HumanBreak/packages-user/client-modules/src/render/map/extension/hero.ts

474 lines
15 KiB
TypeScript

import {
degradeFace,
FaceDirection,
getFaceMovement,
IHeroState,
IHeroStateHooks,
IMapLayer,
state
} from '@user/data-state';
import { IMapRenderer, IMapRendererTicker, IMovingBlock } from '../types';
import { isNil } from 'lodash-es';
import { IHookController, logger } from '@motajs/common';
import { BlockCls, IMaterialFramedData } from '@user/client-base';
import {
ITexture,
ITextureSplitter,
TextureRowSplitter
} from '@motajs/render-assets';
import { IMapHeroRenderer } from './types';
import { TimingFn } from 'mutate-animate';
/** 默认的移动时长 */
const DEFAULT_TIME = 100;
interface HeroRenderEntity {
/** 移动图块对象 */
readonly block: IMovingBlock;
/** 标识符,用于判定跟随者 */
readonly identifier: string;
/** 目标横坐标,移动时有效 */
targetX: number;
/** 目标纵坐标,移动时有效 */
targetY: number;
/** 当前的移动朝向 */
direction: FaceDirection;
/** 下一个跟随者的移动方向 */
nextDirection: FaceDirection;
/** 当前是否正在移动 */
moving: boolean;
/** 当前是否正在动画,移动跟动画要分开,有的操作比如跳跃就是在移动中但是没动画 */
animating: boolean;
/** 帧动画间隔 */
animateInterval: number;
/** 当一次动画时刻 */
lastAnimateTime: number;
/** 当前的动画帧数 */
animateFrame: number;
/** 移动的 `Promise`,移动完成时兑现,如果停止,则一直是兑现状态 */
promise: Promise<void>;
}
export class MapHeroRenderer implements IMapHeroRenderer {
private static readonly splitter: ITextureSplitter<number> =
new TextureRowSplitter();
/** 勇士钩子 */
readonly controller: IHookController<IHeroStateHooks>;
/** 每个朝向的贴图对象 */
readonly textureMap: Map<FaceDirection, IMaterialFramedData> = new Map();
/** 勇士渲染实体,与 `entities[0]` 同引用 */
readonly heroEntity: HeroRenderEntity;
/**
* 渲染实体,索引 0 表示勇士,后续索引依次表示跟随的跟随者。
* 整体是一个状态机,而且下一个跟随者只与上一个跟随者有关,下一个跟随者移动的方向就是上一个跟随者移动前指向的方向。
*/
readonly entities: HeroRenderEntity[] = [];
/** 每帧执行的帧动画对象 */
readonly ticker: IMapRendererTicker;
constructor(
readonly renderer: IMapRenderer,
readonly layer: IMapLayer,
readonly hero: IHeroState
) {
this.controller = hero.addHook(new MapHeroHook(this));
this.controller.load();
const moving = this.addHeroMoving(renderer, layer, hero);
const heroEntity: HeroRenderEntity = {
block: moving,
identifier: '',
targetX: hero.x,
targetY: hero.y,
direction: hero.direction,
nextDirection: FaceDirection.Unknown,
moving: false,
animating: false,
animateInterval: 0,
lastAnimateTime: 0,
animateFrame: 0,
promise: Promise.resolve()
};
this.heroEntity = heroEntity;
this.entities.push(heroEntity);
this.ticker = renderer.requestTicker(time => this.tick(time));
}
/**
* 添加勇士对应的移动图块
* @param renderer 渲染器
* @param layer 图块所属图层
* @param hero 勇士状态对象
*/
private addHeroMoving(
renderer: IMapRenderer,
layer: IMapLayer,
hero: IHeroState
) {
if (isNil(hero.image)) {
logger.warn(88);
return renderer.addMovingBlock(layer, 0, hero.x, hero.y);
}
const image = this.renderer.manager.getImageByAlias(hero.image);
if (!image) {
logger.warn(89, hero.image);
return renderer.addMovingBlock(layer, 0, hero.x, hero.y);
}
this.updateHeroTexture(image);
const tex = this.textureMap.get(degradeFace(hero.direction));
if (!tex) {
return renderer.addMovingBlock(layer, 0, hero.x, hero.y);
}
return renderer.addMovingBlock(layer, tex, hero.x, hero.y);
}
/**
* 更新勇士贴图
* @param image 勇士使用的贴图,包含四个方向
*/
private updateHeroTexture(image: ITexture) {
const textures = [
...image.split(MapHeroRenderer.splitter, image.height / 4)
];
if (textures.length !== 4) {
logger.warn(90, hero.image);
return;
}
const faceList = [
FaceDirection.Down,
FaceDirection.Left,
FaceDirection.Right,
FaceDirection.Up
];
faceList.forEach((v, i) => {
const dirImage = textures[i];
const data: IMaterialFramedData = {
offset: dirImage.width / 4,
texture: dirImage,
cls: BlockCls.Unknown,
frames: 4
};
this.textureMap.set(v, data);
