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137 Commits

Author SHA1 Message Date
yhh 8e3bcc1257 射线检测完善 2020-08-03 14:45:57 +08:00
YHH a4fe9f5798 Merge pull request #15 from esengine/develop_ray
射线检测
2020-08-03 14:08:30 +08:00
yhh c692f0157e 新增射线检测 2020-08-03 14:06:47 +08:00
yhh bc6626865e ray2d 2020-07-31 19:33:04 +08:00
yhh 40fe7a57db 新增raycast射线 2020-07-31 17:17:44 +08:00
yhh 514572f291 reformat code 2020-07-28 16:25:20 +08:00
yhh 5994f0bee3 Merge branch 'master' of https://github.com/esengine/egret-framework 2020-07-28 16:12:31 +08:00
yhh b3e1f2c446 边框支持旋转 2020-07-28 16:11:58 +08:00
YHH ed13186779 Merge pull request #13 from esengine/develop_collider
整理ecs框架
2020-07-28 11:08:46 +08:00
yhh d730851d97 修复circleToBox检测偏差问题 2020-07-27 18:16:19 +08:00
yhh 60921f703b #12 fix addObserver函数异常错误 2020-07-27 17:27:32 +08:00
yhh 506f8ddc0f 新增renderablecomponent显示
优化返回值
2020-07-27 16:10:36 +08:00
YHH 149a3e5833 修复tostring导致的循环maxinum call 2020-07-26 23:27:42 +08:00
yhh 2b13e5ee7d 初始化默认数值 2020-07-24 16:57:26 +08:00
yhh 6be43fc9ac 优化transform结构
新增实体列表排序
2020-07-24 15:29:07 +08:00
yhh d4c244daf5 修复运行时未初始化 2020-07-23 19:28:01 +08:00
yhh 79c5d6990c SceneManager更改为Core继承egret.DisplayContainer 2020-07-23 15:39:18 +08:00
yhh 347626a8ea 忽略ide缓存 2020-07-23 13:26:52 +08:00
yhh e61dd0c16b 优化matrix 2020-07-23 13:25:10 +08:00
yhh 1b52bc5fd1 全部移动至es模块 2020-07-23 11:00:46 +08:00
YHH 814234ca61 移动类至es模块 2020-07-23 09:10:27 +08:00
YHH 15c0844e29 移动部分类模块至es
优化框架
2020-07-22 23:30:31 +08:00
yhh 5b8f414a45 整理ecs框架 2020-07-22 20:07:14 +08:00
yhh 6b8569b0b5 collider更改 2020-07-20 16:38:49 +08:00
yhh 2a38858838 提供对SpriteAnimator中的一些字段的访问 2020-07-20 13:46:58 +08:00
yhh e76d5815f2 1. 修正了相机在变焦时不能保持在目标中心的问题
2. 增加检查,以确保碰撞器被触发时enabled也开启
2020-07-20 13:44:26 +08:00
yhh dccd4e21b6 base64辅助类 2020-07-17 15:40:28 +08:00
yhh c96e8b3a04 新增Time/String/Array/Keyboard/Random/Object/Texture辅助类 2020-07-17 14:34:42 +08:00
YHH e686ba64d7 Update README.md 2020-07-17 11:55:29 +08:00
yhh 14cb9cd257 贝塞尔曲线 2020-07-17 11:07:57 +08:00
yhh 13e7737cb9 防止删除一个空的函数发生未定义报错 2020-07-15 10:56:06 +08:00
yhh dd65c60921 Merge branch 'master' of https://github.com/esengine/egret-framework 2020-07-15 10:53:38 +08:00
yhh 7dffb4d94a #12 fix Emitter类移除监听时是否有错 2020-07-15 10:53:30 +08:00
YHH 476204a296 Update README.md 2020-07-13 17:13:53 +08:00
yhh 983c8fbc99 iupdatable无法判断接口 去除改为component支持 2020-07-13 12:48:42 +08:00
YHH c30e591f6e Update README.md 2020-07-13 10:56:25 +08:00
YHH d9a1b5578c Update README.md 2020-07-13 10:56:06 +08:00
YHH f0e04b6981 emitter 支持 context 2020-07-12 23:41:10 +08:00
YHH 14598f08c7 sceneChanged事件 2020-07-12 23:30:48 +08:00
YHH 032b293085 新增analysis用于分析游戏缺陷 2020-07-12 14:51:20 +08:00
YHH d9bb76c105 Merge branch 'master' of https://github.com/esengine/egret-framework
# Conflicts:
#	demo/libs/framework/framework.d.ts
#	demo/libs/framework/framework.min.js
#	demo/src/game/MainScene.ts
#	source/bin/framework.d.ts
#	source/bin/framework.min.js
2020-07-12 09:46:07 +08:00
YHH 20392c8ab6 Set theme jekyll-theme-slate 2020-07-10 12:19:47 +08:00
yhh 583e03d025 Merge branch 'develop' 2020-07-10 11:25:11 +08:00
yhh f6c2d81a83 新增IUpdatable接口 用于减少update所带来的的性能损耗 2020-07-10 11:24:42 +08:00
YHH e703ff4e6c Merge pull request #11 from esengine/develop
Develop
2020-07-09 16:37:13 +08:00
yhh 877fc4c9bf astar 注释 2020-07-09 16:36:42 +08:00
yhh a80bb4b6f3 绘制帮助类 2020-07-09 16:16:04 +08:00
YHH 9b9d210109 Merge pull request #10 from esengine/develop
新增 circleCollider与 polygonCollider
2020-07-09 15:13:58 +08:00
yhh 817b703d4f 新增 circleCollider与 polygonCollider 2020-07-09 15:11:30 +08:00
YHH 88a25453e6 Merge pull request #9 from esengine/develop
对boxcollider碰撞支持
2020-07-09 14:16:52 +08:00
yhh 6e3eb1189a 修复boxcollider碰撞问题 2020-07-09 14:16:10 +08:00
yhh aea50926a9 优化spriteRenderer渲染方法 2020-07-08 18:12:17 +08:00
yhh 299c1b8e7d 修复切换场景未移除问题 2020-07-08 15:15:15 +08:00
YHH 3f6ab79894 滚动精灵 2020-07-07 21:40:57 +08:00
yhh b14fee1685 box重载overlaps 2020-07-07 18:54:19 +08:00
yhh ace8fb685d box 重载 collidesWith 2020-07-07 12:18:51 +08:00
YHH 1870ee5e45 Merge pull request #8 from esengine/develop
Develop
2020-07-03 17:53:08 +08:00
yhh 8be65fa685 update reademe 2020-07-03 17:52:26 +08:00
yhh cf4e76b12d 新增tiledspriterenderer 2020-07-03 17:51:18 +08:00
YHH c156463f10 Merge pull request #7 from esengine/develop
新增动画 移除不相关的库
2020-07-03 16:48:34 +08:00
yhh e7796550c6 移除资源 2020-07-03 16:47:24 +08:00
yhh c3c9181400 新增动画 移除不相关的库 2020-07-03 16:45:52 +08:00
YHH 4f4d508685 Merge pull request #6 from esengine/develop
移除 transform
2020-07-01 16:56:45 +08:00
yhh f36a1cdb27 移除 transform 2020-07-01 16:55:10 +08:00
YHH 28941f2395 Merge pull request #4 from esengine/develop
新增被动系统与协调系统 完善matcher
2020-07-01 15:16:23 +08:00
YHH 7f02272304 Merge pull request #5 from esengine/restyled/develop
Restyle 新增被动系统与协调系统 完善matcher
2020-07-01 15:11:39 +08:00
Restyled.io 02d86e7b0a Restyled by prettier 2020-07-01 06:57:39 +00:00
Restyled.io 4c8b6add98 Restyled by clang-format 2020-07-01 06:57:33 +00:00
yhh 60d646c392 移除restylers 2020-07-01 14:57:09 +08:00
yhh 5e871bc501 新增被动系统与协调系统 完善matcher 2020-07-01 14:54:35 +08:00
yhh 549db2fcfe 新增restylers 2020-07-01 14:35:49 +08:00
yhh d9840d60ef 合并camera 2020-07-01 14:19:40 +08:00
yhh 124cf3f66c code quality 2020-06-30 23:44:52 +08:00
yhh cd78b8de59 Merge branch 'master' of https://github.com/esengine/egret-framework 2020-06-30 23:24:10 +08:00
yhh a3209de000 移除stale 2020-06-30 23:23:25 +08:00
YHH 2908be1705 Create SECURITY.md 2020-06-30 23:22:25 +08:00
YHH 009a01ebf4 Merge pull request #3 from esengine/imgbot
[ImgBot] Optimize images
2020-06-30 23:13:18 +08:00
yhh 3fdbf3bfef 新增stale 2020-06-30 23:10:48 +08:00
ImgBotApp c8ecf3cc69 [ImgBot] Optimize images
*Total -- 168.02kb -> 149.53kb (11.01%)

/demo/resource/assets/Panel/border.png -- 1.02kb -> 0.33kb (67.59%)
/demo/resource/assets/Slider/track.png -- 0.91kb -> 0.30kb (67.52%)
/demo/resource/assets/Panel/header.png -- 0.92kb -> 0.31kb (66.52%)
/demo/resource/assets/ItemRenderer/selected.png -- 0.92kb -> 0.31kb (66.52%)
/demo/resource/assets/ScrollBar/roundthumb.png -- 0.91kb -> 0.31kb (66.45%)
/demo/resource/assets/Slider/tracklight.png -- 0.91kb -> 0.31kb (66.45%)
/demo/resource/assets/CheckBox/checkbox_unselect.png -- 0.98kb -> 0.33kb (66.37%)
/demo/resource/assets/RadioButton/radiobutton_unselect.png -- 1.29kb -> 0.45kb (65.43%)
/demo/resource/assets/CheckBox/checkbox_select_disabled.png -- 1.22kb -> 0.43kb (64.91%)
/demo/resource/assets/ProgressBar/track_pb.png -- 0.95kb -> 0.34kb (64.02%)
/demo/resource/assets/ProgressBar/thumb_pb.png -- 0.95kb -> 0.35kb (63.01%)
/demo/resource/assets/ToggleSwitch/handle.png -- 1.13kb -> 0.43kb (61.49%)
/demo/resource/assets/RadioButton/radiobutton_select_up.png -- 1.42kb -> 0.56kb (60.95%)
/demo/resource/assets/Slider/thumb.png -- 1.23kb -> 0.49kb (60.1%)
/demo/resource/assets/ToggleSwitch/off.png -- 1.24kb -> 0.52kb (58.01%)
/demo/resource/assets/ToggleSwitch/on.png -- 1.25kb -> 0.52kb (57.96%)
/demo/resource/assets/CheckBox/checkbox_select_up.png -- 1.23kb -> 0.53kb (57.23%)
/demo/resource/assets/Button/button_up.png -- 1.00kb -> 0.43kb (57.02%)
/demo/resource/assets/CheckBox/checkbox_select_down.png -- 1.21kb -> 0.52kb (56.96%)
/demo/resource/assets/Button/button_down.png -- 1.02kb -> 0.45kb (56.45%)
/demo/resource/assets/RadioButton/radiobutton_select_down.png -- 1.65kb -> 0.79kb (51.81%)
/demo/resource/assets/RadioButton/radiobutton_select_disabled.png -- 1.65kb -> 0.79kb (51.81%)
/demo/resource/assets/egret_icon.png -- 6.62kb -> 4.20kb (36.61%)
/demo/resource/assets/bg.jpg -- 136.40kb -> 135.55kb (0.62%)

Signed-off-by: ImgBotApp <ImgBotHelp@gmail.com>
2020-06-30 15:08:49 +00:00
yhh 088891c5ca 新增poolcomponent 对象池组件 2020-06-30 22:22:52 +08:00
yhh 099aa749e1 async scenetransition 2020-06-30 21:42:51 +08:00
