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@@ -0,0 +1,34 @@
|
||||
# This workflow will do a clean install of node dependencies, build the source code and run tests across different versions of node
|
||||
# For more information see: https://help.github.com/actions/language-and-framework-guides/using-nodejs-with-github-actions
|
||||
|
||||
name: Node.js CI
|
||||
|
||||
on:
|
||||
push:
|
||||
branches: [ master ]
|
||||
pull_request:
|
||||
branches: [ master ]
|
||||
|
||||
jobs:
|
||||
build:
|
||||
|
||||
runs-on: windows-latest
|
||||
|
||||
strategy:
|
||||
matrix:
|
||||
node-version: [8.x]
|
||||
|
||||
defaults:
|
||||
run:
|
||||
shell: cmd
|
||||
working-directory: ./source
|
||||
steps:
|
||||
- uses: actions/checkout@v2
|
||||
- name: Use Node.js ${{ matrix.node-version }}
|
||||
uses: actions/setup-node@v1
|
||||
with:
|
||||
node-version: ${{ matrix.node-version }}
|
||||
- name: Install Dependencies
|
||||
run: npm install
|
||||
- run: npm run build --if-present
|
||||
- run: gulp build
|
||||
@@ -1,2 +1,3 @@
|
||||
/source/node_modules
|
||||
/demo/bin-debug
|
||||
/demo/bin-release
|
||||
|
||||
@@ -0,0 +1,15 @@
|
||||
{
|
||||
// 使用 IntelliSense 了解相关属性。
|
||||
// 悬停以查看现有属性的描述。
|
||||
// 欲了解更多信息,请访问: https://go.microsoft.com/fwlink/?linkid=830387
|
||||
"version": "0.2.0",
|
||||
"configurations": [
|
||||
{
|
||||
"type": "pwa-chrome",
|
||||
"request": "launch",
|
||||
"name": "Launch Chrome against localhost",
|
||||
"url": "http://localhost:8080",
|
||||
"webRoot": "${workspaceFolder}"
|
||||
}
|
||||
]
|
||||
}
|
||||
@@ -1,11 +1,61 @@
|
||||
# egret-framework
|
||||
用于egret 包含众多高性能方法以供使用
|
||||
(正在施工中)
|
||||
|
||||
## 计划列表
|
||||
|
||||
- [ ] 包含一套适配egret的ecs框架
|
||||
[](https://lgtm.com/projects/g/esengine/egret-framework/context:javascript)
|
||||
|
||||
- [ ] 高性能物理引擎
|
||||
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)。
|
||||
|
||||
## 版本计划功能
|
||||
|
||||
- [x] 简易ECS框架
|
||||
- [x] 组件列表
|
||||
- [x] 碰撞组件
|
||||
- [x] 移动组件
|
||||
- [ ] 刚体组件
|
||||
- [ ] 点光源/灯光组件
|
||||
- [ ] 阴影组件
|
||||
- [ ] 轨迹组件
|
||||
- [ ] 滚动组件
|
||||
- [ ] 网格弹簧组件
|
||||
- [ ] 相机震动组件
|
||||
- [ ] 霓虹灯组件
|
||||
- [x] 跟随相机组件
|
||||
- [x] 系统列表
|
||||
- [x] 被动系统
|
||||
- [x] 协调系统
|
||||
- [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)
|
||||
|
||||
- [行为树/实用AI 系统](https://github.com/esengine/egret-BehaviourTree-ai)
|
||||
|
||||
> 尽可能的简单易用
|
||||
|
||||
@@ -0,0 +1,21 @@
|
||||
# Security Policy
|
||||
|
||||
## Supported Versions
|
||||
|
||||
Use this section to tell people about which versions of your project are
|
||||
currently being supported with security updates.
|
||||
|
||||
| Version | Supported |
|
||||
| ------- | ------------------ |
|
||||
| 5.1.x | :white_check_mark: |
|
||||
| 5.0.x | :x: |
|
||||
| 4.0.x | :white_check_mark: |
|
||||
| < 4.0 | :x: |
|
||||
|
||||
## Reporting a Vulnerability
|
||||
|
||||
Use this section to tell people how to report a vulnerability.
|
||||
|
||||
Tell them where to go, how often they can expect to get an update on a
|
||||
reported vulnerability, what to expect if the vulnerability is accepted or
|
||||
declined, etc.
|
||||
@@ -0,0 +1 @@
|
||||
theme: jekyll-theme-slate
|
||||
@@ -0,0 +1,10 @@
|
||||
{
|
||||
"version": "0.1.0",
|
||||
"command": "egret",
|
||||
"isShellCommand": true,
|
||||
"showOutput": "silent",
|
||||
"args": [
|
||||
"build"
|
||||
],
|
||||
"problemMatcher": "$tsc"
|
||||
}
|
||||
@@ -27,6 +27,10 @@
|
||||
{
|
||||
"name": "framework",
|
||||
"path": "./libs/framework"
|
||||
},
|
||||
{
|
||||
"name": "long",
|
||||
"path": "./libs/long"
|
||||
}
|
||||
]
|
||||
}
|
||||
@@ -27,7 +27,7 @@
|
||||
data-entry-class="Main"
|
||||
data-orientation="auto"
|
||||
data-scale-mode="fixedWidth"
|
||||
data-frame-rate="30"
|
||||
data-frame-rate="60"
|
||||
data-content-width="640"
|
||||
data-content-height="1136"
|
||||
data-multi-fingered="2"
|
||||
@@ -77,7 +77,7 @@
|
||||
* "calculateCanvasScaleFactor": //a function return canvas scale factor
|
||||
* }
|
||||
**/
|
||||
egret.runEgret({ renderMode: "webgl", audioType: 0, calculateCanvasScaleFactor:function(context) {
|
||||
egret.runEgret({ renderMode: "canvas", audioType: 0, calculateCanvasScaleFactor:function(context) {
|
||||
var backingStore = context.backingStorePixelRatio ||
|
||||
context.webkitBackingStorePixelRatio ||
|
||||
context.mozBackingStorePixelRatio ||
|
||||
|
||||
@@ -7,15 +7,19 @@
|
||||
"libs/modules/game/game.js",
|
||||
"libs/modules/tween/tween.js",
|
||||
"libs/modules/promise/promise.js",
|
||||
"libs/framework/framework.js"
|
||||
"libs/framework/framework.js",
|
||||
"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",
|
||||
"bin-debug/game/SpawnerComponent.js",
|
||||
"bin-debug/game/SpawnerSystem.js"
|
||||
]
|
||||
|
||||
|
Before Width: | Height: | Size: 1.0 KiB After Width: | Height: | Size: 456 B |
|
Before Width: | Height: | Size: 1019 B After Width: | Height: | Size: 438 B |
|
Before Width: | Height: | Size: 1.2 KiB After Width: | Height: | Size: 439 B |
|
Before Width: | Height: | Size: 1.2 KiB After Width: | Height: | Size: 535 B |
|
Before Width: | Height: | Size: 1.2 KiB After Width: | Height: | Size: 538 B |
|
Before Width: | Height: | Size: 1002 B After Width: | Height: | Size: 337 B |
|
Before Width: | Height: | Size: 938 B After Width: | Height: | Size: 314 B |
|
Before Width: | Height: | Size: 1.0 KiB After Width: | Height: | Size: 340 B |
|
Before Width: | Height: | Size: 938 B After Width: | Height: | Size: 314 B |
|
Before Width: | Height: | Size: 976 B After Width: | Height: | Size: 361 B |
|
Before Width: | Height: | Size: 970 B After Width: | Height: | Size: 349 B |
|
Before Width: | Height: | Size: 1.6 KiB After Width: | Height: | Size: 813 B |
|
Before Width: | Height: | Size: 1.6 KiB After Width: | Height: | Size: 813 B |
|
Before Width: | Height: | Size: 1.4 KiB After Width: | Height: | Size: 569 B |
|
Before Width: | Height: | Size: 1.3 KiB After Width: | Height: | Size: 458 B |
|
Before Width: | Height: | Size: 933 B After Width: | Height: | Size: 313 B |
|
Before Width: | Height: | Size: 1.2 KiB After Width: | Height: | Size: 502 B |
|
Before Width: | Height: | Size: 933 B After Width: | Height: | Size: 303 B |
|
Before Width: | Height: | Size: 933 B After Width: | Height: | Size: 313 B |
|
Before Width: | Height: | Size: 1.1 KiB After Width: | Height: | Size: 444 B |
|
Before Width: | Height: | Size: 1.2 KiB After Width: | Height: | Size: 535 B |
|
Before Width: | Height: | Size: 1.2 KiB After Width: | Height: | Size: 536 B |
|
Before Width: | Height: | Size: 136 KiB After Width: | Height: | Size: 136 KiB |
|
Before Width: | Height: | Size: 6.6 KiB After Width: | Height: | Size: 4.2 KiB |
@@ -132,9 +132,19 @@
|
||||
"name": "egret_icon_png"
|
||||
},
|
||||
{
|
||||
"name": "description_json",
|
||||
"url": "config/description.json",
|
||||
"type": "json",
|
||||
"url": "config/description.json"
|
||||
"name": "description_json"
|
||||
},
|
||||
{
|
||||
"url": "assets/isometric_grass_and_water.json",
|
||||
"type": "json",
|
||||
"name": "isometric_grass_and_water_json"
|
||||
},
|
||||
{
|
||||
"url": "assets/isometric_grass_and_water.png",
|
||||
"type": "image",
|
||||
"name": "isometric_grass_and_water_png"
|
||||
}
|
||||
]
|
||||
}
|
||||
@@ -29,6 +29,8 @@
|
||||
|
||||
|
||||
class Main extends eui.UILayer {
|
||||
public static emitter: Emitter<CoreEmitterType>;
|
||||
public static manager: SceneManager;
|
||||
|
||||
protected createChildren(): void {
|
||||
super.createChildren();
|
||||
@@ -51,10 +53,16 @@ class Main extends eui.UILayer {
|
||||
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);
|
||||
this.runGame();
|
||||
}
|
||||
|
||||
private updateFrame(evt: egret.Event){
|
||||
Main.emitter.emit(CoreEmitterType.Update, evt);
|
||||
}
|
||||
|
||||
private async runGame() {
|
||||
await this.loadResource();
|
||||
this.createGameScene();
|
||||
@@ -91,9 +99,10 @@ class Main extends eui.UILayer {
|
||||
* Create scene interface
|
||||
*/
|
||||
protected createGameScene(): void {
|
||||
let scene = SceneManager.createScene("main", new MainScene(this)).setActive();
|
||||
let player = scene.createEntity("player");
|
||||
player.addComponent(new SpawnComponent(EnemyType.worm));
|
||||
// console.log(player.transform.position);
|
||||
SceneManager.scene = new MainScene();
|
||||
|
||||
// Main.emitter.addObserver(CoreEmitterType.Update, ()=>{
|
||||
// console.log("update emitter");
|
||||
// });
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
enum CoreEmitterType {
|
||||
Update,
|
||||
}
|
||||
