新增画布类,三联,九宫格控件

This commit is contained in:
2025-10-25 13:42:36 +08:00
parent 5d78244ef0
commit 77fe539809
16 changed files with 953 additions and 9 deletions

20
.vscode/launch.json vendored Normal file
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@@ -0,0 +1,20 @@
{
// 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
}
]
}

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@@ -1,5 +1,7 @@
enum.nut
Tool/Math.nut
Tool/Json.nut
Tool/Common.nut
Game/StateMachine/StateMachine.nut
@@ -19,11 +21,14 @@ UI/ObjectClass/WindowNode.nut
UI/ObjectClass/GameWindow.nut
UI/ObjectClass/GameWidget.nut
UI/ObjectClass/Sprite.nut
UI/ObjectClass/Canvas.nut
UI/Windows/Widget/BaseWidget.nut
UI/Windows/Widget/TripleCav.nut
UI/Windows/Widget/NineGridCav.nut
UI/Windows/System/Cursor.nut

24
Tool/Common.nut Normal file
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/*
文件名:Common.nut
路径:Tool/Common.nut
创建日期:2025-10-25 00:05
文件用途:工具类
*/
function print(Object) {
switch (typeof Object) {
case "table":
case "array": {
local str = Json.Encode(Object);
sq_OutPutTable(str);
break;
}
case "string":
case "integer": {
output(Object);
break;
}
default:
output(Object);
break;
}
}

