初始化适配信息

This commit is contained in:
yhh
2021-01-01 18:29:10 +08:00
parent 62acd38492
commit cadaeda3bf
12 changed files with 1906 additions and 447 deletions

3
.gitmodules vendored
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@@ -13,3 +13,6 @@
[submodule "engine_support/egret"] [submodule "engine_support/egret"]
path = engine_support/egret path = engine_support/egret
url = https://github.com/esengine/egret-ecs-ext.git url = https://github.com/esengine/egret-ecs-ext.git
[submodule "extensions/ecs-tween"]
path = extensions/ecs-tween
url = https://github.com/esengine/ecs-tween

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@@ -0,0 +1,319 @@
declare module es {
abstract class AbstractTweenable implements ITweenable {
protected _isPaused: boolean;
protected _isCurrentlyManagedByTweenManager: boolean;
abstract tick(): boolean;
recycleSelf(): void;
isRunning(): boolean;
start(): void;
pause(): void;
resume(): void;
stop(bringToCompletion?: boolean): void;
}
}
declare module es {
class PropertyTweens {
static NumberPropertyTo(self: any, memberName: string, to: number, duration: number): ITween<number>;
static Vector2PropertyTo(self: any, memeberName: string, to: Vector2, duration: number): ITween<Vector2>;
}
}
declare module es {
class TransformSpringTween extends AbstractTweenable {
readonly targetType: TransformTargetType;
private _transform;
private _targetType;
private _targetValue;
private _velocity;
dampingRatio: number;
angularFrequency: number;
constructor(transform: Transform, targetType: TransformTargetType, targetValue: Vector2);
setTargetValue(targetValue: Vector2): void;
updateDampingRatioWithHalfLife(lambda: number): void;
tick(): boolean;
private setTweenedValue;
private getCurrentValueOfTweenedTargetType;
}
}
declare module es {
enum LoopType {
none = 0,
restartFromBeginning = 1,
pingpong = 2
}
enum TweenState {
running = 0,
paused = 1,
complete = 2
}
abstract class Tween<T> implements ITweenable, ITween<T> {
protected _target: ITweenTarget<T>;
protected _isFromValueOverridden: boolean;
protected _fromValue: T;
protected _toValue: T;
protected _easeType: EaseType;
protected _shouldRecycleTween: boolean;
protected _isRelative: boolean;
protected _completionHandler: (tween: ITween<T>) => void;
protected _loopCompleteHandler: (tween: ITween<T>) => void;
protected _nextTween: ITweenable;
protected _tweenState: TweenState;
private _isTimeScaleIndependent;
protected _delay: number;
protected _duration: number;
protected _timeScale: number;
protected _elapsedTime: number;
protected _loopType: LoopType;
protected _loops: number;
protected _delayBetweenLoops: number;
private _isRunningInReverse;
context: any;
setEaseType(easeType: EaseType): ITween<T>;
setDelay(delay: number): ITween<T>;
setDuration(duration: number): ITween<T>;
setTimeScale(timeSclae: number): ITween<T>;
setIsTimeScaleIndependent(): ITween<T>;
setCompletionHandler(completeHandler: (tween: ITween<T>) => void): ITween<T>;
setLoops(loopType: LoopType, loops?: number, delayBetweenLoops?: number): ITween<T>;
setLoopCompletionHanlder(loopCompleteHandler: (tween: ITween<T>) => void): ITween<T>;
setFrom(from: T): ITween<T>;
prepareForReuse(from: T, to: T, duration: number): ITween<T>;
setRecycleTween(shouldRecycleTween: boolean): ITween<T>;
abstract setIsRelative(): ITween<T>;
setContext(context: any): ITween<T>;
setNextTween(nextTween: ITweenable): ITween<T>;
tick(): boolean;
recycleSelf(): void;
isRunning(): boolean;
start(): void;
pause(): void;
resume(): void;
stop(bringToCompletion?: boolean): void;
jumpToElapsedTime(elapsedTime: any): void;
reverseTween(): void;
waitForCompletion(): IterableIterator<any>;