yhh db7aac2b90 修复场景切换未在临界点切换问题 2020-06-30 14:32:29 +08:00
yhh 366bcf8efc mvc 2020-06-30 11:36:29 +08:00
yhh a4f1ae351f ecs适配egret 2020-06-29 15:41:02 +08:00
YHH a63d8598d8 shader 2020-06-28 08:38:22 +08:00
yhh d7385654ef gaussianblur 特效 2020-06-23 17:36:39 +08:00
yhh 7399b9f5ca 修复transition层级问题 2020-06-23 16:18:14 +08:00
YHH 795bfab1aa 新增postProcessor用于处理屏幕特效 2020-06-23 09:10:40 +08:00
yhh fb5906afe0 新增windtransition 2020-06-22 19:37:10 +08:00
YHH e38cd0f3ca Merge pull request #2 from esengine/develop_scenetransition
新增sceneTransition 用于场景过渡
2020-06-22 15:28:45 +08:00
yhh 481112cfc2 完善渐隐场景转换 2020-06-22 15:27:58 +08:00
YHH 3d9730d956 新增sceneTransition 用于场景过渡 2020-06-21 10:27:15 +08:00
YHH 60646edd6b 新增input类 用于管理触摸点信息 2020-06-19 22:43:56 +08:00
yhh 9bd5a99c81 修复isvisibleFromCamera剔除错误 新增setcolor方法 2020-06-19 19:28:14 +08:00
yhh d22c5775c2 新增Sprite用于控制纹理 2020-06-19 18:16:42 +08:00
YHH 981e149ca5 新增跟随相机 2020-06-19 09:16:49 +08:00
YHH b83b1a5b21 修复stage的宽高错误 2020-06-19 08:32:35 +08:00
YHH 09e6ace142 更新相机强制刷新矩阵 2020-06-19 00:38:37 +08:00
YHH e83bb087ea 相机渲染 2020-06-18 23:22:54 +08:00
yhh feaac83ee7 新增renderer渲染器 用于控制场景如何渲染 2020-06-18 16:35:51 +08:00
yhh 915056203d 新增全局管理器 2020-06-18 12:14:06 +08:00
yhh 231276e39b 新增renderable组件render方法 去除mathhelper.minof/maxof 2020-06-18 10:49:32 +08:00
yhh 9c293979a4 v1.0.1 2020-06-18 10:07:08 +08:00
YHH bc995e36c2 修复 triggerlistener 发生碰撞后不断触发问题(仅第一次碰撞触发) 2020-06-18 09:06:59 +08:00
YHH 18279d16cd 修复 collsionTriggerHelper 遍历问题 2020-06-18 00:03:01 +08:00
YHH 59b2f150f3 新增Long库 移除原有Long.ts 2020-06-17 23:19:25 +08:00
YHH e6d6c4199f fix long 2020-06-17 22:40:49 +08:00
yhh ccf8c4e107 新增 Long 类型 2020-06-17 20:40:56 +08:00
yhh 9e6e5eccc8 新增numberdictionary的散列键 2020-06-16 20:22:22 +08:00
yhh 447ea4efe4 修复box因缺少初始化报错问题 2020-06-16 16:35:17 +08:00
yhh 7f5b78f340 新增gulp build 2020-06-16 13:27:06 +08:00
YHH 4ac8bafa87 Merge pull request #1 from esengine/develop-test-ci
Create node.js.yml
2020-06-16 13:19:06 +08:00
yhh 25ce4c9cf9 remove test 2020-06-16 13:16:58 +08:00
yhh 2b81a0b06b Merge branch 'master' into develop-test-ci 2020-06-16 13:14:37 +08:00
yhh e68f6bd1be packages 2020-06-16 13:13:55 +08:00
YHH 06c1aeb97a Create node.js.yml 2020-06-16 12:46:40 +08:00
yhh ced176706b 修复physics register失效问题 2020-06-16 11:59:40 +08:00
yhh 8b21edc65f 新增mover移动器组件 用于处理itriggerListener接口碰撞信息 2020-06-16 11:22:37 +08:00
YHH 75301f7776 完善 colliderTriggerHelper 用于更新碰撞信息 2020-06-16 09:10:09 +08:00
YHH dba43b9773 完善shapeCollision 支持多边形 2020-06-16 00:04:28 +08:00
yhh 5186bc0187 修复polygon数组错误 修复emit空注册报错 2020-06-15 20:08:21 +08:00
yhh c3120d791f 新增事件发送接收器 2020-06-15 12:16:23 +08:00
yhh 16892eb7af 移除物理引擎 移动到新库 2020-06-15 10:42:06 +08:00
YHH 7f8f1cf0d0 优化collision 2020-06-15 08:46:38 +08:00
yhh 246e9a9511 新增shapecollision 用于计算多边形碰撞 2020-06-12 20:24:51 +08:00
YHH da5a1a0c79 优化Flags 2020-06-12 08:56:10 +08:00
YHH 6fa56dd572 新增flag 帮助处理位掩码 2020-06-12 08:47:13 +08:00
yhh ad68f0e1a0 新增shape形状 2020-06-11 20:36:36 +08:00
yhh 53ded30e0b 优化圆和矩形碰撞检测 2020-06-11 10:06:29 +08:00
YHH 2eec9a82f9 新增box复合体 修复vector2运算问题 2020-06-11 00:03:26 +08:00
yhh 74cbb4c9fd 新增verletworld 2020-06-10 20:29:16 +08:00
yhh fa4c3c5d0b 新增相机bounds与可渲染组件bounds 并添加可渲染组件的剔除方法 2020-06-10 17:41:53 +08:00
yhh f62f449d99 新增renderableComponent 用于控制可渲染组件的基类 不要在transform当中直接更改目标属性 2020-06-10 16:25:39 +08:00
yhh 94818d5784 新增webgl帮助类 用于自定义绘图 2020-06-10 13:38:04 +08:00
yhh 5f7c13c8cd 新增breadthfirst与dijkstra寻路算法 2020-06-10 12:23:19 +08:00
YHH 538677575d 新增polygonmesh 2020-06-10 08:57:17 +08:00
YHH 1816b16924 readme 更新 2020-06-09 23:14:47 +08:00
179 changed files with 42266 additions and 8232 deletions
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# 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
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/source/node_modules
/demo/bin-debug
/demo/bin-release
/.idea
/.vscode
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# 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
[![Language grade: JavaScript](https://img.shields.io/lgtm/grade/javascript/g/esengine/egret-framework.svg?logo=lgtm&logoWidth=18)](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
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# 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.
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theme: jekyll-theme-slate
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# Default ignored files
/workspace.xml
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<?xml version="1.0" encoding="UTF-8"?>
<module type="WEB_MODULE" version="4">
<component name="NewModuleRootManager">
<content url="file://$MODULE_DIR$" />
<orderEntry type="inheritedJdk" />
<orderEntry type="sourceFolder" forTests="false" />
</component>
</module>
+6
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@@ -0,0 +1,6 @@
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="JavaScriptSettings">
<option name="languageLevel" value="ES6" />
</component>
</project>
+8
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@@ -0,0 +1,8 @@
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="ProjectModuleManager">
<modules>
<module fileurl="file://$PROJECT_DIR$/.idea/demo.iml" filepath="$PROJECT_DIR$/.idea/demo.iml" />
</modules>
</component>
</project>
+6
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@@ -0,0 +1,6 @@
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="VcsDirectoryMappings">
<mapping directory="$PROJECT_DIR$/.." vcs="Git" />
</component>
</project>
+10
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@@ -0,0 +1,10 @@
{
"version": "0.1.0",
"command": "egret",
"isShellCommand": true,
"showOutput": "silent",
"args": [
"build"
],
"problemMatcher": "$tsc"
}
+4
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@@ -27,6 +27,10 @@
{
"name": "framework",
"path": "./libs/framework"
},
{
"name": "long",
"path": "./libs/long"
}
]
}
+2 -2
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@@ -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 ||
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@@ -7,7 +7,8 @@
"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/AssetAdapter.js",
@@ -16,6 +17,8 @@
"bin-debug/Platform.js",
"bin-debug/ThemeAdapter.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"
]
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+12 -2
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@@ -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"
}
]
}
+18 -55
View File
@@ -27,63 +27,29 @@
//
//////////////////////////////////////////////////////////////////////////////////////
class Main extends eui.UILayer {
protected createChildren(): void {
super.createChildren();
egret.lifecycle.addLifecycleListener((context) => {
// custom lifecycle plugin
})
egret.lifecycle.onPause = () => {
egret.ticker.pause();
}
egret.lifecycle.onResume = () => {
egret.ticker.resume();
}
//inject the custom material parser
//注入自定义的素材解析器
let assetAdapter = new AssetAdapter();
egret.registerImplementation("eui.IAssetAdapter", assetAdapter);
egret.registerImplementation("eui.IThemeAdapter", new ThemeAdapter());
class Main extends es.Core {
protected initialize() {
this.runGame();
}
private async runGame() {
await this.loadResource();
this.createGameScene();
private runGame() {
this.loadResource();
}
private async loadResource() {
try {
const loadingView = new LoadingUI();
this.stage.addChild(loadingView);
await RES.loadConfig("resource/default.res.json", "resource/");
await this.loadTheme();
await RES.loadGroup("preload", 0, loadingView);
this.stage.removeChild(loadingView);
}
catch (e) {
console.error(e);
}
}
private loadTheme() {
return new Promise((resolve, reject) => {
// load skin theme configuration file, you can manually modify the file. And replace the default skin.
