Actor API增加完成

This commit is contained in:
2025-10-25 23:52:26 +08:00
parent 89899a3799
commit 433fa315b2
7 changed files with 290 additions and 82 deletions

28
.vscode/launch.json vendored
View File

@@ -1,20 +1,12 @@
{
// 使用 IntelliSense 了解相关属性。
// 悬停以查看现有属性的描述。
// 欲了解更多信息,请访问: https://go.microsoft.com/fwlink/?linkid=830387
"version": "0.2.0",
"configurations": [
{
"type": "squirrel",
"request": "attach",
"name": "Server",
"port": 2222
},
{
"type": "squirrel",
"request": "attach",
"name": "Client",
"port": 2222
}
]
"version": "0.2.0",
"configurations": [
{
"name": "Attach (squirrel) to localhost:2222",
"type": "squirrel",
"request": "attach",
"port": 2222,
"address": "localhost"
}
]
}

View File

@@ -30,6 +30,7 @@ function _MainUI_Enter_(UI_Scene) {
local Test1 = sq_CreaterWindowInstance("测试窗口", Window_NotiBox, 150, 150, 364, 356, 20);
Test1.ResetFoucus();
local act = Actor();
// local Canv = Canvas(600, 600);
// _SYS_UI_SCENE_Instance_.AddChild(Canv);
@@ -53,3 +54,4 @@ function _MainUI_Update_(deltaTime) {
}
//主界面UI退出回调
function _MainUI_Exit_() {}

View File

@@ -17,47 +17,188 @@ class Actor extends BaseNode {
}
}
/**
* 设置名字
* @function
* @param {string} Name
* @returns {void}
*/
function SetName(Name) {
sq_SetName(this.C_Object, Name);
}
/**
* 获取名字
* @function
* @returns {string}
*/
function GetName() {
return sq_GetName(this.C_Object);
}
/**
* 添加子对象
* @function
* @param {Actor} Act
* @returns {void}
*/
function AddChild(Act) {
sq_AddChild(this.C_Object, Act.C_Object);
}
/**
* 移除子对象
* @function
* @param {Actor} Act
* @returns {void}
*/
function RemoveChild(Act) {
sq_RemoveChild(this.C_Object, Act.C_Object);
}
/**
* 设置层级
* @function
* @param {integer} Order
* @returns {void}
*/
function SetZOrder(Order) {
sq_SetZOrder(this.C_Object, Order);
}
function SetScale(Value, ...) {
if (vargv.len() == 0)
sq_SetScale(this.C_Object, Value);
else if (vargv.len() == 1)
sq_SetScale(this.C_Object, Value, vargv[0]);
/**
* 获取层级
* @function
* @returns {*}
*/
function GetZOrder() {
return sq_GetZOrder(this.C_Object);
}
function SetPos(Value, ...) {
if (vargv.len() == 0) {
sq_SetPos(this.C_Object, Value);
} else if (vargv.len() == 1) {
sq_SetPos(this.C_Object, Value, vargv[0]);
/**设置坐标 */
function SetPos(...) {
if (vargv.len() == 1) {
sq_SetPos(this.C_Object, vargv[0]);
} else if (vargv.len() == 2) {
sq_SetPos(this.C_Object, vargv[0], vargv[1]);
}
}
function GetSize(){
/**
* 获取坐标
* @function
*/
function GetPos() {
return sq_GetPos(this.C_Object);
}
/**
* 获取世界坐标
* @function
*/
function GetWorldPos() {
return sq_GetWorldPos(this.C_Object);
}
/**
* 设置透明度
* @function
* @param {integer} Alpha
* @returns {void}
*/
function SetAlpha(Alpha) {
sq_SetAlpha(this.C_Object, Alpha);
}
/**
* 获取透明度
* @function
* @returns {integer}
*/
function GetAlpha() {
return sq_GetAlpha(this.C_Object);
}
/**
* 设置缩放
* @function
*/
function SetScale(Value, ...) {
if (vargv.len() == 0) sq_SetScale(this.C_Object, Value);
else if (vargv.len() == 1) sq_SetScale(this.C_Object, Value, vargv[0]);
}
/**
* 获取缩放
* @function
*/
function GetScale() {
return sq_GetScale(this.C_Object);
}
/**
* 设置旋转角度
* @function
* @param {float} Angle
* @returns {void}
*/
function SetRotation(Angle) {
sq_SetRotation(this.C_Object, Angle);
}
/**
* 获取旋转角度
* @function
* @returns {float}
*/
function GetRotation() {
return sq_GetRotation(this.C_Object);
}
/**
* 设置大小
* @function
* @returns {void}
*/
function SetSize(Value, ...) {
if (vargv.len() == 0) sq_SetScale(this.C_Object, Value);
else if (vargv.len() == 1) sq_SetScale(this.C_Object, Value, vargv[0]);
}
/**
* 获取大小
* @function
*/
function GetSize() {
return sq_GetSize(this.C_Object);
}
/**
* 设置可见性
* @function
* @param {boolean} Flag
* @returns {void}
*/
function SetVisible(Flag) {
sq_SetVisible(this.C_Object, Flag);
}
function GetWorldPos(){
return sq_GetWorldPos(this.C_Object);
/**
* 获取可见性
* @function
* @returns {boolean}
*/
function GetVisible() {
return sq_GetVisible(this.C_Object);
}
function SetName(Name) {
sq_SetName(this.C_Object, Name);
/**
*
* @function
* @param {BLENDMODE} BlendMode
* @returns {void}
*/
function SetBlendMode(BlendMode) {
sq_SetBlendMode(this.C_Object, BlendMode);
}
}

