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https://github.com/unanmed/HumanBreak.git
synced 2025-02-28 17:37:07 +08:00
feat: 勇士进入传送门效果
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@ -13,6 +13,7 @@ type HeroMovingStatus = 'stop' | 'moving' | 'moving-as';
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interface HeroRenderEvent {
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stepEnd: [];
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moveTick: [x: number, y: number];
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append: [renderable: LayerMovingRenderable[]];
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}
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export class HeroRenderer
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@ -40,6 +41,7 @@ export class HeroRenderer
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/** 勇士移动速度 */
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speed: number = 100;
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/** 当前勇士朝向 */
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// todo: 删了这个属性
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dir: Dir = 'down';
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/** 勇士移动定时器id */
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@ -47,7 +49,7 @@ export class HeroRenderer
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/** 上一次帧数切换的时间 */
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private lastFrameTime: number = 0;
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/** 当前的移动方向 */
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private moveDir: Move2 = 'down';
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moveDir: Move2 = 'down';
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/** 上一步走到格子上的时间 */
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private lastStepTime: number = 0;
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/** 执行当前步移动的Promise */
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@ -58,7 +60,7 @@ export class HeroRenderer
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* 这一步的移动方向,与{@link moveDir}不同的是,在这一步走完之前,它都不会变,
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* 当这一步走完之后,才会将其设置为{@link moveDir}的值
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*/
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private stepDir: Dir2 = 'down';
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stepDir: Dir2 = 'down';
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/** 每步的格子增量 */
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private stepDelta: Loc = { x: 0, y: 1 };
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/** 动画显示的方向,用于适配后退 */
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@ -354,7 +356,10 @@ export class HeroRenderer
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}
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onMovingUpdate(layer: Layer, renderable: LayerMovingRenderable[]): void {
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if (this.renderable) renderable.push(this.renderable);
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if (this.renderable) {
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renderable.push(this.renderable);
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this.emit('append', renderable);
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}
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}
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}
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@ -1,4 +1,4 @@
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import { has } from '@/plugin/game/utils';
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import { backDir, has } from '@/plugin/game/utils';
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import { loading } from '../game';
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export namespace BluePalace {
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@ -90,6 +90,16 @@ export namespace BluePalace {
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toDir: Dir;
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}
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export interface PortalTo {
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x: number;
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y: number;
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dir: Dir;
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}
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type PortalMap = Map<FloorIds, Map<number, Partial<Record<Dir, PortalTo>>>>;
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export const portalMap: PortalMap = new Map();
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export const portals: Partial<Record<FloorIds, Portal[]>> = {
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MT75: [
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{ fx: 7, fy: 7, dir: 'left', tx: 9, ty: 9, toDir: 'down' },
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@ -101,7 +111,103 @@ export namespace BluePalace {
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};
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loading.once('coreInit', initPortals);
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function generatePortalMap() {
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const delta: Record<Dir, [[number, number], [number, number]]> = {
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// 方向:[正向, 逆向]<进出>
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left: [
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[0, 0],
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[-1, 0]
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],
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down: [
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[0, 0],
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[0, -1]
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],
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right: [
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[0, 0],
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[1, 0]
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],
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up: [
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[0, 0],
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[0, 1]
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]
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};
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for (const [floor, p] of Object.entries(portals)) {
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const width = core.floors[floor as FloorIds].width;
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const map = new Map<number, Partial<Record<Dir, PortalTo>>>();
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portalMap.set(floor as FloorIds, map);
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// 正向映射
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p.forEach(v => {
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const [[fdx, fdy], [tdx, tdy]] = delta[v.dir];
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const [[toFdx, toFdy], [toTdx, toTdy]] =
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delta[backDir(v.toDir)];
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const fx = v.fx + fdx;
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const fy = v.fy + fdy;
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const tx = v.fx + tdx;
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const ty = v.fy + tdy;
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const index = fx + fy * width;
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const backIndex = tx + ty * width;
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let data = map.get(index);
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let backData = map.get(backIndex);
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if (!data) {
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data = {};
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map.set(index, data);
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}
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if (!backData) {
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backData = {};
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map.set(backIndex, backData);
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}
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data[v.dir] = {
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x: v.tx + toFdx,
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y: v.ty + toFdy,
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dir: backDir(v.toDir)
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};
