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refactor: IHeroState
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@ -5,10 +5,9 @@ import {
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HeroAnimateDirection,
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IHeroState,
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IHeroStateHooks,
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IMapLayer,
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nextFaceDirection,
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state
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} from '@user/data-state';
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nextFaceDirection
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} from '@user/data-base';
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import { IMapLayer, state } from '@user/data-state';
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import { IMapRenderer, IMapRendererTicker, IMovingBlock } from '../types';
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import { isNil } from 'lodash-es';
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import { IHookController, logger } from '@motajs/common';
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@ -1,4 +1,5 @@
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import { IHeroState, IMapLayer } from '@user/data-state';
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import { IHeroState } from '@user/data-base';
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import { IMapLayer } from '@user/data-state';
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import {
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IMapDoorRenderer,
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IMapExtensionManager,
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@ -2,9 +2,9 @@ import { ITexture, Font } from '@motajs/render';
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import {
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FaceDirection,
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HeroAnimateDirection,
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IHeroState,
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IMapLayer
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} from '@user/data-state';
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IHeroState
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} from '@user/data-base';
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import { IMapLayer } from '@user/data-state';
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import { IMapRenderResult } from '../types';
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152
packages-user/data-base/src/hero/attribute.ts
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152
packages-user/data-base/src/hero/attribute.ts
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@ -0,0 +1,152 @@
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import { logger } from '@motajs/common';
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import { IHeroAttribute, IHeroModifier } from './types';
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export abstract class BaseHeroModifier<T, V> implements IHeroModifier<T, V> {
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abstract readonly priority: number;
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owner: IHeroAttribute<unknown> | null = null;
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constructor(private currentValue: V) {}
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get value(): V {
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return this.currentValue;
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}
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setValue(value: V): void {
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this.currentValue = value;
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this.owner?.markModifierDirty(this);
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}
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getValue(): V {
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return this.currentValue;
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}
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bindAttribute(attribute: IHeroAttribute<unknown> | null): void {
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this.owner = attribute;
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}
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abstract modify(value: T, baseValue: T, name: string): T;
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abstract clone(): IHeroModifier<T, V>;
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}
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export class HeroAttribute<THero> implements IHeroAttribute<THero> {
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/** 当前勇士属性修饰器 */
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private readonly modifier: Map<keyof THero, IHeroModifier[]> = new Map();
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/** 当前每个修饰器对应的属性值 */
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private readonly modifierName: Map<IHeroModifier, keyof THero> = new Map();
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/** 当前勇士最终属性 */
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private readonly finalAttribute: THero;
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/**
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* @param attribute 当前勇士的基础属性
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*/
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constructor(private readonly attribute: THero) {
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this.finalAttribute = structuredClone(attribute);
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}
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/**
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* 判定修饰器结果是否同引用
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* @param curr 当前属性值
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* @param next 修饰器修饰结果
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*/
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private isSameReference(curr: unknown, next: unknown) {
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return typeof curr === 'object' && curr !== null && curr === next;
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}
