HumanBreak/packages/render-elements/src/hero.ts

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import { RenderAdapter } from '@motajs/render-core';
import { logger } from '@motajs/common';
import { ILayerRenderExtends, Layer, LayerMovingRenderable } from './layer';
import { SizedCanvasImageSource } from './types';
import EventEmitter from 'eventemitter3';
import { texture } from './cache';
import { TimingFn } from 'mutate-animate';
import { isNil } from 'lodash-es';
// type HeroMovingStatus = 'stop' | 'moving' | 'moving-as';
// export const enum HeroMovingStatus {}
interface HeroRenderEvent {
stepEnd: [];
moveTick: [x: number, y: number];
append: [renderable: LayerMovingRenderable[]];
}
export class HeroRenderer
extends EventEmitter<HeroRenderEvent>
implements ILayerRenderExtends
{
id: string = 'floor-hero';
/** 勇士的图片资源 */
image?: SizedCanvasImageSource;
cellWidth?: number;
cellHeight?: number;
/** 勇士的渲染信息 */
renderable?: LayerMovingRenderable;
layer!: Layer;
/** 当前移动帧数 */
movingFrame: number = 0;
/** 是否正在移动 */
moving: boolean = false;
/** 是否正在播放动画,与移动分开以实现原地踏步 */
animate: boolean = false;
/** 勇士移动速度 */
speed: number = 100;
/** 勇士移动的真正速度,经过录像修正 */
realSpeed: number = 100;
/** 当前的移动方向 */
moveDir: Dir2 = 'down';
/** 当前移动的勇士显示方向 */
showDir: Dir = 'down';
/** 帧动画是否反向播放例如后退时就应该设为true */
animateReverse: boolean = false;
/** 勇士移动定时器id */
private moveId: number = -1;
/** 上一次帧数切换的时间 */
private lastFrameTime: number = 0;
/** 上一步走到格子上的时间 */
private lastStepTime: number = 0;
/** 执行当前步移动的Promise */
private moveDetached?: Promise<void>;
/** endMove的Promise */
private moveEnding?: Promise<void>;
/**
* 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,
* 当这一步走完之后,才会将其设置为{@link moveDir}的值
*/
stepDir: Dir2 = 'down';
/** 每步的格子增量 */
private stepDelta: Loc = { x: 0, y: 1 };
/**
* 设置勇士所用的图片资源
* @param image 图片资源
*/
setImage(image: SizedCanvasImageSource) {
this.image = image;
this.split();
this.resetRenderable(true);
this.layer.requestUpdateMoving();
}
/**
* 设置移动的移动速度
* @param speed 移动速度
*/
setMoveSpeed(speed: number) {
this.speed = speed;
this.fixMoveSpeed();
}
/**
* 分割勇士图像生成renderable信息
*/
split() {
this.cellWidth = this.image!.width / 4;
this.cellHeight = this.image!.height / 4;
this.generateRenderable();
}
/**
* 生成渲染信息
*/
generateRenderable() {
if (!this.image) return;
this.renderable = {
image: this.image,
frame: 4,
x: core.status.hero.loc.x,
y: core.status.hero.loc.y,
zIndex: core.status.hero.loc.y,
autotile: false,
bigImage: true,
render: this.getRenderFromDir(this.showDir),
animate: 0,
alpha: 1
};
}
/**
* 根据方向获取勇士的裁切信息
* @param dir 方向
*/
getRenderFromDir(dir: Dir): [number, number, number, number][] {
if (!this.cellWidth || !this.cellHeight) return [];
const index = texture.characterDirection[dir];
const y = index * this.cellHeight;
const res: [number, number, number, number][] = [0, 1, 2, 3].map(v => {
return [v * this.cellWidth!, y, this.cellWidth!, this.cellHeight!];
});
if (this.animateReverse) return res.reverse();
else return res;
}
/**
* 开始勇士帧动画
*/
startAnimate() {
this.animate = true;
this.lastFrameTime = Date.now();
}
/**
* 结束勇士帧动画
*/
endAnimate() {
this.animate = false;
this.resetRenderable(false);
}
/**
* 设置帧动画是否反向播放
* @param reverse 帧动画是否反向播放
*/
setAnimateReversed(reverse: boolean) {
this.animateReverse = reverse;