@@ -1,20 +1,95 @@
|
||||
class MainScene extends Scene {
|
||||
constructor(displayContent: egret.DisplayObject){
|
||||
super(displayContent);
|
||||
constructor() {
|
||||
super();
|
||||
|
||||
this.addEntityProcessor(new SpawnerSystem(new Matcher()));
|
||||
// this.addEntityProcessor(new SpawnerSystem(new Matcher()));
|
||||
this.astarTest();
|
||||
this.dijkstraTest();
|
||||
this.breadthfirstTest();
|
||||
}
|
||||
|
||||
public astarTest(){
|
||||
let graph = new AstarGridGraph(20, 20);
|
||||
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 ScrollingSpriteRenderer(sprite));
|
||||
bg.addComponent(new BoxCollider());
|
||||
bg.position = new Vector2(Math.random() * 200, Math.random() * 200);
|
||||
|
||||
graph.weightedNodes.push(new Point(3, 3));
|
||||
graph.weightedNodes.push(new Point(3, 4));
|
||||
graph.weightedNodes.push(new Point(4, 3));
|
||||
graph.weightedNodes.push(new Point(4, 4));
|
||||
for (let i = 0; i < 20; 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(Math.random() * 1000, Math.random() * 1000);
|
||||
player2.addComponent(new BoxCollider());
|
||||
}
|
||||
|
||||
let path = graph.search(new Point(3, 4), new Point(15, 17));
|
||||
this.camera.follow(bg, CameraStyle.lockOn);
|
||||
|
||||
let pool = new ComponentPool<SimplePooled>(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, () => {
|
||||
SceneManager.startSceneTransition(new FadeTransition(() => {
|
||||
return new MainScene();
|
||||
}));
|
||||
}, this);
|
||||
|
||||
Main.emitter.addObserver(CoreEmitterType.Update, this.handleFuncTest, this);
|
||||
}
|
||||
|
||||
/** 测试Emitter */
|
||||
private handleFuncTest(){
|
||||
Main.emitter.removeObserver(CoreEmitterType.Update, this.handleFuncTest);
|
||||
}
|
||||
|
||||
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(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 Vector2(1, 1), new Vector2(29, 29));
|
||||
console.log(egret.getTimer() - startTime);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,56 @@
|
||||
class PlayerController extends Component {
|
||||
private down: boolean = false;
|
||||
private touchPoint: Vector2 = Vector2.zero;
|
||||
private mover: Mover;
|
||||
private spriteRenderer: SpriteRenderer;
|
||||
|
||||
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 touchBegin(evt: egret.TouchEvent){
|
||||
this.down = true;
|
||||
this.touchPoint = new Vector2(evt.stageX, evt.stageY);
|
||||
}
|
||||
|
||||
private touchEnd(evt: egret.TouchEvent){
|
||||
this.down = false;
|
||||
this.touchPoint = new Vector2(evt.stageX, evt.stageY);
|
||||
}
|
||||
|
||||
public update(){
|
||||
if (!this.mover)
|
||||
this.mover = this.entity.getComponent<Mover>(Mover);
|
||||
|
||||
if (!this.spriteRenderer)
|
||||
this.spriteRenderer = this.entity.getComponent<SpriteRenderer>(SpriteRenderer);
|
||||
|
||||
if (!this.mover)
|
||||
return;
|
||||
|
||||
if (!SpriteRenderer)
|
||||
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.localPosition.x){
|
||||
moveLeft = -1;
|
||||
} else if(worldPos.x > this.spriteRenderer.localPosition.x){
|
||||
moveLeft = 1;
|
||||
}
|
||||
|
||||
if (worldPos.y < this.spriteRenderer.localPosition.y){
|
||||
moveRight = -1;
|
||||
} else if(worldPos.y > this.spriteRenderer.localPosition.y){
|
||||
moveRight = 1;
|
||||
}
|
||||
this.mover.move(new Vector2(moveLeft * speed * Time.deltaTime, moveRight * speed * Time.deltaTime));
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,5 @@
|
||||
class SimplePooled extends PooledComponent {
|
||||
public reset(){
|
||||
|
||||
}
|
||||
}
|
||||
@@ -1,4 +1,4 @@
|
||||
class SpawnComponent extends Component {
|
||||
class SpawnComponent extends Component implements ITriggerListener {
|
||||
public cooldown = -1;
|
||||
public minInterval = 2;
|
||||
public maxInterval = 60;
|
||||
@@ -18,6 +18,16 @@ class SpawnComponent extends Component {
|
||||
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");
|
||||
}
|
||||
}
|
||||
|
||||
enum EnemyType {
|
||||
|
||||
@@ -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,
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
{
|
||||
"typescript.tsdk": "./node_modules/typescript/lib"
|
||||
}
|
||||
@@ -10967,13 +10967,13 @@ declare namespace egret {
|
||||
const RUNTIME2 = "runtime2";
|
||||
/**
|
||||
* Running on Alipay
|
||||
* @version Egret 5.2.23
|
||||
* @version Egret 5.2.33
|
||||
* @platform All
|
||||
* @language en_US
|
||||
*/
|
||||
/**
|
||||
* 运行在支付宝小游戏上
|
||||
* @version Egret 5.2.26
|
||||
* @version Egret 5.2.33
|
||||
* @platform All
|
||||
* @language zh_CN
|
||||
*/
|
||||
|
||||
@@ -1,13 +1,14 @@
|
||||
{
|
||||
"name": "@esengine/egret-framework",
|
||||
"version": "1.0.0",
|
||||
"version": "1.0.1",
|
||||
"description": "用于egret 包含众多高性能方法以供使用",
|
||||
"main": "index.js",
|
||||
"directories": {
|
||||
"lib": "lib"
|
||||
},
|
||||
"scripts": {
|
||||
"test": "echo \"Error: no test specified\" && exit 1"
|
||||
"test": "mocha --recursive --reporter tap --growl",
|
||||
"eslint": "eslint src --ext .ts"
|
||||
},
|
||||
"author": "yhh",
|
||||
"license": "MIT",
|
||||
@@ -18,6 +19,7 @@
|
||||
"gulp": "^3.9.1",
|
||||
"gulp-babel": "^8.0.0",
|
||||
"gulp-concat": "^2.6.1",
|
||||
"gulp-inject-string": "^1.1.2",
|
||||
"gulp-minify": "^3.1.0",
|
||||
"gulp-string-replace": "^1.1.2",
|
||||
"gulp-typescript": "^3.1.6",
|
||||
@@ -25,10 +27,10 @@
|
||||
"tsify": "^3.0.1",
|
||||
"typescript": "^2.2.2",
|
||||
"vinyl-source-stream": "^1.1.0",
|
||||
"watchify": "^3.9.0",
|
||||
"gulp-inject-string": "^1.1.2"
|
||||
"watchify": "^3.9.0"
|
||||
},
|
||||
"publishConfig": {
|
||||
"registry": "https://npm.pkg.github.com/359807859@qq.com"
|
||||
}
|
||||
},
|
||||
"dependencies": {}
|
||||
}
|
||||
|
||||
@@ -3,6 +3,12 @@
|
||||
* 计算路径给定的IAstarGraph和开始/目标位置
|
||||
*/
|
||||
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>();
|
||||
@@ -60,6 +66,12 @@ class AStarPathfinder {
|
||||
return 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;
|
||||
|
||||
@@ -2,22 +2,22 @@
|
||||
* 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<Point> {
|
||||
public dirs: Point[] = [
|
||||
new Point(1, 0),
|
||||
new Point(0, -1),
|
||||
new Point(-1, 0),
|
||||
new Point(0, 1)
|
||||
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: Point[] = [];
|
||||
public weightedNodes: Point[] = [];
|
||||
public walls: Vector2[] = [];
|
||||
public weightedNodes: Vector2[] = [];
|
||||
public defaultWeight: number = 1;
|
||||
public weightedNodeWeight = 5;
|
||||
|
||||
private _width;
|
||||
private _height;
|
||||
private _neighbors: Point[] = new Array(4);
|
||||
private _neighbors: Vector2[] = new Array(4);
|
||||
|
||||
constructor(width: number, height: number){
|
||||
this._width = width;
|
||||
@@ -28,27 +28,32 @@ class AstarGridGraph implements IAstarGraph<Point> {
|
||||
* 确保节点在网格图的边界内
|
||||
* @param node
|
||||
*/
|
||||
public isNodeInBounds(node: Point): boolean {
|
||||
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。墙壁是不可逾越的。
|
||||
* 检查节点是否可以通过。walls是不可逾越的。
|
||||
* @param node
|
||||
*/
|
||||
public isNodePassable(node: Point): boolean {
|
||||
return !this.walls.contains(node);
|
||||
public isNodePassable(node: Vector2): boolean {
|
||||
return !this.walls.firstOrDefault(wall => JSON.stringify(wall) == JSON.stringify(node));
|
||||
}
|
||||
|
||||
public search(start: Point, goal: Point){
|
||||
/**
|
||||
* 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: Point): Point[] {
|
||||
public getNeighbors(node: Vector2): Vector2[] {
|
||||
this._neighbors.length = 0;
|
||||
|
||||
this.dirs.forEach(dir => {
|
||||
let next = new Point(node.x + dir.x, node.y + dir.y);
|
||||
let next = new Vector2(node.x + dir.x, node.y + dir.y);
|
||||
if (this.isNodeInBounds(next) && this.isNodePassable(next))
|
||||
this._neighbors.push(next);
|
||||
});
|
||||
@@ -56,11 +61,11 @@ class AstarGridGraph implements IAstarGraph<Point> {
|
||||
return this._neighbors;
|
||||
}
|
||||
|
||||
public cost(from: Point, to: Point): number {
|
||||
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: Point, goal: Point) {
|
||||
public heuristic(node: Vector2, goal: Vector2) {
|
||||
return Math.abs(node.x - goal.x) + Math.abs(node.y - goal.y);
|
||||
}
|
||||
|
||||
|
||||
@@ -1,5 +1,22 @@
|
||||
/**
|
||||
* graph的接口,可以提供给AstarPathfinder.search方法
|
||||
*/
|
||||
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);
|
||||
}
|
||||
@@ -1,27 +1,74 @@
|
||||
/**
|
||||
* 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。
|
||||
*/
|
||||
class PriorityQueue<T extends PriorityQueueNode> {
|
||||
private _numNodes: number;
|
||||