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/**
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* 重新计算指定属性值
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* @param name 属性名称
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*/
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private recalculateAttribute<K extends keyof THero>(name: K): void {
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const modifierList = this.modifier.get(name);
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if (!modifierList) return;
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const baseValue = this.attribute[name];
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let value = baseValue;
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for (const modifier of modifierList as IHeroModifier<THero[K]>[]) {
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const nextValue = modifier.modify(value, baseValue, name);
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// 部署之后就没必要弹这个警告了,额外判断反而可能会有一定的性能损失,直接 tree-shaking 优化掉
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if (import.meta.env.DEV && this.isSameReference(value, nextValue)) {
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const modiferName = modifier.constructor.name;
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logger.warn(109, modiferName, String(name));
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}
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value = nextValue;
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}
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this.finalAttribute[name] = value;
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}
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getBaseAttribute<K extends keyof THero>(name: K): THero[K] {
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return this.attribute[name];
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}
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getFinalAttribute<K extends keyof THero>(name: K): THero[K] {
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return this.finalAttribute[name];
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}
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setBaseAttribute<K extends keyof THero>(name: K, value: THero[K]): void {
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this.attribute[name] = value;
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this.markDirty(name);
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}
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addModifier<K extends keyof THero>(
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name: K,
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modifier: IHeroModifier<THero[K], unknown>
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): void {
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if (modifier.owner) {
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const modiferName = modifier.constructor.name;
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logger.warn(108, modiferName, String(name));
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return;
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}
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const modifierList = this.modifier.getOrInsert(name, []);
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modifierList.push(modifier);
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modifierList.sort((left, right) => right.priority - left.priority);
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this.modifierName.set(modifier, name);
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modifier.bindAttribute(this);
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this.markDirty(name);
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}
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deleteModifier<K extends keyof THero>(
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name: K,
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modifier: IHeroModifier<THero[K], unknown>
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): void {
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const modifierList = this.modifier.get(name);
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if (!modifierList) return;
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const index = modifierList.indexOf(modifier);
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if (index === -1) return;
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modifier.bindAttribute(null);
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modifierList.splice(index, 1);
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this.modifierName.delete(modifier);
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this.markDirty(name);
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}
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markDirty(name: keyof THero): void {
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this.recalculateAttribute(name);
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}
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markModifierDirty(modifier: IHeroModifier): void {
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const name = this.modifierName.get(modifier);
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if (name === undefined) return;
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this.markDirty(name);
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}
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clone(cloneModifier: boolean = true): IHeroAttribute<THero> {
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const cloned = new HeroAttribute<THero>(
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structuredClone(this.attribute)
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);
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if (!cloneModifier) return cloned;
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// 拷贝修饰器
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for (const [modifier, name] of this.modifierName) {
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cloned.addModifier(
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name,
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modifier.clone() as IHeroModifier<THero[keyof THero]>
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);
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}
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return cloned;