702
Tool/Json.nut Normal file
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@@ -0,0 +1,702 @@
/**
* JSON Parser
* @package JSONParser
*/
class JSONParser {
// should be the same for all components within JSONParser package
static version = "1.0.1";
/**
* Parse JSON string into data structure
*
* @param {string} str
* @param {function({string} value[, "number"|"string"])|null} converter
* @return {*}
*/
function parse(str, converter = null) {
local state;
local stack = []
local container;
local key;
local value;
// actions for string tokens
local string = {
go = function() {
state = "ok";
},
firstokey = function() {
key = value;
state = "colon";
},
okey = function() {
key = value;
state = "colon";
},
ovalue = function() {
value = this._convert(value, "string", converter);
state = "ocomma";
}.bindenv(this),
firstavalue = function() {
value = this._convert(value, "string", converter);
state = "acomma";
}.bindenv(this),
avalue = function() {
value = this._convert(value, "string", converter);
state = "acomma";
}.bindenv(this)
};
// the actions for number tokens
local number = {
go = function() {
state = "ok";
},
ovalue = function() {
value = this._convert(value, "number", converter);
state = "ocomma";
}.bindenv(this),
firstavalue = function() {
value = this._convert(value, "number", converter);
state = "acomma";
}.bindenv(this),
avalue = function() {
value = this._convert(value, "number", converter);
state = "acomma";
}.bindenv(this)
};
// action table
// describes where the state machine will go from each given state
local action = {
"{": {
go = function() {
stack.push({
state = "ok"
});
container = {};
state = "firstokey";
},
ovalue = function() {
stack.push({
container = container,
state = "ocomma",
key = key
});
container = {};
state = "firstokey";
},
firstavalue = function() {
stack.push({
container = container,
state = "acomma"
});
container = {};
state = "firstokey";
},
avalue = function() {
stack.push({
container = container,
state = "acomma"
});
container = {};
state = "firstokey";
}
},
"}": {
firstokey = function() {
local pop = stack.pop();
value = container;
container = ("container" in pop) ? pop.container : null;
key = ("key" in pop) ? pop.key : null;
state = pop.state;
},
ocomma = function() {
local pop = stack.pop();
container[key] <- value;
value = container;
container = ("container" in pop) ? pop.container : null;
key = ("key" in pop) ? pop.key : null;
state = pop.state;
}
},
"[": {
go = function() {
stack.push({
state = "ok"
});
container = [];
state = "firstavalue";
},
ovalue = function() {
stack.push({
container = container,
state = "ocomma",
key = key
});
container = [];
state = "firstavalue";
},
firstavalue = function() {
stack.push({
container = container,
state = "acomma"
});
container = [];
state = "firstavalue";
},
avalue = function() {
stack.push({
container = container,
state = "acomma"
});
container = [];
state = "firstavalue";
}
},
"]": {
firstavalue = function() {
local pop = stack.pop();
value = container;
container = ("container" in pop) ? pop.container : null;
key = ("key" in pop) ? pop.key : null;
state = pop.state;
},
acomma = function() {
local pop = stack.pop();
container.push(value);
value = container;
container = ("container" in pop) ? pop.container : null;
key = ("key" in pop) ? pop.key : null;
state = pop.state;
}
},
":": {
colon = function() {
// Check if the key already exists
// NOTE previous code used 'if (key in container)...'
// but this finds table ('container') member methods too
local err = false;
foreach(akey, avalue in container) {
if (akey == key) err = true;
break
}
if (err) throw "Duplicate key \"" + key + "\"";
state = "ovalue";
}
},
",": {
ocomma = function() {
container[key] <- value;
state = "okey";
},
acomma = function() {
container.push(value);
state = "avalue";
}
},
"true": {
go = function() {
value = true;
state = "ok";
},
ovalue = function() {
value = true;
state = "ocomma";
},
firstavalue = function() {
value = true;
state = "acomma";
},
avalue = function() {
value = true;
state = "acomma";
}
},
"false": {
go = function() {
value = false;
state = "ok";
},
ovalue = function() {
value = false;
state = "ocomma";
},
firstavalue = function() {
value = false;
state = "acomma";
},
avalue = function() {
value = false;
state = "acomma";
}
},
"null": {
go = function() {
value = null;
state = "ok";
},
ovalue = function() {
value = null;
state = "ocomma";
},
firstavalue = function() {
value = null;
state = "acomma";
},
avalue = function() {
value = null;
state = "acomma";
}
}
};
//
state = "go";
stack = [];
// current tokenizeing position
local start = 0;
try {
local
result,
token,
tokenizer = _JSONTokenizer();
while (token = tokenizer.nextToken(str, start)) {
if ("ptfn" == token.type) {
// punctuation/true/false/null
action[token.value][state]();
} else if ("number" == token.type) {
// number
value = token.value;
number[state]();
} else if ("string" == token.type) {
// string
value = tokenizer.unescape(token.value);
string[state]();
}
start += token.length;
}
} catch (e) {
state = e;
}