//加载皮肤主题配置文件,可以手动修改这个文件。替换默认皮肤。
let theme = new eui.Theme("resource/default.thm.json", this.stage);
theme.addEventListener(eui.UIEvent.COMPLETE, () => {
resolve();
}, this);
})
private loadResource() {
const loadingView = new LoadingUI();
this.stage.addChild(loadingView);
RES.loadConfig("resource/default.res.json", "resource/").then(()=>{
RES.loadGroup("preload", 0, loadingView).then(()=>{
this.stage.removeChild(loadingView);
this.createGameScene();
}).catch(err => {
console.error(err);
});
}).catch(err =>{
console.error(err);
});
}
/**
@@ -91,9 +57,6 @@ 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);
es.Core.scene = new scene.MainScene();
}
}
+88 -18
View File
@@ -1,20 +1,90 @@
class MainScene extends Scene {
constructor(displayContent: egret.DisplayObject){
super(displayContent);
module scene {
export class MainScene extends es.Scene {
constructor() {
super();
this.addEntityProcessor(new SpawnerSystem(new Matcher()));
this.astarTest();
// this.addEntityProcessor(new SpawnerSystem(new Matcher()));
this.astarTest();
this.dijkstraTest();
this.breadthfirstTest();
}
public async onStart() {
let sprite = new es.Sprite(RES.getRes("checkbox_select_disabled_png"));
let bg = this.createEntity("bg");
bg.addComponent(new es.SpriteRenderer()).setSprite(sprite).setColor(0xff0000);
bg.addComponent(new component.PlayerController());
bg.addComponent(new es.Mover());
bg.addComponent(new es.ScrollingSpriteRenderer(sprite));
bg.addComponent(new es.BoxCollider());
bg.position = new es.Vector2(Math.random() * 200, Math.random() * 200);
for (let i = 0; i < 20; i++) {
let sprite = new es.Sprite(RES.getRes("checkbox_select_disabled_png"));
let player2 = this.createEntity("player2");
player2.addComponent(new es.SpriteRenderer()).setSprite(sprite);
player2.position = new es.Vector2(Math.random() * 1000, Math.random() * 1000);
player2.addComponent(new es.BoxCollider());
}
this.camera.follow(bg, es.CameraStyle.lockOn);
let pool = new es.ComponentPool<component.SimplePooled>(component.SimplePooled);
let c1 = pool.obtain();
let c2 = pool.obtain();
pool.free(c1);
let c1b = pool.obtain();
console.log(c1 != c2);
console.log(c1 == c1b);
let button = new eui.Button();
button.label = "切换场景";
this.addChild(button);
button.addEventListener(egret.TouchEvent.TOUCH_TAP, () => {
es.Core.startSceneTransition(new es.FadeTransition(() => {
return new MainScene();
}));
}, this);
}
public breadthfirstTest() {
let graph = new es.UnweightedGraph<string>();
graph.addEdgesForNode("a", ["b"]); // a->b
graph.addEdgesForNode("b", ["a", "c", "d"]); // b->a b->c b->d
graph.addEdgesForNode("c", ["a"]); // c->a
graph.addEdgesForNode("d", ["e", "a"]); // d->e d->a
graph.addEdgesForNode("e", ["b"]); // e->b
// 计算从c到e的路径
let path = es.BreadthFirstPathfinder.search(graph, "c", "e");
console.log(path);
}
public dijkstraTest() {
let graph = new es.WeightedGridGraph(20, 20);
graph.weightedNodes.push(new es.Vector2(3, 3));
graph.weightedNodes.push(new es.Vector2(3, 4));
graph.weightedNodes.push(new es.Vector2(4, 3));
graph.weightedNodes.push(new es.Vector2(4, 4));
let path = graph.search(new es.Vector2(3, 4), new es.Vector2(15, 17));
console.log(path);
}
public astarTest() {
let graph = new es.AstarGridGraph(30, 30);
// graph.weightedNodes.push(new Vector2(3, 3));
// graph.weightedNodes.push(new Vector2(3, 4));
// graph.weightedNodes.push(new Vector2(4, 3));
// graph.weightedNodes.push(new Vector2(4, 4));
let startTime = egret.getTimer();
let path = graph.search(new es.Vector2(1, 1), new es.Vector2(29, 29));
console.log(egret.getTimer() - startTime);
}
}
public astarTest(){
let graph = new AstarGridGraph(20, 20);
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));
let path = graph.search(new Point(3, 4), new Point(15, 17));
console.log(path);
}
}
}
+66
View File
@@ -0,0 +1,66 @@
module component {
import Component = es.Component;
import Vector2 = es.Vector2;
import Mover = es.Mover;
import SpriteRenderer = es.SpriteRenderer;
import Time = es.Time;
import Input = es.Input;
import CollisionResult = es.CollisionResult;
export 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 moveLeft: number = 0;
let moveRight: number = 0;
let speed = 100;
let worldPos = this.entity.scene.camera.mouseToWorldPoint();
if (worldPos.x < this.spriteRenderer.transform.position.x){
moveLeft = -1;
} else if(worldPos.x > this.spriteRenderer.transform.position.x){
moveLeft = 1;
}
if (worldPos.y < this.spriteRenderer.transform.position.y){
moveRight = -1;
} else if(worldPos.y > this.spriteRenderer.transform.position.y){
moveRight = 1;
}
let collisionResult = new CollisionResult();
this.mover.move(new Vector2(moveLeft * speed * Time.deltaTime, moveRight * speed * Time.deltaTime), collisionResult);
}
}
}
}
+9
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@@ -0,0 +1,9 @@
module component {
import PooledComponent = es.PooledComponent;
export class SimplePooled extends PooledComponent {
public reset(){
}
}
}
+32 -20
View File
@@ -1,25 +1,37 @@
class SpawnComponent extends Component {
public cooldown = -1;
public minInterval = 2;
public maxInterval = 60;
public enemyType = EnemyType.worm;
public numSpawned = 0;
public numAlive = 0;
module component {
export class SpawnComponent extends es.Component implements es.ITriggerListener {
public cooldown = -1;
public minInterval = 2;
public maxInterval = 60;
public enemyType = EnemyType.worm;
public numSpawned = 0;
public numAlive = 0;
constructor(enemyType: EnemyType) {
super();
this.enemyType = enemyType;
constructor(enemyType: EnemyType) {
super();
this.enemyType = enemyType;
}
public initialize() {
// console.log("initialize");
}
public update() {
// console.log("update");
}
public onTriggerEnter(other: es.Collider, local: es.Collider){
if (other == local)
console.log("repeat collider");
console.log("enter collider");
}
public onTriggerExit(other: es.Collider, local: es.Collider){
console.log("exit collider");
}
}
public initialize() {
// console.log("initialize");
}
public update() {
// console.log("update");
export enum EnemyType {
worm
}
}
enum EnemyType {
worm
}
+31 -29
View File
@@ -1,34 +1,36 @@
class SpawnerSystem extends EntityProcessingSystem {
constructor(matcher: Matcher){
super(matcher);
}
public processEntity(entity: Entity){
let spawner = entity.getComponent<SpawnComponent>(SpawnComponent);
if (!spawner)
return;
if (spawner.numAlive <= 0)
spawner.enabled = true;
if (!spawner.enabled)
return;
console.log("cooldown", spawner.cooldown);
if (spawner.cooldown == -1){
spawner.cooldown = Math.random() * 60;
spawner.cooldown /= 4;
module system {
export class SpawnerSystem extends es.EntityProcessingSystem {
constructor(matcher: es.Matcher){
super(matcher);
}
spawner.cooldown -= Time.deltaTime;
if (spawner.cooldown <= 0){
spawner.cooldown = Math.random() * 60;
// CreateEnemy
spawner.numSpawned ++;
spawner.numAlive ++;
public processEntity(entity: es.Entity){
let spawner = entity.getComponent<component.SpawnComponent>(component.SpawnComponent);
if (!spawner)
return;
if (spawner.numAlive > 0)
spawner.enabled = false;
if (spawner.numAlive <= 0)
spawner.enabled = true;
if (!spawner.enabled)
return;
console.log("cooldown", spawner.cooldown);
if (spawner.cooldown == -1){
spawner.cooldown = Math.random() * 60;
spawner.cooldown /= 4;
}
spawner.cooldown -= es.Time.deltaTime;
if (spawner.cooldown <= 0){
spawner.cooldown = Math.random() * 60;
// CreateEnemy
spawner.numSpawned ++;
spawner.numAlive ++;
if (spawner.numAlive > 0)
spawner.enabled = false;
}
}
}
}
}
+1 -1
View File
@@ -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,
+1
View File
@@ -2,6 +2,7 @@
"compilerOptions": {
"target": "es5",
"outDir": "bin-debug",
"sourceMap": true,
"experimentalDecorators": true,
"emitDecoratorMetadata": true,
"lib": [
+11 -11
View File
@@ -1,13 +1,13 @@
{
// See https://go.microsoft.com/fwlink/?LinkId=733558
// for the documentation about the tasks.json format
"version": "2.0.0",
"tasks": [
{
"type": "gulp",
"task": "build",
"group": "build",
"problemMatcher": []
}
]
// See https://go.microsoft.com/fwlink/?LinkId=733558
// for the documentation about the tasks.json format
"version": "2.0.0",
"tasks": [
{
"type": "gulp",
"task": "build",
"group": "build",
"problemMatcher": []
}
]
}
+3
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@@ -0,0 +1,3 @@
{
"typescript.tsdk": "./node_modules/typescript/lib"
}
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@@ -11,7 +11,7 @@ gulp.task('buildJs', () => {
.js.pipe(inject.replace('var framework;', ''))
.pipe(inject.prepend('window.framework = {};\n'))
.pipe(inject.replace('var __extends =', 'window.__extends ='))
.pipe(minify({ ext: { min: ".min.js" } }))
.pipe(minify({ext: {min: ".min.js"}}))
.pipe(gulp.dest('./bin'));
});
+2 -2
View File
@@ -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
*/
/**
*
* @version Egret 5.2.26
* @version Egret 5.2.33
* @platform All
* @language zh_CN
*/
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+7 -5
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@@ -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": {}
}
@@ -1,89 +1,103 @@
///<reference path="./PriorityQueueNode.ts" />
/**
* IAstarGraph和开始/
*/
class AStarPathfinder {
public static search<T>(graph: IAstarGraph<T>, start: T, goal: T){
let foundPath = false;
let cameFrom = new Map<T, T>();
cameFrom.set(start, start);
module es {
/**
* IAstarGraph和开始/
*/
export class AStarPathfinder {
/**
* null
* @param graph
* @param start
* @param goal
*/
public static search<T>(graph: IAstarGraph<T>, start: T, goal: T) {
let foundPath = false;
let cameFrom = new Map<T, T>();
cameFrom.set(start, start);
let costSoFar = new Map<T, number>();
let frontier = new PriorityQueue<AStarNode<T>>(1000);
frontier.enqueue(new AStarNode<T>(start), 0);
let costSoFar = new Map<T, number>();
let frontier = new PriorityQueue<AStarNode<T>>(1000);
frontier.enqueue(new AStarNode<T>(start), 0);
costSoFar.set(start, 0);
costSoFar.set(start, 0);
while (frontier.count > 0){
let current = frontier.dequeue();
while (frontier.count > 0) {
let current = frontier.dequeue();
if (JSON.stringify(current.data) == JSON.stringify(goal)){
foundPath = true;
break;
if (JSON.stringify(current.data) == JSON.stringify(goal)) {
foundPath = true;
break;
}
graph.getNeighbors(current.data).forEach(next => {
let newCost = costSoFar.get(current.data) + graph.cost(current.data, next);
if (!this.hasKey(costSoFar, next) || newCost < costSoFar.get(next)) {
costSoFar.set(next, newCost);
let priority = newCost + graph.heuristic(next, goal);
frontier.enqueue(new AStarNode<T>(next), priority);
cameFrom.set(next, current.data);
}
});
}
graph.getNeighbors(current.data).forEach(next => {
let newCost = costSoFar.get(current.data) + graph.cost(current.data, next);
if (!this.hasKey(costSoFar, next) || newCost < costSoFar.get(next)){
costSoFar.set(next, newCost);
let priority = newCost + graph.heuristic(next, goal);
frontier.enqueue(new AStarNode<T>(next), priority);
cameFrom.set(next, current.data);
}
});
return foundPath ? this.recontructPath(cameFrom, start, goal) : null;
}
return foundPath ? this.recontructPath(cameFrom, start, goal) : null;
/**
* cameFrom字典重新构造路径
* @param cameFrom
* @param start
* @param goal
*/
public static recontructPath<T>(cameFrom: Map<T, T>, start: T, goal: T): T[] {
let path = [];
let current = goal;
path.push(goal);
while (current != start) {
current = this.getKey(cameFrom, current);
