修改OpenGl渲染底层之前
This commit is contained in:
@@ -4,6 +4,7 @@
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#include "EngineFrame/Component/Animation.h"
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#include "Actor/Map/GameMapCamera.h"
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#include "Actor/Object/CharacterObject.h"
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#include "EngineCore/Game.h"
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GameMap::GameMap()
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{
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@@ -45,12 +46,23 @@ void GameMap::InitConfiguration(std::string mapName)
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std::string Segment = Data.Get();
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if (Segment == "[background pos]")
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{
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_MapInfo["background_pos"] = std::stoi(Data.Get());
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int Offset = std::stoi(Data.Get());
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MapOffsetY = Offset;
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_MapInfo["background_pos"] = Offset;
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}
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else if (Segment == "[map name]")
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{
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_MapInfo["name"] = Data.Get();
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}
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else if (Segment == "[limit map camera move]")
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{
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std::vector<int> limit;
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limit.push_back(std::stoi(Data.Get()));
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limit.push_back(std::stoi(Data.Get()));
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limit.push_back(std::stoi(Data.Get()));
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limit.push_back(std::stoi(Data.Get()));
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_MapInfo["limit_map_camera_move"] = limit;
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}
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else if (Segment == "[wide mode camera vertical correction]")
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{
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_MapInfo["wide_mode_camer_vertical_correction"] = std::stoi(Data.Get());
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@@ -196,7 +208,10 @@ void GameMap::InitTile()
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{
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if (!_MapInfo.count("tile"))
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return;
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// 普通地板数量
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int NormalTileCount = 0;
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// 普通地板高度
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int NormalTileHeight = 560;
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std::vector<std::string> tileArr = std::get<std::vector<std::string>>(_MapInfo["tile"]);
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if (tileArr.size() > 0)
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{
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@@ -224,7 +239,7 @@ void GameMap::InitTile()
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std::string path = extileArr[i];
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RefPtr<Tile> tile = new Tile(path);
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int xbuf = i % NormalTileCount * 224;
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int ybuf = 560 - 200 - std::get<int>(_MapInfo["background_pos"]) + 40 * (i / NormalTileCount);
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int ybuf = -200 - std::get<int>(_MapInfo["background_pos"]) + NormalTileHeight + 120 * (i / NormalTileCount);
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tile->SetPos(VecFPos{xbuf, ybuf});
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_LayerMap["bottom"]->AddComponent(tile);
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}
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@@ -325,6 +340,7 @@ void GameMap::LoadMap(std::string mapName)
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void GameMap::Enter(Scene *scene)
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{
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_Scene = scene;
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scene->AddChild(_LayerMap["contact"]);
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scene->AddChild(_LayerMap["distantback"]);
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scene->AddChild(_LayerMap["middleback"]);
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@@ -334,18 +350,6 @@ void GameMap::Enter(Scene *scene)
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scene->AddChild(_LayerMap["close"]);
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scene->AddChild(_LayerMap["cover"]);
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scene->AddChild(_LayerMap["max"]);
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// TODO
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int HSU = 0;
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_LayerMap["contact"]->SetPos(VecFPos{0, HSU});
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_LayerMap["distantback"]->SetPos(VecFPos{0, HSU});
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_LayerMap["middleback"]->SetPos(VecFPos{0, HSU});
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_LayerMap["bottom"]->SetPos(VecFPos{0, HSU});
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_LayerMap["closeback"]->SetPos(VecFPos{0, HSU});
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_LayerMap["normal"]->SetPos(VecFPos{0, HSU});
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_LayerMap["close"]->SetPos(VecFPos{0, HSU});
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_LayerMap["cover"]->SetPos(VecFPos{0, HSU});
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_LayerMap["max"]->SetPos(VecFPos{0, HSU});
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}
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void GameMap::HandleEvents(SDL_Event *e)
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@@ -354,45 +358,68 @@ void GameMap::HandleEvents(SDL_Event *e)
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void GameMap::Update(float deltaTime)
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{
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// this->_Camera->Update(deltaTime);
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if (_Scene->GetCamera() == nullptr)
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return;
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GameMapCamera *Cam = (GameMapCamera *)(_Scene->GetCamera().Get());
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int targetX = Cam->_currentPosition.x;
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int targetY = Cam->_currentPosition.y;
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// 屏幕中心
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int width_Separate = Game::GetInstance().Screen_W / 2;
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int height_Separate = Game::GetInstance().Screen_H / 2;
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// if (this->_Camera)
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// {
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// int CamearXpos = this->_Camera->X;
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// int CamearYpos = this->_Camera->Y;
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// int CamearZpos = this->_Camera->Z;
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// 获取摄像机可行区域限制
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auto limitIt = _MapInfo.find("limit_map_camera_move");
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if (limitIt != _MapInfo.end())
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{
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std::vector<int> limit = std::get<std::vector<int>>(_MapInfo["limit_map_camera_move"]);
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int X_Limit_Min = limit[0];
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int X_Limit_Max = limit[1];
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int Y_Limit_Min = limit[2];
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int Y_Limit_Max = limit[3];
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// 应用地图边界限制
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targetX = std::clamp(targetX, width_Separate, _MapLength - width_Separate);
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targetY = std::clamp(targetY, height_Separate, _MapHeight - height_Separate);
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// 应用自定义摄像机移动限制
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if (X_Limit_Min != -1)
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targetX = std::max(targetX, X_Limit_Min);
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if (X_Limit_Max != -1)