private _nodes: T[];
|
||||
private _numNodesEverEnqueued;
|
||||
|
||||
/**
|
||||
* 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;
|
||||
}
|
||||
|
||||
/**
|
||||
* 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;
|
||||
}
|
||||
|
||||
/**
|
||||
* 返回队列中的节点数。
|
||||
* O(1)复杂度
|
||||
*/
|
||||
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;
|
||||
}
|
||||
|
||||
/**
|
||||
* 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;
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
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++;
|
||||
@@ -31,12 +78,21 @@ class PriorityQueue<T extends PriorityQueueNode> {
|
||||
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;
|
||||
@@ -52,6 +108,9 @@ class PriorityQueue<T extends PriorityQueueNode> {
|
||||
this.onNodeUpdated(formerLastNode);
|
||||
}
|
||||
|
||||
/**
|
||||
* 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]) {
|
||||
@@ -71,24 +130,29 @@ class PriorityQueue<T extends PriorityQueueNode> {
|
||||
}
|
||||
|
||||
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 {
|
||||
// 注意,如果parentNode == node(即节点是根),则将调用CascadeDown。
|
||||
this.cascadeDown(node);
|
||||
}
|
||||
}
|
||||
|
||||
private cascadeDown(node: T) {
|
||||
// 又名Heapify-down
|
||||
let newParent: T;
|
||||
let finalQueueIndex = node.queueIndex;
|
||||
while (true) {
|
||||
newParent = node;
|
||||
let childLeftIndex = 2 * finalQueueIndex;
|
||||
|
||||
// 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;
|
||||
@@ -99,6 +163,7 @@ class PriorityQueue<T extends PriorityQueueNode> {
|
||||
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];
|
||||
@@ -107,13 +172,17 @@ class PriorityQueue<T extends PriorityQueueNode> {
|
||||
}
|
||||
}
|
||||
|
||||
// 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;
|
||||
@@ -121,13 +190,20 @@ class PriorityQueue<T extends PriorityQueueNode> {
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 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);
|
||||
@@ -135,14 +211,22 @@ class PriorityQueue<T extends PriorityQueueNode> {
|
||||
}
|
||||
|
||||
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));
|
||||
|
||||
@@ -0,0 +1,41 @@
|
||||
/**
|
||||
* 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);
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,7 @@
|
||||
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[];
|
||||
}
|
||||
@@ -0,0 +1,16 @@
|
||||
/**
|
||||
* 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[]>();
|
||||
|
||||
public addEdgesForNode(node: T, edges: T[]){
|
||||
this.edges.set(node, edges);
|
||||
return this;
|
||||
}
|
||||
|
||||
public getNeighbors(node: T){
|
||||
return this.edges.get(node);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,61 @@
|
||||
///<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)
|
||||
];
|
||||
|
||||
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[] = [];
|
||||
|
||||
private _width: number;
|
||||
private _hegiht: number;
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
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);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,14 @@
|
||||
interface IWeightedGraph<T>{
|
||||
/**
|
||||
*
|
||||
* @param node
|
||||
*/
|
||||
getNeighbors(node: T): T[];
|
||||
|
||||
/**
|
||||
*
|
||||
* @param from
|
||||
* @param to
|
||||
*/
|
||||
cost(from: T, to: T): number;
|
||||
}
|
||||
@@ -0,0 +1,67 @@
|
||||
///<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)
|
||||
];
|
||||
|
||||
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;
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,83 @@
|
||||
class WeightedNode<T> extends PriorityQueueNode {
|
||||
public data: T;
|
||||
|
||||
constructor(data: T){
|
||||
super();
|
||||
this.data = data;
|
||||
}
|
||||
}
|
||||
|
||||
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 costSoFar = new Map<T, number>();
|
||||
let frontier = new PriorityQueue<WeightedNode<T>>(1000);
|
||||
frontier.enqueue(new WeightedNode<T>(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;
|
||||
}
|
||||
|
||||
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 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;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,22 @@
|
||||
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 (SceneManager.scene){
|
||||
SceneManager.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);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,4 @@
|
||||
class DebugDefaults {
|
||||
public static verletParticle = 0xDC345E;
|
||||
public static verletConstraintEdge = 0x433E36;
|
||||
}
|
||||
@@ -0,0 +1,46 @@
|
||||
enum DebugDrawType {
|
||||
line,
|
||||
hollowRectangle,
|
||||
pixel,
|
||||
text
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,12 +1,10 @@
|
||||
abstract class Component {
|
||||
abstract class Component extends egret.DisplayObjectContainer {
|
||||
public entity: Entity;
|
||||
public displayRender: egret.DisplayObject;
|
||||
private _enabled: boolean = true;
|
||||
public updateInterval: number = 1;
|
||||
|
||||
public get transform(){
|
||||
return this.entity.transform;
|
||||
}
|
||||
/** 允许用户为实体存入信息 */
|
||||
public userData: any;
|
||||
private _updateOrder = 0;
|
||||
|
||||
public get enabled(){
|
||||
return this.entity ? this.entity.enabled && this._enabled : this._enabled;
|
||||
@@ -16,6 +14,10 @@ abstract class Component {
|
||||
this.setEnabled(value);
|
||||
}
|
||||
|
||||
public get localPosition(){
|
||||
return new Vector2(this.entity.x + this.x, this.entity.y + this.y);
|
||||
}
|
||||
|
||||
public setEnabled(isEnabled: boolean){
|
||||
if (this._enabled != isEnabled){
|
||||
this._enabled = isEnabled;
|
||||
@@ -30,7 +32,24 @@ abstract class Component {
|
||||
return this;
|
||||
}
|
||||
|
||||
public abstract initialize();
|
||||
/** 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);
|
||||
}
|
||||
public setUpdateOrder(updateOrder: number){
|
||||
if (this._updateOrder != updateOrder){
|
||||
this._updateOrder = updateOrder;
|
||||
}
|
||||
|
||||
return this;
|
||||
}
|
||||
|
||||
public initialize(){
|
||||
}
|
||||
|
||||
public onAddedToEntity(){
|
||||
|
||||
@@ -48,19 +67,20 @@ abstract class Component {
|
||||
|
||||
}
|
||||
|
||||
public onEntityTransformChanged(comp: ComponentTransform){
|
||||
public debugRender(){
|
||||
|
||||
}
|
||||
|
||||
public update(){
|
||||
|
||||
|
||||
}
|
||||
|
||||
/** 绑定显示对象 */
|
||||
public bind(displayRender: egret.DisplayObject){
|
||||
this.displayRender = displayRender;
|
||||
/**
|
||||
* 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){
|
||||
|
||||
return this;
|
||||
}
|
||||
|
||||
/** 内部使用 运行时不应该调用 */
|
||||
|
||||
@@ -1,13 +1,30 @@
|
||||
///<reference path="../Component.ts"/>
|
||||
class Camera extends Component {
|
||||
private _zoom;
|
||||
private _origin: Vector2;
|
||||
private _transformMatrix: Matrix2D = Matrix2D.identity;
|
||||
private _inverseTransformMatrix = Matrix2D.identity;
|
||||
private _origin: Vector2 = Vector2.zero;
|
||||
|
||||
private _minimumZoom = 0.3;
|
||||
private _maximumZoom = 3;
|
||||
private _areMatrixesDirty = true;
|
||||
|
||||
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)
|
||||
@@ -46,22 +63,45 @@ class Camera extends Component {
|
||||
public set origin(value: Vector2){
|
||||
if (this._origin != value){
|
||||
this._origin = value;
|
||||
this._areMatrixesDirty = true;
|
||||
}
|
||||
}
|
||||
|
||||
public get transformMatrix(){
|
||||
this.updateMatrixes();
|
||||
public get position(){
|
||||
return this._position;
|
||||
}
|
||||
|
||||
return this._transformMatrix;
|
||||
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;
|
||||
@@ -78,7 +118,7 @@ class Camera extends Component {
|
||||
return this;
|
||||
}
|
||||
|
||||
public setZoom(zoom: number){
|
||||
public setZoom(zoom: number): Camera{
|
||||
let newZoom = MathHelper.clamp(zoom, -1, 1);
|
||||
if (newZoom == 0){
|
||||
this._zoom = 1;
|
||||
@@ -88,52 +128,107 @@ class Camera extends Component {
|
||||
this._zoom = MathHelper.map(newZoom, 0, 1, 1, this._maximumZoom);
|
||||
}
|
||||
|
||||
this._areMatrixesDirty = true;
|
||||
|
||||
SceneManager.scene.scaleX = this._zoom;
|
||||
SceneManager.scene.scaleY = this._zoom;
|
||||
return this;
|
||||
}
|
||||
|
||||
public initialize() {
|
||||
|
||||
}
|
||||
|
||||
public update(){
|
||||
SceneManager.getActiveScene().entities.buffer.forEach(entity => entity.components.buffer.forEach(component => {
|
||||
if (component.displayRender){
|
||||
let has = this.entity.scene.$children.indexOf(component.displayRender)
