply(value1: Vector2, value2: Vector2): Vector2;
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/**
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*
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* @param value1
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* @param value2
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*/
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static subtract(value1: Vector2, value2: Vector2): Vector2;
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/**
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* 创建一个新的Vector2
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* 它包含来自另一个向量的标准化值。
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* @param value
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*/
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static normalize(value: Vector2): Vector2;
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/**
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* 返回两个向量的点积
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* @param value1
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* @param value2
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*/
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static dot(value1: Vector2, value2: Vector2): number;
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/**
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* 返回两个向量之间距离的平方
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* @param value1
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* @param value2
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*/
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static distanceSquared(value1: Vector2, value2: Vector2): number;
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/**
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* 将指定的值限制在一个范围内
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* @param value1
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* @param min
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* @param max
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*/
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static clamp(value1: Vector2, min: Vector2, max: Vector2): Vector2;
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/**
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* 创建一个新的Vector2,其中包含指定向量的线性插值
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* @param value1 第一个向量
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* @param value2 第二个向量
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* @param amount 加权值(0.0-1.0之间)
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* @returns 指定向量的线性插值结果
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*/
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static lerp(value1: Vector2, value2: Vector2, amount: number): Vector2;
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/**
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* 创建一个新的Vector2,该Vector2包含了通过指定的Matrix进行的二维向量变换。
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* @param position
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* @param matrix
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*/
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static transform(position: Vector2, matrix: Matrix2D): Vector2;
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/**
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* 返回两个向量之间的距离
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* @param value1
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* @param value2
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* @returns 两个向量之间的距离
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*/
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static distance(value1: Vector2, value2: Vector2): number;
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/**
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* 返回两个向量之间的角度,单位是度数
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* @param from
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* @param to
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*/
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static angle(from: Vector2, to: Vector2): number;
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/**
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* 创建一个包含指定向量反转的新Vector2
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* @param value
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* @returns 矢量反演的结果
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*/
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static negate(value: Vector2): Vector2;
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/**
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*
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* @param value
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*/
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add(value: Vector2): Vector2;
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/**
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*
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* @param value
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*/
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divide(value: Vector2): Vector2;