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targetX = std::min(targetX, X_Limit_Max);
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if (Y_Limit_Min != -1)
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targetY = std::max(targetY, Y_Limit_Min);
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if (Y_Limit_Max != -1)
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targetY = std::min(targetY, Y_Limit_Max);
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}
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// SDL_Log("Camera Pos: %d, %d", CamearXpos, CamearYpos);
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// // 遍历
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// for (auto &pair : _LayerMap)
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// {
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// // pair.first 是 key(std::string)
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// std::string key = pair.first;
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// // pair.second 是 value(RefPtr<GameMapLayer>)
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// RefPtr<GameMapLayer> &value = pair.second;
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// if (key == "distantback")
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// {
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// value->SetPos(VecPos{(-CamearXpos + 553), (-CamearYpos + CamearZpos + 300 + 120 + 80)});
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// }
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// else
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// {
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// value->SetPos(VecPos{(-CamearXpos + 553), (-CamearYpos + CamearZpos + 300 + 120 + 80)});
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// }
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// }
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// }
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// 更新图层位置
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for (auto &Layer : _LayerMap)
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{
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int posX = -targetX + width_Separate;
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int posY = -targetY + height_Separate + MapOffsetY;
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if (Layer.first == "distantback")
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{
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posX *= BackgroundMoveSpeed;
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posX /= 100;
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}
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Layer.second->SetPos(VecFPos(posX, posY));
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}
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}
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void GameMap::AddObject(RefPtr<BaseObject> object)
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{
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object->_AffMap = this;
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_LayerMap["normal"]->AddObject(object);
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// 如果是角色对象
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if (object->m_objecttype == ObjectType::CHARACTER)
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{
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CharacterObject *chr = (CharacterObject *)(object.Get());
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_LayerMap["bottom"]->AddComponent(chr->_Shadow);
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}
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}
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VecFPos3 GameMap::CheckIsItMovable(VecFPos3 CurPos, VecFPos3 PosOffset)
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VecPos3 GameMap::CheckIsItMovable(VecPos3 CurPos, VecPos3 PosOffset)
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{
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// 初始化结果为原坐标(默认不移动)
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VecFPos3 result = CurPos;
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VecPos3 result = CurPos;
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// 如果没有可移动区域限制,直接全量位移
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if (_MovableArea.empty())
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@@ -65,15 +65,18 @@ public:
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// 可行区域
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std::vector<SDL_FRect> _MovableArea;
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// 调试模式
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bool _DebugMode = true;
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bool _DebugMode = false;
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public:
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// 图层Map 图层类型 显示对象
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std::unordered_map<std::string, RefPtr<GameMapLayer>> _LayerMap;
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// 摄像机对象
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GameMapCamera *_Camera;
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// 所属场景
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Scene *_Scene = nullptr;
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// 背景层移动速率
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int BackgroundMoveSpeed = 103;
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// 地图Y轴偏移量
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int MapOffsetY = 0;
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public:
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GameMap(/* args */);
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~GameMap();
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@@ -91,5 +94,5 @@ public:
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public:
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// 检查是否可移动
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VecFPos3 CheckIsItMovable(VecFPos3 CurPos, VecFPos3 PosOffset);
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VecPos3 CheckIsItMovable(VecPos3 CurPos, VecPos3 PosOffset);
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};
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@@ -12,15 +12,10 @@ GameMapCamera::~GameMapCamera()
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{
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}
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void GameMapCamera::SetParentMap(GameMap *map)
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{
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this->_ParentMap = map;
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_ParentMap->_Camera = this;
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}
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void GameMapCamera::SetFromActor(BaseObject *actor)
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{
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this->_FromActor = actor;
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_FromActor->_AffCamera = this;
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}
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void GameMapCamera::Update(float deltaTime)
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@@ -28,41 +23,105 @@ void GameMapCamera::Update(float deltaTime)
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SyncPosByFromParent(deltaTime);
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}
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void GameMapCamera::SyncPos(float deltaTime)
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{
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}
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void GameMapCamera::SetPos(int x, int y, int z)
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{
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this->X = x;
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this->Y = y;
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this->Z = z;
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// this->X = x;
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// this->Y = y;
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// this->Z = z;
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}
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void GameMapCamera::AddPos(int x, int y, int z)
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{
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this->X += x;
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this->Y += y;
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this->Z += z;
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// this->X += x;
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// this->Y += y;
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// this->Z += z;
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}
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void GameMapCamera::SyncPosByFromParent(float deltaTime)
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{
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if (this->_FromActor != nullptr)
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if (this->_FromActor == nullptr)