|
||||
if (has == -1){
|
||||
this.entity.scene.stage.addChild(component.displayRender);
|
||||
}
|
||||
}
|
||||
}));
|
||||
public setRotation(rotation: number): Camera {
|
||||
SceneManager.scene.rotation = rotation;
|
||||
return this;
|
||||
}
|
||||
|
||||
public setPosition(position: Vector2){
|
||||
this.entity.transform.setPosition(position);
|
||||
this.entity.position = position;
|
||||
|
||||
return this;
|
||||
}
|
||||
|
||||
public updateMatrixes(){
|
||||
if (!this._areMatrixesDirty)
|
||||
return;
|
||||
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);
|
||||
|
||||
let tempMat: Matrix2D;
|
||||
this._transformMatrix = Matrix2D.createTranslation(-this.entity.transform.position.x, -this.entity.transform.position.y);
|
||||
if (this._zoom != 1){
|
||||
tempMat = Matrix2D.createScale(this._zoom, this._zoom);
|
||||
this._transformMatrix = Matrix2D.multiply(this._transformMatrix, tempMat);
|
||||
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;
|
||||
}
|
||||
|
||||
tempMat = Matrix2D.createTranslation(this._origin.x, this._origin.y, tempMat);
|
||||
this._transformMatrix = Matrix2D.multiply(this._transformMatrix, tempMat);
|
||||
|
||||
this._inverseTransformMatrix = Matrix2D.invert(this._transformMatrix);
|
||||
|
||||
this._areMatrixesDirty = false;
|
||||
}
|
||||
|
||||
public destory() {
|
||||
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();
|
||||
}
|
||||
}
|
||||
|
||||
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);
|
||||
|
||||
return Vector2.clamp(position, halfScreen, cameraMax);
|
||||
}
|
||||
|
||||
private updateFollow(){
|
||||
this._desiredPositionDelta.x = this._desiredPositionDelta.y = 0;
|
||||
|
||||
if (this.cameraStyle == CameraStyle.lockOn){
|
||||
let targetX = this.targetEntity.position.x;
|
||||
let targetY = this.targetEntity.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;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
enum CameraStyle {
|
||||
lockOn,
|
||||
cameraWindow,
|
||||
}
|
||||
@@ -0,0 +1,22 @@
|
||||
class ComponentPool<T extends PooledComponent>{
|
||||
private _cache: T[];
|
||||
private _type: any;
|
||||
|
||||
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 free(component: T){
|
||||
component.reset();
|
||||
this._cache.push(component);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,32 @@
|
||||
///<reference path="./RenderableComponent.ts" />
|
||||
class Mesh extends RenderableComponent {
|
||||
private _mesh: egret.Mesh;
|
||||
|
||||
constructor(){
|
||||
super();
|
||||
|
||||
this._mesh = new egret.Mesh();
|
||||
}
|
||||
|
||||
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() {
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,74 @@
|
||||
///<reference path="./Collider.ts" />
|
||||
class BoxCollider extends Collider {
|
||||
public get width(){
|
||||
return (this.shape as Box).width;
|
||||
}
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
return this;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,41 @@
|
||||
class CircleCollider extends Collider {
|
||||
public get radius(): number{
|
||||
return (this.shape as Circle).radius;
|
||||
}
|
||||
public set radius(value: number){
|
||||
this.setRadius(value);
|
||||
}
|
||||
|
||||
/**
|
||||
* 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);
|
||||
}
|
||||
|
||||
/**
|
||||
* 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;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,161 @@
|
||||
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;
|
||||
|
||||
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;
|
||||
|
||||
public get bounds(): Rectangle {
|
||||
this.shape.recalculateBounds(this);
|
||||
return this.shape.bounds;
|
||||
}
|
||||
|
||||
public get localOffset() {
|
||||
return this._localOffset;
|
||||
}
|
||||
|
||||
/**
|
||||
* 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 setLocalOffset(offset: Vector2) {
|
||||
if (this._localOffset != offset) {
|
||||
this.unregisterColliderWithPhysicsSystem();
|
||||
this._localOffset = offset;
|
||||
this._localOffsetLength = this._localOffset.length();
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 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 || this instanceof CircleCollider)) {
|
||||
console.error("Only box and circle colliders can be created automatically");
|
||||
}
|
||||
|
||||
let renderable = this.entity.getComponent<RenderableComponent>(RenderableComponent);
|
||||
if (renderable) {
|
||||
let bounds = 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 = bounds.width / this.entity.scale.x;
|
||||
let height = bounds.height / this.entity.scale.y;
|
||||
|
||||
// 圆碰撞器需要特别注意原点
|
||||
if (this instanceof CircleCollider){
|
||||
let circleCollider = this as CircleCollider;
|
||||
circleCollider.radius = Math.max(width, height) * 0.5;
|
||||
|
||||
this.localOffset = bounds.location;
|
||||
} else {
|
||||
let boxCollider = this;
|
||||
boxCollider.width = width;
|
||||
boxCollider.height = height;
|
||||
|
||||
this.localOffset = bounds.location;
|
||||
}
|
||||
} else {
|
||||
console.warn("Collider has no shape and no RenderableComponent. Can't figure out how to size it.");
|
||||
}
|
||||
}
|
||||
|
||||
this._isParentEntityAddedToScene = true;
|
||||
this.registerColliderWithPhysicsSystem();
|
||||
}
|
||||
|
||||
public onRemovedFromEntity() {
|
||||
this.unregisterColliderWithPhysicsSystem();
|
||||
this._isParentEntityAddedToScene = false;
|
||||
}
|
||||
|
||||
public onEnabled() {
|
||||
this.registerColliderWithPhysicsSystem();
|
||||
}
|
||||
|
||||
public onDisabled() {
|
||||
this.unregisterColliderWithPhysicsSystem();
|
||||
}
|
||||
|
||||
public onEntityTransformChanged(comp: TransformComponent) {
|
||||
if (this._isColliderRegistered)
|
||||
Physics.updateCollider(this);
|
||||
}
|
||||
|
||||
public update(){
|
||||
let renderable = this.entity.getComponent<RenderableComponent>(RenderableComponent);
|
||||
if (renderable){
|
||||
this.$setX(renderable.x + this.localOffset.x);
|
||||
this.$setY(renderable.y + this.localOffset.y);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,24 @@
|
||||
/**
|
||||
* 多边形应该以顺时针方式定义
|
||||
*/
|
||||
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);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,4 @@
|
||||
interface ITriggerListener {
|
||||
onTriggerEnter(other: Collider, local: Collider);
|
||||
onTriggerExit(other: Collider, local: Collider);
|
||||
}
|
||||
@@ -0,0 +1,93 @@
|
||||
/**
|
||||
* 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);
|
||||
}
|
||||
|
||||
/**
|
||||
* 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
|
||||
*/
|
||||
public calculateMovement(motion: Vector2){
|
||||
let collisionResult = new CollisionResult();
|
||||
|
||||
if (!this.entity.getComponent(Collider) || !this._triggerHelper){
|
||||
return null;
|
||||
}
|
||||
|
||||
// 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];
|
||||
|
||||
// 不检测触发器 在我们移动后会重新访问它
|
||||
if (collider.isTrigger)
|
||||
continue;
|
||||
|
||||
// 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)
|
||||
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);
|
||||
|
||||
// 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;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
ListPool.free(colliders);
|
||||
|
||||
return {collisionResult: collisionResult, motion: motion};
|
||||
}
|
||||
|
||||
/**
|
||||
* 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);
|
||||
|
||||
// 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
|
||||
*/
|
||||
public move(motion: Vector2){
|
||||
let movementResult = this.calculateMovement(motion);
|
||||
let collisionResult = movementResult.collisionResult;
|
||||
motion = movementResult.motion;
|
||||
|
||||
this.applyMovement(motion);
|
||||
|
||||
return collisionResult;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,56 @@
|
||||
/**
|
||||
* 只向itriggerlistener报告冲突的移动器
|
||||
* 该对象将始终移动完整的距离
|
||||
*/
|
||||
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.colliders.length; i ++){
|
||||
let neighbor = neighbors.colliders[i];
|
||||
if (this._collider.overlaps(neighbor)){
|
||||
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;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,4 @@
|
||||
/** 回收实例的组件类型。 */
|
||||
abstract class PooledComponent extends Component {
|
||||
public abstract reset();
|
||||
}
|
||||
@@ -0,0 +1,56 @@
|
||||
///<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;
|
||||
|
||||
public color: number = 0x000000;
|
||||
|
||||
public get width(){
|
||||
return this.getWidth();