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/**
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*
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* @param value
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*/
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multiply(value: Vector2): Vector2;
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/**
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* 从当前Vector2减去一个Vector2
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* @param value 要减去的Vector2
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* @returns 当前Vector2
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*/
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subtract(value: Vector2): this;
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/**
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* 将这个Vector2变成一个方向相同的单位向量
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*/
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normalize(): void;
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/** 返回它的长度 */
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length(): number;
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/**
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* 返回该Vector2的平方长度
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* @returns 这个Vector2的平方长度
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*/
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lengthSquared(): number;
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/**
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* 四舍五入X和Y值
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*/
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round(): Vector2;
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/**
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* 返回以自己为中心点的左右角,单位为度
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* @param left
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* @param right
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*/
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angleBetween(left: Vector2, right: Vector2): number;
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/**
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* 比较当前实例是否等于指定的对象
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* @param other 要比较的对象
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* @returns 如果实例相同true 否则false
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*/
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equals(other: Vector2 | object): boolean;
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clone(): Vector2;
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}
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}
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declare module es {
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enum SceneResolutionPolicy {
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/**
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@@ -2635,154 +2784,6 @@ declare module es {
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reset(): void;
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}
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}
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declare module es {
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/** 2d 向量 */
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class Vector2 implements IEquatable<Vector2> {
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x: number;
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y: number;
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/**
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* 从两个值构造一个带有X和Y的二维向量。
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* @param x 二维空间中的x坐标
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* @param y 二维空间的y坐标
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*/
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constructor(x?: number, y?: number);
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static readonly zero: Vector2;
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static readonly one: Vector2;
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static readonly unitX: Vector2;
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static readonly unitY: Vector2;
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/**
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*
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* @param value1
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* @param value2
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*/
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static add(value1: Vector2, value2: Vector2): Vector2;
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/**
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*
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* @param value1
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* @param value2
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*/
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static divide(value1: Vector2, value2: Vector2): Vector2;
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/**
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*