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{
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float width_Separate = Game::GetInstance().Screen_W / 2;
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float height_Separate = Game::GetInstance().Screen_H / 2;
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int R_X, R_Y, R_Z;
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R_X = std::fmin(std::fmax(this->_FromActor->Position.x, width_Separate), _ParentMap->_MapLength - width_Separate);
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R_Y = std::fmin(std::fmax(this->_FromActor->Position.y, height_Separate), _ParentMap->_MapHeight - height_Separate);
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R_Z = 0;
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// SDL_Log("R_X: %d, R_Y: %d, R_Z: %d", R_X, R_Y, R_Z);
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// SetPos(R_X, R_Y, R_Z);
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return;
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}
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int targetX = _FromActor->Position.x;
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int targetY = _FromActor->Position.y;
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for (auto Layer : _ParentMap->_LayerMap)
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{
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if (Layer.first == "distantback")
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{
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Layer.second->SetPos(VecFPos((-R_X + width_Separate) * BackgroundMoveSpeed, -R_Y + R_Z + height_Separate + 120 + BackgroundOffset));
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}
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else
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Layer.second->SetPos(VecFPos((-R_X + width_Separate), -R_Y + R_Z + height_Separate + 120 + BackgroundOffset));
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}
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if (_isSmoothMoving)
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{
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// 平滑移动计算
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VecPos targetPosition(targetX, targetY);
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_currentPosition = SmoothDamp(_currentPosition, targetPosition, _velocity, _smoothTime, _maxSpeed, deltaTime);
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}
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else
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{
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_currentPosition.x = targetX;
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_currentPosition.y = targetY;
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}
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}
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VecPos GameMapCamera::SmoothDamp(const VecPos ¤t, const VecPos &target, VecPos ¤tVelocity, float smoothTime, int maxSpeed, float deltaTime)
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{
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// 平滑时间为0时直接返回目标位置并重置速度
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if (smoothTime <= 0.f)
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{
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currentVelocity = VecPos(0, 0);
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return target;
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}
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// 临界阻尼系数计算(避免过冲的核心参数)
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const float omega = 2.0f / smoothTime;
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const float x = omega * deltaTime;
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const float expTerm = 1.0f / (1.0f + x + 0.48f * x * x + 0.235f * x * x * x);
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// 计算当前位置与目标的差值
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VecPos delta = target - current;
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// 计算目标速度(基于阻尼公式和当前差值)
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// 注意:这里先通过浮点计算保持精度,最后转换为整数
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const float tx = delta.x * (omega * omega * deltaTime) - currentVelocity.x * (1.0f + 0.48f * x) * x;
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const float ty = delta.y * (omega * omega * deltaTime) - currentVelocity.y * (1.0f + 0.48f * x) * x;
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VecPos targetVelocity(static_cast<int>(tx), static_cast<int>(ty));
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// 应用速度衰减(指数平滑)
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currentVelocity += targetVelocity;
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currentVelocity = VecPos(
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static_cast<int>(currentVelocity.x * expTerm),
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static_cast<int>(currentVelocity.y * expTerm));
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// 限制最大速度(如果设置了maxSpeed)
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if (maxSpeed > 0)
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{
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// 计算当前速度的模长(浮点精度)
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const float speedSq = static_cast<float>(currentVelocity.x * currentVelocity.x + currentVelocity.y * currentVelocity.y);
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const float maxSpeedSq = static_cast<float>(maxSpeed * maxSpeed);
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if (speedSq > maxSpeedSq)
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{
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// 速度超限,按比例缩放至最大速度
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const float scale = maxSpeed / sqrtf(speedSq);
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currentVelocity = VecPos(
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static_cast<int>(currentVelocity.x * scale),
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static_cast<int>(currentVelocity.y * scale));
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}
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}
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// 计算新位置(当前位置 + 速度 * 时间)
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VecPos newPos = current + VecPos(
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static_cast<int>(currentVelocity.x * deltaTime),
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static_cast<int>(currentVelocity.y * deltaTime));
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// 检测过冲:如果新位置已越过目标,直接锁定目标并重置速度
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// 点积 > 0 表示方向相反(已超过目标)
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const int dot = delta.x * (newPos.x - target.x) + delta.y * (newPos.y - target.y);
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if (dot > 0)
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{
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newPos = target;
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currentVelocity = VecPos(0, 0);
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}
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return newPos;
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}
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@@ -5,41 +5,37 @@ class BaseObject;
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class GameMapCamera : public Actor
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{
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private:
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GameMap *_ParentMap = nullptr;
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// 跟随对象
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BaseObject *_FromActor = nullptr;
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public:
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// 摄像机坐标
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int X = 0;
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int Y = 0;
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int Z = 0;
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// 镜头可行坐标
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int MovableAreaX = 0;
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int MovableAreaY = 0;
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// 背景偏移量
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int BackgroundOffset = 0;
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// 背景层移动速率
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int BackgroundMoveSpeed = 1.03;
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// 人物中线长度
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int CharacterLineLength = 0;
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// 摄像机朝向
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int Direction = 1;
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// 摄像机朝向时间
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float DirectionTime = 0.f;
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// 摄像机记录的跟随对象坐标
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VecPos3 FromActorPos = {0, 0, 0};