|
||||
}
|
||||
|
||||
public get height(){
|
||||
return this.getHeight();
|
||||
}
|
||||
|
||||
public get isVisible(){
|
||||
return this._isVisible;
|
||||
}
|
||||
|
||||
public set isVisible(value: boolean){
|
||||
this._isVisible = value;
|
||||
|
||||
if (this._isVisible)
|
||||
this.onBecameVisible();
|
||||
else
|
||||
this.onBecameInvisible();
|
||||
}
|
||||
|
||||
public get bounds(): Rectangle{
|
||||
return new Rectangle(this.getBounds().x, this.getBounds().y, this.getBounds().width, this.getBounds().height);
|
||||
}
|
||||
|
||||
protected getWidth(){
|
||||
return this.bounds.width;
|
||||
}
|
||||
|
||||
protected getHeight(){
|
||||
return this.bounds.height;
|
||||
}
|
||||
|
||||
protected onBecameVisible(){}
|
||||
|
||||
protected onBecameInvisible(){}
|
||||
|
||||
public abstract render(camera: Camera);
|
||||
|
||||
public isVisibleFromCamera(camera: Camera): boolean{
|
||||
this.isVisible = camera.getBounds().intersects(this.getBounds());
|
||||
return this.isVisible;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,37 @@
|
||||
///<reference path="./TiledSpriteRenderer.ts"/>
|
||||
class ScrollingSpriteRenderer extends TiledSpriteRenderer {
|
||||
public scrollSpeedX = 15;
|
||||
public scroolSpeedY = 0;
|
||||
private _scrollX = 0;
|
||||
private _scrollY = 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 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 +1,24 @@
|
||||
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;
|
||||
|
||||
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;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
class SpriteAnimation {
|
||||
public readonly sprites: Sprite[];
|
||||
public readonly frameRate: number;
|
||||
|
||||
constructor(sprites: Sprite[], frameRate: number){
|
||||
this.sprites = sprites;
|
||||
this.frameRate = frameRate;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,142 @@
|
||||
///<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;
|
||||
}
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
/**
|
||||
* 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;
|
||||
}
|
||||
|
||||
/**
|
||||
* 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;
|
||||
}
|
||||
|
||||
public update(){
|
||||
if (this.animationState != State.running || !this.currentAnimation) return;
|
||||
|
||||
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){
|
||||
this.animationState = State.completed;
|
||||
this._elapsedTime = 0;
|
||||
this.currentFrame = 0;
|
||||
this.sprite = animation.sprites[this.currentFrame];
|
||||
return;
|
||||
}
|
||||
|
||||
// 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)){
|
||||
// pingpong
|
||||
let maxIndex = n - 1;
|
||||
this.currentFrame = maxIndex - Math.abs(maxIndex - i % (maxIndex * 2));
|
||||
}else{
|
||||
this.currentFrame = i % n;
|
||||
}
|
||||
|
||||
this.sprite = animation.sprites[this.currentFrame];
|
||||
}
|
||||
}
|
||||
|
||||
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,
|
||||
}
|
||||
@@ -0,0 +1,62 @@
|
||||
class SpriteRenderer extends RenderableComponent{
|
||||
private _sprite: Sprite;
|
||||
protected 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;
|
||||
}
|
||||
this.bitmap = new egret.Bitmap(sprite.texture2D);
|
||||
this.addChild(this.bitmap);
|
||||
|
||||
return this;
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
/** 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;
|
||||
}
|
||||
|
||||
public onRemovedFromEntity(){
|
||||
if (this.parent)
|
||||
this.parent.removeChild(this);
|
||||
}
|
||||
|
||||
public reset(){
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,57 @@
|
||||
///<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;
|
||||
|
||||
public get scrollX() {
|
||||
return this.sourceRect.x;
|
||||
}
|
||||
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 +1,4 @@
|
||||
enum CoreEvents{
|
||||
/** 当场景发生变化时触发 */
|
||||
SceneChanged,
|
||||
}
|
||||
@@ -1,107 +1,50 @@
|
||||
class Entity {
|
||||
class Entity extends egret.DisplayObjectContainer {
|
||||
private static _idGenerator: number;
|
||||
|
||||
public name: string;
|
||||
public readonly id: number;
|
||||
/** 当前实体所属的场景 */
|
||||
public scene: Scene;
|
||||
/** 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;
|
||||
private _updateOrder: number = 0;
|
||||
private _enabled: boolean = true;
|
||||
private _isDestoryed: boolean;
|
||||
public _isDestoryed: boolean;
|
||||
private _tag: number = 0;
|
||||
|
||||
public componentBits: BitSet;
|
||||
|
||||
public get parent(){
|
||||
return this.transform.parent;
|
||||
}
|
||||
|
||||
public set parent(value: Transform){
|
||||
this.transform.setParent(value);
|
||||
public get isDestoryed(){
|
||||
return this._isDestoryed;
|
||||
}
|
||||
|
||||
public get position(){
|
||||
return this.transform.position;
|
||||
return new Vector2(this.x, this.y);
|
||||
}
|
||||
|
||||
public set position(value: Vector2){
|
||||
this.transform.setPosition(value);
|
||||
}
|
||||
|
||||
public get localPosition(){
|
||||
return this.transform.localPosition;
|
||||
}
|
||||
|
||||
public set localPosition(value: Vector2){
|
||||
this.transform.setLocalPosition(value);
|
||||
}
|
||||
|
||||
public get rotation(){
|
||||
return this.transform.rotation;
|
||||
}
|
||||
|
||||
public set rotation(value: number){
|
||||
this.transform.setRotation(value);
|
||||
}
|
||||
|
||||
public get rotationDegrees(){
|
||||
return this.transform.rotationDegrees;
|
||||
}
|
||||
|
||||
public set rotationDegrees(value: number){
|
||||
this.transform.setRotationDegrees(value);
|
||||
}
|
||||
|
||||
public get localRotation(){
|
||||
return this.transform.localRotation;
|
||||
}
|
||||
|
||||
public set localRotation(value: number){
|
||||
this.transform.setLocalRotation(value);
|
||||
}
|
||||
|
||||
public get localRotationDegrees(){
|
||||
return this.transform.localRotationDegrees;
|
||||
}
|
||||
|
||||
public set localRotationDegrees(value: number){
|
||||
this.transform.setLocalRotationDegrees(value);
|
||||
this.$setX(value.x);
|
||||
this.$setY(value.y);
|
||||
this.onEntityTransformChanged(TransformComponent.position);
|
||||
}
|
||||
|
||||
public get scale(){
|
||||
return this.transform.scale;
|
||||
return new Vector2(this.scaleX, this.scaleY);
|
||||
}
|
||||
|
||||
public set scale(value: Vector2){
|
||||
this.transform.setScale(value);
|
||||
this.$setScaleX(value.x);
|
||||
this.$setScaleY(value.y);
|
||||
this.onEntityTransformChanged(TransformComponent.scale);
|
||||
}
|
||||
|
||||
public get localScale(){
|
||||
return this.transform.scale;
|
||||
public set rotation(value: number){
|
||||
this.$setRotation(value);
|
||||
this.onEntityTransformChanged(TransformComponent.rotation);
|
||||
}
|
||||
|
||||
public set localScale(value: Vector2){
|
||||
this.transform.setScale(value);
|
||||
}
|
||||
|
||||
public get worldInverseTransform(){
|
||||
return this.transform.worldInverseTransform;
|
||||
}
|
||||
|
||||
public get localToWorldTransform(){
|
||||
return this.transform.localToWorldTransform;
|
||||
}
|
||||
|
||||
public get worldToLocalTransform(){
|
||||
return this.transform.worldToLocalTransform;
|
||||
}
|
||||
|
||||
public get isDestoryed(){
|
||||
return this._isDestoryed;
|
||||
public get rotation(){
|
||||
return this.$getRotation();
|
||||
}
|
||||
|
||||
public get enabled(){
|
||||
@@ -128,13 +71,25 @@ class Entity {
|
||||
this.setTag(value);
|
||||
}
|
||||
|
||||
public get stage(){
|
||||
if (!this.scene)
|
||||
return null;
|
||||
|
||||
return this.scene.stage;
|
||||
}
|
||||
|
||||
constructor(name: string){
|
||||
super();
|
||||
this.name = name;
|
||||
this.transform = new Transform(this);
|
||||
this.components = new ComponentList(this);
|
||||
this.id = Entity._idGenerator ++;
|
||||
|
||||
this.componentBits = new BitSet();
|
||||
this.addEventListener(egret.Event.ADDED_TO_STAGE, this.onAddToStage, this);
|
||||
}
|
||||
|
||||
private onAddToStage(){
|
||||
this.onEntityTransformChanged(TransformComponent.position);
|
||||
}
|
||||
|
||||
public get updateOrder(){
|
||||
@@ -145,6 +100,10 @@ class Entity {
|
||||
this.setUpdateOrder(value);
|
||||
}
|
||||
|
||||
public roundPosition(){
|
||||
this.position = Vector2Ext.round(this.position);
|
||||
}
|
||||
|
||||
public setUpdateOrder(updateOrder: number){
|
||||
if (this._updateOrder != updateOrder){
|
||||
this._updateOrder = updateOrder;
|
||||
@@ -175,8 +134,8 @@ class Entity {
|
||||
newScene.entities.add(this);
|
||||
this.components.registerAllComponents();
|
||||
|
||||
for (let i = 0; i < this.transform.childCount; i ++){