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* @param value1
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* @param value2
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*/
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static multiply(value1: Vector2, value2: Vector2): Vector2;
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/**
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*
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* @param value1
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* @param value2
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*/
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static subtract(value1: Vector2, value2: Vector2): Vector2;
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/**
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* 创建一个新的Vector2
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* 它包含来自另一个向量的标准化值。
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* @param value
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*/
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static normalize(value: Vector2): Vector2;
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/**
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* 返回两个向量的点积
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* @param value1
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* @param value2
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*/
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static dot(value1: Vector2, value2: Vector2): number;
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/**
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* 返回两个向量之间距离的平方
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* @param value1
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* @param value2
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*/
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static distanceSquared(value1: Vector2, value2: Vector2): number;
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/**
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* 将指定的值限制在一个范围内
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* @param value1
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* @param min
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* @param max
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*/
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static clamp(value1: Vector2, min: Vector2, max: Vector2): Vector2;
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/**
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* 创建一个新的Vector2,其中包含指定向量的线性插值
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* @param value1 第一个向量
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* @param value2 第二个向量
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* @param amount 加权值(0.0-1.0之间)
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* @returns 指定向量的线性插值结果
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*/
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static lerp(value1: Vector2, value2: Vector2, amount: number): Vector2;
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/**
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* 创建一个新的Vector2,该Vector2包含了通过指定的Matrix进行的二维向量变换。
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* @param position
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* @param matrix
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*/
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static transform(position: Vector2, matrix: Matrix2D): Vector2;
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/**
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* 返回两个向量之间的距离
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* @param value1
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* @param value2
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* @returns 两个向量之间的距离
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*/
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static distance(value1: Vector2, value2: Vector2): number;
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/**
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* 返回两个向量之间的角度,单位是度数
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* @param from
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* @param to
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*/
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static angle(from: Vector2, to: Vector2): number;
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/**
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* 创建一个包含指定向量反转的新Vector2
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* @param value
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* @returns 矢量反演的结果
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*/
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static negate(value: Vector2): Vector2;
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/**
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*
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* @param value
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*/
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add(value: Vector2): Vector2;
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/**
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*