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}
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}
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4
packages-user/data-base/src/hero/index.ts
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4
packages-user/data-base/src/hero/index.ts
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@ -0,0 +1,4 @@
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export * from './attribute';
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export * from './state';
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export * from './types';
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export * from './utils';
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@ -1,8 +1,14 @@
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import { Hookable, HookController, IHookController } from '@motajs/common';
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import { IHeroFollower, IHeroState, IHeroStateHooks } from './types';
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import { FaceDirection, getFaceMovement, nextFaceDirection } from '../common';
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import { isNil } from 'lodash-es';
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import { DEFAULT_HERO_IMAGE } from '../shared';
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import { getFaceMovement, nextFaceDirection } from './utils';
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import {
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FaceDirection,
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IHeroFollower,
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IHeroState,
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IHeroStateHooks
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} from './types';
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const DEFAULT_HERO_IMAGE: ImageIds = 'hero.png';
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export class HeroState extends Hookable<IHeroStateHooks> implements IHeroState {
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x: number = 0;
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330
packages-user/data-base/src/hero/types.ts
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330
packages-user/data-base/src/hero/types.ts
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@ -0,0 +1,330 @@
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import { IHookBase, IHookable } from '@motajs/common';
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//#region 勇士属性
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export interface IHeroModifier<T = unknown, V = unknown> {
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/** 修饰器优先级 */
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readonly priority: number;
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/** 修饰器参数值 */
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readonly value: V;
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/** 当前修饰器所属的勇士属性对象 */
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readonly owner: IHeroAttribute<unknown> | null;
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/**
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* 设置修饰器参数值
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* @param value 参数值
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*/
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setValue(value: V): void;
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/**
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* 获取修饰器参数值
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*/
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getValue(): V;
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/**
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* 绑定勇士属性对象
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* @param attribute 勇士属性对象
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*/
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bindAttribute(attribute: IHeroAttribute<unknown> | null): void;
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/**
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* 对指定属性值进行修改
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* @param value 该属性值的当前属性值,即经过了优先级更高的修饰器修饰后的属性值
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* @param baseValue 该属性值的基础属性值
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* @param name 属性名称
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*/
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modify(value: T, baseValue: T, name: PropertyKey): T;
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/**
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* 深拷贝此修饰器
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*/
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clone(): IHeroModifier<T, V>;
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}
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export interface IHeroAttribute<THero> {
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/**
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* 获取勇士的基础属性,即未经过任何 Buff 或装备等加成的属性
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* @param name 属性名称
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*/
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getBaseAttribute<K extends keyof THero>(name: K): THero[K];
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/**
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* 获取勇士的最终属性,即经过了 Buff 或装备等加成的属性
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* @param name 属性名称
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*/
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getFinalAttribute<K extends keyof THero>(name: K): THero[K];
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/**
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* 设置勇士的基础属性
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* @param name 属性名称
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* @param value 要设置为的值
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*/
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setBaseAttribute<K extends keyof THero>(name: K, value: THero[K]): void;
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/**
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* 向一个属性添加属性修饰器
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* @param name 属性名称
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* @param modifier 属性修饰器