View File

@@ -27,8 +27,15 @@ class Window_hud extends GameWindow {
* @returns {void}
*/
function OnMouseEvent(Type, Data, EventInteractiveFlag) {
base.OnMouseEvent(Type, Data, EventInteractiveFlag)
if(Type == UI_EVENT.MOUSEBUTTONDOWN) {
base.OnMouseEvent(Type, Data, EventInteractiveFlag);
if (Type == UI_EVENT.MOUSEBUTTONDOWN) {
}
}
/**
* 重载ResetFoucus函数本窗口不需要改变焦点
* @function
* @returns {void}
*/
function ResetFoucus() {}
}

View File

@@ -17,6 +17,7 @@ class Window_NotiBox extends GameWindow {
function InitSprite() {
local Sp = Sprite("sprite/hud/newantonui.img", 0);
Sp.SetBlendMode(1);
AddChild(Sp);
local Textobj = Text("测试文本",0,sq_RGBA(255,255,255,255));

View File

@@ -6,31 +6,72 @@
*/
enum CHARACTERJOB {
SWORDMAN, // 男鬼剑士
FIGHTER, // 女格斗家
GUNNER, // 男神枪手
MAGE, // 女魔法师
PRIEST, // 男圣职者
AT_GUNNER, // 女神枪手
THIEF, // 暗夜使者
AT_FIGHTER, // 男格斗家
AT_MAGE, // 男魔法师
DEMONIC_SWORDMAN, // 黑暗武士
CREATOR_MAGE, // 缔造者
AT_SWORDMAN, // 女鬼剑士
KNIGHT, // 守护者
DEMONIC_LANCER, // 魔枪士
AT_PRIEST, // 女圣职者
GUN_BLADER, // 枪剑士
ARCHER, // 弓箭手
MAX // 无
/**男鬼剑士 */
SWORDMAN,
/**女格斗家 */
FIGHTER,
/**男神枪手 */
GUNNER,
/**女魔法师 */
MAGE,
/**男圣职者 */
PRIEST,
/**女神枪手 */
AT_GUNNER,
/**暗夜使者 */
THIEF,
/**男格斗家 */
AT_FIGHTER,
/**男魔法师 */
AT_MAGE,
/**黑暗武士 */
DEMONIC_SWORDMAN,
/**缔造者 */
CREATOR_MAGE,
/**女鬼剑士 */
AT_SWORDMAN,
/**守护者 */
KNIGHT,
/**魔枪士 */
DEMONIC_LANCER,
/**女圣职者 */
AT_PRIEST,
/**枪剑士 */
GUN_BLADER,
/**弓箭手 */
ARCHER,
/**无 */
MAX
}
enum UI_EVENT {
MOUSEMOTION, //鼠标移动
MOUSEBUTTONDOWN, //鼠标按下
MOUSEBUTTONUP, //鼠标释放
MOUSEWHEEL //鼠标滚轮
KEYDOWN //键盘按下
KEYUP //键盘释放
/**鼠标移动 */
MOUSEMOTION,
/**鼠标按下 */
MOUSEBUTTONDOWN,
/**鼠标释放 */
MOUSEBUTTONUP,
/**鼠标滚轮 */
MOUSEWHEEL,
/**键盘按下 */
KEYDOWN,
/**键盘释放 */
KEYUP
}
enum BLENDMODE {
/**无 */
BLENDMODE_NONE,
/**线性减淡 */
BLENDMODE_LINEARDODGE,
/**减淡 */
BLENDMODE_DODGE,
/**变暗 */
BLENDMODE_DARK,
/**异或 */
BLENDMODE_XOR,
/**灰度模式 */
BLENDMODE_MONOCHROME,
/**扭曲 */
BLENDMODE_SPACE_DISTORT
}