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* @param value
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*/
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divide(value: Vector2): Vector2;
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/**
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*
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* @param value
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*/
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multiply(value: Vector2): Vector2;
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/**
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* 从当前Vector2减去一个Vector2
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* @param value 要减去的Vector2
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* @returns 当前Vector2
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*/
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subtract(value: Vector2): this;
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/**
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* 将这个Vector2变成一个方向相同的单位向量
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*/
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normalize(): void;
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/** 返回它的长度 */
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length(): number;
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/**
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* 返回该Vector2的平方长度
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* @returns 这个Vector2的平方长度
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*/
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lengthSquared(): number;
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/**
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* 四舍五入X和Y值
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*/
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round(): Vector2;
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/**
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* 返回以自己为中心点的左右角,单位为度
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* @param left
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* @param right
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*/
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angleBetween(left: Vector2, right: Vector2): number;
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/**
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* 比较当前实例是否等于指定的对象
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* @param other 要比较的对象
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* @returns 如果实例相同true 否则false
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*/
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equals(other: Vector2 | object): boolean;
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clone(): Vector2;
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}
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}
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declare module es {
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/**
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* 移动器使用的帮助器类,用于管理触发器碰撞器交互并调用itriggerlistener
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@@ -1,24 +1,4 @@
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"use strict";
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var __extends = (this && this.__extends) || (function () {
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var extendStatics = Object.setPrototypeOf ||
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({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||
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function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; };
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return function (d, b) {
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extendStatics(d, b);
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function __() { this.constructor = d; }
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d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
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};
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})();
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var __values = (this && this.__values) || function (o) {
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var m = typeof Symbol === "function" && o[Symbol.iterator], i = 0;
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if (m) return m.call(o);
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return {
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next: function () {
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if (o && i >= o.length) o = void 0;
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return { value: o && o[i++], done: !o };
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}
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};
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};
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var __read = (this && this.__read) || function (o, n) {
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var m = typeof Symbol === "function" && o[Symbol.iterator];
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if (!m) return o;