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// 缩放比率
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float CameraRate = 1.0;
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// 添加平滑移动相关的成员变量
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bool _isSmoothMoving = false;
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VecPos _currentPosition; // 当前摄像机位置
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VecPos _velocity; // 当前移动速度(用于平滑移动)
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float _smoothTime = 0.1f; // 平滑时间(秒),可调整
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int _maxSpeed = 2000; // 最大移动速度,防止过快
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public:
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GameMapCamera();
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~GameMapCamera();
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void SetParentMap(GameMap *map);
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void SetFromActor(BaseObject *actor);
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void Update(float deltaTime);
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void SetPos(int x, int y, int z);
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void AddPos(int x, int y, int z);
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//同步坐标相关
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void SyncPos(float deltaTime);
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void SyncPosByFromParent(float deltaTime);
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// 平滑阻尼函数(类似Unity的Mathf.SmoothDamp)
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VecPos SmoothDamp(const VecPos ¤t, const VecPos &target, VecPos ¤tVelocity, float smoothTime, int maxSpeed, float deltaTime);
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};
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@@ -28,6 +28,7 @@ void GameMapLayer::Render()
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// 绘制填充矩形
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SDL_RenderFillRect(renderer, &buf);
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}
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 250);
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}
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void GameMapLayer::AddDebugFeasibleAreaInfo(VecFPos pos, VecSize size)
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@@ -7,8 +7,6 @@ class BaseObject;
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class GameMapLayer : public Actor
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{
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private:
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// 地图对象
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std::vector<RefPtr<Component>> ObjectManager;
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// 可行区域信息
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std::vector<SDL_Rect> FeasibleAreaInfoList;
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@@ -1,5 +1,6 @@
|
||||
#include "Tile.h"
|
||||
#include "Tool/Tool_String.h"
|
||||
#include "EngineCore/Game.h"
|
||||
Tile::Tile()
|
||||
{
|
||||
}
|
||||
@@ -12,6 +13,7 @@ Tile::Tile(std::string Path) : Sprite()
|
||||
|
||||
m_texture = new Texture(std::get<std::string>(m_data["path"]), std::get<int>(m_data["idx"]));
|
||||
Sprite::Init();
|
||||
this->imgPath = Path;
|
||||
}
|
||||
|
||||
Tile::~Tile()
|
||||
@@ -42,4 +44,4 @@ void Tile::InitInfo(std::string Path)
|
||||
m_data["pos"] = std::stoi(Data.Get());
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,15 +1,12 @@
|
||||
#include "ActiveObject.h"
|
||||
|
||||
void ActiveObject::SetPosition(VecFPos3 pos)
|
||||
void ActiveObject::SetPosition(VecPos3 pos)
|
||||
{
|
||||
BaseObject::SetPosition(pos);
|
||||
BaseObject::SetRenderZOrder(this->Position.y);
|
||||
}
|
||||
|
||||
void ActiveObject::SetYpos(float y)
|
||||
void ActiveObject::SetYpos(int y)
|
||||
{
|
||||
BaseObject::SetYpos(y);
|
||||
BaseObject::SetRenderZOrder(this->Position.y);
|
||||
}
|
||||
|
||||
void ActiveObject::SetSpeed(VecSpeed3 speed)
|
||||
@@ -24,27 +21,49 @@ VecSpeed3 ActiveObject::GetSpeed()
|
||||
|
||||
void ActiveObject::Update(float deltaTime)
|
||||
{
|
||||
// X Y 轴方向的加速度计算
|
||||
if (Speed.x != 0 || Speed.y != 0)
|
||||
int IntegerDelta = static_cast<int>(deltaTime * 1000);
|
||||
const int Gravity = 1020;
|
||||
|
||||
// X轴移动(含余数补偿)
|
||||
if (Speed.x != 0)
|
||||
{
|
||||
MoveBy(Speed.x * deltaTime, Speed.y * deltaTime, 0);
|
||||
int totalX = Speed.x * IntegerDelta + Remainder.x; // 加上上次余数
|
||||
int moveX = totalX / 1000; // 整数部分为实际移动
|
||||
Remainder.x = totalX % 1000; // 保留余数(-999~999)
|
||||
MoveBy(moveX, 0, 0);
|
||||
}
|
||||
// Z轴只在Z轴大于0时 或者 Z轴速度向上时才会有重力
|
||||
|
||||
// Y轴移动(同上)
|
||||
if (Speed.y != 0)
|
||||
{
|
||||
int totalY = Speed.y * IntegerDelta + Remainder.y;
|
||||
int moveY = totalY / 1000;
|
||||
Remainder.y = totalY % 1000;
|
||||
MoveBy(0, moveY, 0);
|
||||
}
|
||||
|
||||
// Z轴重力与移动(含余数补偿)
|
||||
if (Position.z > 0 || Speed.z > 0)
|
||||
{
|
||||
// TODO 还没有写角色属性 要读了角色属性以后才是正确的
|
||||
float Gravity = 68000.0 / 1000.0 * 15.0;
|
||||
Speed.z -= Gravity * deltaTime;
|
||||
MoveBy(0, 0, Speed.z * deltaTime);
|
||||
// 重力对速度的影响(先更新Speed.z,含余数)
|
||||
int speedZTotal = -Gravity * IntegerDelta + Remainder.z; // 注意负号(减速)
|
||||
Speed.z += speedZTotal / 1000; // 速度的整数部分
|
||||
Remainder.z = speedZTotal % 1000; // 速度的余数
|
||||
|
||||
// 基于更新后的Speed.z计算移动量(同样含余数)
|
||||
int moveZTotal = Speed.z * IntegerDelta + _zRemainderMove; // 新增_zRemainderMove记录移动余数
|
||||
int moveZ = moveZTotal / 1000;
|
||||
_zRemainderMove = moveZTotal % 1000;
|
||||
MoveBy(0, 0, moveZ);
|
||||
}
|
||||
// Z轴小于0时要修正
|
||||
else if (Position.z < 0)
|
||||
{
|
||||
Position.z = 0;
|
||||
Speed.z = 0;
|
||||
Remainder.z = 0; // 重置余数
|
||||
_zRemainderMove = 0;
|
||||
SetPosition(Position);
|
||||
SDL_LogError(0, "修正Z轴");
|
||||
}
|
||||
// 执行父类的更新
|
||||
|
||||
BaseObject::Update(deltaTime);
|
||||
}
|
||||
|
||||
@@ -5,11 +5,16 @@ class ActiveObject : public BaseObject
|
||||
{
|
||||
|
||||
public:
|
||||
// 三轴速度
|
||||
VecSpeed3 Speed;
|
||||
// 三轴移动余数
|
||||
VecPos3 Remainder;
|
||||
int _zRemainderMove = 0;
|
||||
|
||||
public:
|
||||
void SetPosition(VecFPos3 pos) override;
|
||||
void SetYpos(float y) override;
|
||||
void
|
||||
SetPosition(VecPos3 pos) override;
|
||||
void SetYpos(int y) override;
|
||||
|
||||
void SetSpeed(VecSpeed3 speed);
|
||||
VecSpeed3 GetSpeed();
|
||||
|
||||
@@ -1,5 +1,7 @@
|
||||
#include "BaseObject.h"
|
||||
#include "Actor/Map/GameMap.h"
|
||||
#include "Actor/Map/GameMapCamera.h"
|
||||
|
||||
BaseObject::BaseObject()
|
||||
{
|
||||
Init(); // 调用了RenderBase的Init函数 对象才会被执行回调
|
||||
@@ -10,41 +12,50 @@ BaseObject::~BaseObject()
|
||||
{
|
||||
}
|
||||
|
||||
void BaseObject::SetPosition(VecFPos3 pos)
|
||||
void BaseObject::Update(float deltaTime)
|
||||
{
|
||||
if (_AffCamera != nullptr)
|
||||
{
|
||||
_AffCamera->SyncPos(deltaTime);
|
||||
}
|
||||
Actor::Update(deltaTime);
|
||||
}
|
||||
|
||||
void BaseObject::SetPosition(VecPos3 pos)
|
||||
{
|
||||
if (pos.y != this->Position.y)
|
||||
{
|
||||
SetRenderZOrder((int)(this->Position.y)); // 设置渲染顺序
|
||||
SetRenderZOrder(pos.y); // 设置渲染顺序
|
||||
}
|
||||
this->Position = pos;
|
||||
Actor::SetPos(VecFPos{this->Position.x, this->Position.y - this->Position.z});
|
||||
SetPos(VecFPos{this->Position.x, this->Position.y - this->Position.z});
|
||||
}
|
||||
|
||||
VecFPos3 BaseObject::GetPosition()
|
||||
VecPos3 BaseObject::GetPosition()
|
||||
{
|
||||
return this->Position;
|
||||
}
|
||||
|
||||
void BaseObject::SetXpos(float x)
|
||||
void BaseObject::SetXpos(int x)
|
||||
{
|
||||
this->Position.x = x;
|
||||
Actor::SetPos({this->Position.x, this->Position.y - this->Position.z});
|
||||
SetPos({this->Position.x, this->Position.y - this->Position.z});
|
||||
}
|
||||
|
||||
void BaseObject::SetYpos(float y)
|
||||
void BaseObject::SetYpos(int y)
|
||||
{
|
||||
if (y != this->Position.y)
|
||||
{
|
||||
SetRenderZOrder((int)(this->Position.y)); // 设置渲染顺序
|
||||
SetRenderZOrder(y); // 设置渲染顺序
|
||||
}
|
||||
this->Position.y = y;
|
||||
Actor::SetPos({this->Position.x, this->Position.y - this->Position.z});
|
||||
SetPos({this->Position.x, this->Position.y - this->Position.z});
|
||||
}
|
||||
|
||||
void BaseObject::SetZpos(float z)
|
||||
void BaseObject::SetZpos(int z)
|
||||
{
|
||||
this->Position.z = z;
|
||||
Actor::SetPos({this->Position.x, this->Position.y - this->Position.z});
|
||||
SetPos({this->Position.x, this->Position.y - this->Position.z});
|
||||
}
|
||||
|
||||
int BaseObject::GetXpos()
|
||||
@@ -62,28 +73,33 @@ int BaseObject::GetZpos()
|
||||
return this->Position.z;
|
||||
}
|
||||
|
||||
void BaseObject::MoveBy(VecFPos3 pos)
|
||||
void BaseObject::MoveBy(VecPos3 pos)
|
||||
{
|
||||
// 只有moveby移动时判断所在地图中是否能够这样移动
|
||||
VecFPos3 RealPos = this->_AffMap->CheckIsItMovable(GetPosition(), pos);
|
||||
if (pos.y != 0)
|
||||
VecPos3 RealPos = this->_AffMap->CheckIsItMovable(GetPosition(), pos);
|
||||
if (RealPos.y != this->Position.y)
|
||||
{
|
||||
SetRenderZOrder((int)(this->Position.y)); // 设置渲染顺序
|
||||
SetRenderZOrder(RealPos.y); // 设置渲染顺序
|
||||
}
|
||||
if (RealPos != this->Position){
|
||||
this->Position = RealPos;
|
||||
SetPos({this->Position.x, this->Position.y - this->Position.z});
|
||||
}
|
||||
this->Position = RealPos;
|
||||