|
||||
this.transform.getChild(i).entity.attachToScene(newScene);
|
||||
for (let i = 0; i < this.numChildren; i ++){
|
||||
(this.getChildAt(i) as Component).entity.attachToScene(newScene);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -184,13 +143,14 @@ class Entity {
|
||||
this.scene.entities.remove(this);
|
||||
this.components.deregisterAllComponents();
|
||||
|
||||
for (let i = 0; i < this.transform.childCount; i ++)
|
||||
this.transform.getChild(i).entity.detachFromScene();
|
||||
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;
|
||||
}
|
||||
@@ -212,6 +172,14 @@ class Entity {
|
||||
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){
|
||||
@@ -234,7 +202,6 @@ class Entity {
|
||||
|
||||
public update(){
|
||||
this.components.update();
|
||||
this.transform.updateTransform();
|
||||
}
|
||||
|
||||
public onAddedToScene(){
|
||||
@@ -243,21 +210,28 @@ class Entity {
|
||||
|
||||
public onRemovedFromScene(){
|
||||
if (this._isDestoryed)
|
||||
this.components.remove
|
||||
this.components.removeAllComponents();
|
||||
}
|
||||
|
||||
public onTransformChanged(comp: ComponentTransform){
|
||||
this.components.onEntityTransformChanged(comp);
|
||||
}
|
||||
|
||||
public destory(){
|
||||
public destroy(){
|
||||
this._isDestoryed = true;
|
||||
this.scene.entities.remove(this);
|
||||
this.transform.parent = null;
|
||||
this.removeEventListener(egret.Event.ADDED_TO_STAGE, this.onAddToStage, this);
|
||||
|
||||
for (let i = this.transform.childCount - 1; i >= 0; i --){
|
||||
let child = this.transform.getChild(i);
|
||||
child.entity.destory();
|
||||
this.scene.entities.remove(this);
|
||||
this.removeChildren();
|
||||
|
||||
if (this.parent)
|
||||
this.parent.removeChild(this);
|
||||
|
||||
for (let i = this.numChildren - 1; i >= 0; i --){
|
||||
let child = this.getChildAt(i);
|
||||
(child as Component).entity.destroy();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
enum TransformComponent {
|
||||
rotation,
|
||||
scale,
|
||||
position
|
||||
}
|
||||
@@ -1,49 +1,54 @@
|
||||
/** 场景 */
|
||||
class Scene extends egret.DisplayObjectContainer {
|
||||
public camera: Camera;
|
||||
public camera: Camera;
|
||||
public readonly entities: EntityList;
|
||||
public readonly renderableComponents: RenderableComponentList;
|
||||
public readonly content: ContentManager;
|
||||
public enablePostProcessing = true;
|
||||
|
||||
private _projectionMatrix: Matrix2D;
|
||||
private _transformMatrix: Matrix2D;
|
||||
private _matrixTransformMatrix: Matrix2D;
|
||||
private _renderers: Renderer[] = [];
|
||||
private _postProcessors: PostProcessor[] = [];
|
||||
private _didSceneBegin;
|
||||
|
||||
public readonly entityProcessors: EntityProcessorList;
|
||||
|
||||
constructor(displayObject: egret.DisplayObject){
|
||||
constructor() {
|
||||
super();
|
||||
displayObject.stage.addChild(this);
|
||||
this._projectionMatrix = new Matrix2D(0, 0, 0, 0, 0, 0);
|
||||
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.addEventListener(egret.Event.ACTIVATE, this.onActive, this);
|
||||
this.addEventListener(egret.Event.DEACTIVATE, this.onDeactive, this);
|
||||
this.addEventListener(egret.Event.ENTER_FRAME, this.update, this);
|
||||
}
|
||||
|
||||
public createEntity(name: string){
|
||||
public createEntity(name: string) {
|
||||
let entity = new Entity(name);
|
||||
entity.transform.position = new Vector2(0, 0);
|
||||
entity.position = new Vector2(0, 0);
|
||||
return this.addEntity(entity);
|
||||
}
|
||||
|
||||
public addEntity(entity: Entity){
|
||||
public addEntity(entity: Entity) {
|
||||
this.entities.add(entity);
|
||||
entity.scene = this;
|
||||
this.addChild(entity);
|
||||
|
||||
for (let i = 0; i < entity.transform.childCount; i ++)
|
||||
this.addEntity(entity.transform.getChild(i).entity);
|
||||
for (let i = 0; i < entity.numChildren; i++)
|
||||
this.addEntity((entity.getChildAt(i) as Component).entity);
|
||||
|
||||
return entity;
|
||||
}
|
||||
|
||||
public destroyAllEntities(){
|
||||
for (let i = 0; i < this.entities.count; i ++){
|
||||
this.entities.buffer[i].destory();
|
||||
public destroyAllEntities() {
|
||||
for (let i = 0; i < this.entities.count; i++) {
|
||||
this.entities.buffer[i].destroy();
|
||||
}
|
||||
}
|
||||
|
||||
public findEntity(name: string): Entity{
|
||||
public findEntity(name: string): Entity {
|
||||
return this.entities.findEntity(name);
|
||||
}
|
||||
|
||||
@@ -51,13 +56,13 @@ class Scene extends egret.DisplayObjectContainer {
|
||||
* 在场景中添加一个EntitySystem处理器
|
||||
* @param processor 处理器
|
||||
*/
|
||||
public addEntityProcessor(processor: EntitySystem){
|
||||
public addEntityProcessor(processor: EntitySystem) {
|
||||
processor.scene = this;
|
||||
this.entityProcessors.add(processor);
|
||||
return processor;
|
||||
}
|
||||
|
||||
public removeEntityProcessor(processor: EntitySystem){
|
||||
public removeEntityProcessor(processor: EntitySystem) {
|
||||
this.entityProcessors.remove(processor);
|
||||
}
|
||||
|
||||
@@ -65,34 +70,102 @@ class Scene extends egret.DisplayObjectContainer {
|
||||
return this.entityProcessors.getProcessor<T>();
|
||||
}
|
||||
|
||||
public setActive(): Scene{
|
||||
SceneManager.setActiveScene(this);
|
||||
public addRenderer<T extends Renderer>(renderer: T) {
|
||||
this._renderers.push(renderer);
|
||||
this._renderers.sort();
|
||||
|
||||
return this;
|
||||
renderer.onAddedToScene(this);
|
||||
|
||||
return renderer;
|
||||
}
|
||||
|
||||
/** 初始化场景 */
|
||||
public initialize(){
|
||||
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").addComponent(new Camera());
|
||||
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 */
|
||||
public onActive(){
|
||||
|
||||
protected onActive() {
|
||||
|
||||
}
|
||||
|
||||
/** 场景失去焦点 */
|
||||
public onDeactive(){
|
||||
protected onDeactive() {
|
||||
|
||||
}
|
||||
|
||||
public update(){
|
||||
Time.update(egret.getTimer());
|
||||
protected unload() { }
|
||||
|
||||
public update() {
|
||||
this.entities.updateLists();
|
||||
|
||||
if (this.entityProcessors)
|
||||
@@ -102,23 +175,39 @@ class Scene extends egret.DisplayObjectContainer {
|
||||
|
||||
if (this.entityProcessors)
|
||||
this.entityProcessors.lateUpdate();
|
||||
|
||||
this.renderableComponents.updateList();
|
||||
}
|
||||
|
||||
public prepRenderState(){
|
||||
this._projectionMatrix.m11 = 2 / this.stage.width;
|
||||
this._projectionMatrix.m22 = -2 / this.stage.height;
|
||||
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._transformMatrix = this.camera.transformMatrix;
|
||||
this._matrixTransformMatrix = Matrix2D.multiply(this._transformMatrix, this._projectionMatrix);
|
||||
this._postProcessors[i].process();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public destory(){
|
||||
this.removeEventListener(egret.Event.DEACTIVATE, this.onDeactive, this);
|
||||
this.removeEventListener(egret.Event.ACTIVATE, this.onActive, this);
|
||||
public render() {
|
||||
for (let i = 0; i < this._renderers.length; i++) {
|
||||
this._renderers[i].render(this);
|
||||
}
|
||||
}
|
||||
|
||||
this.camera.destory();
|
||||
this.camera = null;
|
||||
public addPostProcessor<T extends PostProcessor>(postProcessor: T): T{
|
||||
this._postProcessors.push(postProcessor);
|
||||
this._postProcessors.sort();
|
||||
postProcessor.onAddedToScene(this);
|
||||
|
||||
this.entities.removeAllEntities();
|
||||
if (this._didSceneBegin){
|
||||
postProcessor.onSceneBackBufferSizeChanged(this.stage.stageWidth, this.stage.stageHeight);
|
||||
}
|
||||
|
||||
return postProcessor;
|
||||
}
|
||||
}
|
||||
@@ -1,40 +1,131 @@
|
||||
/** 运行时的场景管理。 */
|
||||
class SceneManager {
|
||||
private static _loadedScenes: Map<string, Scene> = new Map();
|
||||
/** 上一个场景 */
|
||||
private static _lastScene: Scene;
|
||||
/** 当前激活的场景 */
|
||||
private static _activeScene: Scene;
|
||||
|
||||
/**
|
||||
* 使用给定的名称在运行时创建一个空的新场景。
|
||||
* 新场景将与当前打开的任何现有场景一起被添加到层次结构中。
|
||||
* 这个函数用于在运行时创建场景。
|
||||
* @param name
|
||||
* @param scene
|
||||
*/
|
||||
public static createScene(name: string, scene: Scene){
|
||||
scene.name = name;
|
||||
this._loadedScenes.set(name, scene);
|
||||
return scene;
|
||||
private static _scene: Scene;
|
||||
private static _nextScene: Scene;
|
||||
public static sceneTransition: SceneTransition;
|
||||
public static stage: egret.Stage;
|
||||
/** 订阅此事件以在活动场景发生更改时得到通知。 */
|
||||
public static activeSceneChanged: Function;
|
||||
/** 核心发射器。只发出核心级别的事件 */
|
||||
public static emitter: Emitter<CoreEvents>;
|
||||
/** 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 */
|
||||