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@@ -39,6 +19,26 @@ var __spread = (this && this.__spread) || function () {
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for (var ar = [], i = 0; i < arguments.length; i++) ar = ar.concat(__read(arguments[i]));
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return ar;
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};
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var __extends = (this && this.__extends) || (function () {
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var extendStatics = Object.setPrototypeOf ||
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({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||
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function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; };
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return function (d, b) {
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extendStatics(d, b);
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function __() { this.constructor = d; }
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d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
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};
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})();
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var __values = (this && this.__values) || function (o) {
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var m = typeof Symbol === "function" && o[Symbol.iterator], i = 0;
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if (m) return m.call(o);
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return {
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next: function () {
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if (o && i >= o.length) o = void 0;
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return { value: o && o[i++], done: !o };
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}
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};
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};
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var es;
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(function (es) {
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/**
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@@ -96,10 +96,11 @@ var es;
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for (var _i = 1; _i < arguments.length; _i++) {
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data[_i - 1] = arguments[_i];
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}
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var _a;
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var list = this._messageTable.get(eventType);
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if (list) {
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for (var i = list.length - 1; i >= 0; i--)
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list[i].func.call(list[i].context, data);
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(_a = list[i].func).call.apply(_a, __spread([list[i].context], data));
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}
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};
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return Emitter;
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@@ -379,6 +380,7 @@ var es;
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CoreEvents[CoreEvents["resolutionScale"] = 8] = "resolutionScale";
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CoreEvents[CoreEvents["resolutionOffset"] = 9] = "resolutionOffset";
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CoreEvents[CoreEvents["createRenderTarget"] = 10] = "createRenderTarget";
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CoreEvents[CoreEvents["createCamera"] = 11] = "createCamera";
|
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})(CoreEvents = es.CoreEvents || (es.CoreEvents = {}));
|
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})(es || (es = {}));
|
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var es;
|
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@@ -839,6 +841,271 @@ var es;
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es.Entity = Entity;
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})(es || (es = {}));
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var es;
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(function (es) {
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/** 2d 向量 */
|
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var Vector2 = /** @class */ (function () {
|
||||
/**
|
||||
* 从两个值构造一个带有X和Y的二维向量。
|
||||
* @param x 二维空间中的x坐标
|
||||
* @param y 二维空间的y坐标
|
||||
*/
|
||||
function Vector2(x, y) {
|
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this.x = 0;
|
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this.y = 0;
|
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this.x = x ? x : 0;
|
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this.y = y != undefined ? y : this.x;
|
||||
}
|
||||
Object.defineProperty(Vector2, "zero", {
|
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get: function () {
|
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return new Vector2(0, 0);
|
||||
},