path.push(current);
}
path.reverse();
return path;
}
private static hasKey<T>(map: Map<T, number>, compareKey: T) {
let iterator = map.keys();
let r: IteratorResult<T>;
while (r = iterator.next() , !r.done) {
if (JSON.stringify(r.value) == JSON.stringify(compareKey))
return true;
}
return false;
}
private static getKey<T>(map: Map<T, T>, compareKey: T) {
let iterator = map.keys();
let valueIterator = map.values();
let r: IteratorResult<T>;
let v: IteratorResult<T>;
while (r = iterator.next(), v = valueIterator.next(), !r.done) {
if (JSON.stringify(r.value) == JSON.stringify(compareKey))
return v.value;
}
return null;
}
}
private static hasKey<T>(map: Map<T, number>, compareKey: T){
let iterator = map.keys();
let r: IteratorResult<T>;
while (r = iterator.next() , !r.done) {
if (JSON.stringify(r.value) == JSON.stringify(compareKey))
return true;
/**
* 使PriorityQueue需要的额外字段将原始数据封装在一个小类中
*/
export class AStarNode<T> extends PriorityQueueNode {
public data: T;
constructor(data: T) {
super();
this.data = data;
}
return false;
}
private static getKey<T>(map: Map<T, T>, compareKey: T){
let iterator = map.keys();
let valueIterator = map.values();
let r: IteratorResult<T>;
let v: IteratorResult<T>;
while (r = iterator.next(), v = valueIterator.next(), !r.done) {
if (JSON.stringify(r.value) == JSON.stringify(compareKey))
return v.value;
}
return null;
}
public static recontructPath<T>(cameFrom: Map<T, T>, start: T, goal: T): T[]{
let path = [];
let current = goal;
path.push(goal);
while (current != start){
current = this.getKey(cameFrom, current);
path.push(current);
}
path.reverse();
return path;
}
}
/**
* 使PriorityQueue需要的额外字段将原始数据封装在一个小类中
*/
class AStarNode<T> extends PriorityQueueNode {
public data: T;
constructor(data: T){
super();
this.data = data;
}
}
@@ -1,67 +1,74 @@
/**
* A*使
* walls添加到walls HashSetweightedNodes
*/
class AstarGridGraph implements IAstarGraph<Point> {
public dirs: Point[] = [
new Point(1, 0),
new Point(0, -1),
new Point(-1, 0),
new Point(0, 1)
];
public walls: Point[] = [];
public weightedNodes: Point[] = [];
public defaultWeight: number = 1;
public weightedNodeWeight = 5;
private _width;
private _height;
private _neighbors: Point[] = new Array(4);
constructor(width: number, height: number){
this._width = width;
this._height = height;
}
module es {
/**
*
* @param node
* A*使
* walls添加到walls HashSetweightedNodes
*/
public isNodeInBounds(node: Point): boolean {
return 0 <= node.x && node.x < this._width && 0 <= node.y && node.y < this._height;
export class AstarGridGraph implements IAstarGraph<Vector2> {
public dirs: Vector2[] = [
new Vector2(1, 0),
new Vector2(0, -1),
new Vector2(-1, 0),
new Vector2(0, 1)
];
public walls: Vector2[] = [];
public weightedNodes: Vector2[] = [];
public defaultWeight: number = 1;
public weightedNodeWeight = 5;
private _width;
private _height;
private _neighbors: Vector2[] = new Array(4);
constructor(width: number, height: number) {
this._width = width;
this._height = height;
}
/**
*
* @param node
*/
public isNodeInBounds(node: Vector2): boolean {
return 0 <= node.x && node.x < this._width && 0 <= node.y && node.y < this._height;
}
/**
* walls是不可逾越的
* @param node
*/
public isNodePassable(node: Vector2): boolean {
return !this.walls.firstOrDefault(wall => JSON.stringify(wall) == JSON.stringify(node));
}
/**
* AStarPathfinder.search的快捷方式
* @param start
* @param goal
*/
public search(start: Vector2, goal: Vector2) {
return AStarPathfinder.search(this, start, goal);
}
public getNeighbors(node: Vector2): Vector2[] {
this._neighbors.length = 0;
this.dirs.forEach(dir => {
let next = new Vector2(node.x + dir.x, node.y + dir.y);
if (this.isNodeInBounds(next) && this.isNodePassable(next))
this._neighbors.push(next);
});
return this._neighbors;
}
public cost(from: Vector2, to: Vector2): number {
return this.weightedNodes.find((p) => JSON.stringify(p) == JSON.stringify(to)) ? this.weightedNodeWeight : this.defaultWeight;
}
public heuristic(node: Vector2, goal: Vector2) {
return Math.abs(node.x - goal.x) + Math.abs(node.y - goal.y);
}
}
/**
*
* @param node
*/
public isNodePassable(node: Point): boolean {
return !this.walls.contains(node);
}
public search(start: Point, goal: Point){
return AStarPathfinder.search(this, start, goal);
}
public getNeighbors(node: Point): Point[] {
this._neighbors.length = 0;
this.dirs.forEach(dir => {
let next = new Point(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: Point, to: Point): number {
return this.weightedNodes.find((p)=> JSON.stringify(p) == JSON.stringify(to)) ? this.weightedNodeWeight : this.defaultWeight;
}
public heuristic(node: Point, goal: Point) {
return Math.abs(node.x - goal.x) + Math.abs(node.y - goal.y);
}
}
}
+26 -5
View File
@@ -1,5 +1,26 @@
interface IAstarGraph<T> {
getNeighbors(node: T): Array<T>;
cost(from: T, to: T): number;
heuristic(node: T, goal: T);
}
module es {
/**
* graph的接口AstarPathfinder.search方法
*/
export interface IAstarGraph<T> {
/**
* getNeighbors方法应该返回从传入的节点可以到达的任何相邻节点
* @param node
*/
getNeighbors(node: T): Array<T>;
/**
* from到to的成本
* @param from
* @param to
*/
cost(from: T, to: T): number;
/**
* node到to的启发式WeightedGridGraph了解常用的Manhatten方法
* @param node
* @param goal
*/
heuristic(node: T, goal: T);
}
}
+213 -127
View File
@@ -1,150 +1,236 @@
class PriorityQueue<T extends PriorityQueueNode> {
private _numNodes: number;
private _nodes: T[];
private _numNodesEverEnqueued;
module es {
/**
* 使 O(1)
* 使5-10
* IPriorityQueue.contains()
*/
export class PriorityQueue<T extends PriorityQueueNode> {
private _numNodes: number;
private _nodes: T[];
private _numNodesEverEnqueued;
constructor(maxNodes: number) {
this._numNodes = 0;
this._nodes = new Array(maxNodes + 1);
this._numNodesEverEnqueued = 0;
}
/**
*
* @param maxNodes (undefined的行为)
*/
constructor(maxNodes: number) {
this._numNodes = 0;
this._nodes = new Array(maxNodes + 1);
this._numNodesEverEnqueued = 0;
}
public clear() {
this._nodes.splice(1, this._numNodes);
this._numNodes = 0;
}
/**
*
* O(1)
*/
public get count() {
return this._numNodes;
}
public get count() {
return this._numNodes;
}
/**
* (Count == MaxSize)undefined的行为
* O(1)
*/
public get maxSize() {
return this._nodes.length - 1;
}
public contains(node: T): boolean {
return (this._nodes[node.queueIndex] == node);
}
/**
*
* O(n)
*/
public clear() {
this._nodes.splice(1, this._numNodes);
this._numNodes = 0;
}
public enqueue(node: T, priority: number) {
node.priority = priority;
this._numNodes++;
this._nodes[this._numNodes] = node;
node.queueIndex = this._numNodes;
node.insertionIndex = this._numNodesEverEnqueued++;
this.cascadeUp(this._nodes[this._numNodes]);
}
/**
* (O(1))
* O (1)
* @param node
*/
public contains(node: T): boolean {
if (!node) {
console.error("node cannot be null");
return false;
}
public dequeue(): T {
let returnMe = this._nodes[1];
this.remove(returnMe);
return returnMe;
}
if (node.queueIndex < 0 || node.queueIndex >= this._nodes.length) {
console.error("node.QueueIndex has been corrupted. Did you change it manually? Or add this node to another queue?");
return false;
}
public remove(node: T) {
if (node.queueIndex == this._numNodes) {
this._nodes[this._numNodes] = null;
return (this._nodes[node.queueIndex] == node);
}
/**
*
* undefinedundefined
* O(log n)
* @param node
* @param priority
*/
public enqueue(node: T, priority: number) {
node.priority = priority;
this._numNodes++;
this._nodes[this._numNodes] = node;
node.queueIndex = this._numNodes;
node.insertionIndex = this._numNodesEverEnqueued++;
this.cascadeUp(this._nodes[this._numNodes]);
}
/**
* (;)undefined
* O(log n)
*/
public dequeue(): T {
let returnMe = this._nodes[1];
this.remove(returnMe);
return returnMe;
}
/**
* Contains()
* O(log n)
* @param node
*/
public remove(node: T) {
if (node.queueIndex == this._numNodes) {
this._nodes[this._numNodes] = null;
this._numNodes--;
return;
}
let formerLastNode = this._nodes[this._numNodes];
this.swap(node, formerLastNode);
delete this._nodes[this._numNodes];
this._numNodes--;
return;
this.onNodeUpdated(formerLastNode);
}
let formerLastNode = this._nodes[this._numNodes];
this.swap(node, formerLastNode);
delete this._nodes[this._numNodes];
this._numNodes--;
/**
* /
*/
public isValidQueue(): boolean {
for (let i = 1; i < this._nodes.length; i++) {
if (this._nodes[i]) {
let childLeftIndex = 2 * i;
if (childLeftIndex < this._nodes.length && this._nodes[childLeftIndex] &&
this.hasHigherPriority(this._nodes[childLeftIndex], this._nodes[i]))
return false;
this.onNodeUpdated(formerLastNode);
}
public isValidQueue(): boolean {
for (let i = 1; i < this._nodes.length; i++) {
if (this._nodes[i]) {
let childLeftIndex = 2 * i;
if (childLeftIndex < this._nodes.length && this._nodes[childLeftIndex] &&
this.hasHigherPriority(this._nodes[childLeftIndex], this._nodes[i]))
return false;
let childRightIndex = childLeftIndex + 1;
if (childRightIndex < this._nodes.length && this._nodes[childRightIndex] &&
this.hasHigherPriority(this._nodes[childRightIndex], this._nodes[i]))
return false;
}
}
return true;
}
private onNodeUpdated(node: T) {
let parentIndex = Math.floor(node.queueIndex / 2);
let parentNode = this._nodes[parentIndex];
if (parentIndex > 0 && this.hasHigherPriority(node, parentNode)) {
this.cascadeUp(node);
} else {
this.cascadeDown(node);
}
}
private cascadeDown(node: T) {
let newParent: T;
let finalQueueIndex = node.queueIndex;
while (true) {
newParent = node;
let childLeftIndex = 2 * finalQueueIndex;
if (childLeftIndex > this._numNodes) {
node.queueIndex = finalQueueIndex;
this._nodes[finalQueueIndex] = node;
break;
}
let childLeft = this._nodes[childLeftIndex];
if (this.hasHigherPriority(childLeft, newParent)) {
newParent = childLeft;
}
let childRightIndex = childLeftIndex + 1;
if (childRightIndex <= this._numNodes) {
let childRight = this._nodes[childRightIndex];
if (this.hasHigherPriority(childRight, newParent)) {
newParent = childRight;
let childRightIndex = childLeftIndex + 1;
if (childRightIndex < this._nodes.length && this._nodes[childRightIndex] &&
this.hasHigherPriority(this._nodes[childRightIndex], this._nodes[i]))
return false;
}
}
if (newParent != node) {
this._nodes[finalQueueIndex] = newParent;
return true;
}
let temp = newParent.queueIndex;
newParent.queueIndex = finalQueueIndex;
finalQueueIndex = temp;
private onNodeUpdated(node: T) {
// 将更新后的节点按适当的方式向上或向下冒泡
let parentIndex = Math.floor(node.queueIndex / 2);
let parentNode = this._nodes[parentIndex];
if (parentIndex > 0 && this.hasHigherPriority(node, parentNode)) {
this.cascadeUp(node);
} else {
node.queueIndex = finalQueueIndex;
this._nodes[finalQueueIndex] = node;
break;
// 注意,如果parentNode == node(即节点是根),则将调用CascadeDown。
this.cascadeDown(node);
}
}
}
private cascadeUp(node: T) {
let parent = Math.floor(node.queueIndex / 2);
while (parent >= 1) {
let parentNode = this._nodes[parent];
if (this.hasHigherPriority(parentNode, node))
break;
private cascadeDown(node: T) {
// 又名Heapify-down
let newParent: T;
let finalQueueIndex = node.queueIndex;
while (true) {
newParent = node;
let childLeftIndex = 2 * finalQueueIndex;
this.swap(node, parentNode);
// 检查左子节点的优先级是否高于当前节点
if (childLeftIndex > this._numNodes) {
// 这可以放在循环之外,但是我们必须检查newParent != node两次
node.queueIndex = finalQueueIndex;
this._nodes[finalQueueIndex] = node;
break;
}
parent = Math.floor(node.queueIndex / 2);
let childLeft = this._nodes[childLeftIndex];
if (this.hasHigherPriority(childLeft, newParent)) {