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backData[backDir(v.dir)] = {
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x: v.tx + toTdx,
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y: v.ty + toTdy,
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dir: v.toDir
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};
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});
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// 逆向映射
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p.forEach(v => {
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const [[fdx, fdy], [tdx, tdy]] = delta[backDir(v.toDir)];
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const [[toFdx, toFdy], [toTdx, toTdy]] = delta[v.dir];
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const fx = v.tx + fdx;
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const fy = v.ty + fdy;
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const tx = v.tx + tdx;
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const ty = v.ty + tdy;
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const index = fx + fy * width;
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const backIndex = tx + ty * width;
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let data = map.get(index);
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let backData = map.get(backIndex);
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if (!data) {
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data = {};
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map.set(index, data);
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}
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if (!backData) {
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backData = {};
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map.set(backIndex, backData);
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}
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data[v.toDir] = {
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x: v.fx + toFdx,
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y: v.fy + toFdy,
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dir: backDir(v.dir)
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};
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backData[backDir(v.toDir)] = {
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x: v.fx + toTdx,
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y: v.fy + toTdy,
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dir: v.dir
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};
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});
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}
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}
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function initPortals() {
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// 主要是复写勇士绘制以及传送判定,还有自动寻路
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generatePortalMap();
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console.log(portalMap);
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}
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}
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@ -2,6 +2,8 @@ import type { RenderAdapter } from '@/core/render/adapter';
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import type { LayerGroupAnimate } from '@/core/render/preset/animate';
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import type { LayerDoorAnimate } from '@/core/render/preset/floor';
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import type { HeroRenderer } from '@/core/render/preset/hero';
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import type { LayerMovingRenderable } from '@/core/render/preset/layer';
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import { BluePalace } from '@/game/mechanism/misc';
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interface Adapters {
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'hero-adapter'?: RenderAdapter<HeroRenderer>;
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@ -33,6 +35,11 @@ export function init() {
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let stepDir: Dir;
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let moveEnding: Promise<any[]>;
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/** 传送门信息,下一步传送到哪 */
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let portalData: BluePalace.PortalTo | undefined;
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/** 下一步是否步入传送门 */
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let portal: boolean = false;
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const pressedArrow: Set<Dir> = new Set();
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Mota.r(() => {
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const gameKey = Mota.require('var', 'gameKey');
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@ -141,7 +148,7 @@ export function init() {
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if (stopChian || core.status.lockControl) break;
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stepDir = moveDir;
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if (!checkCanMoveStatus(callback)) break;
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if (portal) renderHeroSwap();
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await adapter.all('move', moveDir);
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onMoveEnd(false, callback);
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}
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@ -153,8 +160,9 @@ export function init() {
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function checkCanMoveStatus(callback?: () => void) {
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core.setHeroLoc('direction', stepDir);
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const { noPass, canMove } = checkCanMove();
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checkPortal();
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if (noPass || !canMove) {
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if (!portal && (noPass || !canMove)) {
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onCannotMove(canMove, callback);
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if (moving) endMove();
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return false;
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@ -199,7 +207,13 @@ export function init() {
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}
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function onMoveEnd(noPass: boolean, callback?: () => void) {
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if (!noPass) {
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if (portal && portalData) {
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const { x, y, dir } = portalData;
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core.setHeroLoc('x', x);
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core.setHeroLoc('y', y);
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core.setHeroLoc('direction', dir);
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portal = false;
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} else if (!noPass) {
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const { nx, ny } = getNextLoc();
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core.setHeroLoc('x', nx, true);
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core.setHeroLoc('y', ny, true);
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@ -214,6 +228,130 @@ export function init() {
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callback?.();
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}
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// ----- 移动 - 传送门
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function checkPortal() {
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const map = BluePalace.portalMap.get(core.status.floorId);
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if (!map) {
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portal = false;
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portalData = void 0;
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return;
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}
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const width = core.status.thisMap.width;
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const { x, y, direction } = core.status.hero.loc;
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const index = x + y * width;
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const data = map?.get(index);
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if (!data) {