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||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
Object.defineProperty(Vector2, "one", {
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||||
get: function () {
|
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return new Vector2(1, 1);
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
Object.defineProperty(Vector2, "unitX", {
|
||||
get: function () {
|
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return new Vector2(1, 0);
|
||||
},
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||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
Object.defineProperty(Vector2, "unitY", {
|
||||
get: function () {
|
||||
return new Vector2(0, 1);
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
/**
|
||||
*
|
||||
* @param value1
|
||||
* @param value2
|
||||
*/
|
||||
Vector2.add = function (value1, value2) {
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||||
var result = Vector2.zero;
|
||||
result.x = value1.x + value2.x;
|
||||
result.y = value1.y + value2.y;
|
||||
return result;
|
||||
};
|
||||
/**
|
||||
*
|
||||
* @param value1
|
||||
* @param value2
|
||||
*/
|
||||
Vector2.divide = function (value1, value2) {
|
||||
var result = Vector2.zero;
|
||||
result.x = value1.x / value2.x;
|
||||
result.y = value1.y / value2.y;
|
||||
return result;
|
||||
};
|
||||
/**
|
||||
*
|
||||
* @param value1
|
||||
* @param value2
|
||||
*/
|
||||
Vector2.multiply = function (value1, value2) {
|
||||
var result = new Vector2(0, 0);
|
||||
result.x = value1.x * value2.x;
|
||||
result.y = value1.y * value2.y;
|
||||
return result;
|
||||
};
|
||||
/**
|
||||
*
|
||||
* @param value1
|
||||
* @param value2
|
||||
*/
|
||||
Vector2.subtract = function (value1, value2) {
|
||||
var result = new Vector2(0, 0);
|
||||
result.x = value1.x - value2.x;
|
||||
result.y = value1.y - value2.y;
|
||||
return result;
|
||||
};
|
||||
/**
|
||||
* 创建一个新的Vector2
|
||||
* 它包含来自另一个向量的标准化值。
|
||||
* @param value
|
||||
*/
|
||||
Vector2.normalize = function (value) {
|
||||
var nValue = new Vector2(value.x, value.y);
|
||||
var val = 1 / Math.sqrt((nValue.x * nValue.x) + (nValue.y * nValue.y));
|
||||
nValue.x *= val;
|
||||
nValue.y *= val;
|
||||
return nValue;
|
||||
};
|
||||
/**
|
||||
* 返回两个向量的点积
|
||||
* @param value1
|
||||
* @param value2
|
||||
*/
|
||||
Vector2.dot = function (value1, value2) {
|
||||
return (value1.x * value2.x) + (value1.y * value2.y);
|
||||
};
|
||||
/**
|
||||
* 返回两个向量之间距离的平方
|
||||
* @param value1
|
||||
* @param value2
|
||||
*/
|
||||
Vector2.distanceSquared = function (value1, value2) {
|
||||
var v1 = value1.x - value2.x, v2 = value1.y - value2.y;
|
||||
return (v1 * v1) + (v2 * v2);
|
||||
};
|
||||
/**
|
||||
* 将指定的值限制在一个范围内
|
||||
* @param value1
|
||||
* @param min
|
||||
* @param max
|
||||
*/
|
||||
Vector2.clamp = function (value1, min, max) {
|
||||
return new Vector2(es.MathHelper.clamp(value1.x, min.x, max.x), es.MathHelper.clamp(value1.y, min.y, max.y));
|
||||
};
|
||||
/**
|
||||
* 创建一个新的Vector2,其中包含指定向量的线性插值
|
||||
* @param value1 第一个向量
|
||||
* @param value2 第二个向量
|
||||
* @param amount 加权值(0.0-1.0之间)
|
||||
* @returns 指定向量的线性插值结果
|
||||
*/
|
||||
Vector2.lerp = function (value1, value2, amount) {
|
||||
return new Vector2(es.MathHelper.lerp(value1.x, value2.x, amount), es.MathHelper.lerp(value1.y, value2.y, amount));
|
||||
};
|
||||
/**
|
||||
* 创建一个新的Vector2,该Vector2包含了通过指定的Matrix进行的二维向量变换。
|
||||
* @param position
|
||||
* @param matrix
|
||||
*/
|
||||
Vector2.transform = function (position, matrix) {
|
||||
return new Vector2((position.x * matrix.m11) + (position.y * matrix.m21) + matrix.m31, (position.x * matrix.m12) + (position.y * matrix.m22) + matrix.m32);
|
||||
};
|
||||
/**
|
||||
* 返回两个向量之间的距离
|
||||
* @param value1
|
||||
* @param value2
|
||||
* @returns 两个向量之间的距离
|
||||
*/
|
||||
Vector2.distance = function (value1, value2) {
|
||||
var v1 = value1.x - value2.x, v2 = value1.y - value2.y;
|
||||
return Math.sqrt((v1 * v1) + (v2 * v2));
|
||||
};
|
||||
/**
|
||||
* 返回两个向量之间的角度,单位是度数
|
||||
* @param from
|
||||
* @param to
|
||||
*/
|
||||
Vector2.angle = function (from, to) {
|
||||
from = Vector2.normalize(from);
|
||||
to = Vector2.normalize(to);
|
||||
return Math.acos(es.MathHelper.clamp(Vector2.dot(from, to), -1, 1)) * es.MathHelper.Rad2Deg;
|
||||
};
|
||||
/**
|
||||
* 创建一个包含指定向量反转的新Vector2
|
||||
* @param value
|
||||
* @returns 矢量反演的结果
|
||||
*/
|
||||
Vector2.negate = function (value) {
|
||||
value.x = -value.x;
|
||||
value.y = -value.y;
|
||||
return value;
|
||||
};
|
||||
/**
|
||||
*
|
||||
* @param value
|
||||
*/
|
||||
Vector2.prototype.add = function (value) {
|
||||
this.x += value.x;
|
||||
this.y += value.y;
|
||||
return this;
|
||||
};
|
||||
/**
|
||||
*
|
||||
* @param value
|
||||
*/
|
||||
Vector2.prototype.divide = function (value) {
|
||||
this.x /= value.x;
|
||||
this.y /= value.y;
|
||||
return this;
|
||||
};
|
||||
/**
|
||||
*
|
||||
* @param value
|
||||
*/
|
||||
Vector2.prototype.multiply = function (value) {
|
||||
this.x *= value.x;
|
||||
this.y *= value.y;
|
||||
return this;
|
||||
};
|
||||
/**
|
||||
* 从当前Vector2减去一个Vector2
|
||||
* @param value 要减去的Vector2
|
||||
* @returns 当前Vector2
|
||||
*/
|
||||
Vector2.prototype.subtract = function (value) {
|
||||
this.x -= value.x;
|
||||
this.y -= value.y;