this.resetRenderable(true);
}
/**
* 设置勇士的动画显示朝向
* @param dir 显示朝向
*/
setAnimateDir(dir: Dir) {
if (dir !== this.showDir) {
this.showDir = dir;
this.resetRenderable(true);
}
}
/**
* 重置renderable状态恢复至第一帧状态
* @param getInfo 是否重新获取渲染信息
*/
resetRenderable(getInfo: boolean) {
this.movingFrame = 0;
if (this.renderable) {
this.renderable.animate = 0;
if (getInfo) {
this.renderable.render = this.getRenderFromDir(this.showDir);
}
}
this.layer.update(this.layer);
}
/**
* 勇士帧动画定时器
*/
private animateTick(time: number) {
if (!this.animate) return;
if (time - this.lastFrameTime > this.speed) {
this.lastFrameTime = time;
this.movingFrame++;
this.movingFrame %= 4;
if (this.renderable) this.renderable.animate = this.movingFrame;
}
this.layer.update(this.layer);
}
/**
* 勇士移动定时器
*/
private moveTick(time: number) {
if (!this.renderable) return;
if (this.moving) {
const progress = (time - this.lastStepTime) / this.realSpeed;
const { x: dx, y: dy } = this.stepDelta;
const { x, y } = core.status.hero.loc;
if (progress >= 1) {
this.renderable.x = x + dx;
this.renderable.y = y + dy;
this.fixMoveSpeed();
this.emit('stepEnd');
} else {
const rx = dx * progress + x;
const ry = dy * progress + y;
this.renderable.x = rx;
this.renderable.y = ry;
}
this.layer.update(this.layer);
}
this.emit('moveTick', this.renderable.x, this.renderable.y);
}
/**
* 进行下一步的移动准备,设置移动信息
*/
private step() {
this.stepDir = this.moveDir;
this.lastStepTime = Date.now();
this.stepDelta = core.utils.scan2[this.stepDir];
this.turn(this.stepDir);
}
private fixMoveSpeed() {
if (!core.isReplaying()) {
this.realSpeed = this.speed;
} else {
const replay = core.status.replay.speed;
this.realSpeed = replay === 24 ? 1 : this.speed / replay;
}
}
/**
* 准备开始移动
*/
readyMove() {
this.moving = true;
this.fixMoveSpeed();
}
/**
* 移动勇士
*/
move(dir: Dir2): Promise<void> {
if (!this.moving) {
logger.error(12);
return Promise.reject(
'Cannot moving hero while hero not in moving!'
);
}
this.moveDir = dir;
if (this.moveDetached) {
return this.moveDetached;
} else {
this.step();
this.moveDetached = new Promise(res => {
this.once('stepEnd', () => {
this.moveDetached = void 0;
res();
});
});
return this.moveDetached;
}
}
/**
* 结束勇士的移动过程
*/
endMove(): Promise<void> {
if (!this.moving) return Promise.resolve();
if (this.moveEnding) return this.moveEnding;
else {
const promise = new Promise<void>(resolve => {
this.once('stepEnd', () => {
this.moveEnding = void 0;
this.moving = false;
const { x, y } = core.status.hero.loc;
this.setHeroLoc(x, y);
this.render();
resolve();
});
});
return (this.moveEnding = promise);
}
}
/**
* 勇士转向,不填表示顺时针转一个方向
* @param dir 移动方向
*/
turn(dir?: Dir2): void {
if (!dir) {
const index = texture.characterTurn2.indexOf(this.stepDir);
if (index === -1) {
const length = texture.characterTurn.length;
const index = texture.characterTurn.indexOf(
this.stepDir as Dir
);
const next = texture.characterTurn[index % length];
return this.turn(next);
} else {
return this.turn(texture.characterTurn[index]);
}
}
this.moveDir = dir;
this.stepDir = dir;
if (!this.renderable) return;
this.renderable.render = this.getRenderFromDir(this.showDir);
this.layer.update(this.layer);
}
/**
* 设置勇士的坐标
* @param x 横坐标
* @param y 纵坐标
*/
setHeroLoc(x?: number, y?: number) {
if (!this.renderable) return;
if (!isNil(x)) {
this.renderable.x = x;