private static _instnace: SceneManager;
|
||||
public static get Instance(){
|
||||
return this._instnace;
|
||||
}
|
||||
|
||||
public static setActiveScene(scene: Scene){
|
||||
if (this._activeScene){
|
||||
// 如果场景相同则不进行切换
|
||||
if (this._activeScene == scene)
|
||||
return;
|
||||
constructor(stage: egret.Stage) {
|
||||
stage.addEventListener(egret.Event.ENTER_FRAME, SceneManager.update, this);
|
||||
|
||||
this._lastScene = this._activeScene;
|
||||
this._activeScene.destory();
|
||||
SceneManager._instnace = this;
|
||||
SceneManager.emitter = new Emitter<CoreEvents>();
|
||||
SceneManager.content = new ContentManager();
|
||||
|
||||
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();
|
||||
SceneManager.Instance.onSceneChanged();
|
||||
} else {
|
||||
this._nextScene = value;
|
||||
}
|
||||
|
||||
this._activeScene = scene;
|
||||
this._activeScene.initialize();
|
||||
return scene;
|
||||
this.registerActiveSceneChanged(this._scene, this._nextScene);
|
||||
}
|
||||
|
||||
public static getActiveScene(){
|
||||
return this._activeScene;
|
||||
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();
|
||||
|
||||
SceneManager._scene = SceneManager._nextScene;
|
||||
SceneManager._nextScene = null;
|
||||
SceneManager._instnace.onSceneChanged();
|
||||
|
||||
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();
|
||||
|
||||
Debug.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;
|
||||
}
|
||||
|
||||
public static registerActiveSceneChanged(current: Scene, next: Scene){
|
||||
if (this.activeSceneChanged)
|
||||
this.activeSceneChanged(current, next);
|
||||
}
|
||||
|
||||
/**
|
||||
* 在一个场景结束后,下一个场景开始之前调用
|
||||
*/
|
||||
public onSceneChanged(){
|
||||
SceneManager.emitter.emit(CoreEvents.SceneChanged);
|
||||
Time.sceneChanged();
|
||||
}
|
||||
}
|
||||
@@ -7,12 +7,21 @@ abstract class EntityProcessingSystem extends EntitySystem {
|
||||
super(matcher);
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* 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));
|
||||
}
|
||||
|
||||
@@ -0,0 +1,11 @@
|
||||
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();
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,15 @@
|
||||
/** 用于协调其他系统的通用系统基类 */
|
||||
abstract class ProcessingSystem extends EntitySystem {
|
||||
public onChanged(entity: Entity){
|
||||
|
||||
}
|
||||
|
||||
protected process(entities: Entity[]){
|
||||
this.begin();
|
||||
this.processSystem();
|
||||
this.end();
|
||||
}
|
||||
|
||||
/** 处理我们的系统 每帧调用 */
|
||||
public abstract processSystem();
|
||||
}
|
||||
@@ -1,359 +0,0 @@
|
||||
enum DirtyType{
|
||||
clean,
|
||||
positionDirty,
|
||||
scaleDirty,
|
||||
rotationDirty,
|
||||
}
|
||||
|
||||
enum ComponentTransform{
|
||||
position,
|
||||
scale,
|
||||
rotation
|
||||
}
|
||||
|
||||
class Transform {
|
||||
/** 相关联的实体 */
|
||||
public readonly entity: Entity;
|
||||
private _children: Transform[];
|
||||
private _parent: Transform;
|
||||
|
||||
private _localPosition: Vector2;
|
||||
private _localRotation: number = 0;
|
||||
private _localScale: Vector2;
|
||||
|
||||
private _translationMatrix: Matrix2D;
|
||||
private _rotationMatrix: Matrix2D;
|
||||
private _scaleMatrix: Matrix2D;
|
||||
|
||||
private _worldTransform = Matrix2D.identity;
|
||||
private _worldToLocalTransform = Matrix2D.identity;
|
||||
private _worldInverseTransform = Matrix2D.identity;
|
||||
|
||||
private _rotation: number = 0;
|
||||
private _position: Vector2;
|
||||
private _scale: Vector2;
|
||||
|
||||
private _localTransform;
|
||||
private _hierachyDirty: DirtyType;
|
||||
private _localDirty: boolean;
|
||||
private _localPositionDirty: boolean;
|
||||
private _localScaleDirty: boolean;
|
||||
private _localRotationDirty: boolean;
|
||||
private _positionDirty: boolean;
|
||||
private _worldToLocalDirty: boolean;
|
||||
private _worldInverseDirty: boolean;
|
||||
|
||||
public get childCount(){
|
||||
return this._children.length;
|
||||
}
|
||||
|
||||
constructor(entity: Entity){
|
||||
this.entity = entity;
|
||||
this._scale = this._localScale = Vector2.One;
|
||||
this._children = [];
|
||||
}
|
||||
|
||||
public getChild(index: number){
|
||||
return this._children[index];
|
||||
}
|
||||
|
||||
public get worldInverseTransform(){
|
||||
this.updateTransform();
|
||||
if (this._worldInverseDirty){
|
||||
this._worldInverseTransform = Matrix2D.invert(this._worldTransform, this._worldInverseTransform);
|
||||
this._worldInverseDirty = false;
|
||||
}
|
||||
|
||||
return this._worldInverseTransform;
|
||||
}
|
||||
|
||||
public get localToWorldTransform(){
|
||||
this.updateTransform();
|
||||
return this._worldTransform;
|
||||
}
|
||||
|
||||
public get worldToLocalTransform(){
|
||||
if (this._worldToLocalDirty){
|
||||
if (!this.parent){
|
||||
this._worldInverseTransform = Matrix2D.identity;
|
||||
} else{
|
||||
this.parent.updateTransform();
|
||||
this._worldToLocalTransform = Matrix2D.invert(this.parent._worldTransform, this._worldToLocalTransform);
|
||||
}
|
||||
|
||||
this._worldToLocalDirty = false;
|
||||
}
|
||||
|
||||
return this._worldToLocalTransform;
|
||||
}
|
||||
|
||||
public get parent(){
|
||||
return this._parent;
|
||||
}
|
||||
|
||||
public set parent(value: Transform){
|
||||
this.setParent(value);
|
||||
}
|
||||
|
||||
public setParent(parent: Transform){
|
||||
if (this._parent == parent)
|
||||
return this;
|
||||
|
||||
if (this._parent)
|
||||
this._parent._children.remove(this);
|
||||
|
||||
if (parent)
|
||||
parent._children.push(this);
|
||||
|
||||
this._parent = parent;
|
||||
|
||||
return this;
|
||||
}
|
||||
|
||||
public get rotation() {
|
||||
this.updateTransform();
|
||||
return this._rotation;
|
||||
}
|
||||
|
||||
public set rotation(value: number){
|
||||
this.setRotation(value);
|
||||
}
|
||||
|
||||
public get localRotation(){
|
||||
this.updateTransform();
|
||||
return this._localRotation;
|
||||
}
|
||||
|
||||
public set localRotation(value: number){
|
||||
this.setLocalRotation(value);
|
||||
}
|
||||
|
||||
public get position(){
|
||||
this.updateTransform();
|
||||
if (!this.parent){
|
||||
this._position = this._localPosition;
|
||||
}else{
|
||||
this.parent.updateTransform();
|
||||
this._position = Vector2.transform(this._localPosition, this.parent._worldTransform);
|
||||
}
|
||||
|
||||
return this._position;
|
||||
}
|
||||
|
||||
public set position(value: Vector2){
|
||||
this.setPosition(value);
|
||||
}
|
||||
|
||||
public get localPosition(){
|
||||
this.updateTransform();
|
||||
return this._localPosition;
|
||||
}
|
||||
|
||||
public set localPosition(value: Vector2){
|
||||
this.setLocalPosition(value);
|
||||
}
|
||||
|
||||
public get scale(){
|
||||
this.updateTransform();
|
||||
return this._scale;
|
||||
}
|
||||
|
||||
public set scale(value: Vector2){
|
||||
this.setScale(value);
|
||||
}
|
||||
|
||||
public get localScale(){
|
||||
this.updateTransform();
|
||||
return this._localScale;
|
||||
}
|
||||
|
||||
public set localScale(value: Vector2){
|
||||
this.setLocalScale(value);
|
||||
}
|
||||
|
||||
public get rotationDegrees(){
|
||||
return MathHelper.toDegrees(this._rotation);
|
||||
}
|
||||
|
||||
public set rotationDegrees(value: number){
|
||||
this.setRotation(MathHelper.toRadians(value));
|
||||
}
|
||||
|
||||
public get localRotationDegrees(){
|
||||
return MathHelper.toDegrees(this._localRotation);
|
||||
}
|
||||
|
||||
public set localRotationDegrees(value: number){
|
||||
this.localRotation = MathHelper.toRadians(value);
|
||||
}
|
||||
|
||||
public setLocalScale(scale: Vector2){
|
||||
this._localScale = scale;
|
||||
this._localDirty = this._positionDirty = this._localScaleDirty = true;
|
||||
this.setDirty(DirtyType.scaleDirty);
|
||||
|
||||
return this;
|
||||
}
|
||||
|
||||
public setScale(scale: Vector2){
|
||||
this._scale = scale;
|
||||
if (this.parent){
|
||||
this.localScale = Vector2.divide(scale, this.parent._scale);
|
||||
}else{
|
||||
this.localScale = scale;
|
||||
}
|
||||
|
||||
for (let i = 0; i < this.entity.components.buffer.length; i ++){
|
||||
let component = this.entity.components.buffer[i];
|
||||
if (component.displayRender){
|
||||
component.displayRender.scaleX = this.scale.x;
|
||||
component.displayRender.scaleY = this.scale.y;
|
||||
}
|
||||
}
|
||||
|
||||
return this;
|
||||
}
|
||||
|
||||
public setLocalRotationDegrees(degrees: number){
|
||||
return this.setLocalRotation(MathHelper.toRadians(degrees));
|
||||
}
|
||||
|
||||
public setLocalRotation(radians: number){
|
||||
this._localRotation = radians;
|
||||