});
}
private tick(time: number) {
this.entities.forEach(v => {
if (!v.animating) {
v.animateFrame = 0;
return;
}
const dt = time - v.lastAnimateTime;
if (dt > v.animateInterval) {
v.animateFrame++;
v.lastAnimateTime = time;
v.block.useSpecifiedFrame(v.animateFrame);
}
});
}
setImage(image: ITexture): void {
this.updateHeroTexture(image);
const tex = this.textureMap.get(degradeFace(this.hero.direction));
if (!tex) return;
this.heroEntity.block.setTexture(tex);
}
setAlpha(alpha: number): void {
this.heroEntity.block.setAlpha(alpha);
}
setPosition(x: number, y: number): void {
this.heroEntity.block.setPos(x, y);
}
/**
* 移动指定渲染实体,不会影响其他渲染实体。多次调用时会按顺序依次移动
* @param entity 渲染实体
* @param direction 移动方向
* @param time 移动时长
*/
private moveEntity(
entity: HeroRenderEntity,
direction: FaceDirection,
time: number
) {
const { x: dx, y: dy } = getFaceMovement(direction);
if (dx === 0 && dy === 0) return;
const block = entity.block;
const tx = block.x + dx;
const ty = block.y + dy;
const nextTile = state.roleFace.getFaceOf(block.tile, direction);
const nextTex = this.renderer.manager.getIfBigImage(
nextTile?.identifier ?? block.tile
);
entity.promise = entity.promise.then(async () => {
entity.moving = true;
entity.animating = true;
entity.nextDirection = entity.direction;
entity.direction = direction;
if (nextTex) block.setTexture(nextTex);
await block.lineTo(tx, ty, time);
entity.moving = false;
entity.animating = false;
});
}
/**
* 生成跳跃曲线
* @param dx 横向偏移量
* @param dy 纵向偏移量
*/
private generateJumpFn(dx: number, dy: number): TimingFn<2> {
const distance = Math.hypot(dx, dy);
const peak = 3 + distance;
return (progress: number) => {
const x = dx * progress;
const y = progress * dy + (progress ** 2 - progress) * peak;
return [x, y];
};
}
/**
* 将指定渲染实体跳跃至目标点,多次调用时会按顺序依次执行,可以与 `moveEntity` 混用
* @param entity 渲染实体
* @param x 目标横坐标
* @param y 目标纵坐标
* @param time 跳跃时长
*/
private jumpEntity(
entity: HeroRenderEntity,
x: number,
y: number,
time: number
) {
const block = entity.block;
entity.promise = entity.promise.then(async () => {
const dx = block.x - x;
const dy = block.y - y;
const fn = this.generateJumpFn(dx, dy);
entity.moving = true;
entity.animating = false;
entity.animateFrame = 0;
await block.moveRelative(fn, time);
entity.moving = false;
entity.animating = false;
});
}
startMove(): void {
this.heroEntity.moving = true;
this.heroEntity.animating = true;
this.heroEntity.animateFrame = 1;
this.heroEntity.lastAnimateTime = this.ticker.timestamp;
this.heroEntity.block.useSpecifiedFrame(1);
}
async waitMoveEnd(waitFollower: boolean): Promise<void> {
if (waitFollower) {
await Promise.all(this.entities.map(v => v.promise));
return;
}
return this.heroEntity.promise;
}
stopMove(stopFollower: boolean): void {
if (stopFollower) {
this.entities.forEach(v => {
v.block.endMoving();
});
} else {
this.heroEntity.block.endMoving();
}
}
async move(direction: FaceDirection, time: number): Promise<void> {
this.moveEntity(this.heroEntity, direction, time);
for (let i = 1; i < this.entities.length; i++) {
const last = this.entities[i - 1];
this.moveEntity(this.entities[i], last.nextDirection, time);
}
await Promise.all(this.entities.map(v => v.promise));
}
async jumpTo(
x: number,
y: number,
time: number,
waitFollower: boolean
): Promise<void> {
// 首先要把所有的跟随者移动到勇士所在位置
for (let i = 1; i < this.entities.length; i++) {
// 对于每一个跟随者,需要向前遍历每一个跟随者,然后朝向移动,这样就可以聚集在一起了
const now = this.entities[i];
for (let j = i - 1; j >= 0; j--) {
const last = this.entities[j];
this.moveEntity(now, last.nextDirection, DEFAULT_TIME);
}
}
this.entities.forEach(v => {
this.jumpEntity(v, x, y, time);
});
if (waitFollower) {
await Promise.all(this.entities.map(v => v.promise));