View File

@@ -92,33 +92,57 @@ function sq_GetDirection(C_Object) {}
function sq_SetDirection(C_Object, Dir) {}
function sq_CreateActor() {}
function sq_RegisterDestruction(a,b) {}
function sq_CreateSprite(a,b) {}
function sq_CreateCanvas(a,b) {}
function sq_CreateText(a,b,c) {}
function sq_AddChild(a,b){}
function sq_RemoveChild(a,b){}
function sq_SetZOrder(a,b){}
function sq_RegisterDestruction(a, b) {}
function sq_CreateSprite(a, b) {}
function sq_CreateCanvas(a, b) {}
function sq_CreateText(a, b, c) {}
function sq_AddChild(a, b) {}
function sq_RemoveChild(a, b) {}
function sq_SetZOrder(a, b) {}
function sq_SetPos(a,...){}
function sq_SetScale(a,...){}
function sq_SetPos(a, ...) {}
function sq_SetScale(a, ...) {}
/**
*
* @function
*
* @function
* @param {any} a
* @param {any} b
* @returns {any}
*/
function pow(a,b){}
function pow(a, b) {}
function sq_GetWorldPos(a) {
local t = { x = 1, y = 1 };
return t;
}
function sq_SetVisible(a, b) {}
function sq_SetAlpha(a, b) {}
function sq_SetName(a, b) {}
function sq_SetSize(...) {}
function sq_SetRotation(a, b) {}
function sq_GetName(a) {}
function sq_GetVisible(a) {}
function sq_GetSize(a) {
local t = { x = 1, y = 1 };
return t;
}
function sq_GetRotation(a) {}
function sq_GetAlpha(a) {}
function sq_GetScale(a) {
local t = { x = 1, y = 1 };
return t;
}
function sq_GetZOrder(a) {}
function sq_SetBlendMode(a, b) {}
function sq_Canvas_DrawImg(a, b, c, d) {}
function sq_Canvas_DrawImgRect(a, b, c, d) {}
function sq_GetImg(a) {}
function sq_GetPng(a, b) {}
function sq_OutPutTable(...) {}
function sq_GetWorldPos(a){}
function sq_SetVisible(a,b){}
function sq_SetName(a,b){}
function sq_Canvas_DrawImg(a,b,c,d){}
function sq_Canvas_DrawImgRect(a,b,c,d){}
function sq_GetImg(a){}
function sq_GetPng(a,b){}
function sq_OutPutTable(...){}
function output(...){}
function sq_GetPos(a) {
local t = { x = 1, y = 1 };
return t;
}
function output(...) {}