getTargetObject(): any;
private resetState;
initialize(target: ITweenTarget<T>, to: T, duration: number): void;
private handleLooping;
protected abstract updateValue(): any;
}
}
declare module es {
class NumberTween extends Tween<number> {
static create(): NumberTween;
constructor(target?: ITweenTarget<number>, to?: number, duration?: number);
setIsRelative(): ITween<number>;
protected updateValue(): void;
recycleSelf(): void;
}
class Vector2Tween extends Tween<Vector2> {
static create(): Vector2Tween;
constructor(target?: ITweenTarget<Vector2>, to?: Vector2, duration?: number);
setIsRelative(): ITween<Vector2>;
protected updateValue(): void;
recycleSelf(): void;
}
class RectangleTween extends Tween<Rectangle> {
static create(): RectangleTween;
constructor(target?: ITweenTarget<Rectangle>, to?: Rectangle, duration?: number);
setIsRelative(): ITween<Rectangle>;
protected updateValue(): void;
recycleSelf(): void;
}
}
declare module es {
enum TransformTargetType {
position = 0,
localPosition = 1,
scale = 2,
localScale = 3,
rotationDegrees = 4,
localRotationDegrees = 5
}
class TransformVector2Tween extends Vector2Tween implements ITweenTarget<Vector2> {
private _transform;
private _targetType;
setTweenedValue(value: Vector2): void;
getTweenedValue(): Vector2;
getTargetObject(): Transform;
setTargetAndType(transform: Transform, targetType: TransformTargetType): void;
protected updateValue(): void;
recycleSelf(): void;
}
}
declare module es {
enum EaseType {
linear = 0,
sineIn = 1,
sineOut = 2,
sineInOut = 3,
quadIn = 4,
quadOut = 5,
quadInOut = 6,
quintIn = 7,
quintOut = 8,
quintInOut = 9,
cubicIn = 10,
cubicOut = 11,
cubicInOut = 12,
quartIn = 13,
quartOut = 14,
quartInOut = 15,
expoIn = 16,
expoOut = 17,
expoInOut = 18,
circleIn = 19,
circleOut = 20,
circleInOut = 21,
elasticIn = 22,
elasticOut = 23,
elasticInOut = 24,
punch = 25,
backIn = 26,
backOut = 27,
backInOut = 28,
bounceIn = 29,
bounceOut = 30,
bounceInOut = 31
}
class EaseHelper {
static oppositeEaseType(easeType: EaseType): EaseType.linear | EaseType.sineIn | EaseType.sineOut | EaseType.sineInOut | EaseType.quadIn | EaseType.quadOut | EaseType.quadInOut | EaseType.quintIn | EaseType.quintOut | EaseType.quintInOut | EaseType.cubicIn | EaseType.cubicOut | EaseType.cubicInOut | EaseType.quartIn | EaseType.quartInOut | EaseType.expoIn | EaseType.expoOut | EaseType.expoInOut | EaseType.circleIn | EaseType.circleOut | EaseType.circleInOut | EaseType.elasticIn | EaseType.elasticOut | EaseType.elasticInOut | EaseType.punch | EaseType.backIn | EaseType.backOut | EaseType.backInOut | EaseType.bounceIn | EaseType.bounceOut | EaseType.bounceInOut;
static ease(easeType: EaseType, t: number, duration: number): number;
}
}
declare module es {
class TweenManager extends GlobalManager {
static defaultEaseType: EaseType;
static removeAllTweensOnLevelLoad: boolean;
static cacheNumberTweens: boolean;
static cacheVector2Tweens: boolean;
static cacheRectTweens: boolean;
private _activeTweens;
private _tempTweens;
private _isUpdating;
private static _instance;
constructor();
update(): void;
static addTween(tween: ITweenable): void;
static removeTween(tween: ITweenable): void;
static stopAllTweens(bringToCompletion?: boolean): void;
static allTweensWithContext(context: any): ITweenable[];
static stopAllTweensWithContext(context: any, bringToCompletion?: boolean): void;
static allTweenWithTarget(target: any): ITweenable[];
static stopAllTweensWithTarget(target: any, bringToCompletion?: boolean): void;
}
}
declare module es {
module Easing {
class Linear {
static easeNone(t: number, d: number): number;
}
class Quadratic {