} else {
return this.heroEntity.promise;
}
}
addFollower(image: number, id: string): void {
const last = this.entities[this.entities.length - 1];
if (last.moving) {
logger.warn(92);
return;
}
const nowFace = degradeFace(last.nextDirection, FaceDirection.Down);
const faced = state.roleFace.getFaceOf(image, nowFace);
const tex = this.renderer.manager.getIfBigImage(faced?.face ?? image);
if (!tex) {
logger.warn(91, image.toString());
return;
}
const { x: dxn, y: dyn } = getFaceMovement(last.nextDirection);
const { x: dx, y: dy } = getFaceMovement(last.direction);
const x = last.block.x - dxn;
const y = last.block.y - dyn;
const moving = this.renderer.addMovingBlock(this.layer, tex, x, y);
const entity: HeroRenderEntity = {
block: moving,
identifier: id,
targetX: last.targetX - dx,
targetY: last.targetY - dy,
direction: nowFace,
nextDirection: FaceDirection.Unknown,
moving: false,
animating: false,
animateInterval: 0,
lastAnimateTime: 0,
animateFrame: 0,
promise: Promise.resolve()
};
this.entities.push(entity);
}
async removeFollower(follower: string, animate: boolean): Promise<void> {
const index = this.entities.findIndex(v => v.identifier === follower);
if (index === -1) return;
if (this.entities[index].moving) {
logger.warn(93);
return;
}
if (index === this.entities.length - 1) {
this.entities.splice(index, 1);
return;
}
// 展示动画
if (animate) {
for (let i = index + 1; i < this.entities.length; i++) {
const last = this.entities[i - 1];
const moving = this.entities[i];
this.moveEntity(moving, last.nextDirection, DEFAULT_TIME);
}
this.entities.splice(index, 1);
await Promise.all(this.entities.map(v => v.promise));
return;
}
// 不展示动画
for (let i = index + 1; i < this.entities.length; i++) {
const last = this.entities[i - 1];
const moving = this.entities[i];
moving.block.setPos(last.block.x, last.block.y);
const nextFace = state.roleFace.getFaceOf(
moving.block.tile,
last.nextDirection
);
if (!nextFace) continue;
const tile = this.renderer.manager.getIfBigImage(
nextFace.identifier
);
if (!tile) continue;
moving.block.setTexture(tile);
moving.nextDirection = moving.direction;
moving.direction = last.nextDirection;
}
this.entities.splice(index, 1);
}
removeAllFollowers(): void {
this.entities.length = 1;
}
setFollowerAlpha(identifier: string, alpha: number): void {
const follower = this.entities.find(v => v.identifier === identifier);
if (!follower) return;
follower.block.setAlpha(alpha);
}
destroy() {
this.controller.unload();
}
}
class MapHeroHook implements Partial<IHeroStateHooks> {
constructor(readonly hero: MapHeroRenderer) {}
onSetImage(image: ImageIds): void {
const texture = this.hero.renderer.manager.getImageByAlias(image);
if (!texture) {
logger.warn(89, hero.image);
return;
}
this.hero.setImage(texture);
}
onSetPosition(x: number, y: number): void {
this.hero.setPosition(x, y);
}
onStartMove(): void {
this.hero.startMove();
}
onMoveHero(direction: FaceDirection, time: number): Promise<void> {
return this.hero.move(direction, time);
}
onEndMove(waitFollower: boolean): Promise<void> {
return this.hero.waitMoveEnd(waitFollower);
}
onJumpHero(
x: number,
y: number,
time: number,
waitFollower: boolean
): Promise<void> {
return this.hero.jumpTo(x, y, time, waitFollower);
}
onSetAlpha(alpha: number): void {
this.hero.setAlpha(alpha);
}
onAddFollower(follower: number, identifier: string): void {
this.hero.addFollower(follower, identifier);
}
onRemoveFollower(identifier: string, animate: boolean): void {
this.hero.removeFollower(identifier, animate);
}
onRemoveAllFollowers(): void {
this.hero.removeAllFollowers();
}
onSetFollowerAlpha(identifier: string, alpha: number): void {
this.hero.setFollowerAlpha(identifier, alpha);
}
}