newParent = childLeft;
}
// 检查右子节点的优先级是否高于当前节点或左子节点
let childRightIndex = childLeftIndex + 1;
if (childRightIndex <= this._numNodes) {
let childRight = this._nodes[childRightIndex];
if (this.hasHigherPriority(childRight, newParent)) {
newParent = childRight;
}
}
// 如果其中一个子节点具有更高(更小)的优先级,则交换并继续级联
if (newParent != node) {
// 将新的父节点移动到它的新索引
// 节点将被移动一次,这样做比调用Swap()少一个赋值操作。
this._nodes[finalQueueIndex] = newParent;
let temp = newParent.queueIndex;
newParent.queueIndex = finalQueueIndex;
finalQueueIndex = temp;
} else {
// 参见上面的笔记
node.queueIndex = finalQueueIndex;
this._nodes[finalQueueIndex] = node;
break;
}
}
}
/**
*
* @param node
*/
private cascadeUp(node: T) {
// 又名Heapify-up
let parent = Math.floor(node.queueIndex / 2);
while (parent >= 1) {
let parentNode = this._nodes[parent];
if (this.hasHigherPriority(parentNode, node))
break;
// 节点具有较低的优先级值,因此将其向上移动到堆中
// 出于某种原因,使用Swap()比使用单独的操作更快,如CascadeDown()
this.swap(node, parentNode);
parent = Math.floor(node.queueIndex / 2);
}
}
private swap(node1: T, node2: T) {
// 交换节点
this._nodes[node1.queueIndex] = node2;
this._nodes[node2.queueIndex] = node1;
// 交换他们的indicies
let temp = node1.queueIndex;
node1.queueIndex = node2.queueIndex;
node2.queueIndex = temp;
}
/**
* higher的优先级高于lowertruefalse
* HasHigherPriority()()false
* @param higher
* @param lower
*/
private hasHigherPriority(higher: T, lower: T) {
return (higher.priority < lower.priority ||
(higher.priority == lower.priority && higher.insertionIndex < lower.insertionIndex));
}
}
private swap(node1: T, node2: T) {
this._nodes[node1.queueIndex] = node2;
this._nodes[node2.queueIndex] = node1;
let temp = node1.queueIndex;
node1.queueIndex = node2.queueIndex;
node2.queueIndex = temp;
}
private hasHigherPriority(higher: T, lower: T) {
return (higher.priority < lower.priority ||
(higher.priority == lower.priority && higher.insertionIndex < lower.insertionIndex));
}
}
}
@@ -1,14 +1,16 @@
class PriorityQueueNode {
/**
*
*/
public priority: number = 0;
/**
* 使-
*/
public insertionIndex: number = 0;
/**
* 使-
*/
public queueIndex: number = 0;
}
module es {
export class PriorityQueueNode {
/**
*
*/
public priority: number = 0;
/**
* 使-
*/
public insertionIndex: number = 0;
/**
* 使-
*/
public queueIndex: number = 0;
}
}
@@ -0,0 +1,43 @@
module es {
/**
* IUnweightedGraph和开始/
*/
export class BreadthFirstPathfinder {
public static search<T>(graph: IUnweightedGraph<T>, start: T, goal: T): T[] {
let foundPath = false;
let frontier = [];
frontier.unshift(start);
let cameFrom = new Map<T, T>();
cameFrom.set(start, start);
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 +1,9 @@
module es {
export interface IUnweightedGraph<T> {
/**
* getNeighbors方法应该返回从传入的节点可以到达的任何相邻节点
* @param node
*/
getNeighbors(node: T): T[];
}
}
@@ -0,0 +1,18 @@
module es {
/**
*
*
*/
export class UnweightedGraph<T> implements IUnweightedGraph<T> {
public edges: Map<T, T[]> = new Map<T, T[]>();
public addEdgesForNode(node: T, edges: T[]) {
this.edges.set(node, edges);
return this;
}
public getNeighbors(node: T) {
return this.edges.get(node);
}
}
}
@@ -0,0 +1,63 @@
///<reference path="../../../Math/Vector2.ts" />
module es {
/**
* BreadthFirstPathfinder
*/
export class UnweightedGridGraph implements IUnweightedGraph<Vector2> {
private static readonly CARDINAL_DIRS: Vector2[] = [
new Vector2(1, 0),
new Vector2(0, -1),
new Vector2(-1, 0),
new Vector2(0, -1)
];
private static readonly COMPASS_DIRS = [
new Vector2(1, 0),
new Vector2(1, -1),
new Vector2(0, -1),
new Vector2(-1, -1),
new Vector2(-1, 0),
new Vector2(-1, 1),
new Vector2(0, 1),
new Vector2(1, 1),
];
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 +1,16 @@
module es {
export interface IWeightedGraph<T> {
/**
*
* @param node
*/
getNeighbors(node: T): T[];
/**
*
* @param from
* @param to
*/
cost(from: T, to: T): number;
}
}
@@ -0,0 +1,69 @@
///<reference path="../../../Math/Vector2.ts" />
module es {
/**
*
*/
export class WeightedGridGraph implements IWeightedGraph<Vector2> {
public static readonly CARDINAL_DIRS = [
new Vector2(1, 0),
new Vector2(0, -1),
new Vector2(-1, 0),
new Vector2(0, 1)
];
private static readonly COMPASS_DIRS = [
new Vector2(1, 0),
new Vector2(1, -1),
new Vector2(0, -1),
new Vector2(-1, -1),
new Vector2(-1, 0),
new Vector2(-1, 1),
new Vector2(0, 1),
new Vector2(1, 1),
];
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 +1,85 @@
module es {
export class WeightedNode<T> extends PriorityQueueNode {
public data: T;
constructor(data: T) {
super();
this.data = data;
}
}
export class WeightedPathfinder {
public static search<T>(graph: IWeightedGraph<T>, start: T, goal: T) {
let foundPath = false;
let cameFrom = new Map<T, T>();
cameFrom.set(start, start);
let 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;
}
public static recontructPath<T>(cameFrom: Map<T, T>, start: T, goal: T): T[] {
let path = [];
let current = goal;
path.push(goal);
while (current != start) {
current = this.getKey(cameFrom, current);
path.push(current);
}
path.reverse();
return path;
}
private static hasKey<T>(map: Map<T, number>, compareKey: T) {
let iterator = map.keys();
let r: IteratorResult<T>;
while (r = iterator.next() , !r.done) {
if (JSON.stringify(r.value) == JSON.stringify(compareKey))
return true;
}
return false;
}
private static getKey<T>(map: Map<T, T>, compareKey: T) {
let iterator = map.keys();
let valueIterator = map.values();
let r: IteratorResult<T>;
let v: IteratorResult<T>;
while (r = iterator.next(), v = valueIterator.next(), !r.done) {
if (JSON.stringify(r.value) == JSON.stringify(compareKey))
return v.value;
}
return null;
}
}
}
+24
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module es {
export class Debug {
private static _debugDrawItems: DebugDrawItem[] = [];
public static drawHollowRect(rectanle: Rectangle, color: number, duration = 0) {
this._debugDrawItems.push(new DebugDrawItem(rectanle, color, duration));
}
public static render() {
if (this._debugDrawItems.length > 0) {
let debugShape = new egret.Shape();
if (Core.scene) {
Core.scene.addChild(debugShape);
}
for (let i = this._debugDrawItems.length - 1; i >= 0; i--) {
let item = this._debugDrawItems[i];
if (item.draw(debugShape))
this._debugDrawItems.removeAt(i);
}
}
}
}
}
+6
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@@ -0,0 +1,6 @@
module es {
export class DebugDefaults {
public static verletParticle = 0xDC345E;
public static verletConstraintEdge = 0x433E36;
}
}
+49
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@@ -0,0 +1,49 @@
module es {
export enum DebugDrawType {
line,
hollowRectangle,
pixel,
text
}
export class DebugDrawItem {
public rectangle: Rectangle;
public color: number;
public duration: number;
public drawType: DebugDrawType;
public text: string;
public start: Vector2;
public end: Vector2;
public x: number;
public y: number;
public size: number;
constructor(rectangle: Rectangle, color: number, duration: number) {
this.rectangle = rectangle;
this.color = color;
this.duration = duration;
this.drawType = DebugDrawType.hollowRectangle;
}
public draw(shape: egret.Shape): boolean {
switch (this.drawType) {
case DebugDrawType.line:
DrawUtils.drawLine(shape, this.start, this.end, this.color);
break;
case DebugDrawType.hollowRectangle:
DrawUtils.drawHollowRect(shape, this.rectangle, this.color);
break;
case DebugDrawType.pixel:
DrawUtils.drawPixel(shape, new Vector2(this.x, this.y), this.color, this.size);
break;
case DebugDrawType.text:
break;
}
this.duration -= Time.deltaTime;
return this.duration < 0;
}
}
}
+133 -72
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@@ -1,76 +1,137 @@
abstract class Component {
public entity: Entity;
public displayRender: egret.DisplayObject;
private _enabled: boolean = true;
public updateInterval: number = 1;
module es {
/**
*
* - onAddedToEntity
* - OnEnabled
*
*
* - onRemovedFromEntity
*/
export abstract class Component extends egret.HashObject {
/**
*
*/
public entity: Entity;
/**
*
*/
public updateInterval: number = 1;
public get transform(){
return this.entity.transform;
}
public get enabled(){
return this.entity ? this.entity.enabled && this._enabled : this._enabled;
}
public set enabled(value: boolean){
this.setEnabled(value);
}
public setEnabled(isEnabled: boolean){
if (this._enabled != isEnabled){
this._enabled = isEnabled;
if (this._enabled){
this.onEnabled();
}else{
this.onDisabled();
}
/**
* 访 this.entity.transform
*/
public get transform(): Transform {
return this.entity.transform;
}
return this;
private _enabled: boolean = true;
/**
* onEnabled/onDisable
*/
public get enabled() {
return this.entity ? this.entity.enabled && this._enabled : this._enabled;
}
/**
* onEnabled/onDisable
* @param value
*/
public set enabled(value: boolean) {
this.setEnabled(value);
}
private _updateOrder = 0;
/** 更新此实体上组件的顺序 */
public get updateOrder() {
return this._updateOrder;
}
/** 更新此实体上组件的顺序 */
public set updateOrder(value: number) {
this.setUpdateOrder(value);
}
/**
* 西访
*/
public initialize() {
}
/**
*
*/
public onAddedToEntity() {
}
/**
*
*/
public onRemovedFromEntity() {
}
/**
*
* @param comp
*/
public onEntityTransformChanged(comp: transform.Component) {
}
/**
*
*/
public debugRender() {
}
/**
*
*/
public onEnabled() {
}
/**
*
*/
public onDisabled() {
}
/**
*
*/
public update() {
}
public setEnabled(isEnabled: boolean) {
if (this._enabled != isEnabled) {
this._enabled = isEnabled;
if (this._enabled) {
this.onEnabled();
} else {
this.onDisabled();
}
}
return this;
}
public setUpdateOrder(updateOrder: number) {
if (this._updateOrder != updateOrder) {
this._updateOrder = updateOrder;
}
return this;
}
/**
*
*/
public clone(): Component {
let component = ObjectUtils.clone<Component>(this);
component.entity = null;
return component;
}
}
public abstract initialize();
public onAddedToEntity(){
}
public onRemovedFromEntity(){
}
public onEnabled(){
}
public onDisabled(){
}
public onEntityTransformChanged(comp: ComponentTransform){
}
public update(){
}
/** 绑定显示对象 */
public bind(displayRender: egret.DisplayObject){
this.displayRender = displayRender;
return this;
}
/** 内部使用 运行时不应该调用 */
public registerComponent(){
this.entity.componentBits.set(ComponentTypeManager.getIndexFor(this), false);
this.entity.scene.entityProcessors.onComponentAdded(this.entity);
}
public deregisterComponent(){
this.entity.componentBits.set(ComponentTypeManager.getIndexFor(this));
this.entity.scene.entityProcessors.onComponentRemoved(this.entity);
}
}
}
+465 -120
View File
@@ -1,139 +1,484 @@
///<reference path="../Component.ts"/>
class Camera extends Component {
private _zoom;
private _origin: Vector2;
private _transformMatrix: Matrix2D = Matrix2D.identity;
private _inverseTransformMatrix = Matrix2D.identity;
private _minimumZoom = 0.3;
private _maximumZoom = 3;
private _areMatrixesDirty = true;
public get zoom(){
if (this._zoom == 0)
return 1;
if (this._zoom < 1)
return MathHelper.map(this._zoom, this._minimumZoom, 1, -1, 0);
return MathHelper.map(this._zoom, 1, this._maximumZoom, 0, 1);
module es {
export enum CameraStyle {
lockOn,
cameraWindow,
}
public set zoom(value: number){
this.setZoom(value);
export class CameraInset {
public left: number = 0;
public right: number = 0;
public top: number = 0;
public bottom: number = 0;
}
public get minimumZoom(){
return this._minimumZoom;
}
export class Camera extends Component {
public _inset: CameraInset = new CameraInset();
public _areMatrixedDirty: boolean = true;