static easeIn(t: number, d: number): number;
static easeOut(t: number, d: number): number;
static easeInOut(t: number, d: number): number;
}
class Back {
static easeIn(t: number, d: number): number;
static easeOut(t: number, d: number): number;
static easeInOut(t: number, d: number): number;
}
class Bounce {
static easeOut(t: number, d: number): number;
static easeIn(t: number, d: number): number;
static easeInOut(t: number, d: number): number;
}
class Circular {
static easeIn(t: number, d: number): number;
static easeOut(t: number, d: number): number;
static easeInOut(t: number, d: number): number;
}
class Cubic {
static easeIn(t: number, d: number): number;
static easeOut(t: number, d: number): number;
static easeInOut(t: number, d: number): number;
}
class Elastic {
static easeIn(t: number, d: number): number;
static easeOut(t: number, d: number): number;
static easeInOut(t: number, d: number): number;
static punch(t: number, d: number): number;
}
class Exponential {
static easeIn(t: number, d: number): number;
static easeOut(t: number, d: number): number;
static easeInOut(t: number, d: number): number;
}
class Quartic {
static easeIn(t: number, d: number): number;
static easeOut(t: number, d: number): number;
static easeInOut(t: number, d: number): number;
}
class Quintic {
static easeIn(t: number, d: number): number;
static easeOut(t: number, d: number): number;
static easeInOut(t: number, d: number): number;
}
class Sinusoidal {
static easeIn(t: number, d: number): number;
static easeOut(t: number, d: number): number;
static easeInOut(t: number, d: number): number;
}
}
}
declare module es {
class Lerps {
static lerp(from: number, to: number, t: number): number;
static lerpVector2(from: Vector2, to: Vector2, t: number): Vector2;
static lerpRectangle(from: Rectangle, to: Rectangle, t: number): Rectangle;
static angleLerp(from: Vector2, to: Vector2, t: number): Vector2;
static ease(easeType: EaseType, from: number, to: number, t: number, duration: number): number;
static easeVector2(easeType: EaseType, from: Vector2, to: Vector2, t: number, duration: number): Vector2;
static easeRectangle(easeType: EaseType, from: Rectangle, to: Rectangle, t: number, duration: number): Rectangle;
static easeAngle(easeType: EaseType, from: Vector2, to: Vector2, t: number, duration: number): Vector2;
static fastSpring(currentValue: Vector2, targetValue: Vector2, velocity: Vector2, dampingRatio: number, angularFrequency: number): Vector2;
}
}
declare module es {
interface ITween<T> extends ITweenControl {
setEaseType(easeType: EaseType): ITween<T>;
setDelay(delay: number): ITween<T>;
setDuration(duration: number): ITween<T>;
setTimeScale(timeScale: number): ITween<T>;
setIsTimeScaleIndependent(): ITween<T>;
setCompletionHandler(completionHandler: (tween: ITween<T>) => void): ITween<T>;
setLoops(loopType: LoopType, loops: number, delayBetweenLoops: number): ITween<T>;
setFrom(from: T): ITween<T>;
prepareForReuse(from: T, to: T, duration: number): ITween<T>;
setRecycleTween(shouldRecycleTween: boolean): ITween<T>;
setIsRelative(): ITween<T>;
setContext(context: any): ITween<T>;
setNextTween(nextTween: ITweenable): ITween<T>;
}
}
declare module es {
interface ITweenControl extends ITweenable {
context: any;
jumpToElapsedTime(elapsedTime: number): any;
waitForCompletion(): any;
getTargetObject(): any;
}
}
declare module es {
interface ITweenTarget<T> {
setTweenedValue(value: T): any;
getTweenedValue(): T;
getTargetObject(): any;
}
}
declare module es {
interface ITweenable {
tick(): boolean;
recycleSelf(): any;
isRunning(): boolean;
start(): any;
pause(): any;
resume(): any;
stop(bringToCompletion: boolean): any;
}
}