Actor::SetPos({this->Position.x, this->Position.y - this->Position.z});
|
||||
}
|
||||
|
||||
void BaseObject::MoveBy(float x, float y, float z)
|
||||
void BaseObject::MoveBy(int x, int y, int z)
|
||||
{
|
||||
// 只有moveby移动时判断所在地图中是否能够这样移动
|
||||
VecFPos3 RealPos = this->_AffMap->CheckIsItMovable(GetPosition(), VecFPos3({x, y, z}));
|
||||
if (y != 0)
|
||||
VecPos3 RealPos = this->_AffMap->CheckIsItMovable(GetPosition(), VecPos3({x, y, z}));
|
||||
if (RealPos.y != this->Position.y)
|
||||
{
|
||||
SetRenderZOrder((int)(this->Position.y)); // 设置渲染顺序
|
||||
SetRenderZOrder(RealPos.y); // 设置渲染顺序
|
||||
}
|
||||
if (RealPos != this->Position)
|
||||
{
|
||||
this->Position = RealPos;
|
||||
SetPos({this->Position.x, this->Position.y - this->Position.z});
|
||||
}
|
||||
this->Position = RealPos;
|
||||
Actor::SetPos({this->Position.x, this->Position.y - this->Position.z});
|
||||
}
|
||||
|
||||
void BaseObject::SetDirection(int dir)
|
||||
|
||||
@@ -1,38 +1,43 @@
|
||||
#pragma once
|
||||
#include "EngineFrame/Actor/Actor.h"
|
||||
#include "Asset/Common/ObjectVars.h"
|
||||
#include "Global/Global_Enum.h"
|
||||
class GameMap;
|
||||
class GameMapCamera;
|
||||
class BaseObject : public Actor
|
||||
{
|
||||
private:
|
||||
/* data */
|
||||
public:
|
||||
VecFPos3 Position; // 位置
|
||||
public:
|
||||
ObjectType m_objecttype; // 对象类型
|
||||
VecPos3 Position; // 位置
|
||||
int Direction = 0; // 方向
|
||||
GameMap *_AffMap = nullptr; // 所在地图
|
||||
GameMapCamera *_AffCamera = nullptr; // 跟随相机
|
||||
|
||||
public:
|
||||
BaseObject(/* args */);
|
||||
~BaseObject();
|
||||
|
||||
void Update(float deltaTime) override;
|
||||
|
||||
// 数据储存器
|
||||
ObjectVars _ObjectVars;
|
||||
|
||||
public:
|
||||
virtual void SetPosition(VecFPos3 pos);
|
||||
virtual void SetXpos(float x);
|
||||
virtual void SetYpos(float y);
|
||||
virtual void SetZpos(float z);
|
||||
virtual void SetPosition(VecPos3 pos);
|
||||
virtual void SetXpos(int x);
|
||||
virtual void SetYpos(int y);
|
||||
virtual void SetZpos(int z);
|
||||
|
||||
VecFPos3 GetPosition();
|
||||
VecPos3 GetPosition();
|
||||
int GetXpos();
|
||||
int GetYpos();
|
||||
int GetZpos();
|
||||
|
||||
void MoveBy(VecFPos3 pos);
|
||||
void MoveBy(float x, float y, float z);
|
||||
|
||||
void SetDirection(int dir);
|
||||
virtual void MoveBy(VecPos3 pos);
|
||||
virtual void MoveBy(int x, int y, int z);
|
||||
|
||||
virtual void SetDirection(int dir);
|
||||
int GetDirection();
|
||||
|
||||
ObjectVars &GetObjectVars();
|
||||
|
||||
@@ -5,21 +5,16 @@ CharacterObject::~CharacterObject()
|
||||
{
|
||||
}
|
||||
|
||||
void CharacterObject::Update(float deltaTime)
|
||||
{
|
||||
ActiveObject::Update(deltaTime);
|
||||
}
|
||||
|
||||
void CharacterObject::Render()
|
||||
{
|
||||
ActiveObject::Render();
|
||||
}
|
||||
|
||||
void CharacterObject::Construction(int job)
|
||||
{
|
||||
m_objecttype = ObjectType::CHARACTER;
|
||||
this->Job = job;
|
||||
// 创建装备管理器
|
||||
_EquipmentManager = new Chr_Equipment();
|
||||
_EquipmentManager->Init(this);
|
||||
// 创建阴影对象
|
||||
_Shadow = new Chr_Shadow();
|
||||
_Shadow->Init(this);
|
||||
// 创建动画管理器(一定要先创建装备管理器再创建动画管理器 因为需要读取身上的装备)
|
||||
_AnimationManager = new Chr_Animation();
|
||||
_AnimationManager->Init(this);
|
||||
@@ -55,3 +50,20 @@ void CharacterObject::ControllerMsg(CONTROLLER_MSG_TYPE msgType, void *msgData)
|
||||
this->_StateMachine->ChangeState(BASE_STATE::MOVE);
|
||||
}
|
||||
}
|
||||
|
||||
void CharacterObject::Update(float deltaTime)
|
||||
{
|
||||
ActiveObject::Update(deltaTime);
|
||||
}
|
||||
|
||||
void CharacterObject::SetPos(VecFPos pos)
|
||||
{
|
||||
BaseObject::SetPos(pos);
|
||||
if(_Shadow)_Shadow->SetPos(this->GetPos());
|
||||
}
|
||||
|
||||
void CharacterObject::SetDirection(int dir)
|
||||
{
|
||||
BaseObject::SetDirection(dir);
|
||||
if(_Shadow)_Shadow->SetDirection(this->GetDirection());
|
||||
}
|
||||
|
||||
@@ -4,6 +4,7 @@
|
||||
#include "Asset/Character/Chr_Equipment.h"
|
||||
#include "Asset/Character/Chr_Controller.h"
|
||||
#include "Asset/Character/Chr_StateMachine.h"
|
||||
#include "Asset/Character/Chr_Shadow.h"
|
||||
#include "Global/Global_Enum.h"
|
||||
class CharacterObject : public ActiveObject
|
||||
{
|
||||
@@ -16,6 +17,9 @@ public:
|
||||
RefPtr<Chr_Controller> _Controller = nullptr;
|
||||
// 角色状态机
|
||||
RefPtr<Chr_StateMachine> _StateMachine = nullptr;
|
||||
|
||||
// 角色阴影对象
|
||||
RefPtr<Chr_Shadow> _Shadow = nullptr;
|
||||
// 职业
|
||||
int Job = 0;
|
||||
// 转职职业 如果是-1则没有转职
|
||||
@@ -25,8 +29,6 @@ public:
|
||||
~CharacterObject();
|
||||
|
||||
public:
|
||||
void Update(float deltaTime) override;
|
||||
void Render() override;
|
||||
|
||||
// 通过职业创建角色
|
||||
void Construction(int job);
|
||||
@@ -36,4 +38,8 @@ public:
|
||||
void DisableController();
|
||||
// 控制器信息
|
||||
void ControllerMsg(CONTROLLER_MSG_TYPE msgType, void* msgData);
|
||||
|
||||
void Update(float deltaTime) override;
|
||||
void SetPos(VecFPos pos) override;
|
||||
void SetDirection(int dir) override;
|
||||
};
|
||||
|
||||
10
source_game/Actor/Object/MonsterObject.cpp
Normal file
10
source_game/Actor/Object/MonsterObject.cpp
Normal file
@@ -0,0 +1,10 @@
|
||||
#include "MonsterObject.h"
|
||||
#include "Global/Global_Game.h"
|
||||
void MonsterObject::Construction(int MonsterID)
|
||||
{
|
||||
this->Id = MonsterID;
|
||||
|
||||
// 创建动画管理器(一定要先创建装备管理器再创建动画管理器 因为需要读取身上的装备)
|
||||
_AnimationManager = new Mon_Animation();
|
||||
_AnimationManager->Init(this);
|
||||
}
|
||||
18
source_game/Actor/Object/MonsterObject.h
Normal file
18
source_game/Actor/Object/MonsterObject.h
Normal file
@@ -0,0 +1,18 @@
|
||||
#pragma once
|
||||
#include "Actor/Object/ActiveObject.h"
|
||||
#include "Global/Global_Enum.h"
|
||||
#include "Asset/Monster/Mon_Animation.h"
|
||||
class MonsterObject : public ActiveObject
|
||||
{
|
||||
public:
|
||||
// 怪物动画管理器
|
||||
RefPtr<Mon_Animation> _AnimationManager = nullptr;
|
||||
|
||||
// 怪物ID
|
||||
int Id = 0;
|
||||
|
||||
public:
|
||||
// 通过ID创建怪物
|
||||
void Construction(int MonsterID);
|
||||
|
||||
};
|
||||
@@ -36,6 +36,14 @@ void Chr_Animation::CreateSkinmationBySlot(std::string actionName, std::string s
|
||||
Ani->SetRenderZOrder(Variation.Layer);
|
||||
this->AddChild(Ani);
|
||||
ActionAnis[actionName].push_back(Ani);
|
||||
|
||||
// 构造一下阴影对象
|
||||
RefPtr<Animation> ShadowAni = new Animation(path, FormatImgPath, Data);
|
||||
ShadowAni->SetVisible(false);
|
||||
// 皮肤统一设置阴影
|
||||
ShadowAni->SetShadow();
|
||||
chr_parent->_Shadow->AddChild(ShadowAni);
|
||||
chr_parent->_Shadow->ActionAnis[actionName].push_back(ShadowAni);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -106,11 +114,7 @@ void Chr_Animation::SetAction(std::string actionName)
|
||||
Ani->SetVisible(true);
|
||||
}
|
||||
CurrentActionTag = actionName;
|
||||
}
|
||||
|
||||
void Chr_Animation::Update(float deltaTime)
|
||||
{
|
||||
RenderBase::Update(deltaTime);
|
||||
// SDL_Log("Position %d %d", this->GetTransform().position.x, this->GetTransform().position.y);
|
||||
// SDL_Log("IterPosition %d %d", this->GetIterationTransform().position.x, this->GetIterationTransform().position.y);
|
||||
// 设置阴影的动作
|
||||
chr_parent->_Shadow->SetAction(actionName);
|
||||
}
|
||||
|
||||
@@ -45,6 +45,4 @@ public:
|
||||
void Init(CharacterObject *parent);
|
||||
// 设置动作
|
||||
void SetAction(std::string actionName);
|
||||
|
||||
void Update(float deltaTime) override;
|
||||
};
|
||||
|
||||
44
source_game/Asset/Character/Chr_Shadow.cpp
Normal file
44
source_game/Asset/Character/Chr_Shadow.cpp
Normal file
@@ -0,0 +1,44 @@
|
||||
#include "Chr_Shadow.h"
|
||||
#include "Global/Global_Game.h"
|
||||
#include "Actor/Object/CharacterObject.h"
|
||||
#include "Asset/Character/Chr_Equipment.h"
|
||||
|
||||
void Chr_Shadow::Init(CharacterObject *parent)
|
||||
{
|
||||
// 调用RenderBase类的初始化 才能挂上标签
|
||||
RenderBase::Init();
|
||||
chr_parent = parent;
|
||||
SetRenderZOrder(1000000);
|
||||
SetPos(parent->GetPos());
|
||||
}
|
||||
|
||||
void Chr_Shadow::SetAction(std::string actionName)
|
||||
{
|
||||
// 先将原动作的Ani设置为不可见
|
||||
for (auto Ani : ActionAnis[CurrentActionTag])
|
||||
{
|
||||
Ani->Reset();
|
||||
Ani->SetVisible(false);
|
||||
}
|
||||
// 再将新动作的Ani设置为可见
|
||||
for (auto Ani : ActionAnis[actionName])
|
||||
{
|
||||
Ani->SetVisible(true);
|
||||
}
|
||||
CurrentActionTag = actionName;
|
||||
}
|
||||
|
||||
void Chr_Shadow::SetDirection(int dir)
|
||||
{
|
||||
VecFPos sc = GetScale();
|
||||
// 朝右
|
||||
if (dir == 0)
|
||||
{
|
||||
SetScale(VecFPos({SDL_fabsf(sc.x), sc.y}));
|
||||
}
|
||||
// 朝左
|
||||
else if (dir == 1)
|
||||
{
|
||||
SetScale(VecFPos({-SDL_fabsf(sc.x), sc.y}));
|
||||
}
|
||||
}
|
||||
29
source_game/Asset/Character/Chr_Shadow.h
Normal file
29
source_game/Asset/Character/Chr_Shadow.h
Normal file
@@ -0,0 +1,29 @@
|
||||
#pragma once
|
||||
#include "EngineFrame/Component/Animation.h"
|
||||
#include <string>
|
||||
#include <vector>
|
||||
#include <unordered_map>
|
||||
class CharacterObject;
|
||||
class Chr_Shadow : public RenderBase
|
||||
{
|
||||
// 动作动画集合
|
||||
using ActionAniList = std::map<std::string, std::vector<RefPtr<Animation>>>;
|
||||
|
||||
private:
|
||||
/* data */
|
||||
public:
|
||||
// 父对象
|
||||
CharacterObject *chr_parent;
|
||||
// 时装部位对应的动作动画集合
|
||||
ActionAniList ActionAnis;
|
||||
// 当前动作Tag
|
||||
std::string CurrentActionTag = "waiting";
|
||||
|
||||
// 初始化时
|
||||
void Init(CharacterObject *parent);
|
||||
// 设置动作
|
||||
void SetAction(std::string actionName);