|
||||
return this;
|
||||
};
|
||||
/**
|
||||
* 将这个Vector2变成一个方向相同的单位向量
|
||||
*/
|
||||
Vector2.prototype.normalize = function () {
|
||||
var val = 1 / Math.sqrt((this.x * this.x) + (this.y * this.y));
|
||||
this.x *= val;
|
||||
this.y *= val;
|
||||
};
|
||||
/** 返回它的长度 */
|
||||
Vector2.prototype.length = function () {
|
||||
return Math.sqrt((this.x * this.x) + (this.y * this.y));
|
||||
};
|
||||
/**
|
||||
* 返回该Vector2的平方长度
|
||||
* @returns 这个Vector2的平方长度
|
||||
*/
|
||||
Vector2.prototype.lengthSquared = function () {
|
||||
return (this.x * this.x) + (this.y * this.y);
|
||||
};
|
||||
/**
|
||||
* 四舍五入X和Y值
|
||||
*/
|
||||
Vector2.prototype.round = function () {
|
||||
return new Vector2(Math.round(this.x), Math.round(this.y));
|
||||
};
|
||||
/**
|
||||
* 返回以自己为中心点的左右角,单位为度
|
||||
* @param left
|
||||
* @param right
|
||||
*/
|
||||
Vector2.prototype.angleBetween = function (left, right) {
|
||||
var one = Vector2.subtract(left, this);
|
||||
var two = Vector2.subtract(right, this);
|
||||
return es.Vector2Ext.angle(one, two);
|
||||
};
|
||||
/**
|
||||
* 比较当前实例是否等于指定的对象
|
||||
* @param other 要比较的对象
|
||||
* @returns 如果实例相同true 否则false
|
||||
*/
|
||||
Vector2.prototype.equals = function (other) {
|
||||
if (other instanceof Vector2) {
|
||||
return other.x == this.x && other.y == this.y;
|
||||
}
|
||||
return false;
|
||||
};
|
||||
Vector2.prototype.clone = function () {
|
||||
return new Vector2(this.x, this.y);
|
||||
};
|
||||
return Vector2;
|
||||
}());
|
||||
es.Vector2 = Vector2;
|
||||
})(es || (es = {}));
|
||||
///<reference path="../Math/Vector2.ts" />
|
||||
var es;
|
||||
///<reference path="../Math/Vector2.ts" />
|
||||
(function (es) {
|
||||
var SceneResolutionPolicy;
|
||||
(function (SceneResolutionPolicy) {
|
||||
@@ -858,12 +1125,24 @@ var es;
|
||||
* 如果ResolutionPolicy是完美的像素,这将被设置为为它计算的比例
|
||||
*/
|
||||
this.pixelPerfectScale = 1;
|
||||
/**
|
||||
* 场景使用的设计分辨率大小
|
||||
*/
|
||||
this._designResolutionSize = es.Vector2.zero;
|
||||
this._designBleedSize = es.Vector2.zero;
|
||||
/**
|
||||
* 这将根据分辨率策略进行设置,并用于RenderTarget的最终输出
|
||||
*/
|
||||
this._finalRenderDestinationRect = es.Rectangle.empty;
|
||||
this._sceneRenderTarget = new es.Ref(null);
|
||||
this._destinationRenderTarget = new es.Ref(null);
|
||||
this._sceneComponents = [];
|
||||
this._renderers = [];
|
||||
this._afterPostProcessorRenderers = [];
|
||||
this.entities = new es.EntityList(this);
|
||||
this.renderableComponents = new es.RenderableComponentList();
|
||||
this.entityProcessors = new es.EntityProcessorList();
|
||||
es.Framework.emitter.emit(es.CoreEvents.createCamera, this);
|
||||
this._resolutionPolicy = Scene._defaultSceneResolutionPolicy;
|
||||
this._designResolutionSize = Scene._defaultDesignResolutionSize;
|
||||
this._designBleedSize = Scene._defaultDesignBleedSize;
|
||||
@@ -1289,6 +1568,11 @@ var es;
|
||||
Scene.prototype.getEntityProcessor = function () {
|
||||
return this.entityProcessors.getProcessor();
|
||||
};
|
||||
/**
|
||||
* 所有场景的默认分辨率大小
|
||||
*/
|
||||
Scene._defaultDesignResolutionSize = es.Vector2.zero;
|
||||
Scene._defaultDesignBleedSize = es.Vector2.zero;
|
||||
/**
|
||||
* 用于所有场景的默认分辨率策略
|
||||
*/
|
||||
@@ -6075,269 +6359,6 @@ var es;
|
||||
es.SubpixelVector2 = SubpixelVector2;
|
||||
})(es || (es = {}));
|
||||
var es;
|
||||
(function (es) {
|
||||
/** 2d 向量 */
|
||||
var Vector2 = /** @class */ (function () {
|
||||
/**
|
||||
* 从两个值构造一个带有X和Y的二维向量。
|
||||
* @param x 二维空间中的x坐标
|
||||
* @param y 二维空间的y坐标
|
||||
*/
|
||||
function Vector2(x, y) {
|
||||
this.x = 0;
|
||||
this.y = 0;
|
||||
this.x = x ? x : 0;
|
||||
this.y = y != undefined ? y : this.x;
|
||||
}
|
||||
Object.defineProperty(Vector2, "zero", {
|
||||
get: function () {
|
||||
return new Vector2(0, 0);
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
Object.defineProperty(Vector2, "one", {
|
||||
get: function () {
|
||||
return new Vector2(1, 1);
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
Object.defineProperty(Vector2, "unitX", {
|
||||
get: function () {
|
||||
return new Vector2(1, 0);
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
Object.defineProperty(Vector2, "unitY", {
|
||||
get: function () {
|
||||
return new Vector2(0, 1);
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
/**
|
||||
*
|
||||
* @param value1
|
||||
* @param value2
|
||||
*/
|
||||
Vector2.add = function (value1, value2) {
|
||||
var result = Vector2.zero;
|
||||
result.x = value1.x + value2.x;
|
||||
result.y = value1.y + value2.y;
|
||||
return result;
|
||||
};
|
||||
/**
|
||||
*
|
||||
* @param value1
|
||||
* @param value2
|
||||
*/
|
||||
Vector2.divide = function (value1, value2) {
|
||||
var result = Vector2.zero;
|
||||
result.x = value1.x / value2.x;
|
||||
result.y = value1.y / value2.y;
|
||||
return result;
|
||||
};
|
||||
/**
|
||||
*
|
||||
* @param value1
|
||||
* @param value2
|
||||
*/
|
||||
Vector2.multiply = function (value1, value2) {
|
||||
var result = new Vector2(0, 0);
|
||||
result.x = value1.x * value2.x;
|
||||
result.y = value1.y * value2.y;
|
||||
return result;
|
||||
};
|
||||
/**
|
||||
*
|
||||
* @param value1
|
||||
* @param value2
|
||||
*/
|
||||
Vector2.subtract = function (value1, value2) {
|
||||
var result = new Vector2(0, 0);
|
||||
result.x = value1.x - value2.x;
|
||||