this._localDirty = this._positionDirty = this._localPositionDirty = this._localRotationDirty = this._localScaleDirty = true;
|
||||
this.setDirty(DirtyType.rotationDirty);
|
||||
|
||||
return this;
|
||||
}
|
||||
|
||||
public setRotation(radians: number){
|
||||
this._rotation = radians;
|
||||
if (this.parent){
|
||||
this.localRotation = this.parent.rotation + radians;
|
||||
} else {
|
||||
this.localRotation = radians;
|
||||
}
|
||||
|
||||
for (let i = 0; i < this.entity.components.buffer.length; i ++){
|
||||
let component = this.entity.components.buffer[i];
|
||||
if (component.displayRender){
|
||||
component.displayRender.rotation = this.rotation;
|
||||
}
|
||||
}
|
||||
|
||||
return this;
|
||||
}
|
||||
|
||||
public setRotationDegrees(degrees: number){
|
||||
return this.setRotation(MathHelper.toRadians(degrees));
|
||||
}
|
||||
|
||||
public setLocalPosition(localPosition: Vector2){
|
||||
if (localPosition == this._localPosition)
|
||||
return this;
|
||||
|
||||
this._localPosition = localPosition;
|
||||
this._localDirty = this._positionDirty = this._localPositionDirty = this._localRotationDirty = this._localScaleDirty = true;
|
||||
this.setDirty(DirtyType.positionDirty);
|
||||
|
||||
return this;
|
||||
}
|
||||
|
||||
public setPosition(position: Vector2){
|
||||
if (position == this._position)
|
||||
return this;
|
||||
|
||||
this._position = position;
|
||||
if (this.parent){
|
||||
this.localPosition = Vector2.transform(this._position, this._worldToLocalTransform);
|
||||
}else{
|
||||
this.localPosition = position;
|
||||
}
|
||||
|
||||
for (let i = 0; i < this.entity.components.buffer.length; i ++){
|
||||
let component = this.entity.components.buffer[i];
|
||||
if (component.displayRender){
|
||||
component.displayRender.x = this.entity.scene.camera.transformMatrix.m31 + this.position.x;
|
||||
component.displayRender.y = this.entity.scene.camera.transformMatrix.m32 + this.position.y;
|
||||
}
|
||||
}
|
||||
|
||||
return this;
|
||||
}
|
||||
|
||||
public setDirty(dirtyFlagType: DirtyType){
|
||||
if ((this._hierachyDirty & dirtyFlagType) == 0){
|
||||
this._hierachyDirty |= dirtyFlagType;
|
||||
|
||||
switch (dirtyFlagType){
|
||||
case DirtyType.positionDirty:
|
||||
this.entity.onTransformChanged(ComponentTransform.position);
|
||||
break;
|
||||
case DirtyType.rotationDirty:
|
||||
this.entity.onTransformChanged(ComponentTransform.rotation);
|
||||
break;
|
||||
case DirtyType.scaleDirty:
|
||||
this.entity.onTransformChanged(ComponentTransform.scale);
|
||||
break;
|
||||
}
|
||||
|
||||
if (this._children == null)
|
||||
this._children = [];
|
||||
|
||||
for (let i = 0; i < this._children.length; i ++){
|
||||
this._children[i].setDirty(dirtyFlagType);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public updateTransform(){
|
||||
if (this._hierachyDirty != DirtyType.clean){
|
||||
if (this.parent)
|
||||
this.parent.updateTransform();
|
||||
|
||||
if (this._localDirty){
|
||||
if (this._localPositionDirty){
|
||||
this._translationMatrix = Matrix2D.createTranslation(this._localPosition.x, this._localPosition.y);
|
||||
this._localPositionDirty = false;
|
||||
}
|
||||
|
||||
if (this._localRotationDirty){
|
||||
this._rotationMatrix = Matrix2D.createRotation(this._localRotation);
|
||||
this._localRotationDirty = false;
|
||||
}
|
||||
|
||||
|
||||
if (this._localScaleDirty){
|
||||
this._scaleMatrix = Matrix2D.createScale(this._localScale.x, this._localScale.y);
|
||||
this._localScaleDirty = false;
|
||||
}
|
||||
|
||||
|
||||
this._localTransform = Matrix2D.multiply(this._scaleMatrix, this._rotationMatrix);
|
||||
this._localTransform = Matrix2D.multiply(this._localTransform, 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 = Matrix2D.multiply(this._localTransform, 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._hierachyDirty = DirtyType.clean;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@@ -1,28 +1,35 @@
|
||||
class ComponentList {
|
||||
private _entity: Entity;
|
||||
/** 添加到实体的组件列表 */
|
||||
private _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 */
|
||||
private _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 */
|
||||
private _componentsToRemove: Component[] = [];
|
||||
private _tempBufferList: Component[] = [];
|
||||
|
||||
constructor(entity: Entity){
|
||||
constructor(entity: Entity) {
|
||||
this._entity = entity;
|
||||
}
|
||||
|
||||
public get count(){
|
||||
public get count() {
|
||||
return this._components.length;
|
||||
}
|
||||
|
||||
public get buffer(){
|
||||
public get buffer() {
|
||||
return this._components;
|
||||
}
|
||||
|
||||
public add(component: Component){
|
||||
public add(component: Component) {
|
||||
this._componentsToAdd.push(component);
|
||||
}
|
||||
|
||||
public remove(component: Component){
|
||||
if (this._componentsToAdd.contains(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;
|
||||
}
|
||||
@@ -30,8 +37,11 @@ class ComponentList {
|
||||
this._componentsToRemove.push(component);
|
||||
}
|
||||
|
||||
public removeAllComponents(){
|
||||
for (let i = 0; i < this._components.length; i ++){
|
||||
/**
|
||||
* 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]);
|
||||
}
|
||||
|
||||
@@ -40,27 +50,37 @@ class ComponentList {
|
||||
this._componentsToRemove.length = 0;
|
||||
}
|
||||
|
||||
public deregisterAllComponents(){
|
||||
for (let i = 0; i < this._components.length; i ++){
|
||||
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.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 ++){
|
||||
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 updateLists(){
|
||||
if (this._componentsToRemove.length > 0){
|
||||
for (let i = 0; i < this._componentsToRemove.length; i ++){
|
||||
/**
|
||||
* 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]);
|
||||
}
|
||||
@@ -68,9 +88,11 @@ class ComponentList {
|
||||
this._componentsToRemove.length = 0;
|
||||
}
|
||||
|
||||
if (this._componentsToAdd.length > 0){
|
||||
for (let i = 0, count = this._componentsToAdd.length; i < count; i ++){
|
||||
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.renderableComponents.add(component);
|
||||
|
||||
this._entity.componentBits.set(ComponentTypeManager.getIndexFor(component));
|
||||
this._entity.scene.entityProcessors.onComponentAdded(this._entity);
|
||||
@@ -79,13 +101,16 @@ class ComponentList {
|
||||
this._tempBufferList.push(component);
|
||||
}
|
||||
|
||||
// 在调用onAddedToEntity之前清除,以防添加更多组件
|
||||
this._componentsToAdd.length = 0;
|
||||
|
||||
for (let i = 0; i < this._tempBufferList.length; i++){
|
||||
// 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();
|
||||
|
||||
if (component.enabled){
|
||||
// enabled检查实体和组件
|
||||
if (component.enabled) {
|
||||
component.onEnabled();
|
||||
}
|
||||
}
|
||||
@@ -94,7 +119,22 @@ class ComponentList {
|
||||
}
|
||||
}
|
||||
|
||||
private handleRemove(component: Component){
|
||||
public onEntityTransformChanged(comp: TransformComponent) {
|
||||
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);
|
||||
}
|
||||
}
|
||||
|
||||
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);
|
||||
|
||||
@@ -102,15 +142,23 @@ class ComponentList {
|
||||
component.entity = null;
|
||||
}
|
||||
|
||||
public getComponent<T extends Component>(type, onlyReturnInitializedComponents: boolean): T{
|
||||
for (let i = 0; i < this._components.length; 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;
|
||||
}
|
||||
|
||||
if (!onlyReturnInitializedComponents){
|
||||
for (let i = 0; i < this._componentsToAdd.length; i ++){
|
||||
// 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;
|
||||
@@ -120,19 +168,57 @@ class ComponentList {
|
||||
return null;
|
||||
}
|
||||
|
||||
public update(){
|
||||
this.updateLists();
|
||||
}
|
||||
/**
|
||||
* 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 onEntityTransformChanged(comp){
|
||||
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._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 ++){
|
||||
if (this._componentsToAdd[i].enabled)
|
||||
this._componentsToAdd[i].onEntityTransformChanged(comp);
|
||||
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 updatable = this._components[i];
|
||||
let updateableComponent;
|
||||
if (updatable instanceof Component)
|
||||
updateableComponent = updatable as Component;
|
||||
|
||||
if (updatable.enabled &&
|
||||
updateableComponent.enabled &&
|
||||
(updateableComponent.updateInterval == 1 ||
|
||||
Time.frameCount % updateableComponent.updateInterval == 0))
|
||||
updatable.update();
|
||||
}
|
||||
}
|
||||
}
|
||||