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@@ -166,7 +166,8 @@ declare module es {
disposeRenderTarget = 7, disposeRenderTarget = 7,
resolutionScale = 8, resolutionScale = 8,
resolutionOffset = 9, resolutionOffset = 9,
createRenderTarget = 10 createRenderTarget = 10,
createCamera = 11
} }
} }
declare module es { declare module es {
@@ -354,6 +355,154 @@ declare module es {
toString(): string; toString(): string;
} }
} }
declare module es {
/** 2d 向量 */
class Vector2 implements IEquatable<Vector2> {
x: number;
y: number;
/**
* 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
*/
constructor(x?: number, y?: number);
static readonly zero: Vector2;
static readonly one: Vector2;
static readonly unitX: Vector2;
static readonly unitY: Vector2;
/**
*
* @param value1
* @param value2
*/
static add(value1: Vector2, value2: Vector2): Vector2;
/**
*
* @param value1
* @param value2
*/
static divide(value1: Vector2, value2: Vector2): Vector2;
/**
*
* @param value1
* @param value2
*/
static multiply(value1: Vector2, value2: Vector2): Vector2;
/**
*
* @param value1
* @param value2
*/
static subtract(value1: Vector2, value2: Vector2): Vector2;
/**
* 创建一个新的Vector2
* 它包含来自另一个向量的标准化值。
* @param value
*/
static normalize(value: Vector2): Vector2;
/**
* 返回两个向量的点积
* @param value1
* @param value2
*/
static dot(value1: Vector2, value2: Vector2): number;
/**
* 返回两个向量之间距离的平方
* @param value1
* @param value2
*/
static distanceSquared(value1: Vector2, value2: Vector2): number;
/**
* 将指定的值限制在一个范围内
* @param value1
* @param min
* @param max
*/
static clamp(value1: Vector2, min: Vector2, max: Vector2): Vector2;
/**
* 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
*/
static lerp(value1: Vector2, value2: Vector2, amount: number): Vector2;
/**
* 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
*/
static transform(position: Vector2, matrix: Matrix2D): Vector2;
/**
* 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
*/
static distance(value1: Vector2, value2: Vector2): number;
/**
* 返回两个向量之间的角度,单位是度数
* @param from
* @param to
*/
static angle(from: Vector2, to: Vector2): number;
/**
* 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
*/
static negate(value: Vector2): Vector2;
/**
*
* @param value
*/
add(value: Vector2): Vector2;
/**
*
* @param value
*/
divide(value: Vector2): Vector2;
/**
*
* @param value
*/
multiply(value: Vector2): Vector2;
/**
* 从当前Vector2减去一个Vector2
* @param value 要减去的Vector2
* @returns 当前Vector2
*/
subtract(value: Vector2): this;
/**
* 将这个Vector2变成一个方向相同的单位向量
*/
normalize(): void;
/** 返回它的长度 */
length(): number;
/**
* 返回该Vector2的平方长度
* @returns 这个Vector2的平方长度
*/
lengthSquared(): number;
/**
* 四舍五入X和Y值
*/
round(): Vector2;
/**
* 返回以自己为中心点的左右角,单位为度
* @param left
* @param right
*/
angleBetween(left: Vector2, right: Vector2): number;
/**
* 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
*/
equals(other: Vector2 | object): boolean;
clone(): Vector2;
}
}
declare module es { declare module es {
enum SceneResolutionPolicy { enum SceneResolutionPolicy {
/** /**
@@ -2635,154 +2784,6 @@ declare module es {
reset(): void; reset(): void;
} }
} }
declare module es {
/** 2d 向量 */
class Vector2 implements IEquatable<Vector2> {
x: number;
y: number;
/**
* 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
*/
constructor(x?: number, y?: number);
static readonly zero: Vector2;
static readonly one: Vector2;
static readonly unitX: Vector2;
static readonly unitY: Vector2;
/**
*
* @param value1
* @param value2
*/
static add(value1: Vector2, value2: Vector2): Vector2;
/**
*
* @param value1
* @param value2
*/
static divide(value1: Vector2, value2: Vector2): Vector2;