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*/
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addModifier<K extends keyof THero>(
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name: K,
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modifier: IHeroModifier<THero[K], unknown>
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): void;
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/**
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* 删除指定的属性修饰器
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* @param name 属性名称
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* @param modifier 属性修饰器
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*/
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deleteModifier<K extends keyof THero>(
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name: K,
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modifier: IHeroModifier<THero[K], unknown>
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): void;
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/**
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* 将指定属性标记为脏
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* @param name 属性名称
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*/
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markDirty(name: keyof THero): void;
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/**
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* 将指定属性修饰器标记为脏
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* @param modifier 属性修饰器
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*/
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markModifierDirty(modifier: IHeroModifier): void;
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/**
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* 深拷贝此勇士属性对象
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* @param cloneModifier 是否同时复制修饰器,默认复制
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*/
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clone(cloneModifier?: boolean): IHeroAttribute<THero>;
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}
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//#endregion
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//#region 朝向
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export const enum FaceDirection {
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Unknown,
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Left,
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Up,
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Right,
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Down,
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LeftUp,
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RightUp,
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LeftDown,
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RightDown
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}
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export interface IFaceData {
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/** 图块数字 */
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readonly identifier: number;
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/** 图块朝向 */
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readonly face: FaceDirection;
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}
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//#endregion
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//#region 勇士状态
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export const enum HeroAnimateDirection {
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/** 正向播放动画 */
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Forward,
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/** 反向播放动画 */
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Backward
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}
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export interface IHeroFollower {
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/** 跟随者的图块数字 */
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readonly num: number;
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/** 跟随者的标识符 */
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readonly identifier: string;
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/** 跟随者的不透明度 */
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alpha: number;
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}
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export interface IHeroStateHooks extends IHookBase {
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/**
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* 当设置勇士的坐标时触发
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* @param x 勇士横坐标
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* @param y 勇士纵坐标
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*/
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onSetPosition(x: number, y: number): void;
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/**
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* 当设置勇士朝向时触发
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* @param direction 勇士朝向
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*/
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onTurnHero(direction: FaceDirection): void;
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/**
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* 当勇士开始移动时触发
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*/
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onStartMove(): void;
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/**
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* 当移动勇士时触发
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* @param direction 移动方向
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* @param time 移动动画时长
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*/
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onMoveHero(direction: FaceDirection, time: number): Promise<void>;
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/**
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* 当停止移动时触发
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*/
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onEndMove(): Promise<void>;
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/**
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* 当勇士跳跃时触发
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* @param x 目标点横坐标