result.y = value1.y - value2.y;
|
||||
return result;
|
||||
};
|
||||
/**
|
||||
* 创建一个新的Vector2
|
||||
* 它包含来自另一个向量的标准化值。
|
||||
* @param value
|
||||
*/
|
||||
Vector2.normalize = function (value) {
|
||||
var nValue = new Vector2(value.x, value.y);
|
||||
var val = 1 / Math.sqrt((nValue.x * nValue.x) + (nValue.y * nValue.y));
|
||||
nValue.x *= val;
|
||||
nValue.y *= val;
|
||||
return nValue;
|
||||
};
|
||||
/**
|
||||
* 返回两个向量的点积
|
||||
* @param value1
|
||||
* @param value2
|
||||
*/
|
||||
Vector2.dot = function (value1, value2) {
|
||||
return (value1.x * value2.x) + (value1.y * value2.y);
|
||||
};
|
||||
/**
|
||||
* 返回两个向量之间距离的平方
|
||||
* @param value1
|
||||
* @param value2
|
||||
*/
|
||||
Vector2.distanceSquared = function (value1, value2) {
|
||||
var v1 = value1.x - value2.x, v2 = value1.y - value2.y;
|
||||
return (v1 * v1) + (v2 * v2);
|
||||
};
|
||||
/**
|
||||
* 将指定的值限制在一个范围内
|
||||
* @param value1
|
||||
* @param min
|
||||
* @param max
|
||||
*/
|
||||
Vector2.clamp = function (value1, min, max) {
|
||||
return new Vector2(es.MathHelper.clamp(value1.x, min.x, max.x), es.MathHelper.clamp(value1.y, min.y, max.y));
|
||||
};
|
||||
/**
|
||||
* 创建一个新的Vector2,其中包含指定向量的线性插值
|
||||
* @param value1 第一个向量
|
||||
* @param value2 第二个向量
|
||||
* @param amount 加权值(0.0-1.0之间)
|
||||
* @returns 指定向量的线性插值结果
|
||||
*/
|
||||
Vector2.lerp = function (value1, value2, amount) {
|
||||
return new Vector2(es.MathHelper.lerp(value1.x, value2.x, amount), es.MathHelper.lerp(value1.y, value2.y, amount));
|
||||
};
|
||||
/**
|
||||
* 创建一个新的Vector2,该Vector2包含了通过指定的Matrix进行的二维向量变换。
|
||||
* @param position
|
||||
* @param matrix
|
||||
*/
|
||||
Vector2.transform = function (position, matrix) {
|
||||
return new Vector2((position.x * matrix.m11) + (position.y * matrix.m21) + matrix.m31, (position.x * matrix.m12) + (position.y * matrix.m22) + matrix.m32);
|
||||
};
|
||||
/**
|
||||
* 返回两个向量之间的距离
|
||||
* @param value1
|
||||
* @param value2
|
||||
* @returns 两个向量之间的距离
|
||||
*/
|
||||
Vector2.distance = function (value1, value2) {
|
||||
var v1 = value1.x - value2.x, v2 = value1.y - value2.y;
|
||||
return Math.sqrt((v1 * v1) + (v2 * v2));
|
||||
};
|
||||
/**
|
||||
* 返回两个向量之间的角度,单位是度数
|
||||
* @param from
|
||||
* @param to
|
||||
*/
|
||||
Vector2.angle = function (from, to) {
|
||||
from = Vector2.normalize(from);
|
||||
to = Vector2.normalize(to);
|
||||
return Math.acos(es.MathHelper.clamp(Vector2.dot(from, to), -1, 1)) * es.MathHelper.Rad2Deg;
|
||||
};
|
||||
/**
|
||||
* 创建一个包含指定向量反转的新Vector2
|
||||
* @param value
|
||||
* @returns 矢量反演的结果
|
||||
*/
|
||||
Vector2.negate = function (value) {
|
||||
value.x = -value.x;
|
||||
value.y = -value.y;
|
||||
return value;
|
||||
};
|
||||
/**
|
||||
*
|
||||
* @param value
|
||||
*/
|
||||
Vector2.prototype.add = function (value) {
|
||||
this.x += value.x;
|
||||
this.y += value.y;
|
||||
return this;
|
||||
};
|
||||
/**
|
||||
*
|
||||
* @param value
|
||||
*/
|
||||
Vector2.prototype.divide = function (value) {
|
||||
this.x /= value.x;
|
||||
this.y /= value.y;
|
||||
return this;
|
||||
};
|
||||
/**
|
||||
*
|
||||
* @param value
|
||||
*/
|
||||
Vector2.prototype.multiply = function (value) {
|
||||
this.x *= value.x;
|
||||
this.y *= value.y;
|
||||
return this;
|
||||
};
|
||||
/**
|
||||
* 从当前Vector2减去一个Vector2
|
||||
* @param value 要减去的Vector2
|
||||
* @returns 当前Vector2
|
||||
*/
|
||||
Vector2.prototype.subtract = function (value) {
|
||||
this.x -= value.x;
|
||||
this.y -= value.y;
|
||||
return this;
|
||||
};
|
||||
/**
|
||||
* 将这个Vector2变成一个方向相同的单位向量
|
||||
*/
|
||||
Vector2.prototype.normalize = function () {
|
||||
var val = 1 / Math.sqrt((this.x * this.x) + (this.y * this.y));
|
||||
this.x *= val;
|
||||
this.y *= val;
|
||||
};
|
||||
/** 返回它的长度 */
|
||||
Vector2.prototype.length = function () {
|
||||
return Math.sqrt((this.x * this.x) + (this.y * this.y));
|
||||
};
|
||||
/**
|
||||
* 返回该Vector2的平方长度
|
||||
* @returns 这个Vector2的平方长度
|
||||
*/
|
||||
Vector2.prototype.lengthSquared = function () {
|
||||
return (this.x * this.x) + (this.y * this.y);
|
||||
};
|
||||
/**
|
||||
* 四舍五入X和Y值
|
||||
*/
|
||||
Vector2.prototype.round = function () {
|
||||
return new Vector2(Math.round(this.x), Math.round(this.y));
|
||||
};
|
||||
/**
|
||||
* 返回以自己为中心点的左右角,单位为度
|
||||
* @param left
|
||||
* @param right
|
||||
*/
|
||||
Vector2.prototype.angleBetween = function (left, right) {
|
||||
var one = Vector2.subtract(left, this);
|
||||
var two = Vector2.subtract(right, this);
|
||||
return es.Vector2Ext.angle(one, two);
|
||||
};
|
||||
/**
|
||||
* 比较当前实例是否等于指定的对象
|
||||
* @param other 要比较的对象
|
||||
* @returns 如果实例相同true 否则false
|
||||
*/
|
||||
Vector2.prototype.equals = function (other) {
|
||||
if (other instanceof Vector2) {
|
||||
return other.x == this.x && other.y == this.y;
|
||||
}
|
||||
return false;
|
||||
};
|
||||
Vector2.prototype.clone = function () {
|
||||
return new Vector2(this.x, this.y);
|
||||
};
|
||||
return Vector2;
|
||||
}());
|
||||
es.Vector2 = Vector2;
|
||||
})(es || (es = {}));
|
||||
var es;
|
||||
(function (es) {
|
||||
/**
|
||||
* 移动器使用的帮助器类,用于管理触发器碰撞器交互并调用itriggerlistener
|
||||
|
||||
2
source/bin/framework.min.js
vendored
2
source/bin/framework.min.js
vendored
File diff suppressed because one or more lines are too long
Reference in New Issue
Block a user