HumanBreak/src/core/render/hero.ts

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2024-05-09 23:49:53 +08:00
import { Ticker } from 'mutate-animate';
import { MotaCanvas2D } from '../fx/canvas2d';
import { EmitableEvent, EventEmitter } from '../common/eventEmitter';
import { debounce } from 'lodash-es';
// 重写样板的勇士绘制
const canvas = MotaCanvas2D.for('@hero', false);
Mota.require('var', 'loading').once('coreInit', () => {
canvas.withGameScale(true);
canvas.setHD(false);
canvas.size(480, 480);
canvas.pos(0, 0);
canvas.css(`z-index: 40`);
canvas.canvas.classList.add('no-anti-aliasing');
canvas.setTarget(core.dom.gameDraw);
canvas.mount();
});
const DIR_INDEX: Record<Dir, number> = {
down: 0,
left: 1,
right: 2,
up: 3
};
interface HeroDrawItem {
id: AllIds | 'hero';
image: HTMLCanvasElement;
}
interface HeroDrawing extends HeroDrawItem {
x: number;
y: number;
dir: Dir;
}
interface HeroRendererEvent extends EmitableEvent {
beforeDraw: () => void;
afterDraw: () => void;
}
const resetMoving = debounce((render: HeroRenderer) => {
render.moving = 0;
}, 500);
export class HeroRenderer extends EventEmitter<HeroRendererEvent> {
followers: HeroDrawItem[] = [];
hero!: HeroDrawItem;
/** 移动状态 */
moving: number = 0;
/** 移动过程中的偏移 */
offset: number = 0;
/** 勇士绘制时的alpha通道 */
alpha: number = 1;
ticker: Ticker = new Ticker();
/** 是否是后退状态 */
private back: boolean = false;
/** 是否正在移动 */
private isMoving: boolean = false;
/** 上一次换腿(?的时间 */
private lastMoving: number = 0;
constructor() {
super();
Mota.require('var', 'loading').once('coreInit', () => {
this.ticker.add(time => {
if (core.status.heroMoving < 0 || !this.isMoving) return;
if (time - this.lastMoving > core.values.moveSpeed) {
this.lastMoving = time;
this.moving++;
this.moving %= 4;
}
this.draw();
});
});
}
/**
*
*/
setHero() {
const image = core.material.images.hero;
const canvas = new MotaCanvas2D();
canvas.setHD(false);
canvas.size(image.width, image.height);
canvas.ctx.drawImage(image, 0, 0);
this.hero = {
id: 'hero',
image: canvas.canvas
};
}
/**
*
*/
draw() {
if (!core.isPlaying()) return;
const { ctx, canvas: can } = canvas;
const { x, y, direction: dir } = core.status.hero.loc;
ctx.clearRect(0, 0, can.width, can.height);
ctx.globalAlpha = this.alpha;
this.emit('beforeDraw');
const data: HeroDrawing[] = [];
data.push({ ...this.hero, x, y, dir });
core.status.hero.followers.forEach((v, i) => {
const { id, image } = this.followers[i];
data.push({ x: v.x, y: v.y, dir: v.direction, id, image });
});
const { offsetX: ox, offsetY: oy } = core.bigmap;
const sgn = this.back ? -1 : 1;
const offset = this.offset * sgn;
const frame = this.isMoving ? this.moving % 4 : 0;
data.forEach(v => {
// hero offset x
const hox = offset * core.utils.scan[v.dir].x;
const hoy = offset * core.utils.scan[v.dir].y;
const cx = v.x * 32 + 16 - ox + hox;
const cy = v.y * 32 + 16 - oy + hoy;
const { width, height } = v.image;
const pw = width / 4;
const ph = height / 4;
const line = DIR_INDEX[v.dir];
const px = cx - pw / 2;
const py = cy - ph + 16;
const sx = frame * pw;
const sy = line * ph;
ctx.drawImage(v.image, sx, sy, pw, ph, px, py, pw, ph);
});
this.emit('afterDraw');
}
/**
*
*/
move(moving: boolean) {
this.isMoving = moving;
if (!moving) {
resetMoving(this);
}
}
/**
* 退
*/
backward(back: boolean) {
this.back = back;
}
/**
* alpha
*/
setAlpha(alpha: number) {
this.alpha = alpha;
}
}
const render = new HeroRenderer();
export { render as heroRender };