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portal = false;
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portalData = void 0;
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return;
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}
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const to = data[direction];
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if (to) {
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portal = true;
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portalData = to;
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}
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}
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const end: Record<Dir, [number, number]> = {
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left: [-1, 0],
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right: [1, 0],
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down: [0, 1],
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up: [0, -1]
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};
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/**
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* 对勇士进行切割渲染,分成两个renderable进行渲染
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*/
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function renderHeroSwap() {
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if (!portal || !portalData) return;
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const list = adapters['hero-adapter']?.items;
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if (!list) return;
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const { x: tx, y: ty, dir: toDir } = portalData;
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const { x, y, direction } = core.status.hero.loc;
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const [dx, dy] = end[direction];
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const [tdx] = end[toDir];
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const checkX = x + dx;
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const checkY = y + dy;
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list.forEach(v => {
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if (!v.renderable) return;
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const renderable = { ...v.renderable };
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renderable.render = v.getRenderFromDir(toDir);
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renderable.zIndex = ty;
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const heroDir = v.moveDir;
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const width = v.renderable.render[0][2];
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const height = v.renderable.render[0][3];
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const cell = v.layer.cellSize;
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const restHeight = height - cell;
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if (!width || !height) return;
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const originFrom = structuredClone(v.renderable.render);
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const originTo = structuredClone(renderable.render);
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v.layer.updateMovingRenderable();
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const append = (r: LayerMovingRenderable[]) => {
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r.push(renderable);
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};
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v.on('append', append);
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v.on('moveTick', function func() {
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const progress =
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heroDir === 'left' || heroDir === 'right'
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? 1 - Math.abs(checkX - v.renderable!.x)
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: 1 - Math.abs(checkY - v.renderable!.y);
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if (progress >= 1 || !portal) {
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v.renderable!.render = originFrom;
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v.off('moveTick', func);
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v.off('append', append);
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return;
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}
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const clipWidth = cell * progress;
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const clipHeight = cell * progress;
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const beforeWidth = width - clipWidth;
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const beforeHeight = height - clipHeight;
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v.renderable!.x = x;
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v.renderable!.y = y;
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if (heroDir === 'left' || heroDir === 'right') {
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v.renderable!.x = x + (clipWidth / 2 / cell) * dx;
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v.renderable?.render.forEach((v, i) => {
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v[2] = beforeWidth;
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if (heroDir === 'left') {
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v[0] = originFrom[i][0] + clipWidth;
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}
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});
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} else {
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v.renderable?.render.forEach((v, i) => {
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v[3] = beforeHeight;
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if (heroDir === 'up') {
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v[1] = originFrom[i][1] + clipHeight + restHeight;
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}
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});
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}
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renderable.x = tx;
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renderable.y = ty;
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if (toDir === 'left' || toDir === 'right') {
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renderable.x = tx + (clipWidth / 2 / cell - 0.5) * tdx;
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renderable.render.forEach((v, i) => {
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v[2] = clipWidth;
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if (toDir === 'right') {
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v[0] = originTo[i][0] + beforeWidth;
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}
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});
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} else {
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if (toDir === 'down') renderable.y = ty - 1 + progress;
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renderable.render.forEach((v, i) => {
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v[3] = clipHeight + restHeight;
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if (toDir === 'down') {
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v[1] = originTo[i][1] + clipHeight + restHeight;
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v[3] = clipHeight;
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}
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});
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}
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});
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});
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}
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// ----- 勇士移动相关
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Mota.r(() => {
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@ -28,6 +28,8 @@ const backDirMap: Record<Dir2, Dir2> = {
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rightdown: 'leftup'
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};
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export function backDir(dir: Dir): Dir;
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export function backDir(dir: Dir2): Dir2;
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export function backDir(dir: Dir2): Dir2 {
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return backDirMap[dir];
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}
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