public _areBoundsDirty: boolean = true;
public _isProjectionMatrixDirty = true;
/**
* cameraWindow
*
*/
public followLerp = 0.1;
/**
* cameraWindow模式下/
* lockOn模式下使deadZone的x/y值 setCenteredDeadzone重写它来自定义deadZone
*/
public deadzone: Rectangle = new Rectangle();
/**
*
*/
public focusOffset: Vector2 = Vector2.zero;
/**
* true 0, 0, mapwidth, mapheight
*/
public mapLockEnabled: boolean = false;
/**
*
*/
public mapSize: Vector2 = Vector2.zero;
public _targetEntity: Entity;
public _targetCollider: Collider;
public _desiredPositionDelta: Vector2 = new Vector2();
public _cameraStyle: CameraStyle;
public _worldSpaceDeadZone: Rectangle = new Rectangle();
public set minimumZoom(value: number){
this.setMinimumZoom(value);
}
constructor(targetEntity: Entity = null, cameraStyle: CameraStyle = CameraStyle.lockOn) {
super();
public get maximumZoom(){
return this._maximumZoom;
}
public set maximumZoom(value: number){
this.setMaximumZoom(value);
}
public get origin(){
return this._origin;
}
public set origin(value: Vector2){
if (this._origin != value){
this._origin = value;
this._areMatrixesDirty = true;
}
}
public get transformMatrix(){
this.updateMatrixes();
return this._transformMatrix;
}
constructor() {
super();
this.setZoom(0);
}
public setMinimumZoom(minZoom: number): Camera{
if (this._zoom < minZoom)
this._zoom = this.minimumZoom;
this._minimumZoom = minZoom;
return this;
}
public setMaximumZoom(maxZoom: number): Camera {
if (this._zoom > maxZoom)
this._zoom = maxZoom;
this._maximumZoom = maxZoom;
return this;
}
public setZoom(zoom: number){
let newZoom = MathHelper.clamp(zoom, -1, 1);
if (newZoom == 0){
this._zoom = 1;
} else if(newZoom < 0){
this._zoom = MathHelper.map(newZoom, -1, 0, this._minimumZoom, 1);
} else {
this._zoom = MathHelper.map(newZoom, 0, 1, 1, this._maximumZoom);
this._targetEntity = targetEntity;
this._cameraStyle = cameraStyle;
this.setZoom(0);
}
this._areMatrixesDirty = true;
/**
* entity.transform.position的快速访问
*/
public get position() {
return this.entity.transform.position;
}
return this;
}
/**
* entity.transform.position的快速访问
* @param value
*/
public set position(value: Vector2) {
this.entity.transform.position = value;
}
public initialize() {
/**
* entity.transform.rotation的快速访问
*/
public get rotation(): number {
return this.entity.transform.rotation;
}
}
/**
* entity.transform.rotation的快速访问
* @param value
*/
public set rotation(value: number) {
this.entity.transform.rotation = value;
}
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 _zoom;
/**
* -11minimumZoom转换为maximumZoom
* /使-11
*/
public get zoom() {
if (this._zoom == 0)
return 1;
if (this._zoom < 1)
return MathHelper.map(this._zoom, this._minimumZoom, 1, -1, 0);
return MathHelper.map(this._zoom, 1, this._maximumZoom, 0, 1);
}
/**
* -11minimumZoom转换为maximumZoom
* /使-11
* @param value
*/
public set zoom(value: number) {
this.setZoom(value);
}
public _minimumZoom = 0.3;
/**
* 0-number.max0.3
*/
public get minimumZoom() {
return this._minimumZoom;
}
/**
* 0-number.max0.3
* @param value
*/
public set minimumZoom(value: number) {
this.setMinimumZoom(value);
}
public _maximumZoom = 3;
/**
* 0-number.max3
*/
public get maximumZoom() {
return this._maximumZoom;
}
/**
* 0-number.max3
* @param value
*/
public set maximumZoom(value: number) {
this.setMaximumZoom(value);
}
public _bounds: Rectangle = new Rectangle();
/**
* -
*/
public get bounds() {
if (this._areMatrixedDirty)
this.updateMatrixes();
if (this._areBoundsDirty) {
// 旋转或非旋转的边界都需要左上角和右下角
let topLeft = this.screenToWorldPoint(new Vector2(this._inset.left, this._inset.top));
let bottomRight = this.screenToWorldPoint(new Vector2(Core.graphicsDevice.viewport.width - this._inset.right,
Core.graphicsDevice.viewport.height - this._inset.bottom));
if (this.entity.transform.rotation != 0) {
// 特别注意旋转的边界。我们需要找到绝对的最小/最大值并从中创建边界
let topRight = this.screenToWorldPoint(new Vector2(Core.graphicsDevice.viewport.width - this._inset.right,
this._inset.top));
let bottomLeft = this.screenToWorldPoint(new Vector2(this._inset.left,
Core.graphicsDevice.viewport.height - this._inset.bottom));
let minX = Math.min(topLeft.x, bottomRight.x, topRight.x, bottomLeft.x);
let maxX = Math.max(topLeft.x, bottomRight.x, topRight.x, bottomLeft.x);
let minY = Math.min(topLeft.y, bottomRight.y, topRight.y, bottomLeft.y);
let maxY = Math.max(topLeft.y, bottomRight.y, topRight.y, bottomLeft.y);
this._bounds.location = new Vector2(minX, minY);
this._bounds.width = maxX - minX;
this._bounds.height = maxY - minY;
} else {
this._bounds.location = topLeft;
this._bounds.width = bottomRight.x - topLeft.x;
this._bounds.height = bottomRight.y - topLeft.y;
}
this._areBoundsDirty = false;
}
return this._bounds;
}
public _transformMatrix: Matrix2D = new Matrix2D().identity();
/**
*
*/
public get transformMatrix(): Matrix2D {
if (this._areMatrixedDirty)
this.updateMatrixes();
return this._transformMatrix;
}
public _inverseTransformMatrix: Matrix2D = new Matrix2D().identity();
/**
*
*/
public get inverseTransformMatrix(): Matrix2D {
if (this._areMatrixedDirty)
this.updateMatrixes();
return this._inverseTransformMatrix;
}
public _origin: Vector2 = Vector2.zero;
public get origin() {
return this._origin;
}
public set origin(value: Vector2) {
if (this._origin != value) {
this._origin = value;
this._areMatrixedDirty = true;
}
}
/**
*
* @param newWidth
* @param newHeight
*/
public onSceneSizeChanged(newWidth: number, newHeight: number) {
let oldOrigin = this._origin;
this.origin = new Vector2(newWidth / 2, newHeight / 2);
this.entity.transform.position = Vector2.add(this.entity.transform.position, Vector2.subtract(this._origin, oldOrigin));
}
/**
*
* @param left
* @param right
* @param top
* @param bottom
*/
public setInset(left: number, right: number, top: number, bottom: number): Camera {
this._inset = new CameraInset();
this._inset.left = left;
this._inset.right = right;
this._inset.top = top;
this._inset.bottom = bottom;
this._areBoundsDirty = true;
return this;
}
/**
* entity.transform.setPosition快速访问
* @param position
*/
public setPosition(position: Vector2) {
this.entity.transform.setPosition(position.x, position.y);
return this;
}
/**
* entity.transform.setRotation的快速访问
* @param rotation
*/
public setRotation(rotation: number): Camera {
this.entity.transform.setRotation(rotation);
return this;
}
/**
* -11minimumZoom转换为maximumZoom
* /使-11
* @param zoom
*/
public setZoom(zoom: number): Camera {
let newZoom = MathHelper.clamp(zoom, -1, 1);
if (newZoom == 0) {
this._zoom = 1;
} else if (newZoom < 0) {
this._zoom = MathHelper.map(newZoom, -1, 0, this._minimumZoom, 1);
} else {
this._zoom = MathHelper.map(newZoom, 0, 1, 1, this._maximumZoom);
}
this._areMatrixedDirty = true;
return this;
}
/**
* 0-number.max 0.3
* @param minZoom
*/
public setMinimumZoom(minZoom: number): Camera {
if (minZoom <= 0) {
console.error("minimumZoom must be greater than zero");
return;
}
if (this._zoom < minZoom)
this._zoom = this.minimumZoom;
this._minimumZoom = minZoom;
return this;
}
/**
* 0-number.max 3
* @param maxZoom
*/
public setMaximumZoom(maxZoom: number): Camera {
if (maxZoom <= 0) {
console.error("maximumZoom must be greater than zero");
return;
}
if (this._zoom > maxZoom)
this._zoom = maxZoom;
this._maximumZoom = maxZoom;
return this;
}
public onEntityTransformChanged(comp: transform.Component) {
this._areMatrixedDirty = true;
}
public zoomIn(deltaZoom: number) {
this.zoom += deltaZoom;
}
public zoomOut(deltaZoom: number) {
this.zoom -= deltaZoom;
}
/**
*
* @param worldPosition
*/
public worldToScreenPoint(worldPosition: Vector2): Vector2 {
this.updateMatrixes();
worldPosition = Vector2.transform(worldPosition, this._transformMatrix);
return worldPosition;
}
/**
*
* @param screenPosition
*/
public screenToWorldPoint(screenPosition: Vector2): Vector2 {
this.updateMatrixes();
screenPosition = Vector2.transform(screenPosition, this._inverseTransformMatrix);
return screenPosition;
}
/**
*
*/
public mouseToWorldPoint(): Vector2 {
return this.screenToWorldPoint(Input.touchPosition);
}
public onAddedToEntity() {
this.follow(this._targetEntity, this._cameraStyle);
}
public update() {
let halfScreen = Vector2.multiply(new Vector2(this.bounds.width, this.bounds.height), new Vector2(0.5));
this._worldSpaceDeadZone.x = this.position.x - halfScreen.x * Core.scene.scaleX + this.deadzone.x + this.focusOffset.x;
this._worldSpaceDeadZone.y = this.position.y - halfScreen.y * Core.scene.scaleY + this.deadzone.y + this.focusOffset.y;
this._worldSpaceDeadZone.width = this.deadzone.width;
this._worldSpaceDeadZone.height = this.deadzone.height;
if (this._targetEntity)
this.updateFollow();
this.position = Vector2.lerp(this.position, Vector2.add(this.position, this._desiredPositionDelta), this.followLerp);
this.entity.transform.roundPosition();
if (this.mapLockEnabled) {
this.position = this.clampToMapSize(this.position);
this.entity.transform.roundPosition();
}
}
/**
*
* @param position
*/
public clampToMapSize(position: Vector2) {
let halfScreen = Vector2.multiply(new Vector2(this.bounds.width, this.bounds.height), new Vector2(0.5));
let cameraMax = new Vector2(this.mapSize.x - halfScreen.x, this.mapSize.y - halfScreen.y);
return Vector2.clamp(position, halfScreen, cameraMax);
}
public updateFollow() {
this._desiredPositionDelta.x = this._desiredPositionDelta.y = 0;
if (this._cameraStyle == CameraStyle.lockOn) {
let targetX = this._targetEntity.transform.position.x;
let targetY = this._targetEntity.transform.position.y;
if (this._worldSpaceDeadZone.x > targetX)
this._desiredPositionDelta.x = targetX - this._worldSpaceDeadZone.x;
else if (this._worldSpaceDeadZone.x < targetX)
this._desiredPositionDelta.x = targetX - this._worldSpaceDeadZone.x;
if (this._worldSpaceDeadZone.y < targetY)
this._desiredPositionDelta.y = targetY - this._worldSpaceDeadZone.y;
else if (this._worldSpaceDeadZone.y > targetY)
this._desiredPositionDelta.y = targetY - this._worldSpaceDeadZone.y;
} else {
if (!this._targetCollider) {
this._targetCollider = this._targetEntity.getComponent<Collider>(Collider);
if (!this._targetCollider)
return;
}
let targetBounds = this._targetEntity.getComponent<Collider>(Collider).bounds;
if (!this._worldSpaceDeadZone.containsRect(targetBounds)) {
if (this._worldSpaceDeadZone.left > targetBounds.left)
this._desiredPositionDelta.x = targetBounds.left - this._worldSpaceDeadZone.left;
else if (this._worldSpaceDeadZone.right < targetBounds.right)
this._desiredPositionDelta.x = targetBounds.right - this._worldSpaceDeadZone.right;
if (this._worldSpaceDeadZone.bottom < targetBounds.bottom)
this._desiredPositionDelta.y = targetBounds.bottom - this._worldSpaceDeadZone.bottom;
else if (this._worldSpaceDeadZone.top > targetBounds.top)
this._desiredPositionDelta.y = targetBounds.top - this._worldSpaceDeadZone.top;
}
}
}));
}
public setPosition(position: Vector2){
this.entity.transform.setPosition(position);
return this;
}
public updateMatrixes(){
if (!this._areMatrixesDirty)
return;
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);
}
tempMat = Matrix2D.createTranslation(this._origin.x, this._origin.y, tempMat);
this._transformMatrix = Matrix2D.multiply(this._transformMatrix, tempMat);
public follow(targetEntity: Entity, cameraStyle: CameraStyle = CameraStyle.cameraWindow) {
this._targetEntity = targetEntity;
this._cameraStyle = cameraStyle;
this._inverseTransformMatrix = Matrix2D.invert(this._transformMatrix);