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* @param y 目标点纵坐标
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* @param time 跳跃动画时长
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* @param waitFollower 是否等待跟随者跳跃完毕
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*/
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onJumpHero(
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x: number,
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y: number,
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time: number,
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waitFollower: boolean
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): Promise<void>;
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/**
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* 当设置勇士图片时触发
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* @param image 勇士图片 id
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*/
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onSetImage(image: ImageIds): void;
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/**
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* 当设置勇士不透明度时执行
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* @param alpha 不透明度
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*/
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onSetAlpha(alpha: number): void;
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/**
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* 添加跟随者时触发
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* @param follower 跟随者的图块数字
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* @param identifier 跟随者的标识符
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*/
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onAddFollower(follower: number, identifier: string): void;
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/**
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* 当移除跟随者时触发
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* @param identifier 跟随者的标识符
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* @param animate 填 `true` 的话,如果删除了中间的跟随者,后续跟随者会使用移动动画移动到下一格,否则瞬移至下一格
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*/
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onRemoveFollower(identifier: string, animate: boolean): void;
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/**
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* 当移除所有跟随者时触发
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*/
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onRemoveAllFollowers(): void;
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/**
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* 设置跟随者的不透明度
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* @param identifier 跟随者标识符
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* @param alpha 跟随者不透明度
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*/
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onSetFollowerAlpha(identifier: string, alpha: number): void;
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}
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export interface IHeroState extends IHookable<IHeroStateHooks> {
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/** 勇士横坐标 */
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readonly x: number;
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/** 勇士纵坐标 */
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readonly y: number;
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/** 勇士朝向 */
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readonly direction: FaceDirection;
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/** 勇士图片 */
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readonly image?: ImageIds;
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/** 跟随者列表 */
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readonly followers: readonly IHeroFollower[];
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/** 勇士当前的不透明度 */
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readonly alpha: number;
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/**
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* 设置勇士位置
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* @param x 横坐标
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* @param y 纵坐标
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*/
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setPosition(x: number, y: number): void;
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/**
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* 设置勇士朝向
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* @param direction 勇士朝向,不填表示顺时针旋转
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*/
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turn(direction?: FaceDirection): void;
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/**
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* 开始勇士移动,在移动前必须先调用此方法将勇士切换为移动状态
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*/
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startMove(): void;
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/**
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* 移动勇士。能否移动的逻辑暂时不在这里,目前作为过渡作用,仅服务于渲染
|
||||
* @param dir 移动方向
|
||||
* @param time 移动动画时长,默认 100ms
|
||||
* @returns 移动的 `Promise`,当相关的移动动画结束后兑现
|
||||
*/
|
||||
move(dir: FaceDirection, time?: number): Promise<void>;
|
||||
|
||||
/**
|
||||
* 结束勇士移动
|
||||
* @returns 当移动动画结束后兑现的 `Promise`
|
||||
*/
|
||||
endMove(): Promise<void>;
|
||||
|
||||
/**
|
||||
* 跳跃勇士至目标点
|
||||
* @param x 目标点横坐标
|
||||
* @param y 目标点纵坐标
|
||||
* @param time 跳跃动画时长,默认 500ms
|
||||
* @param waitFollower 是否等待跟随者跳跃完毕,默认不等待
|
||||
* @returns 跳跃的 `Promise`,当相关的移动动画结束后兑现
|
||||
*/
|
||||
jumpHero(
|
||||
x: number,
|
||||
y: number,
|
||||
time?: number,
|
||||
waitFollower?: boolean
|
||||
): Promise<void>;
|
||||
|
||||
/**
|
||||
* 设置勇士图片
|
||||
* @param image 图片 id
|
||||
*/
|
||||
setImage(image: ImageIds): void;
|
||||
|
||||
/**
|
||||
* 设置勇士的不透明度
|
||||
* @param alpha 不透明度
|
||||
*/
|
||||
setAlpha(alpha: number): void;
|
||||
|
||||
/**
|
||||
* 添加一个跟随者
|
||||
* @param follower 跟随者的图块数字
|
||||
* @param identifier 跟随者的标识符,可以用来移除
|
||||
*/
|
||||
addFollower(follower: number, identifier: string): void;
|
||||
|
||||
/**
|
||||
* 移除指定的跟随者
|
||||
* @param identifier 跟随者的标识符
|
||||
* @param animate 填 `true` 的话,如果删除了中间的跟随者,后续跟随者会使用移动动画移动到下一格,否则瞬移至下一格
|
||||
*/
|
||||
removeFollower(identifier: string, animate?: boolean): void;
|