}
if (!isNil(y)) {
this.renderable.y = y;
}
this.emit('moveTick', this.renderable.x, this.renderable.y);
this.layer.update(this.layer);
}
/**
* 按照指定函数移动勇士
* @param x 目标横坐标
* @param y 目标纵坐标
* @param time 移动时间
* @param fn 移动函数传入一个完成度范围0-1返回一个三元素数组表示横纵格子坐标可以是小数。
* 第三个元素表示图块纵深,一般图块的纵深就是其纵坐标,当地图上有大怪物时,此举可以辅助渲染,
* 否则可能会导致移动过程中与大怪物的层级关系不正确,比如全在大怪物身后。注意不建议频繁改动这个值,
* 因为此举会导致层级的重新排序,降低渲染性能。
*/
moveAs(x: number, y: number, time: number, fn: TimingFn<3>): Promise<void> {
if (!this.moving) return Promise.resolve();
if (!this.renderable) return Promise.resolve();
const nowZIndex = fn(0)[2];
const startTime = Date.now();
return new Promise(res => {
this.layer.delegateTicker(
() => {
if (!this.renderable) return;
const now = Date.now();
const progress = (now - startTime) / time;
const [nx, ny, nz] = fn(progress);
this.renderable.x = nx;
this.renderable.y = ny;
this.renderable.zIndex = nz;
if (nz !== nowZIndex) {
this.layer.sortMovingRenderable();
}
this.emit('moveTick', this.renderable.x, this.renderable.y);
this.layer.update(this.layer);
},
time,
() => {
this.moving = false;
if (!this.renderable) return res();
this.renderable.x = x;
this.renderable.y = y;
this.emit('moveTick', this.renderable.x, this.renderable.y);
this.layer.update(this.layer);
res();
}
);
});
}
/**
* 渲染勇士
*/
render() {
if (!this.renderable) return;
if (!this.animate) {
this.renderable.animate = 0;
} else {
this.renderable.animate = this.movingFrame;
}
this.layer.update(this.layer);
}
awake(layer: Layer): void {
this.layer = layer;
adapter.add(this);
this.moveId = layer.delegateTicker(() => {
const time = Date.now();
this.animateTick(time);
this.moveTick(time);
});
}
onDestroy(layer: Layer): void {
adapter.remove(this);
layer.removeTicker(this.moveId);
}
onMovingUpdate(_layer: Layer, renderable: LayerMovingRenderable[]): void {
if (this.renderable) {
renderable.push(this.renderable);
this.emit('append', renderable);
}
}
}
const adapter = new RenderAdapter<HeroRenderer>('hero-adapter');
adapter.receive('readyMove', item => {
item.readyMove();
return Promise.resolve();
});
adapter.receive('move', (item, dir: Dir) => {
return item.move(dir);
});
adapter.receive('endMove', item => {
return item.endMove();
});
adapter.receive(
'moveAs',
(item, x: number, y: number, time: number, fn: TimingFn<3>) => {
return item.moveAs(x, y, time, fn);
}
);
adapter.receive('setHeroLoc', (item, x?: number, y?: number) => {
item.setHeroLoc(x, y);
return Promise.resolve();
});
adapter.receive('turn', (item, dir: Dir2) => {
item.turn(dir);
return Promise.resolve();
});
// 同步适配函数,这些函数用于同步设置信息等
adapter.receiveSync('setImage', (item, image: SizedCanvasImageSource) => {
item.setImage(image);
});
adapter.receiveSync('setMoveSpeed', (item, speed: number) => {
item.setMoveSpeed(speed);
});
adapter.receiveSync('setAnimateReversed', (item, reverse: boolean) => {
item.setAnimateReversed(reverse);
});
adapter.receiveSync('startAnimate', item => {
item.startAnimate();
});
adapter.receiveSync('endAnimate', item => {
item.endAnimate();
});
adapter.receiveSync('setAnimateDir', (item, dir: Dir) => {
item.setAnimateDir(dir);
});
// 不分同步fallback用于适配现在的样板之后会删除
adapter.receiveSync('setHeroLoc', (item, x?: number, y?: number) => {
item.setHeroLoc(x, y);
});
adapter.receiveSync('turn', (item, dir: Dir2) => {
item.turn(dir);
});