/**
*
* @param value1
* @param value2
*/
static multiply(value1: Vector2, value2: Vector2): Vector2;
/**
*
* @param value1
* @param value2
*/
static subtract(value1: Vector2, value2: Vector2): Vector2;
/**
* 创建一个新的Vector2
* 它包含来自另一个向量的标准化值。
* @param value
*/
static normalize(value: Vector2): Vector2;
/**
* 返回两个向量的点积
* @param value1
* @param value2
*/
static dot(value1: Vector2, value2: Vector2): number;
/**
* 返回两个向量之间距离的平方
* @param value1
* @param value2
*/
static distanceSquared(value1: Vector2, value2: Vector2): number;
/**
* 将指定的值限制在一个范围内
* @param value1
* @param min
* @param max
*/
static clamp(value1: Vector2, min: Vector2, max: Vector2): Vector2;
/**
* 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
*/
static lerp(value1: Vector2, value2: Vector2, amount: number): Vector2;
/**
* 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
*/
static transform(position: Vector2, matrix: Matrix2D): Vector2;
/**
* 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
*/
static distance(value1: Vector2, value2: Vector2): number;
/**
* 返回两个向量之间的角度,单位是度数
* @param from
* @param to
*/
static angle(from: Vector2, to: Vector2): number;
/**
* 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
*/
static negate(value: Vector2): Vector2;
/**
*
* @param value
*/
add(value: Vector2): Vector2;
/**
*
* @param value
*/
divide(value: Vector2): Vector2;
/**
*
* @param value
*/
multiply(value: Vector2): Vector2;
/**
* 从当前Vector2减去一个Vector2
* @param value 要减去的Vector2
* @returns 当前Vector2
*/
subtract(value: Vector2): this;
/**
* 将这个Vector2变成一个方向相同的单位向量
*/
normalize(): void;
/** 返回它的长度 */
length(): number;
/**
* 返回该Vector2的平方长度
* @returns 这个Vector2的平方长度
*/
lengthSquared(): number;
/**
* 四舍五入X和Y值
*/
round(): Vector2;
/**
* 返回以自己为中心点的左右角,单位为度
* @param left
* @param right
*/
angleBetween(left: Vector2, right: Vector2): number;
/**
* 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
*/
equals(other: Vector2 | object): boolean;
clone(): Vector2;
}
}
declare module es { declare module 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 * 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 @@
"use strict"; "use strict";
var __extends = (this && this.__extends) || (function () {
var extendStatics = Object.setPrototypeOf ||
({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||
function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; };
return function (d, b) {
extendStatics(d, b);
function __() { this.constructor = d; }
d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
};
})();
var __values = (this && this.__values) || function (o) {
var m = typeof Symbol === "function" && o[Symbol.iterator], i = 0;
if (m) return m.call(o);
return {
next: function () {
if (o && i >= o.length) o = void 0;
return { value: o && o[i++], done: !o };
}
};
};
var __read = (this && this.__read) || function (o, n) { var __read = (this && this.__read) || function (o, n) {
var m = typeof Symbol === "function" && o[Symbol.iterator]; var m = typeof Symbol === "function" && o[Symbol.iterator];
if (!m) return o; if (!m) return o;
@@ -39,6 +19,26 @@ var __spread = (this && this.__spread) || function () {
for (var ar = [], i = 0; i < arguments.length; i++) ar = ar.concat(__read(arguments[i])); for (var ar = [], i = 0; i < arguments.length; i++) ar = ar.concat(__read(arguments[i]));
return ar; return ar;
}; };
var __extends = (this && this.__extends) || (function () {
var extendStatics = Object.setPrototypeOf ||
({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||
function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; };
return function (d, b) {
extendStatics(d, b);
function __() { this.constructor = d; }