||||
|
||||
/**
|
||||
* 移除所有跟随者
|
||||
*/
|
||||
removeAllFollowers(): void;
|
||||
|
||||
/**
|
||||
* 设置指定跟随者的不透明度
|
||||
* @param identifier 跟随者标识符
|
||||
* @param alpha 跟随者不透明度
|
||||
*/
|
||||
setFollowerAlpha(identifier: string, alpha: number): void;
|
||||
}
|
||||
|
||||
//#endregion
|
||||
182
packages-user/data-base/src/hero/utils.ts
Normal file
182
packages-user/data-base/src/hero/utils.ts
Normal file
@ -0,0 +1,182 @@
|
||||
import { FaceDirection } from './types';
|
||||
|
||||
/**
|
||||
* 获取指定朝向的坐标偏移量
|
||||
* @param dir 朝向
|
||||
*/
|
||||
export function getFaceMovement(dir: FaceDirection): Loc {
|
||||
switch (dir) {
|
||||
case FaceDirection.Left:
|
||||
return { x: -1, y: 0 };
|
||||
case FaceDirection.Right:
|
||||
return { x: 1, y: 0 };
|
||||
case FaceDirection.Up:
|
||||
return { x: 0, y: -1 };
|
||||
case FaceDirection.Down:
|
||||
return { x: 0, y: 1 };
|
||||
case FaceDirection.LeftUp:
|
||||
return { x: -1, y: -1 };
|
||||
case FaceDirection.RightUp:
|
||||
return { x: 1, y: -1 };
|
||||
case FaceDirection.LeftDown:
|
||||
return { x: -1, y: 1 };
|
||||
case FaceDirection.RightDown:
|
||||
return { x: 1, y: 1 };
|
||||
case FaceDirection.Unknown:
|
||||
return { x: 0, y: 0 };
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 将八方向朝向降级为四方向朝向
|
||||
* @param dir 朝向
|
||||
* @param unknown 如果朝向是 `FaceDirection.Unknown`,那么会返回什么,默认还是未知
|
||||
*/
|
||||
export function degradeFace(
|
||||
dir: FaceDirection,
|
||||
unknown: FaceDirection = FaceDirection.Unknown
|
||||
): FaceDirection {
|
||||
switch (dir) {
|
||||
case FaceDirection.LeftUp:
|
||||
return FaceDirection.Left;
|
||||
case FaceDirection.LeftDown:
|
||||
return FaceDirection.Left;
|
||||
case FaceDirection.RightUp:
|
||||
return FaceDirection.Right;
|
||||
case FaceDirection.RightDown:
|
||||
return FaceDirection.Right;
|
||||
case FaceDirection.Unknown:
|
||||
return unknown;
|
||||
}
|
||||
return dir;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取指定朝向旋转后的朝向
|
||||
* @param dir 当前朝向
|
||||
* @param anticlockwise 是否逆时针旋转,默认顺时针
|
||||
* @param face8 是否使用八朝向。为 `false` 时,旋转为九十度旋转,即 上->右->下->左,左上->右上->右下->左下。
|
||||
* 为 `true` 时,旋转为四十五度旋转,即 上->右上->右->右下->下->左下->左->左上。逆时针反过来旋转。
|
||||
*/
|
||||
export function nextFaceDirection(
|
||||
dir: FaceDirection,
|
||||
anticlockwise: boolean = false,
|
||||
face8: boolean = false
|
||||
): FaceDirection {
|
||||
if (face8) {
|
||||
if (anticlockwise) {
|
||||
switch (dir) {
|
||||
case FaceDirection.Left:
|
||||
return FaceDirection.LeftDown;
|
||||
case FaceDirection.LeftDown:
|
||||
return FaceDirection.Down;
|
||||
case FaceDirection.Down:
|
||||
return FaceDirection.RightDown;
|
||||
case FaceDirection.RightDown:
|
||||
return FaceDirection.Right;
|
||||
case FaceDirection.Right:
|
||||
return FaceDirection.RightUp;
|
||||
case FaceDirection.RightUp:
|
||||
return FaceDirection.Up;
|
||||
case FaceDirection.Up:
|
||||
return FaceDirection.LeftUp;
|
||||
case FaceDirection.LeftUp:
|
||||
return FaceDirection.Left;
|
||||
case FaceDirection.Unknown:
|
||||
return FaceDirection.Unknown;
|
||||
}
|
||||
} else {
|
||||
switch (dir) {
|
||||
case FaceDirection.Left:
|
||||
return FaceDirection.LeftUp;
|
||||
case FaceDirection.LeftUp:
|
||||
return FaceDirection.Up;
|
||||
case FaceDirection.Up:
|
||||
return FaceDirection.RightUp;
|
||||
case FaceDirection.RightUp:
|
||||
return FaceDirection.Right;
|
||||
case FaceDirection.Right:
|
||||
return FaceDirection.RightDown;
|
||||
case FaceDirection.RightDown:
|
||||
return FaceDirection.Down;
|
||||
case FaceDirection.Down:
|
||||
return FaceDirection.LeftDown;
|
||||
case FaceDirection.LeftDown:
|
||||
return FaceDirection.Left;
|
||||
case FaceDirection.Unknown:
|
||||
return FaceDirection.Unknown;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
if (anticlockwise) {
|
||||
switch (dir) {
|
||||
case FaceDirection.Left:
|
||||
return FaceDirection.Down;
|
||||
case FaceDirection.Down:
|
||||
return FaceDirection.Right;
|
||||
case FaceDirection.Right:
|
||||
return FaceDirection.Up;
|
||||
case FaceDirection.Up:
|
||||
return FaceDirection.Left;
|
||||
case FaceDirection.LeftUp:
|
||||
return FaceDirection.LeftDown;
|
||||
case FaceDirection.LeftDown:
|
||||
return FaceDirection.RightDown;
|
||||
case FaceDirection.RightDown:
|
||||
return FaceDirection.RightUp;
|
||||
case FaceDirection.RightUp:
|
||||
return FaceDirection.LeftUp;
|
||||
case FaceDirection.Unknown:
|
||||
return FaceDirection.Unknown;
|
||||
}
|
||||
} else {
|
||||
switch (dir) {
|
||||
case FaceDirection.Left:
|
||||
return FaceDirection.Up;
|
||||
case FaceDirection.Up:
|
||||
return FaceDirection.Right;
|
||||
case FaceDirection.Right:
|
||||
return FaceDirection.Down;
|
||||
case FaceDirection.Down:
|
||||
return FaceDirection.Left;
|
||||
case FaceDirection.LeftUp:
|
||||
return FaceDirection.RightUp;
|
||||
case FaceDirection.RightUp:
|
||||
return FaceDirection.RightDown;
|
||||
case FaceDirection.RightDown:
|
||||
return FaceDirection.LeftDown;
|
||||
case FaceDirection.LeftDown:
|
||||
return FaceDirection.LeftUp;
|
||||
case FaceDirection.Unknown:
|
||||
return FaceDirection.Unknown;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 根据朝向字符串获取朝向枚举值
|
||||
* @param dir 朝向字符串
|
||||
*/
|
||||
export function fromDirectionString(dir: Dir2): FaceDirection {
|
||||
switch (dir) {
|
||||
case 'left':
|
||||
return FaceDirection.Left;
|
||||
case 'right':
|
||||
return FaceDirection.Right;
|
||||
case 'up':
|
||||
return FaceDirection.Up;
|
||||
case 'down':
|
||||
return FaceDirection.Down;
|
||||
case 'leftup':
|
||||
return FaceDirection.LeftUp;
|
||||
case 'rightup':
|
||||
return FaceDirection.RightUp;
|
||||
case 'leftdown':
|
||||
return FaceDirection.LeftDown;
|
||||
case 'rightdown':
|
||||
return FaceDirection.RightDown;
|
||||
default:
|
||||
return FaceDirection.Unknown;
|
||||
}
|
||||
}
|
||||
@ -1,4 +1,5 @@
|
||||
export * from './enemy';
|
||||
export * from './hero';
|
||||
export * from './load';
|
||||
|
||||
export * from './game';
|
||||
|
||||
@ -1,21 +1,7 @@
|
||||
export const enum FaceDirection {
|
||||
Unknown,
|
||||
Left,
|
||||
Up,
|
||||
Right,
|
||||
Down,
|
||||
LeftUp,
|
||||
RightUp,
|
||||
LeftDown,
|
||||
RightDown
|
||||
}
|
||||
import { FaceDirection, type IFaceData } from '@user/data-base';
|
||||
|
||||
export interface IFaceData {
|
||||
/** 图块数字 */
|
||||
readonly identifier: number;
|
||||
/** 图块朝向 */
|
||||
readonly face: FaceDirection;
|
||||
}
|
||||
export { FaceDirection };
|
||||
export type { IFaceData } from '@user/data-base';