switch (this._cameraStyle) {
case CameraStyle.cameraWindow:
let w = this.bounds.width / 6;
let h = this.bounds.height / 3;
this.deadzone = new Rectangle((this.bounds.width - w) / 2, (this.bounds.height - h) / 2, w, h);
break;
case CameraStyle.lockOn:
this.deadzone = new Rectangle(this.bounds.width / 2, this.bounds.height / 2, 10, 10);
break;
}
}
this._areMatrixesDirty = false;
/**
*
* @param width
* @param height
*/
public setCenteredDeadzone(width: number, height: number) {
this.deadzone = new Rectangle((this.bounds.width - width) / 2, (this.bounds.height - height) / 2, width, height);
}
protected updateMatrixes() {
if (!this._areMatrixedDirty)
return;
let tempMat: Matrix2D;
this._transformMatrix = Matrix2D.create().translate(-this.entity.transform.position.x, -this.entity.transform.position.y);
if (this._zoom != 1) {
tempMat = Matrix2D.create().scale(this._zoom, this._zoom);
this._transformMatrix = this._transformMatrix.multiply(tempMat);
}
if (this.entity.transform.rotation != 0) {
tempMat = Matrix2D.create().rotate(this.entity.transform.rotation);
this._transformMatrix = this._transformMatrix.multiply(tempMat);
}
tempMat = Matrix2D.create().translate(this._origin.x, this._origin.y);
this._transformMatrix = this._transformMatrix.multiply(tempMat);
this._inverseTransformMatrix = this._transformMatrix.invert();
// 无论何时矩阵改变边界都是无效的
this._areBoundsDirty = true;
this._areMatrixedDirty = false;
}
}
public destory() {
}
}
}
@@ -0,0 +1,24 @@
module es {
export 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 +1,10 @@
module es {
/**
*
*/
export class IUpdatableComparer {
public compare(a: Component, b: Component) {
return a.updateOrder - b.updateOrder;
}
}
}
+24
View File
@@ -0,0 +1,24 @@
///<reference path="./RenderableComponent.ts" />
module es {
export 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 reset() {
}
render(camera: es.Camera) {
}
}
}
@@ -0,0 +1,85 @@
///<reference path="./Collider.ts" />
module es {
export class BoxCollider extends Collider {
/**
* RenderableComponent在实体上
*/
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 get width() {
return (this.shape as Box).width;
}
public set width(value: number) {
this.setWidth(value);
}
public get height() {
return (this.shape as Box).height;
}
public set height(value: number) {
this.setHeight(value);
}
/**
* BoxCollider的大小
* @param width
* @param height
*/
public setSize(width: number, height: number) {
this._colliderRequiresAutoSizing = false;
let box = this.shape as Box;
if (width != box.width || height != box.height) {
// 更新框,改变边界,如果我们需要更新物理系统中的边界
box.updateBox(width, height);
if (this.entity && this._isParentEntityAddedToScene)
Physics.updateCollider(this);
}
return this;
}
/**
* 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;
}
/**
* BoxCollider的高度
* @param height
*/
public setHeight(height: number) {
this._colliderRequiresAutoSizing = false;
let box = this.shape as Box;
if (height != box.height) {
// 更新框,改变边界,如果我们需要更新物理系统中的边界
box.updateBox(box.width, height);
if (this.entity && this._isParentEntityAddedToScene)
Physics.updateCollider(this);
}
}
public toString() {
return `[BoxCollider: bounds: ${this.bounds}]`;
}
}
}
@@ -0,0 +1,48 @@
module es {
export class CircleCollider extends Collider {
/**
*
*
* @param radius
*/
constructor(radius?: number) {
super();
if (radius)
this._colliderRequiresAutoSizing = true;
// 我们在这里插入一个1px的圆圈作为占位符
// 直到碰撞器被添加到实体并可以获得更精确的自动调整大小数据的下一帧
this.shape = new Circle(radius ? radius : 1);
}
public get radius(): number {
return (this.shape as Circle).radius;
}
public set radius(value: number) {
this.setRadius(value);
}
/**
*
* @param radius
*/
public setRadius(radius: number): CircleCollider {
this._colliderRequiresAutoSizing = false;
let circle = this.shape as Circle;
if (radius != circle.radius) {
circle.radius = radius;
circle._originalRadius = radius;
if (this.entity && this._isParentEntityAddedToScene)
Physics.updateCollider(this);
}
return this;
}
public toString() {
return `[CircleCollider: bounds: ${this.bounds}, radius: ${(this.shape as Circle).radius}]`
}
}
}
@@ -0,0 +1,238 @@
module es {
export abstract class Collider extends Component {
/**
*
*/
public shape: Shape;
/**
*
*/
public isTrigger: boolean;
/**
* physicsLayer可以用作过滤器Flags类有帮助位掩码的方法
*/
public physicsLayer = 1 << 0;
/**
* 使
*
*/
public collidesWithLayers = Physics.allLayers;
/**
* true
*/
public shouldColliderScaleAndRotateWithTransform = true;
/**
*
* 使
*/
public registeredPhysicsBounds: Rectangle = new Rectangle();
public _localOffsetLength: number;
public _isPositionDirty: boolean = true;
public _isRotationDirty: boolean = true;
protected _colliderRequiresAutoSizing;
/**
*
*/
protected _isParentEntityAddedToScene;
/**
*
*/
protected _isColliderRegistered;
/**
*
*/
public get absolutePosition(): Vector2 {
return Vector2.add(this.entity.transform.position, this._localOffset);
}
/**
* transform.rotation
*/
public get rotation(): number {
if (this.shouldColliderScaleAndRotateWithTransform && this.entity)
return this.entity.transform.rotation;
return 0;
}
public get bounds(): Rectangle {
if (this._isPositionDirty || this._isRotationDirty) {
this.shape.recalculateBounds(this);
this._isPositionDirty = this._isRotationDirty = false;
}
return this.shape.bounds;
}
protected _localOffset: Vector2 = Vector2.zero;
/**
* localOffset添加到实体
* /
*/
public get localOffset(): Vector2 {
return this._localOffset;
}
/**
* localOffset添加到实体
* /
* @param value
*/
public set localOffset(value: Vector2) {
this.setLocalOffset(value);
}
/**
* localOffset添加到实体
*
* @param offset
*/
public setLocalOffset(offset: Vector2): Collider {
if (this._localOffset != offset) {
this.unregisterColliderWithPhysicsSystem();
this._localOffset = offset;
this._localOffsetLength = this._localOffset.length();
this._isPositionDirty = true;
this.registerColliderWithPhysicsSystem();
}
return this;
}
/**
* true
* @param shouldColliderScaleAndRotationWithTransform
*/
public setShouldColliderScaleAndRotateWithTransform(shouldColliderScaleAndRotationWithTransform: boolean): Collider {
this.shouldColliderScaleAndRotateWithTransform = shouldColliderScaleAndRotationWithTransform;
this._isPositionDirty = this._isRotationDirty = true;
return this;
}
public onAddedToEntity() {
if (this._colliderRequiresAutoSizing) {
if (!(this instanceof BoxCollider || this instanceof CircleCollider)) {
console.error("Only box and circle colliders can be created automatically");
return;
}
let renderable = this.entity.getComponent<RenderableComponent>(RenderableComponent);
if (renderable) {
let renderableBounds = renderable.bounds;
// 这里我们需要大小*反尺度,因为当我们自动调整碰撞器的大小时,它需要没有缩放的渲染
let width = renderableBounds.width / this.entity.scale.x;
let height = renderableBounds.height / this.entity.scale.y;
// 圆碰撞器需要特别注意原点
if (this instanceof CircleCollider) {
this.radius = Math.max(width, height) * 0.5;
} else {
this.width = width;
this.height = height;
}
// 获取渲染的中心,将其转移到本地坐标,并使用它作为碰撞器的localOffset
this.localOffset = Vector2.subtract(renderableBounds.center, this.entity.transform.position);
} else {
console.warn("Collider has no shape and no RenderableComponent. Can't figure out how to size it.");
}
}
this._isParentEntityAddedToScene = true;
this.registerColliderWithPhysicsSystem();
}
public onRemovedFromEntity() {
this.unregisterColliderWithPhysicsSystem();
this._isParentEntityAddedToScene = false;
}
public onEntityTransformChanged(comp: transform.Component) {
switch (comp) {
case transform.Component.position:
this._isPositionDirty = true;
break;
case transform.Component.scale:
this._isPositionDirty = true;
break;
case transform.Component.rotation:
this._isRotationDirty = true;
break;
}
if (this._isColliderRegistered)
Physics.updateCollider(this);
}
public onEnabled() {
this.registerColliderWithPhysicsSystem();
this._isPositionDirty = this._isRotationDirty = true;
}
public onDisabled() {
this.unregisterColliderWithPhysicsSystem();
}
/**
* ()
*/
public registerColliderWithPhysicsSystem() {
// 如果在将我们添加到实体之前更改了origin等属性,则实体可以为null
if (this._isParentEntityAddedToScene && !this._isColliderRegistered) {
Physics.addCollider(this);
this._isColliderRegistered = true;
}
}
/**
* ()
*/
public unregisterColliderWithPhysicsSystem() {
if (this._isParentEntityAddedToScene && this._isColliderRegistered) {
Physics.removeCollider(this);
}
this._isColliderRegistered = false;
}
/**
*
* @param other
*/
public overlaps(other: Collider): boolean {
return this.shape.overlaps(other.shape);
}
/**
* ()true
* @param collider
* @param motion
* @param result
*/
public collidesWith(collider: Collider, motion: Vector2, result: CollisionResult): boolean {
// 改变形状的位置,使它在移动后的位置,这样我们可以检查重叠
let oldPosition = this.entity.position;
this.entity.position = this.entity.position.add(motion);
let didCollide = this.shape.collidesWithShape(collider.shape, result);
if (didCollide)
result.collider = collider;
// 将图形位置返回到检查前的位置
this.entity.position = oldPosition;
return didCollide;
}
public clone(): Component {
let collider = ObjectUtils.clone<Collider>(this);
collider.entity = null;
if (this.shape)
collider.shape = this.shape.clone();
return collider;
}
}
}
@@ -0,0 +1,26 @@
module es {
/**
*
*/
export class PolygonCollider extends Collider {
/**
* 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 +1,23 @@
module es {
/**
* /退
* ITriggerListener方法将在实现接口的触发器实体上的任何组件上调用
* Mover类一起工作
*/
export interface ITriggerListener {
/**
*
* Mover/ProjectileMover方法处理使
* @param other
* @param local
*/
onTriggerEnter(other: Collider, local: Collider);
/**
*
* @param other
* @param local
*/
onTriggerExit(other: Collider, local: Collider);
}
}
@@ -0,0 +1,89 @@
module es {
/**
*
* ITriggerListener接口用于管理对移动过程中违反的任何触发器的回调
* move方法
*
* ITriggerListener
*/
export class Mover extends Component {
private _triggerHelper: ColliderTriggerHelper;
public onAddedToEntity() {
this._triggerHelper = new ColliderTriggerHelper(this.entity);
}
/**
*
* @param motion
* @param collisionResult
*/
public calculateMovement(motion: Vector2, collisionResult: CollisionResult): boolean {
if (!this.entity.getComponent(Collider) || !this._triggerHelper) {
return false;
}
// 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 neighbors = Physics.boxcastBroadphaseExcludingSelf(collider, bounds, collider.collidesWithLayers);
for (let j = 0; j < neighbors.length; j++) {
let neighbor = neighbors[j];
// 不检测触发器
if (neighbor.isTrigger)
continue;
let _internalcollisionResult: CollisionResult = new CollisionResult();
if (collider.collidesWith(neighbor, motion, _internalcollisionResult)) {
// 如果碰撞 则退回之前的移动量
motion = motion.subtract(_internalcollisionResult.minimumTranslationVector);
// 如果我们碰到多个对象,为了简单起见,只取第一个。
if (_internalcollisionResult.collider != null) {
collisionResult = _internalcollisionResult;
}
}
}
}
ListPool.free(colliders);
return collisionResult.collider != null;
}
/**
* 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();
}
/**
* calculateMovement和applyMovement来移动考虑碰撞的实体;
* @param motion
* @param collisionResult
*/
public move(motion: Vector2, collisionResult: CollisionResult) {
this.calculateMovement(motion, collisionResult);
this.applyMovement(motion);
return collisionResult.collider != null;
}
}
}
@@ -0,0 +1,58 @@
module es {
/**
* itriggerlistener报告冲突的移动器
*
*/
export class ProjectileMover extends Component {
private _tempTriggerList: ITriggerListener[] = [];
private _collider: Collider;
public onAddedToEntity() {
this._collider = this.entity.getComponent<Collider>(Collider);