d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
};
})();
var __values = (this && this.__values) || function (o) {
var m = typeof Symbol === "function" && o[Symbol.iterator], i = 0;
if (m) return m.call(o);
return {
next: function () {
if (o && i >= o.length) o = void 0;
return { value: o && o[i++], done: !o };
}
};
};
var es; var es;
(function (es) { (function (es) {
/** /**
@@ -96,10 +96,11 @@ var es;
for (var _i = 1; _i < arguments.length; _i++) { for (var _i = 1; _i < arguments.length; _i++) {
data[_i - 1] = arguments[_i]; data[_i - 1] = arguments[_i];
} }
var _a;
var list = this._messageTable.get(eventType); var list = this._messageTable.get(eventType);
if (list) { if (list) {
for (var i = list.length - 1; i >= 0; i--) for (var i = list.length - 1; i >= 0; i--)
list[i].func.call(list[i].context, data); (_a = list[i].func).call.apply(_a, __spread([list[i].context], data));
} }
}; };
return Emitter; return Emitter;
@@ -379,6 +380,7 @@ var es;
CoreEvents[CoreEvents["resolutionScale"] = 8] = "resolutionScale"; CoreEvents[CoreEvents["resolutionScale"] = 8] = "resolutionScale";
CoreEvents[CoreEvents["resolutionOffset"] = 9] = "resolutionOffset"; CoreEvents[CoreEvents["resolutionOffset"] = 9] = "resolutionOffset";
CoreEvents[CoreEvents["createRenderTarget"] = 10] = "createRenderTarget"; CoreEvents[CoreEvents["createRenderTarget"] = 10] = "createRenderTarget";
CoreEvents[CoreEvents["createCamera"] = 11] = "createCamera";
})(CoreEvents = es.CoreEvents || (es.CoreEvents = {})); })(CoreEvents = es.CoreEvents || (es.CoreEvents = {}));
})(es || (es = {})); })(es || (es = {}));
var es; var es;
@@ -839,6 +841,271 @@ var es;
es.Entity = Entity; es.Entity = Entity;
})(es || (es = {})); })(es || (es = {}));
var 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 = {}));
///<reference path="../Math/Vector2.ts" />
var es;
///<reference path="../Math/Vector2.ts" />
(function (es) { (function (es) {
var SceneResolutionPolicy; var SceneResolutionPolicy;
(function (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 * 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; 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._sceneComponents = [];
this._renderers = []; this._renderers = [];
this._afterPostProcessorRenderers = []; this._afterPostProcessorRenderers = [];
this.entities = new es.EntityList(this); this.entities = new es.EntityList(this);
this.renderableComponents = new es.RenderableComponentList(); this.renderableComponents = new es.RenderableComponentList();
this.entityProcessors = new es.EntityProcessorList(); this.entityProcessors = new es.EntityProcessorList();
es.Framework.emitter.emit(es.CoreEvents.createCamera, this);
this._resolutionPolicy = Scene._defaultSceneResolutionPolicy; this._resolutionPolicy = Scene._defaultSceneResolutionPolicy;
this._designResolutionSize = Scene._defaultDesignResolutionSize; this._designResolutionSize = Scene._defaultDesignResolutionSize;
this._designBleedSize = Scene._defaultDesignBleedSize; this._designBleedSize = Scene._defaultDesignBleedSize;
@@ -1289,6 +1568,11 @@ var es;
Scene.prototype.getEntityProcessor = function () { Scene.prototype.getEntityProcessor = function () {
return this.entityProcessors.getProcessor(); 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 * 用于所有场景的默认分辨率策略
*/ */
@@ -6075,269 +6359,6 @@ var es;
es.SubpixelVector2 = SubpixelVector2; es.SubpixelVector2 = SubpixelVector2;
})(es || (es = {})); })(es || (es = {}));
var 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) { (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 * 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