|
||||
|
||||
export interface IRoleFaceBinder {
|
||||
/**
|
||||
|
||||
@ -1,182 +1,6 @@
|
||||
import { FaceDirection } from './types';
|
||||
|
||||
/**
|
||||
* 获取指定朝向的坐标偏移量
|
||||
* @param dir 朝向
|
||||
*/
|
||||
export function getFaceMovement(dir: FaceDirection): Loc {
|
||||
switch (dir) {
|
||||
case FaceDirection.Left:
|
||||
return { x: -1, y: 0 };
|
||||
case FaceDirection.Right:
|
||||
return { x: 1, y: 0 };
|
||||
case FaceDirection.Up:
|
||||
return { x: 0, y: -1 };
|
||||
case FaceDirection.Down:
|
||||
return { x: 0, y: 1 };
|
||||
case FaceDirection.LeftUp:
|
||||
return { x: -1, y: -1 };
|
||||
case FaceDirection.RightUp:
|
||||
return { x: 1, y: -1 };
|
||||
case FaceDirection.LeftDown:
|
||||
return { x: -1, y: 1 };
|
||||
case FaceDirection.RightDown:
|
||||
return { x: 1, y: 1 };
|
||||
case FaceDirection.Unknown:
|
||||
return { x: 0, y: 0 };
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 将八方向朝向降级为四方向朝向
|
||||
* @param dir 朝向
|
||||
* @param unknown 如果朝向是 `FaceDirection.Unknown`,那么会返回什么,默认还是未知
|
||||
*/
|
||||
export function degradeFace(
|
||||
dir: FaceDirection,
|
||||
unknown: FaceDirection = FaceDirection.Unknown
|
||||
): FaceDirection {
|
||||
switch (dir) {
|
||||
case FaceDirection.LeftUp:
|
||||
return FaceDirection.Left;
|
||||
case FaceDirection.LeftDown:
|
||||
return FaceDirection.Left;
|
||||
case FaceDirection.RightUp:
|
||||
return FaceDirection.Right;
|
||||
case FaceDirection.RightDown:
|
||||
return FaceDirection.Right;
|
||||
case FaceDirection.Unknown:
|
||||
return unknown;
|
||||
}
|
||||
return dir;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取指定朝向旋转后的朝向
|
||||
* @param dir 当前朝向
|
||||
* @param anticlockwise 是否逆时针旋转,默认顺时针
|
||||
* @param face8 是否使用八朝向。为 `false` 时,旋转为九十度旋转,即 上->右->下->左,左上->右上->右下->左下。
|
||||
* 为 `true` 时,旋转为四十五度旋转,即 上->右上->右->右下->下->左下->左->左上。逆时针反过来旋转。
|
||||
*/
|
||||
export function nextFaceDirection(
|
||||
dir: FaceDirection,
|
||||
anticlockwise: boolean = false,
|
||||
face8: boolean = false
|
||||
): FaceDirection {
|
||||
if (face8) {
|
||||
if (anticlockwise) {
|
||||
switch (dir) {
|
||||
case FaceDirection.Left:
|
||||
return FaceDirection.LeftDown;
|
||||
case FaceDirection.LeftDown:
|
||||
return FaceDirection.Down;
|
||||
case FaceDirection.Down:
|
||||
return FaceDirection.RightDown;
|
||||
case FaceDirection.RightDown:
|
||||
return FaceDirection.Right;
|
||||
case FaceDirection.Right:
|
||||
return FaceDirection.RightUp;
|
||||
case FaceDirection.RightUp:
|
||||
return FaceDirection.Up;
|
||||
case FaceDirection.Up:
|
||||
return FaceDirection.LeftUp;
|
||||
case FaceDirection.LeftUp:
|
||||
return FaceDirection.Left;
|
||||
case FaceDirection.Unknown:
|
||||
return FaceDirection.Unknown;
|
||||
}
|
||||
} else {
|
||||
switch (dir) {
|
||||
case FaceDirection.Left:
|
||||
return FaceDirection.LeftUp;
|
||||
case FaceDirection.LeftUp:
|
||||
return FaceDirection.Up;
|
||||
case FaceDirection.Up:
|
||||
return FaceDirection.RightUp;
|
||||
case FaceDirection.RightUp:
|
||||
return FaceDirection.Right;
|
||||
case FaceDirection.Right:
|
||||
return FaceDirection.RightDown;
|
||||
case FaceDirection.RightDown:
|
||||
return FaceDirection.Down;
|
||||
case FaceDirection.Down:
|
||||
return FaceDirection.LeftDown;
|
||||
case FaceDirection.LeftDown:
|
||||
return FaceDirection.Left;
|
||||
case FaceDirection.Unknown:
|
||||
return FaceDirection.Unknown;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
if (anticlockwise) {
|
||||
switch (dir) {
|
||||
case FaceDirection.Left:
|
||||
return FaceDirection.Down;
|
||||
case FaceDirection.Down:
|
||||
return FaceDirection.Right;
|
||||
case FaceDirection.Right:
|
||||
return FaceDirection.Up;
|
||||
case FaceDirection.Up:
|
||||
return FaceDirection.Left;
|
||||
case FaceDirection.LeftUp:
|
||||
return FaceDirection.LeftDown;
|
||||
case FaceDirection.LeftDown:
|
||||
return FaceDirection.RightDown;
|
||||
case FaceDirection.RightDown:
|
||||
return FaceDirection.RightUp;
|
||||
case FaceDirection.RightUp:
|
||||
return FaceDirection.LeftUp;
|
||||
case FaceDirection.Unknown:
|
||||
return FaceDirection.Unknown;
|
||||
}
|
||||
} else {
|
||||
switch (dir) {
|
||||
case FaceDirection.Left:
|
||||
return FaceDirection.Up;
|
||||
case FaceDirection.Up:
|
||||
return FaceDirection.Right;
|
||||
case FaceDirection.Right:
|
||||
return FaceDirection.Down;
|
||||
case FaceDirection.Down:
|
||||
return FaceDirection.Left;
|
||||
case FaceDirection.LeftUp:
|
||||
return FaceDirection.RightUp;
|
||||
case FaceDirection.RightUp:
|
||||
return FaceDirection.RightDown;
|
||||
case FaceDirection.RightDown:
|
||||
return FaceDirection.LeftDown;
|
||||
case FaceDirection.LeftDown:
|
||||
return FaceDirection.LeftUp;
|
||||
case FaceDirection.Unknown:
|
||||
return FaceDirection.Unknown;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 根据朝向字符串获取朝向枚举值
|
||||
* @param dir 朝向字符串
|
||||
*/
|
||||
export function fromDirectionString(dir: Dir2): FaceDirection {
|
||||
switch (dir) {
|
||||
case 'left':
|
||||
return FaceDirection.Left;
|
||||
case 'right':
|
||||
return FaceDirection.Right;
|
||||
case 'up':
|
||||
return FaceDirection.Up;
|
||||
case 'down':
|
||||
return FaceDirection.Down;
|
||||
case 'leftup':
|
||||
return FaceDirection.LeftUp;
|
||||
case 'rightup':
|
||||
return FaceDirection.RightUp;
|
||||
case 'leftdown':
|
||||
return FaceDirection.LeftDown;
|
||||
case 'rightdown':
|
||||
return FaceDirection.RightDown;
|
||||
default:
|
||||
return FaceDirection.Unknown;
|
||||
}
|
||||
}
|
||||
export {
|
||||
degradeFace,
|
||||
fromDirectionString,
|
||||
getFaceMovement,
|
||||
nextFaceDirection
|
||||
} from '@user/data-base';
|
||||
|
||||
@ -1,11 +1,12 @@
|
||||
import { ICoreState, IStateSaveData } from './types';
|
||||
import { IHeroState, HeroState } from './hero';
|
||||
import { ILayerState, LayerState } from './map';
|
||||
import { IRoleFaceBinder, RoleFaceBinder } from './common';
|
||||
import {
|
||||
DamageSystem,
|
||||
EnemyContext,
|
||||
EnemyManager,
|
||||
HeroState,
|
||||
IHeroState,
|
||||
IEnemyContext,
|
||||
IEnemyManager,
|
||||
MapDamage
|
||||
|
||||
@ -1,2 +1 @@
|
||||
export * from './state';
|
||||
export * from './types';
|
||||
|
||||
@ -1,204 +1,22 @@
|
||||
import { IHookBase, IHookable } from '@motajs/common';
|
||||
import { FaceDirection } from '../common/types';
|
||||
//#region 勇士属性
|
||||
|
||||
export const enum HeroAnimateDirection {
|
||||
/** 正向播放动画 */
|
||||
Forward,
|
||||
/** 反向播放动画 */
|
||||
Backward
|
||||
export interface IHeroAttributeObject {