if (!this._collider)
console.warn("ProjectileMover has no Collider. ProjectilMover requires a Collider!");
}
/**
*
* @param motion
*/
public move(motion: Vector2): boolean {
if (!this._collider)
return false;
let didCollide = false;
// 获取我们在新位置可能发生碰撞的任何东西
this.entity.position = Vector2.add(this.entity.position, motion);
// 获取任何可能在新位置发生碰撞的东西
let neighbors = Physics.boxcastBroadphase(this._collider.bounds, this._collider.collidesWithLayers);
for (let i = 0; i < neighbors.length; i++) {
let neighbor = neighbors[i];
if (this._collider.overlaps(neighbor) && neighbor.enabled) {
didCollide = true;
this.notifyTriggerListeners(this._collider, neighbor);
}
}
return didCollide;
}
private notifyTriggerListeners(self: Collider, other: Collider) {
// 通知我们重叠的碰撞器实体上的任何侦听器
other.entity.getComponents("ITriggerListener", this._tempTriggerList);
for (let i = 0; i < this._tempTriggerList.length; i++) {
this._tempTriggerList[i].onTriggerEnter(self, other);
}
this._tempTriggerList.length = 0;
// 通知此实体上的任何侦听器
this.entity.getComponents("ITriggerListener", this._tempTriggerList);
for (let i = 0; i < this._tempTriggerList.length; i++) {
this._tempTriggerList[i].onTriggerEnter(other, self);
}
this._tempTriggerList.length = 0;
}
}
}
@@ -0,0 +1,6 @@
module es {
/** 回收实例的组件类型。 */
export abstract class PooledComponent extends Component {
public abstract reset();
}
}
@@ -0,0 +1,192 @@
///<reference path="./PooledComponent.ts" />
module es {
/**
*
*/
export abstract class RenderableComponent extends Component implements IRenderable {
/**
* egret显示对象
*/
public displayObject: egret.DisplayObject = new egret.DisplayObject();
/**
*
*/
public color: number = 0x000000;
protected _areBoundsDirty = true;
/**
* renderableComponent的宽度
* bounds属性则需要实现这个
*/
public get width() {
return this.bounds.width;
}
/**
* renderableComponent的高度
* bounds属性则需要实现这个
*/
public get height() {
return this.bounds.height;
}
protected _localOffset: Vector2 = Vector2.zero;
/**
*
*/
public get localOffset(): Vector2 {
return this._localOffset;
}
/**
*
* @param value
*/
public set localOffset(value: Vector2) {
this.setLocalOffset(value);
}
protected _renderLayer: number = 0;
/**
*
*/
public get renderLayer(): number {
return this._renderLayer;
}
public set renderLayer(value: number) {
}
protected _bounds: Rectangle = new Rectangle();
/**
* AABB,
*/
public get bounds(): Rectangle {
if (this._areBoundsDirty) {
this._bounds.calculateBounds(this.entity.transform.position, this._localOffset, Vector2.zero,
this.entity.transform.scale, this.entity.transform.rotation, this.width, this.height);
this._areBoundsDirty = false;
}
return this._bounds;
}
private _isVisible: boolean;
/**
* onBecameVisible/onBecameInvisible方法
*/
public get isVisible() {
return this._isVisible;
}
/**
* onBecameVisible/onBecameInvisible方法
* @param value
*/
public set isVisible(value: boolean) {
if (this._isVisible != value) {
this._isVisible = value;
if (this._isVisible)
this.onBecameVisible();
else
this.onBecameInvisible();
}
}
public onEntityTransformChanged(comp: transform.Component) {
this._areBoundsDirty = true;
}
/**
* 使
* @param camera
*/
public abstract render(camera: Camera);
/**
* renderableComponent的边界与camera.bounds相交 true
* isVisible标志的状态开关
* 使
* @param camera
*/
public isVisibleFromCamera(camera: Camera): boolean {
this.isVisible = camera.bounds.intersects(this.bounds);
return this.isVisible;
}
/**
*
* @param renderLayer
*/
public setRenderLayer(renderLayer: number): RenderableComponent {
if (renderLayer != this._renderLayer) {
let oldRenderLayer = this._renderLayer;
this._renderLayer = renderLayer;
// 如果该组件拥有一个实体,那么是由ComponentList管理,需要通知它改变了渲染层
if (this.entity && this.entity.scene)
this.entity.scene.renderableComponents.updateRenderableRenderLayer(this, oldRenderLayer, this._renderLayer);
}
return this;
}
/**
*
* @param color
*/
public setColor(color: number): RenderableComponent {
this.color = color;
return this;
}
/**
*
* @param offset
*/
public setLocalOffset(offset: Vector2): RenderableComponent {
if (this._localOffset != offset) {
this._localOffset = offset;
}
return this;
}
/**
*
*/
public sync(camera: Camera) {
this.displayObject.x = this.entity.position.x + this.localOffset.x - camera.position.x + camera.origin.x;
this.displayObject.y = this.entity.position.y + this.localOffset.y - camera.position.y + camera.origin.y;
this.displayObject.scaleX = this.entity.scale.x;
this.displayObject.scaleY = this.entity.scale.y;
this.displayObject.rotation = this.entity.rotation;
}
public toString() {
return `[RenderableComponent] renderLayer: ${this.renderLayer}`;
}
/**
* renderableComponent进入相机框架时调用
* isVisibleFromCamera进行剔除检查
*/
protected onBecameVisible() {
this.displayObject.visible = this.isVisible;
}
/**
* renderableComponent离开相机框架时调用
* isVisibleFromCamera进行剔除检查
*/
protected onBecameInvisible() {
this.displayObject.visible = this.isVisible;
}
}
}
@@ -0,0 +1,37 @@
///<reference path="./TiledSpriteRenderer.ts"/>
module es {
export 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));
}
}
}
+26
View File
@@ -0,0 +1,26 @@
module es {
export class Sprite {
public texture2D: egret.Texture;
public readonly sourceRect: Rectangle;
public readonly center: Vector2;
public origin: Vector2;
public readonly uvs: Rectangle = new Rectangle();
constructor(texture: egret.Texture,
sourceRect: Rectangle = new Rectangle(0, 0, texture.textureWidth, texture.textureHeight),
origin: Vector2 = sourceRect.getHalfSize()) {
this.texture2D = texture;
this.sourceRect = sourceRect;
this.center = new Vector2(sourceRect.width * 0.5, sourceRect.height * 0.5);
this.origin = origin;
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 +1,11 @@
module es {
export class SpriteAnimation {
public readonly sprites: Sprite[];
public readonly frameRate: number;
constructor(sprites: Sprite[], frameRate: number) {
this.sprites = sprites;
this.frameRate = frameRate;
}
}
}
+164
View File
@@ -0,0 +1,164 @@
///<reference path="./SpriteRenderer.ts" />
module es {
export enum LoopMode {
/** 在一个循环序列[A][B][C][A][B][C][A][B][C]... */
loop,
/** [A][B][C]然后暂停,设置时间为0 [A] */
once,
/** [A][B][C]。当它到达终点时,它会继续播放最后一帧,并且不会停止播放 */
clampForever,
/** 以一个乒乓循环的方式永远播放这个序列 [A][B][C][B][A][B][C][B]... */
pingPong,
/** 将顺序向前播放一次,然后返回到开始[A][B][C][B][A],然后暂停并设置时间为0 */
pingPongOnce,
}
export enum State {
none,
running,
paused,
completed,
}
export class SpriteAnimator extends SpriteRenderer {
/**
*
*/
public onAnimationCompletedEvent: (string) => {};
/**
*
*/
public speed = 1;
/**
*
*/
public animationState = State.none;
/**
*
*/
public currentAnimation: SpriteAnimation;
/**
*
*/
public currentAnimationName: string;
/**
*
*/
public currentFrame: number;
public _elapsedTime: number = 0;
public _loopMode: LoopMode;
constructor(sprite?: Sprite) {
super(sprite);
}
/**
*
*/
public get isRunning(): boolean {
return this.animationState == State.running;
}
private _animations: Map<string, SpriteAnimation> = new Map<string, SpriteAnimation>();
/** 提供对可用动画列表的访问 */
public get animations() {
return this._animations;
}
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);
// Once和PingPongOnce完成后重置为Time = 0
if (this._loopMode == LoopMode.once && time > iterationDuration ||
this._loopMode == LoopMode.pingPongOnce && time > iterationDuration * 2) {
this.animationState = State.completed;
this._elapsedTime = 0;
this.currentFrame = 0;
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];
}
/**
* SpriteAnimation
* @param name
* @param animation
*/
public addAnimation(name: string, animation: SpriteAnimation): SpriteAnimator {
// 如果我们没有精灵,使用我们找到的第一帧
if (!this.sprite && animation.sprites.length > 0)
this.setSprite(animation.sprites[0]);
this._animations[name] = animation;
return this;
}
/**
*
* @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;
}
/**
* ())
* @param name
*/
public isAnimationActive(name: string): boolean {
return this.currentAnimation && this.currentAnimationName == name;
}
/**
*
*/
public pause() {
this.animationState = State.paused;
}
/**
*
*/
public unPause() {
this.animationState = State.running;
}
/**
* null
*/
public stop() {
this.currentAnimation = null;
this.currentAnimationName = null;
this.currentFrame = 0;
this.animationState = State.none;
}
}
}
+131
View File
@@ -0,0 +1,131 @@
module es {
import Bitmap = egret.Bitmap;
export class SpriteRenderer extends RenderableComponent {
constructor(sprite: Sprite | egret.Texture = null) {
super();
if (sprite instanceof Sprite)
this.setSprite(sprite);
else if (sprite instanceof egret.Texture)
this.setSprite(new Sprite(sprite));
}
public get bounds() {
if (this._areBoundsDirty) {
if (this._sprite) {
this._bounds.calculateBounds(this.entity.transform.position, this._localOffset, this._origin,
this.entity.transform.scale, this.entity.transform.rotation, this._sprite.sourceRect.width,
this._sprite.sourceRect.height);
this._areBoundsDirty = false;
}
}
return this._bounds;
}
/**
*
* x/y 0-1
*/
public get originNormalized(): Vector2 {
return new Vector2(this._origin.x / this.width * this.entity.transform.scale.x,
this._origin.y / this.height * this.entity.transform.scale.y);
}
/**
*
* x/y 0-1
* @param value
*/
public set originNormalized(value: Vector2) {
this.setOrigin(new Vector2(value.x * this.width / this.entity.transform.scale.x,
value.y * this.height / this.entity.transform.scale.y));
}
protected _origin: Vector2;
/**
*
*/
public get origin(): Vector2 {
return this._origin;
}
/**
*
* @param value
*/
public set origin(value: Vector2) {
this.setOrigin(value);
}
protected _sprite: Sprite;
/**
*
* origin
*/
public get sprite(): Sprite {
return this._sprite;
}
/**
*
* origin
* @param value
*/
public set sprite(value: Sprite) {
this.setSprite(value);
}
/**
* sprite.origin
* @param sprite
*/
public setSprite(sprite: Sprite): SpriteRenderer {
this._sprite = sprite;
if (this._sprite) {
this._origin = this._sprite.origin;
this.displayObject.anchorOffsetX = this._origin.x;
this.displayObject.anchorOffsetY = this._origin.y;
}
this.displayObject = new Bitmap(sprite.texture2D);
return this;
}
/**
*
* @param origin
*/
public setOrigin(origin: Vector2): SpriteRenderer {
if (this._origin != origin) {
this._origin = origin;
this.displayObject.anchorOffsetX = this._origin.x;
this.displayObject.anchorOffsetY = this._origin.y;
this._areBoundsDirty = true;
}
return this;
}
/**
*
* x/y 0-1
* @param value
*/
public setOriginNormalized(value: Vector2): SpriteRenderer {
this.setOrigin(new Vector2(value.x * this.width / this.entity.transform.scale.x,
value.y * this.height / this.entity.transform.scale.y));
return this;
}
public render(camera: Camera) {
this.sync(camera);
this.displayObject.x = this.entity.position.x - this.origin.x + this.localOffset.x - camera.position.x + camera.origin.x;
this.displayObject.y = this.entity.position.y - this.origin.y + this.localOffset.y - camera.position.y + camera.origin.y;
}
}
}
@@ -0,0 +1,60 @@
///<reference path="./SpriteRenderer.ts" />
module es {
/**
*
*/
export class TiledSpriteRenderer extends SpriteRenderer {
protected sourceRect: Rectangle;
protected leftTexture: egret.Bitmap;
protected rightTexture: egret.Bitmap;
constructor(sprite: Sprite) {
super(sprite);
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 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;
}
public render(camera: es.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));
}
}
}

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