File diff suppressed because one or more lines are too long

View File

@@ -23,5 +23,6 @@ module es {
resolutionScale, resolutionScale,
resolutionOffset, resolutionOffset,
createRenderTarget, createRenderTarget,
createCamera,
} }
} }

View File

@@ -1,3 +1,4 @@
///<reference path="../Math/Vector2.ts" />
module es { module es {
export enum SceneResolutionPolicy { export enum SceneResolutionPolicy {
/** /**
@@ -52,8 +53,8 @@ module es {
/** /**
* 所有场景的默认分辨率大小 * 所有场景的默认分辨率大小
*/ */
private static _defaultDesignResolutionSize: Vector2; private static _defaultDesignResolutionSize: Vector2 = Vector2.zero;
private static _defaultDesignBleedSize: Vector2; private static _defaultDesignBleedSize: Vector2 = Vector2.zero;
/** /**
* 用于所有场景的默认分辨率策略 * 用于所有场景的默认分辨率策略
*/ */
@@ -65,15 +66,15 @@ module es {
/** /**
* 场景使用的设计分辨率大小 * 场景使用的设计分辨率大小
*/ */
private _designResolutionSize: Vector2; private _designResolutionSize: Vector2 = Vector2.zero;
private _designBleedSize: Vector2; private _designBleedSize: Vector2 = Vector2.zero;
/** /**
* 这将根据分辨率策略进行设置并用于RenderTarget的最终输出 * 这将根据分辨率策略进行设置并用于RenderTarget的最终输出
*/ */
private _finalRenderDestinationRect: Rectangle; private _finalRenderDestinationRect: Rectangle = Rectangle.empty;
private _sceneRenderTarget: Ref<any>; private _sceneRenderTarget: Ref<any> = new Ref(null);
private _destinationRenderTarget: Ref<any>; private _destinationRenderTarget: Ref<any> = new Ref(null);
private _screenshotRequestCallback: (texture) => void; private _screenshotRequestCallback: (texture) => void;
public readonly _sceneComponents: SceneComponent[] = []; public readonly _sceneComponents: SceneComponent[] = [];
@@ -103,6 +104,8 @@ module es {
this.renderableComponents = new RenderableComponentList(); this.renderableComponents = new RenderableComponentList();
this.entityProcessors = new EntityProcessorList(); this.entityProcessors = new EntityProcessorList();
Framework.emitter.emit(CoreEvents.createCamera, this);
this._resolutionPolicy = Scene._defaultSceneResolutionPolicy; this._resolutionPolicy = Scene._defaultSceneResolutionPolicy;
this._designResolutionSize = Scene._defaultDesignResolutionSize; this._designResolutionSize = Scene._defaultDesignResolutionSize;
this._designBleedSize = Scene._defaultDesignBleedSize; this._designBleedSize = Scene._defaultDesignBleedSize;

View File

@@ -8,10 +8,10 @@ module transform {
module es { module es {
export enum DirtyType { export enum DirtyType {
clean, clean = 0,
positionDirty, positionDirty = 1,
scaleDirty, scaleDirty = 2,
rotationDirty, rotationDirty = 4,
} }
export class Transform { export class Transform {

View File

@@ -63,7 +63,7 @@ module es {
let list: FuncPack[] = this._messageTable.get(eventType); let list: FuncPack[] = this._messageTable.get(eventType);
if (list) { if (list) {
for (let i = list.length - 1; i >= 0; i--) for (let i = list.length - 1; i >= 0; i--)
list[i].func.call(list[i].context, data); list[i].func.call(list[i].context, ...data);
} }
} }
} }