|
||||
/** 勇士名称 */
|
||||
name: string;
|
||||
/** 勇士生命值 */
|
||||
hp: number;
|
||||
/** 勇士生命值上限 */
|
||||
hpmax: number;
|
||||
/** 勇士攻击力 */
|
||||
atk: number;
|
||||
/** 勇士防御力 */
|
||||
def: number;
|
||||
/** 勇士护盾 */
|
||||
mdef: number;
|
||||
/** 勇士魔法值 */
|
||||
mana: number;
|
||||
/** 勇士魔法上限 */
|
||||
manamax: number;
|
||||
}
|
||||
|
||||
export interface IHeroFollower {
|
||||
/** 跟随者的图块数字 */
|
||||
readonly num: number;
|
||||
/** 跟随者的标识符 */
|
||||
readonly identifier: string;
|
||||
/** 跟随者的不透明度 */
|
||||
alpha: number;
|
||||
}
|
||||
|
||||
export interface IHeroStateHooks extends IHookBase {
|
||||
/**
|
||||
* 当设置勇士的坐标时触发
|
||||
* @param controller 钩子控制器
|
||||
* @param x 勇士横坐标
|
||||
* @param y 勇士纵坐标
|
||||
*/
|
||||
onSetPosition(x: number, y: number): void;
|
||||
|
||||
/**
|
||||
* 当设置勇士朝向时触发
|
||||
* @param direction 勇士朝向
|
||||
*/
|
||||
onTurnHero(direction: FaceDirection): void;
|
||||
|
||||
/**
|
||||
* 当勇士开始移动时触发
|
||||
*/
|
||||
onStartMove(): void;
|
||||
|
||||
/**
|
||||
* 当移动勇士时触发
|
||||
* @param controller 钩子控制器
|
||||
* @param direction 移动方向
|
||||
* @param time 移动动画时长
|
||||
*/
|
||||
onMoveHero(direction: FaceDirection, time: number): Promise<void>;
|
||||
|
||||
/**
|
||||
* 当停止移动时触发
|
||||
*/
|
||||
onEndMove(): Promise<void>;
|
||||
|
||||
/**
|
||||
* 当勇士跳跃时触发
|
||||
* @param x 目标点横坐标
|
||||
* @param y 目标点纵坐标
|
||||
* @param time 跳跃动画时长
|
||||
* @param waitFollower 是否等待跟随者跳跃完毕
|
||||
*/
|
||||
onJumpHero(
|
||||
x: number,
|
||||
y: number,
|
||||
time: number,
|
||||
waitFollower: boolean
|
||||
): Promise<void>;
|
||||
|
||||
/**
|
||||
* 当设置勇士图片时触发
|
||||
* @param image 勇士图片 id
|
||||
*/
|
||||
onSetImage(image: ImageIds): void;
|
||||
|
||||
/**
|
||||
* 当设置勇士不透明度时执行
|
||||
* @param alpha 不透明度
|
||||
*/
|
||||
onSetAlpha(alpha: number): void;
|
||||
|
||||
/**
|
||||
* 添加跟随者时触发
|
||||
* @param follower 跟随者的图块数字
|
||||
* @param identifier 跟随者的标识符
|
||||
*/
|
||||
onAddFollower(follower: number, identifier: string): void;
|
||||
|
||||
/**
|
||||
* 当移除跟随者时触发
|
||||
* @param identifier 跟随者的标识符
|
||||
* @param animate 填 `true` 的话,如果删除了中间的跟随者,后续跟随者会使用移动动画移动到下一格,否则瞬移至下一格
|
||||
*/
|
||||
onRemoveFollower(identifier: string, animate: boolean): void;
|
||||
|
||||
/**
|
||||
* 当移除所有跟随者时触发
|
||||
*/
|
||||
onRemoveAllFollowers(): void;
|
||||
|
||||
/**
|
||||
* 设置跟随者的不透明度
|
||||
* @param identifier 跟随者标识符
|
||||
* @param alpha 跟随者不透明度
|
||||
*/
|
||||
onSetFollowerAlpha(identifier: string, alpha: number): void;
|
||||
}
|
||||
|
||||
export interface IHeroState extends IHookable<IHeroStateHooks> {
|
||||
/** 勇士横坐标 */
|
||||
readonly x: number;
|
||||
/** 勇士纵坐标 */
|
||||
readonly y: number;
|
||||
/** 勇士朝向 */
|
||||
readonly direction: FaceDirection;
|
||||
/** 勇士图片 */
|
||||
readonly image?: ImageIds;
|
||||
/** 跟随者列表 */
|
||||
readonly followers: readonly IHeroFollower[];
|
||||
/** 勇士当前的不透明度 */
|
||||
readonly alpha: number;
|
||||
|
||||
/**
|
||||
* 设置勇士位置
|
||||
* @param x 横坐标
|
||||
* @param y 纵坐标
|
||||
*/
|
||||
setPosition(x: number, y: number): void;
|
||||
|
||||
/**
|
||||
* 设置勇士朝向
|
||||
* @param direction 勇士朝向,不填表示顺时针旋转
|
||||
*/
|
||||
turn(direction?: FaceDirection): void;
|
||||
|
||||
/**
|
||||
* 开始勇士移动,在移动前必须先调用此方法将勇士切换为移动状态
|
||||
*/
|
||||
startMove(): void;
|
||||
|
||||
/**
|
||||
* 移动勇士。能否移动的逻辑暂时不在这里,目前作为过渡作用,仅服务于渲染
|
||||
* @param dir 移动方向
|
||||
* @param time 移动动画时长,默认 100ms
|
||||
* @returns 移动的 `Promise`,当相关的移动动画结束后兑现
|
||||
*/
|
||||
move(dir: FaceDirection, time?: number): Promise<void>;
|
||||
|
||||
/**
|
||||
* 结束勇士移动
|
||||
* @returns 当移动动画结束后兑现的 `Promise`
|
||||
*/
|
||||
endMove(): Promise<void>;
|
||||
|
||||
/**
|
||||
* 跳跃勇士至目标点
|
||||
* @param x 目标点横坐标
|
||||
* @param y 目标点纵坐标
|
||||
* @param time 跳跃动画时长,默认 500ms
|
||||
* @param waitFollower 是否等待跟随者跳跃完毕,默认不等待
|
||||
* @returns 跳跃的 `Promise`,当相关的移动动画结束后兑现
|
||||
*/
|
||||
jumpHero(
|
||||
x: number,
|
||||
y: number,
|
||||
time?: number,
|
||||
waitFollower?: boolean
|
||||
): Promise<void>;
|
||||
|
||||
/**
|
||||
* 设置勇士图片
|
||||
* @param image 图片 id
|
||||
*/
|
||||
setImage(image: ImageIds): void;
|
||||
|
||||
/**
|
||||
* 设置勇士的不透明度
|
||||
* @param alpha 不透明度
|
||||
*/
|
||||
setAlpha(alpha: number): void;
|
||||
|
||||
/**
|
||||
* 添加一个跟随者
|
||||
* @param follower 跟随者的图块数字
|
||||
* @param identifier 跟随者的标识符,可以用来移除
|
||||
*/
|
||||
addFollower(follower: number, identifier: string): void;
|
||||
|
||||
/**
|
||||
* 移除指定的跟随者
|
||||
* @param identifier 跟随者的标识符
|
||||
* @param animate 填 `true` 的话,如果删除了中间的跟随者,后续跟随者会使用移动动画移动到下一格,否则瞬移至下一格
|
||||
*/
|
||||
removeFollower(identifier: string, animate?: boolean): void;
|
||||
|
||||
/**
|
||||
* 移除所有跟随者
|
||||
*/
|
||||
removeAllFollowers(): void;
|
||||
|
||||
/**
|
||||
* 设置指定跟随者的不透明度
|
||||
* @param identifier 跟随者标识符
|
||||
* @param alpha 跟随者不透明度
|
||||
*/
|
||||
setFollowerAlpha(identifier: string, alpha: number): void;
|
||||
}
|
||||
//#endregion
|
||||
|
||||
@ -1,7 +1,11 @@
|
||||
import { ILayerState } from './map';
|
||||
import { IHeroFollower, IHeroState } from './hero';
|
||||
import { IRoleFaceBinder } from './common';
|
||||
import { IEnemyContext, IEnemyManager } from '@user/data-base';
|
||||
import {
|
||||
IEnemyContext,
|
||||
IEnemyManager,
|
||||
IHeroFollower,
|
||||
IHeroState
|
||||
} from '@user/data-base';
|
||||
import { IEnemyAttributes } from './enemy/types';
|
||||
|
||||
export interface IGameDataState {
|
||||
|
||||
@ -4,8 +4,7 @@ import { IHookable, IHookBase, IHookController, IHookObject } from './types';
|
||||
export abstract class Hookable<
|
||||
H extends IHookBase = IHookBase,
|
||||
C extends IHookController<H> = IHookController<H>
|
||||
> implements IHookable<H, C>
|
||||
{
|
||||
> implements IHookable<H, C> {
|
||||
/** 加载完成的钩子列表 */
|
||||
protected readonly loadedList: Set<IHookObject<H, C>> = new Set();
|
||||
|
||||
|
||||
@ -163,6 +163,8 @@
|
||||
"105": "No specific map damage view stored, which seems like an internal bug of map damage system.",
|
||||
"106": "Damage calculator is missing, damage calculation is unavailable.",
|
||||
"107": "Hero status is not bound, damage calculation is unavailable.",
|
||||
"108": "Hero modifier '$1' has already been added once. Ignore repeated add for attribute '$2'.",
|
||||
"109": "Expected a different object reference returned, but got a same reference at modifier '$1' for property '$2'.",
|
||||
"1001": "Item-detail extension needs 'floor-binder' and 'floor-damage' extension as dependency."
|
||||
}
|
||||
}
|
||||
|
||||
Loading…
Reference in New Issue
Block a user