|
||||
|
||||
// 设置方向
|
||||
void SetDirection(int dir);
|
||||
};
|
||||
39
source_game/Asset/Monster/Mon_Animation.cpp
Normal file
39
source_game/Asset/Monster/Mon_Animation.cpp
Normal file
@@ -0,0 +1,39 @@
|
||||
#include "Mon_Animation.h"
|
||||
#include "Actor/Object/MonsterObject.h"
|
||||
#include "Global/Global_Game.h"
|
||||
void Mon_Animation::Init(MonsterObject *parent)
|
||||
{
|
||||
// 调用RenderBase类的初始化 才能挂上标签
|
||||
RenderBase::Init();
|
||||
parent->AddChild(this);
|
||||
mon_parent = parent;
|
||||
|
||||
GlobalMonsterScript::MonsterConfig Config = Global_Game::GetInstance().GetMonsterInfo(mon_parent->Id);
|
||||
|
||||
// 遍历所有动作Ani路径
|
||||
for (const auto &pair : Config.animationPath)
|
||||
{
|
||||
std::string ActionName = pair.first;
|
||||
std::string Path = std::string(Config.folder + Tool_toLowerCase(pair.second));
|
||||
|
||||
RefPtr<Animation> Ani = new Animation(Path);
|
||||
this->ActionAnis[ActionName] = Ani;
|
||||
Ani->SetVisible(false);
|
||||
this->AddChild(Ani);
|
||||
}
|
||||
|
||||
// 默认动作
|
||||
this->SetAction("waiting");
|
||||
}
|
||||
|
||||
void Mon_Animation::SetAction(std::string actionName)
|
||||
{
|
||||
// 先将原动作的Ani设置为不可见
|
||||
ActionAnis[CurrentActionTag]->Reset();
|
||||
ActionAnis[CurrentActionTag]->SetVisible(false);
|
||||
|
||||
// 再将新动作的Ani设置为可见
|
||||
ActionAnis[actionName]->SetVisible(true);
|
||||
|
||||
CurrentActionTag = actionName;
|
||||
}
|
||||
25
source_game/Asset/Monster/Mon_Animation.h
Normal file
25
source_game/Asset/Monster/Mon_Animation.h
Normal file
@@ -0,0 +1,25 @@
|
||||
#pragma once
|
||||
#include "EngineFrame/Component/Animation.h"
|
||||
#include <string>
|
||||
#include <vector>
|
||||
#include <unordered_map>
|
||||
class MonsterObject;
|
||||
class Mon_Animation : public RenderBase
|
||||
{
|
||||
// 动作动画集合
|
||||
using ActionAniList = std::map<std::string, RefPtr<Animation>>;
|
||||
|
||||
private:
|
||||
// 父对象
|
||||
MonsterObject *mon_parent;
|
||||
// 动作动画集合
|
||||
ActionAniList ActionAnis;
|
||||
// 当前动作Tag
|
||||
std::string CurrentActionTag = "waiting";
|
||||
|
||||
public:
|
||||
// 初始化时 只完成基础的职业皮肤设置
|
||||
void Init(MonsterObject *parent);
|
||||
// 设置动作
|
||||
void SetAction(std::string actionName);
|
||||
};
|
||||
@@ -15,7 +15,7 @@ static SQInteger SQR_GetPosition(HSQUIRRELVM v)
|
||||
SQUserPointer ptr;
|
||||
sq_getuserpointer(v, 2, &ptr);
|
||||
BaseObject *obj = (BaseObject *)ptr;
|
||||
VecFPos3 Pos = obj->GetPosition();
|
||||
VecPos3 Pos = obj->GetPosition();
|
||||
|
||||
sq_newtable(v);
|
||||
sq_pushstring(v, _SC("x"), -1);
|
||||
@@ -40,7 +40,7 @@ static SQInteger SQR_SetPosition(HSQUIRRELVM v)
|
||||
sq_getfloat(v, 3, &PosX);
|
||||
sq_getfloat(v, 4, &PosY);
|
||||
sq_getfloat(v, 5, &PosZ);
|
||||
obj->SetPosition(VecFPos3(PosX, PosY, PosZ));
|
||||
obj->SetPosition(VecPos3(PosX, PosY, PosZ));
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
336
source_game/Asset/Squirrel/Sqr_UI.hpp
Normal file
336
source_game/Asset/Squirrel/Sqr_UI.hpp
Normal file
@@ -0,0 +1,336 @@
|
||||
#pragma once
|
||||
#include "squirrel/SquirrelEx.h"
|
||||
#include "EngineFrame/Actor/Actor.h"
|
||||
#include "EngineFrame/Component/Sprite.h"
|
||||
|
||||
static SQInteger _file_releasehook(SQUserPointer p, SQInteger SQ_UNUSED_ARG(size))
|
||||
{
|
||||
Actor *Abli = (Actor *)p;
|
||||
Abli->Release();
|
||||
return 0;
|
||||
}
|
||||
static SQInteger SQR_RegisterDestruction(HSQUIRRELVM v)
|
||||
{
|
||||
// 析构函数测试
|
||||
SQUserPointer P;
|
||||
sq_getuserpointer(v, 2, &P);
|
||||
sq_setinstanceup(v, 3, P);
|
||||
sq_setreleasehook(v, 3, _file_releasehook);
|
||||
return 0;
|
||||
}
|
||||
|
||||
static SQInteger SQR_CreateActor(HSQUIRRELVM v)
|
||||
{
|
||||
RefPtr<Actor> act = new Actor();
|
||||
act->Retain();
|
||||
sq_pushuserpointer(v, act.Get());
|
||||
return 1;
|
||||
}
|
||||
|
||||
static SQInteger SQR_AddChild(HSQUIRRELVM v)
|
||||
{
|
||||
SQUserPointer A_obj;
|
||||
sq_getuserpointer(v, 2, &A_obj);
|
||||
SQUserPointer B_obj;
|
||||
sq_getuserpointer(v, 3, &B_obj);
|
||||
Actor *Aobj = (Actor *)A_obj;
|
||||
Actor *Bobj = (Actor *)B_obj;
|
||||
Aobj->AddChild(Bobj);
|
||||
return 0;
|
||||
}
|
||||
|
||||
static SQInteger SQR_RemoveChild(HSQUIRRELVM v)
|
||||
{
|
||||
SQUserPointer A_obj;
|
||||
sq_getuserpointer(v, 2, &A_obj);
|
||||
SQUserPointer B_obj;
|
||||
sq_getuserpointer(v, 3, &B_obj);
|
||||
Actor *Aobj = (Actor *)A_obj;
|
||||
Actor *Bobj = (Actor *)B_obj;
|
||||
Aobj->RemoveChild(Bobj);
|
||||
return 0;
|
||||
}
|
||||
|
||||
static SQInteger SQR_GetZOrder(HSQUIRRELVM v)
|
||||
{
|
||||
SQUserPointer A_obj;
|
||||
sq_getuserpointer(v, 2, &A_obj);
|
||||
Actor *Aobj = (Actor *)A_obj;
|
||||
sq_pushinteger(v, Aobj->GetRenderZOrder());
|
||||
return 1;
|
||||
}
|
||||
|
||||
static SQInteger SQR_SetZOrder(HSQUIRRELVM v)
|
||||
{
|
||||
SQUserPointer A_obj;
|
||||
sq_getuserpointer(v, 2, &A_obj);
|
||||
SQInteger Value;
|
||||
sq_getinteger(v, 3, &Value);
|
||||
Actor *Aobj = (Actor *)A_obj;
|
||||
Aobj->SetRenderZOrder(Value);
|
||||
return 0;
|
||||
}
|
||||
|
||||
static SQInteger SQR_GetPos(HSQUIRRELVM v)
|
||||
{
|
||||
SQUserPointer A_obj;
|
||||
sq_getuserpointer(v, 2, &A_obj);
|
||||
Actor *Aobj = (Actor *)A_obj;
|
||||
VecFPos Pos = Aobj->GetPos();
|
||||
|
||||
sq_newtable(v);
|
||||
sq_pushstring(v, _SC("x"), -1);
|
||||
sq_pushfloat(v, Pos.x);
|
||||
sq_newslot(v, 3, SQFalse);
|
||||
sq_pushstring(v, _SC("y"), -1);
|
||||
sq_pushfloat(v, Pos.y);
|
||||
sq_newslot(v, 3, SQFalse);
|
||||
return 1;
|
||||
}
|
||||
|
||||
static SQInteger SQR_SetPos(HSQUIRRELVM v)
|
||||
{
|
||||
SQUserPointer A_obj;
|
||||
sq_getuserpointer(v, 2, &A_obj);
|
||||
|
||||
if (sq_gettop(v) == 3)
|
||||
{
|
||||
VecFPos Pos;
|
||||
sq_pushnull(v); // null iterator
|
||||
while (SQ_SUCCEEDED(sq_next(v, 3)))
|
||||
{
|
||||
SQFloat value;
|
||||
sq_getfloat(v, -1, &value);
|
||||
const SQChar *key;
|
||||
sq_getstring(v, -2, &key);
|
||||
|
||||
if (strcmp(key, _SC("x")) == 0)
|
||||
{
|
||||
Pos.x = value;
|
||||
}
|
||||
else if (strcmp(key, _SC("y")) == 0)
|
||||
{
|
||||
Pos.y = value;
|
||||
}
|
||||
sq_pop(v, 2);
|
||||
}
|
||||
sq_pop(v, 1);
|
||||
|
||||
Actor *Aobj = (Actor *)A_obj;
|
||||
Aobj->SetPos(Pos);
|
||||
}
|
||||
else if (sq_gettop(v) == 4)
|
||||
{
|
||||
SQFloat X, Y;
|
||||
sq_getfloat(v, 3, &X);
|
||||
sq_getfloat(v, 4, &Y);
|
||||
Actor *Aobj = (Actor *)A_obj;
|
||||
Aobj->SetPos(VecFPos(X, Y));
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
static SQInteger SQR_GetAlpha(HSQUIRRELVM v)
|
||||
{
|
||||
SQUserPointer A_obj;
|
||||
sq_getuserpointer(v, 2, &A_obj);
|
||||
Actor *Aobj = (Actor *)A_obj;
|
||||
|
||||
sq_pushfloat(v, Aobj->GetAlpha());
|
||||
return 1;
|
||||
}
|
||||
static SQInteger SQR_SetAlpha(HSQUIRRELVM v)
|
||||
{
|
||||
SQUserPointer A_obj;
|
||||
sq_getuserpointer(v, 2, &A_obj);
|
||||
SQFloat Value;
|
||||
sq_getfloat(v, 3, &Value);
|
||||
Actor *Aobj = (Actor *)A_obj;
|
||||
Aobj->SetAlpha(Value);
|
||||
return 0;
|
||||
}
|
||||
|
||||
static SQInteger SQR_GetScale(HSQUIRRELVM v)
|
||||
{
|
||||
SQUserPointer A_obj;
|
||||
sq_getuserpointer(v, 2, &A_obj);
|
||||
Actor *Aobj = (Actor *)A_obj;
|
||||
VecFPos Pos = Aobj->GetScale();
|
||||
sq_newtable(v);
|
||||
sq_pushstring(v, _SC("x"), -1);
|
||||
sq_pushfloat(v, Pos.x);
|
||||
sq_newslot(v, 3, SQFalse);
|
||||
sq_pushstring(v, _SC("y"), -1);
|
||||
sq_pushfloat(v, Pos.y);
|
||||
sq_newslot(v, 3, SQFalse);
|
||||
return 1;
|
||||
}
|
||||
|
||||
static SQInteger SQR_SetScale(HSQUIRRELVM v)
|
||||
{
|
||||
SQUserPointer A_obj;
|
||||
sq_getuserpointer(v, 2, &A_obj);
|
||||
|
||||
if (sq_gettop(v) == 3)
|
||||
{
|
||||
VecFPos Pos;
|
||||
sq_pushnull(v); // null iterator
|
||||
while (SQ_SUCCEEDED(sq_next(v, 3)))
|
||||
{
|
||||
SQFloat value;
|
||||
sq_getfloat(v, -1, &value);
|
||||
const SQChar *key;
|
||||
sq_getstring(v, -2, &key);
|
||||
|
||||
if (strcmp(key, _SC("x")) == 0)
|
||||
{
|
||||
Pos.x = value;
|
||||
}
|
||||
else if (strcmp(key, _SC("y")) == 0)
|
||||
{
|
||||
Pos.y = value;
|
||||
}
|
||||
sq_pop(v, 2);
|
||||
}
|
||||
sq_pop(v, 1);
|
||||
|
||||
Actor *Aobj = (Actor *)A_obj;
|
||||
Aobj->SetScale(Pos);
|
||||
}
|
||||
else if (sq_gettop(v) == 4)
|
||||
{
|
||||
SQFloat X, Y;
|
||||
sq_getfloat(v, 3, &X);
|
||||
sq_getfloat(v, 4, &Y);
|
||||
Actor *Aobj = (Actor *)A_obj;
|
||||
Aobj->SetScale(VecFPos(X, Y));
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
static SQInteger SQR_GetRotation(HSQUIRRELVM v)
|
||||
{
|
||||
SQUserPointer A_obj;
|
||||
sq_getuserpointer(v, 2, &A_obj);
|
||||
Actor *Aobj = (Actor *)A_obj;
|
||||
|
||||
sq_pushfloat(v, Aobj->GetRotation());
|
||||
}
|
||||
|
||||
static SQInteger SQR_SetRotation(HSQUIRRELVM v)
|
||||
{
|
||||
SQUserPointer A_obj;
|
||||
sq_getuserpointer(v, 2, &A_obj);
|
||||
SQFloat Value;
|
||||
sq_getfloat(v, 3, &Value);
|
||||
Actor *Aobj = (Actor *)A_obj;
|
||||
Aobj->SetRotation(Value);
|
||||
return 0;
|
||||
}
|
||||
|
||||
static SQInteger SQR_GetSize(HSQUIRRELVM v)
|
||||
{
|
||||
SQUserPointer A_obj;
|
||||
sq_getuserpointer(v, 2, &A_obj);
|
||||
Actor *Aobj = (Actor *)A_obj;
|
||||
VecSize Pos = Aobj->GetSize();
|
||||
|
||||
sq_newtable(v);
|
||||
sq_pushstring(v, _SC("w"), -1);
|
||||
sq_pushfloat(v, Pos.width);
|
||||
sq_newslot(v, 3, SQFalse);
|
||||
sq_pushstring(v, _SC("h"), -1);
|
||||
sq_pushfloat(v, Pos.height);
|
||||
sq_newslot(v, 3, SQFalse);
|
||||
return 1;
|
||||
}
|
||||
|
||||
static SQInteger SQR_SetSize(HSQUIRRELVM v)
|
||||
{
|
||||
SQUserPointer A_obj;
|
||||
sq_getuserpointer(v, 2, &A_obj);
|
||||
|
||||
if (sq_gettop(v) == 3)
|
||||
{
|
||||
VecSize Size;
|
||||
sq_pushnull(v); // null iterator
|
||||
while (SQ_SUCCEEDED(sq_next(v, 3)))
|
||||
{
|
||||
SQFloat value;
|
||||
sq_getfloat(v, -1, &value);
|
||||
const SQChar *key;
|
||||
sq_getstring(v, -2, &key);
|
||||
|
||||
if (strcmp(key, _SC("w")) == 0)
|
||||
{
|
||||
Size.width = value;
|
||||
}
|
||||
else if (strcmp(key, _SC("h")) == 0)
|
||||
{
|
||||
Size.height = value;
|
||||
}
|
||||
sq_pop(v, 2);
|
||||
}
|
||||
sq_pop(v, 1);
|
||||
|
||||
Actor *Aobj = (Actor *)A_obj;
|
||||
Aobj->SetSize(Size);
|
||||
}
|
||||
else if (sq_gettop(v) == 4)
|
||||
{
|
||||
SQFloat X, Y;
|
||||
sq_getfloat(v, 3, &X);
|
||||
sq_getfloat(v, 4, &Y);
|
||||
Actor *Aobj = (Actor *)A_obj;
|
||||
Aobj->SetSize(VecSize(X, Y));
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
static SQInteger SQR_CreateSprite(HSQUIRRELVM v)
|
||||
{
|
||||
const SQChar *ImgPath;
|
||||
SQInteger Idx;
|
||||
sq_getstring(v, 2, &ImgPath);
|
||||
sq_getinteger(v, 3, &Idx);
|
||||
RefPtr<Sprite> act = new Sprite(ImgPath, Idx);
|
||||
act->Retain();
|
||||
sq_pushuserpointer(v, act.Get());
|
||||
return 1;
|
||||
}
|
||||
|
||||
static void RegisterUINutApi(const SQChar *funcName, SQFUNCTION funcAddr, HSQUIRRELVM v)
|
||||
{
|
||||
sq_pushroottable(v);
|
||||
sq_pushstring(v, funcName, -1);
|
||||
sq_newclosure(v, funcAddr, 0);
|
||||
sq_newslot(v, -3, false);
|
||||
sq_poptop(v);
|
||||
}
|
||||
|
||||
static void RegisterUI()
|
||||
{
|
||||
SDL_Log("初始化 UI函数-松鼠脚本!");
|
||||
HSQUIRRELVM v = SquirrelEx::GetInstance().GetSquirrelVM();
|
||||
|
||||
// 析构函数
|
||||
RegisterUINutApi(_SC("sq_RegisterDestruction"), SQR_RegisterDestruction, v);
|
||||
|
||||
RegisterUINutApi(_SC("sq_CreateActor"), SQR_CreateActor, v);
|
||||
RegisterUINutApi(_SC("sq_AddChild"), SQR_AddChild, v);
|
||||
RegisterUINutApi(_SC("sq_RemoveChild"), SQR_RemoveChild, v);
|
||||
RegisterUINutApi(_SC("sq_GetZOrder"), SQR_GetZOrder, v);
|
||||
RegisterUINutApi(_SC("sq_SetZOrder"), SQR_SetZOrder, v);
|
||||
RegisterUINutApi(_SC("sq_GetPos"), SQR_GetPos, v);
|
||||
RegisterUINutApi(_SC("sq_SetPos"), SQR_SetPos, v);
|
||||
RegisterUINutApi(_SC("sq_GetAlpha"), SQR_GetAlpha, v);
|
||||
RegisterUINutApi(_SC("sq_SetAlpha"), SQR_SetAlpha, v);
|
||||
RegisterUINutApi(_SC("sq_GetScale"), SQR_GetScale, v);
|
||||
RegisterUINutApi(_SC("sq_SetScale"), SQR_SetScale, v);
|
||||
RegisterUINutApi(_SC("sq_GetRotation"), SQR_GetRotation, v);
|
||||
RegisterUINutApi(_SC("sq_SetRotation"), SQR_SetRotation, v);
|
||||
RegisterUINutApi(_SC("sq_GetSize"), SQR_GetSize, v);
|
||||
RegisterUINutApi(_SC("sq_SetSize"), SQR_SetSize, v);
|
||||
|
||||
RegisterUINutApi(_SC("sq_CreateSprite"), SQR_CreateSprite, v);
|
||||
}
|
||||
@@ -3,6 +3,8 @@
|
||||
void SquirrelManager::Init()
|
||||
{
|
||||
SDL_Log("开始初始化sqr管理器!");
|
||||
// UI函数
|
||||
RegisterUI();
|
||||
// 基础对象
|
||||
RegisterBaseObject();
|
||||
// 动态对象
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
#pragma once
|
||||
#include "Asset/Squirrel/Sqr_UI.hpp"
|
||||
#include "Asset/Squirrel/Sqr_BaseObject.hpp"
|
||||
#include "Asset/Squirrel/Sqr_ActiveObject.hpp"
|
||||
#include "Asset/Squirrel/Sqr_CharacterObject.hpp"
|
||||
|
||||
@@ -29,8 +29,11 @@ enum BASE_STATE
|
||||
JUMP, // 跳跃
|
||||
};
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
// 对象类型
|
||||
enum ObjectType
|
||||
{
|
||||
BASE = 0, // 基础对象
|
||||
ACTIVE = 1 << 0, // 动态对象
|
||||
CHARACTER = 1 << 1, // 角色对象
|
||||
MONSTER = 1 << 2 // 怪物对象
|
||||
};
|
||||
|
||||
@@ -27,6 +27,8 @@ void Global_Game::InitGame()
|
||||
CharacterConfigs = GlobalCharacterScript::InitCharacterLst();
|
||||
// 读取装备配置文件
|
||||
EquipmentPathMap = GlobalEquipmentScript::InitEquipmentLst();
|
||||
// 读取怪物配置文件
|
||||
MonsterPathMap = GlobalMonsterScript::InitMonsterLst();
|
||||
|
||||
// 初始化松鼠脚本管理器
|
||||
SquirrelManager::GetInstance().Init();
|
||||
@@ -36,3 +38,24 @@ void Global_Game::InitGame()
|
||||
// 游戏初始化完成标志
|
||||
InitFlag = true;
|
||||
}
|
||||
|
||||
GlobalMonsterScript::MonsterConfig Global_Game::GetMonsterInfo(int id)
|
||||
{
|
||||
if (!InitFlag)
|
||||
{
|
||||
SDL_LogError(0, "游戏未初始化");
|
||||
return GlobalMonsterScript::MonsterConfig();
|
||||
}
|
||||
if (MonsterInfoMap.count(id))
|
||||
return MonsterInfoMap[id];
|
||||
if (!MonsterPathMap.count(id))
|
||||
{
|
||||
SDL_LogError(0, "怪物ID不存在");
|
||||
return GlobalMonsterScript::MonsterConfig();
|
||||
}
|
||||
std::string path = MonsterPathMap[id];
|
||||
GlobalMonsterScript::MonsterConfig MonsterConfig = GlobalMonsterScript::ReadMonsterConfig(path);
|
||||
MonsterConfig.id = id;
|
||||
MonsterInfoMap[id] = MonsterConfig;
|
||||
return MonsterConfig;
|
||||
}
|
||||
@@ -2,6 +2,7 @@
|
||||
#include "EngineCore/Game.h"
|
||||
#include "Global/Script/CharacterConfig.h"
|
||||
#include "Global/Script/EquipmentConfig.h"
|
||||
#include "Global/Script/MonsterConfig.h"
|
||||
#include "Global/Save/SavaManager.h"
|
||||
#include "Asset/Squirrel/SquirrelManager.h"
|
||||
class Global_Game
|
||||
@@ -36,6 +37,11 @@ public:
|
||||
// 装备路径Map
|
||||
std::map<int, std::string> EquipmentPathMap;
|
||||
|
||||
// 怪物相关
|
||||
std::map<int, std::string> MonsterPathMap; // 路径
|
||||
std::map<int, GlobalMonsterScript::MonsterConfig> MonsterInfoMap; // 信息
|
||||
GlobalMonsterScript::MonsterConfig GetMonsterInfo(int id); // 获取怪物信息
|
||||
|
||||
// 游戏资源初始化标志
|
||||
bool InitFlag = false;
|
||||
|
||||
|
||||
46
source_game/Global/Script/MonsterConfig.cpp
Normal file
46
source_game/Global/Script/MonsterConfig.cpp
Normal file
@@ -0,0 +1,46 @@
|
||||
#include "MonsterConfig.h"
|
||||
#include "Asset/AssetManager.h"
|
||||
#include "Tool/Tool_String.h"
|
||||
|
||||
namespace GlobalMonsterScript
|
||||
{
|
||||
|
||||
std::map<int, std::string> InitMonsterLst()
|
||||
{
|
||||
std::map<int, std::string> EquipList;
|
||||
ScriptData Data = AssetManager::GetInstance().GetScriptInfo("monster/monster.lst");
|
||||
while (!Data.IsEnd())
|
||||
{
|
||||
std::string Index = Data.Get();
|
||||
std::string MonsterPath = std::string("monster/") + Data.Get();
|
||||
EquipList[std::stoi(Index)] = MonsterPath;
|
||||
}
|
||||
return EquipList;
|
||||
}
|
||||
MonsterConfig ReadMonsterConfig(std::string path)
|
||||
{
|
||||
MonsterConfig Config;
|
||||
Config.folder = path.substr(0, path.find_last_of('/') + 1);
|
||||
ScriptData Data = AssetManager::GetInstance().GetScriptInfo(path);
|
||||
while (!Data.IsEnd())
|
||||
{
|
||||
std::string Segment = Data.Get();
|
||||
if (Segment == "name")
|
||||
{
|
||||
Config.name = Data.Get();
|
||||
}
|
||||
else if (Segment == "[动作动画]")
|
||||
{
|
||||
while (true)
|
||||
{
|
||||
std::string Ret = Data.Get();
|
||||
if (Ret == "[/动作动画]")
|
||||
break;
|
||||
std::string path = Data.Get();
|
||||
Config.animationPath[Ret] = path;
|
||||
}
|
||||
}
|
||||
}
|
||||
return Config;
|
||||
}
|
||||
}
|
||||
26
source_game/Global/Script/MonsterConfig.h
Normal file
26
source_game/Global/Script/MonsterConfig.h
Normal file
@@ -0,0 +1,26 @@
|
||||
#pragma once
|
||||
#include <string>
|
||||
#include <vector>
|
||||
#include <map>
|
||||
namespace GlobalMonsterScript
|
||||
{
|
||||
// 怪物配置
|
||||
struct MonsterConfig
|
||||
{
|
||||
//编号
|
||||
int id = -1;
|
||||
//名称
|
||||
std::string name = "none";
|
||||
//动作动画
|
||||
std::map<std::string, std::string> animationPath;
|
||||
|
||||
|
||||
//所在文件夹
|
||||
std::string folder = "none";
|
||||
};
|
||||
|
||||
// 读取怪物列表
|
||||
std::map<int, std::string> InitMonsterLst();
|
||||
// 读取怪物数据
|
||||
MonsterConfig ReadMonsterConfig(std::string path);
|
||||
}
|
||||
@@ -1,5 +1,5 @@
|
||||
#include "Scene/Scene_Loading_UI.h"
|
||||
#include "Scene/Scene_SelectCharacter_UI.hpp"
|
||||
#include "Scene/Scene_MainUi.h"
|
||||
#include "Scene/Scene_Test.h"
|
||||
#include "Scene_Loading_UI.h"
|
||||
#include "EngineFrame/Component/Sprite.h"
|
||||
@@ -50,7 +50,7 @@ void Scene_Loading_UI::Update(float deltaTime)
|
||||
RefPtr<Scene_Test> scene = new Scene_Test;
|
||||
Game::GetInstance().ChangeScene(scene);
|
||||
// 设定UI层场景
|
||||
RefPtr<Scene_SelectCharacter_UI> sceneUI = new Scene_SelectCharacter_UI;
|
||||
RefPtr<Scene_MainUi> sceneUI = new Scene_MainUi;
|
||||
Game::GetInstance().ChangeUIScene(sceneUI);
|
||||
}
|
||||
}
|
||||
|
||||
72
source_game/Scene/Scene_MainUi.cpp
Normal file
72
source_game/Scene/Scene_MainUi.cpp
Normal file
@@ -0,0 +1,72 @@
|
||||
#include "Scene_MainUi.h"
|
||||
#include "Asset/Squirrel/SquirrelManager.h"
|
||||
|
||||
void Scene_MainUi::Enter()
|
||||
{
|
||||
Scene::Enter();
|
||||
|
||||
HSQUIRRELVM v = SquirrelEx::GetInstance().GetSquirrelVM();
|
||||
SQInteger top = sq_gettop(v);
|
||||
sq_pushroottable(v);
|
||||
sq_pushstring(v, _SC("_MainUI_Enter_"), -1);
|
||||
if (SQ_SUCCEEDED(sq_get(v, -2)))
|
||||
{
|
||||
sq_pushroottable(v);
|
||||
sq_pushuserpointer(v, this);
|
||||
sq_call(v, 2, SQFalse, SQTrue);
|
||||
}
|
||||
sq_settop(v, top);
|
||||
|
||||
}
|
||||
|
||||
void Scene_MainUi::HandleEvents(SDL_Event *e)
|
||||
{
|
||||
Scene::HandleEvents(e);
|
||||
HSQUIRRELVM v = SquirrelEx::GetInstance().GetSquirrelVM();
|
||||
SQInteger top = sq_gettop(v);
|
||||
sq_pushroottable(v);
|
||||
sq_pushstring(v, _SC("_MainUI_HandleEvents_"), -1);
|
||||
if (SQ_SUCCEEDED(sq_get(v, -2)))
|
||||
{
|
||||
sq_pushroottable(v);
|
||||
sq_pushinteger(v, 1);
|
||||
sq_call(v, 2, SQFalse, SQTrue);
|
||||
}
|
||||
sq_settop(v, top);
|
||||
}
|
||||
|
||||
void Scene_MainUi::Update(float deltaTime)
|
||||
{
|
||||
Scene::Update(deltaTime);
|
||||
HSQUIRRELVM v = SquirrelEx::GetInstance().GetSquirrelVM();
|
||||
SQInteger top = sq_gettop(v);
|
||||
sq_pushroottable(v);
|
||||
sq_pushstring(v, _SC("_MainUI_Update_"), -1);
|
||||
if (SQ_SUCCEEDED(sq_get(v, -2)))
|
||||
{
|
||||
sq_pushroottable(v);
|
||||
sq_pushfloat(v, deltaTime);
|
||||
sq_call(v, 2, SQFalse, SQTrue);
|
||||
}
|
||||
sq_settop(v, top);
|
||||
}
|
||||
|
||||
void Scene_MainUi::Exit()
|
||||
{
|
||||
Scene::Exit();
|
||||
HSQUIRRELVM v = SquirrelEx::GetInstance().GetSquirrelVM();
|
||||
SQInteger top = sq_gettop(v);
|
||||
sq_pushroottable(v);
|
||||
sq_pushstring(v, _SC("_MainUI_Exit_"), -1);
|
||||
if (SQ_SUCCEEDED(sq_get(v, -2)))
|
||||
{
|
||||
sq_pushroottable(v);
|
||||
sq_call(v, 1, SQFalse, SQTrue);
|
||||
}
|
||||
sq_settop(v, top);
|
||||
}
|
||||
|
||||
void Scene_MainUi::Render()
|
||||
{
|
||||
Scene::Render();
|
||||
}
|
||||
15
source_game/Scene/Scene_MainUi.h
Normal file
15
source_game/Scene/Scene_MainUi.h
Normal file
@@ -0,0 +1,15 @@
|
||||
#pragma once
|
||||
#include "EngineFrame/Scene/Scene.h"
|
||||
|
||||
class Scene_MainUi : public Scene
|
||||
{
|
||||
private:
|
||||
/* data */
|
||||
public:
|
||||
void Enter() override;
|
||||
void HandleEvents(SDL_Event *e) override;
|
||||
void Update(float deltaTime) override;
|
||||
void Exit() override;
|
||||
|
||||
void Render() override;
|
||||
};
|
||||
@@ -1,98 +0,0 @@
|
||||
#pragma once
|
||||
#include "EngineFrame/Scene/Scene.h"
|
||||
#include "Asset/AssetManager.h"
|
||||
#include "EngineFrame/Component/Animation.h"
|
||||
#include "Actor/Map/GameMap.h"
|
||||
#include "Actor/Map/GameMapCamera.h"
|
||||
#include "Actor/Object/CharacterObject.h"
|
||||
class Scene_SelectCharacter_UI : public Scene
|
||||
{
|
||||
private:
|
||||
/* data */
|
||||
GameMap *map;
|
||||
RefPtr<GameMapCamera> camera = nullptr;
|
||||
|
||||
public:
|
||||
Scene_SelectCharacter_UI(/* args */) {
|
||||
|
||||
};
|
||||
~Scene_SelectCharacter_UI() {
|
||||
|
||||
};
|
||||
|
||||
public:
|
||||
void Enter() override
|
||||
{
|
||||
map = new GameMap;
|
||||
map->LoadMap("map/cataclysm/town/elvengard/new_elvengard.map");
|
||||
map->Enter(this);
|
||||
|
||||
RefPtr<CharacterObject> obj = new CharacterObject();
|
||||
obj->SetPosition({620, 200, 0});
|
||||
// 构造为鬼剑士
|
||||
obj->Construction(0);
|
||||
|
||||
map->AddObject(obj);
|
||||
|
||||
camera = new GameMapCamera;
|
||||
camera->SetParentMap(map);
|
||||
camera->SetFromActor(obj.Get());
|
||||
AddChild(camera);
|
||||
|
||||
// RefPtr<Actor> actor = new Actor;
|
||||
// actor->SetPos(VecFPos{450, 350});
|
||||
// // actor->SetAnchor(VecFPos{0.5, 0.5});
|
||||
// actor->SetScale(VecFPos{-1.f, 1.f});
|
||||
// AddChild(actor);
|
||||
|
||||
// RefPtr<Actor> actor2 = new Actor;
|
||||
// actor->AddChild(actor2);
|
||||
|
||||
// RefPtr<Animation> ani4 = new Animation("map/cataclysm/town/hendonmyre/animation/object/gateall_02.ani");
|
||||
// // ani4->SetScale(VecFPos{-1.0, 1.0});
|
||||
// actor2->AddChild(ani4);
|
||||
|
||||
// RefPtr<Animation> ani3 = new Animation("map/cataclysm/town/elvengard/animation/obj/serialight01_right.ani");
|
||||
// ani3->SetPos(VecPos{300, 300});
|
||||
// actor->AddChild(ani3);
|
||||
|
||||
// RefPtr<Animation> ani4 = new Animation("map/cataclysm/town/hendonmyre/animation/object/gateall_02.ani");
|
||||
// ani4->SetPos(VecPos{300, 500});
|
||||
// actor->AddChild(ani4);
|
||||
|
||||
// for (size_t i = 0; i < 400; i++)
|
||||
// {
|
||||
// RefPtr<Actor> actor = new Actor;
|
||||
// AddChild(actor);
|
||||
|
||||
// // RefPtr<Animation> ani3 = new Animation("common/commoneffect/animation/priestslowheal1.ani");
|
||||
// // actor->AddComponent(ani3);
|
||||
// // ani3->SetRenderZOrder(1000);
|
||||
|
||||
// // RefPtr<Animation> ani = new Animation("common/anton/main.ani");
|
||||
// // actor->AddComponent(ani);
|
||||
// // ani->SetRenderZOrder(500);
|
||||
|
||||
// RefPtr<Sprite> sprite = new Sprite("sprite/item/avatar/swordman/0sm_acap.img", 0);
|
||||
// actor->AddComponent(sprite);
|
||||
// // RefPtr<Animation> ani2 = new Animation("common/anton/face/0/0.ani");
|
||||
// // actor->AddComponent(ani2);
|
||||
// // ani2->SetRenderZOrder(1000);
|
||||
// }
|
||||
|
||||
// SDL_Log("进入了选择角色场景!");
|
||||
};
|
||||
|
||||
void HandleEvents(SDL_Event *e) override
|
||||
{
|
||||
Scene::HandleEvents(e);
|
||||
map->HandleEvents(e);
|
||||
};
|
||||
void Update(float deltaTime) override
|
||||
{
|
||||
Scene::Update(deltaTime);
|
||||
map->Update(deltaTime);
|
||||
};
|
||||
// void Render() override;
|
||||
// void Exit() override;
|
||||
};
|
||||
@@ -1,6 +1,7 @@
|
||||
#include "Scene_Test.h"
|
||||
#include <memory>
|
||||
#include <EngineCore/Game.h>
|
||||
#include <EngineFrame/Component/AnimationManager.h>
|
||||
Scene_Test::Scene_Test()
|
||||
{
|
||||
}
|
||||
@@ -12,22 +13,108 @@ Scene_Test::~Scene_Test()
|
||||
|
||||
void Scene_Test::Enter()
|
||||
{
|
||||
SDL_Log("进入测试场景!");
|
||||
map = new GameMap;
|
||||
map->LoadMap("map/cataclysm/town/elvengard/new_elvengard.map");
|
||||
map->Enter(this);
|
||||
|
||||
RefPtr<CharacterObject> obj = new CharacterObject();
|
||||
obj->SetPosition({1000, 300, 0});
|
||||
obj->Construction(0);
|
||||
|
||||
RefPtr<MonsterObject> monster = new MonsterObject();
|
||||
monster->SetPosition({1200, 301, 0});
|
||||
monster->Construction(1);
|
||||
monster->SetDirection(1);
|
||||
|
||||
map->AddObject(obj);
|
||||
map->AddObject(monster);
|
||||
|
||||
_camera = new GameMapCamera;
|
||||
_camera->SetFromActor(obj.Get());
|
||||
return;
|
||||
|
||||
// SDL_Log("Scene_Test::进入测试场景!");
|
||||
RefPtr<Actor> actor = new Actor;
|
||||
AddChild(actor);
|
||||
// RefPtr<Sprite> sprite = new Sprite("ImagePacks2/test_white_background.png");
|
||||
// actor->AddComponent(sprite);
|
||||
|
||||
// RefPtr<Sprite> chr = new Sprite("sprite/character/swordman/equipment/avatar/skin/sm_body0000.img", 90);
|
||||
// chr->SetPos(VecFPos{200, 100});
|
||||
// chr->SetAlpha(0.5);
|
||||
// chr->SetShadow();
|
||||
// actor->AddComponent(chr);
|
||||
|
||||
RefPtr<AnimationManager> Am = new AnimationManager;
|
||||
RefPtr<Animation> ani4 = new Animation("map/cataclysm/town/hendonmyre/animation/object/gateall_02.ani");
|
||||
Am->AddAnimation(ani4);
|
||||
|
||||
// Am->SetPos(VecFPos{200, 100});
|
||||
actor->AddChild(Am);
|
||||
|
||||
// // sprite2->UnsetClipRect();
|
||||
|
||||
// RefPtr<Actor> actor2 = new Actor;
|
||||
// actor->AddChild(actor2);
|
||||
|
||||
// RefPtr<Animation> ani4 = new Animation("map/cataclysm/town/hendonmyre/animation/object/gateall_02.ani");
|
||||
// // ani4->SetScale(VecFPos{-1.0, 1.0});
|
||||
// actor->AddChild(ani4);
|
||||
|
||||
// RefPtr<Animation> ani3 = new Animation("map/cataclysm/town/elvengard/animation/obj/serialight01_right.ani");
|
||||
// actor->AddChild(ani3);
|
||||
|
||||
// RefPtr<Animation> ani4 = new Animation("map/cataclysm/town/hendonmyre/animation/object/gateall_02.ani");
|
||||
// ani4->SetPos(VecPos{300, 500});
|
||||
// actor->AddChild(ani4);
|
||||
|
||||
// for (size_t i = 0; i < 400; i++)
|
||||
// {
|
||||
// RefPtr<Actor> actor = new Actor;
|
||||
// AddChild(actor);
|
||||
|
||||
// // RefPtr<Animation> ani3 = new Animation("common/commoneffect/animation/priestslowheal1.ani");
|
||||
// // actor->AddComponent(ani3);
|
||||
// // ani3->SetRenderZOrder(1000);
|
||||
|
||||
// // RefPtr<Animation> ani = new Animation("common/anton/main.ani");
|
||||
// // actor->AddComponent(ani);
|
||||
// // ani->SetRenderZOrder(500);
|
||||
|
||||
// RefPtr<Sprite> sprite = new Sprite("sprite/item/avatar/swordman/0sm_acap.img", 0);
|
||||
// actor->AddComponent(sprite);
|
||||
// // RefPtr<Animation> ani2 = new Animation("common/anton/face/0/0.ani");
|
||||
// // actor->AddComponent(ani2);
|
||||
// // ani2->SetRenderZOrder(1000);
|
||||
// }
|
||||
}
|
||||
|
||||
void Scene_Test::HandleEvents(SDL_Event *e)
|
||||
{
|
||||
Scene::HandleEvents(e);
|
||||
}
|
||||
|
||||
void Scene_Test::Update(float deltaTime)
|
||||
{
|
||||
Scene::Update(deltaTime);
|
||||
// 摄像机中有检测宿主坐标 所以要在场景的update后调用以便读取到本帧最新的坐标
|
||||
if (_camera)
|
||||
_camera->Update(deltaTime);
|
||||
if (map)
|
||||
map->Update(deltaTime);
|
||||
}
|
||||
|
||||
void Scene_Test::Render()
|
||||
{
|
||||
Scene::Render();
|
||||
}
|
||||
|
||||
void Scene_Test::Exit()
|
||||
{
|
||||
SDL_Log("Scene_Test::退出测试场景!当前引用计数%d", this->GetRefCount());
|
||||
}
|
||||
|
||||
RefPtr<BaseNode> Scene_Test::GetCamera()
|
||||
{
|
||||
return this->_camera;
|
||||
}
|
||||
|
||||
@@ -1,10 +1,18 @@
|
||||
#pragma once
|
||||
#include "EngineFrame/Scene/Scene.h"
|
||||
#include "Asset/AssetManager.h"
|
||||
#include "EngineFrame/Component/Animation.h"
|
||||
#include "Actor/Map/GameMap.h"
|
||||
#include "Actor/Map/GameMapCamera.h"
|
||||
#include "Actor/Object/CharacterObject.h"
|
||||
#include "Actor/Object/MonsterObject.h"
|
||||
|
||||
class Scene_Test : public Scene
|
||||
{
|
||||
private:
|
||||
/* data */
|
||||
GameMap *map = nullptr;
|
||||
RefPtr<GameMapCamera> _camera = nullptr;
|
||||
|
||||
public:
|
||||
Scene_Test(/* args */);
|
||||
~Scene_Test();
|
||||
@@ -15,7 +23,8 @@ public:
|
||||
void Update(float deltaTime) override;
|
||||
void Render() override;
|
||||
void Exit() override;
|
||||
|
||||
RefPtr<BaseNode> GetCamera() override;
|
||||
public:
|
||||
int MyId = 0;
|
||||
|
||||
};
|
||||
|
||||
Reference in New Issue
Block a user