// check is the final state is not ok
// or if there is somethign left in the str
if (state != "ok" || regexp("[^\\s]").capture(str, start)) {
local min = @(a, b) a< b ? a : b;
local near = str.slice(start, min(str.len(), start + 10));
throw "JSON Syntax Error near `" + near + "`";
}
return value;
}
/**
* Convert strings/numbers
* Uses custom converter function
*
* @param {string} value
* @param {string} type
* @param {function|null} converter
*/
function _convert(value, type, converter) {
if ("function" == typeof converter) {
// # of params for converter function
local parametercCount = 2;
// .getinfos() is missing on ei platform
if ("getinfos" in converter) {
parametercCount = converter.getinfos().parameters.len() -
1 /* "this" is also included */ ;
}
if (parametercCount == 1) {
return converter(value);
} else if (parametercCount == 2) {
return converter(value, type);
} else {
throw "Error: converter function must take 1 or 2 parameters"
}
} else if ("number" == type) {
return (value.find(".") == null && value.find("e") == null && value.find("E") == null) ? value.tointeger() : value.tofloat();
} else {
return value;
}
}
}
/**
* JSON Tokenizer
* @package JSONParser
*/
class _JSONTokenizer {
_ptfnRegex = null;
_numberRegex = null;
_stringRegex = null;
_ltrimRegex = null;
_unescapeRegex = null;
constructor() {
// punctuation/true/false/null
this._ptfnRegex = regexp("^(?:\\,|\\:|\\[|\\]|\\{|\\}|true|false|null)");
// numbers
this._numberRegex = regexp("^(?:\\-?\\d+(?:\\.\\d*)?(?:[eE][+\\-]?\\d+)?)");
// strings
this._stringRegex = regexp("^(?:\\\"((?:[^\\r\\n\\t\\\\\\\"]|\\\\(?:[\"\\\\\\/trnfb]|u[0-9a-fA-F]{4}))*)\\\")");
// ltrim pattern
this._ltrimRegex = regexp("^[\\s\\t\\n\\r]*");
// string unescaper tokenizer pattern
this._unescapeRegex = regexp("\\\\(?:(?:u\\d{4})|[\\\"\\\\/bfnrt])");
}
/**
* Get next available token
* @param {string} str
* @param {integer} start
* @return {{type,value,length}|null}
*/
function nextToken(str, start = 0) {
local
m,
type,
token,
value,
length,
whitespaces;
// count # of left-side whitespace chars
whitespaces = this._leadingWhitespaces(str, start);
start += whitespaces;
if (m = this._ptfnRegex.capture(str, start)) {
// punctuation/true/false/null
value = str.slice(m[0].begin, m[0].end);
type = "ptfn";
} else if (m = this._numberRegex.capture(str, start)) {
// number
value = str.slice(m[0].begin, m[0].end);
type = "number";
} else if (m = this._stringRegex.capture(str, start)) {
// string
value = str.slice(m[1].begin, m[1].end);
type = "string";
} else {
return null;
}
token = {
type = type,
value = value,
length = m[0].end - m[0].begin + whitespaces
};
return token;
}
/**
* Count # of left-side whitespace chars
* @param {string} str
* @param {integer} start
* @return {integer} number of leading spaces
*/
function _leadingWhitespaces(str, start) {
local r = this._ltrimRegex.capture(str, start);
if (r) {
return r[0].end - r[0].begin;
} else {
return 0;
}
}
// unesacape() replacements table
_unescapeReplacements = {
"b": "\b",
"f": "\f",
"n": "\n",
"r": "\r",
"t": "\t"
};
/**
* Unesacape string escaped per JSON standard
* @param {string} str
* @return {string}
*/
function unescape(str) {
local start = 0;
local res = "";
while (start< str.len()) {
local m = this._unescapeRegex.capture(str, start);
if (m) {
local token = str.slice(m[0].begin, m[0].end);
// append chars before match
local pre = str.slice(start, m[0].begin);
res += pre;
if (token.len() == 6) {
// unicode char in format \uhhhh, where hhhh is hex char code
// todo: convert \uhhhh chars
res += token;
} else {
// escaped char
// @see http://www.json.org/
local char = token.slice(1);
if (char in this._unescapeReplacements) {
res += this._unescapeReplacements[char];
} else {
res += char;
}
}
} else {
// append the rest of the source string
res += str.slice(start);
break;
}
start = m[0].end;
}
return res;
}
}
class JSONEncoder {
static VERSION = "2.0.0";
// max structure depth
// anything above probably has a cyclic ref
static _maxDepth = 32;
/**
* Encode value to JSON
* @param {table|array|*} value
* @returns {string}
*/
function encode(value) {
return this._encode(value);
}
/**
* @param {table|array} val
* @param {integer=0} depth current depth level
* @private
*/
function _encode(val, depth = 0) {
// detect cyclic reference
if (depth > this._maxDepth) {
throw "Possible cyclic reference";
}
local
r = "",
s = "",
i = 0;
switch (typeof val) {
case "table":
case "class":
s = "";
// serialize properties, but not functions
foreach(k, v in val) {
if (typeof v != "function") {
s += ",\"" + k + "\":" + this._encode(v, depth + 1);
}
}
s = s.len() > 0 ? s.slice(1) : s;
r += "{" + s + "}";
break;
case "array":
s = "";
for (i = 0; i< val.len(); i++) {
s += "," + this._encode(val[i], depth + 1);
}
s = (i > 0) ? s.slice(1) : s;
r += "[" + s + "]";
break;
case "integer":
case "float":
case "bool":
r += val;
break;
case "null":
r += "null";
break;
case "instance":
if ("_serializeRaw" in val && typeof val._serializeRaw == "function") {
// include value produced by _serializeRaw()
r += val._serializeRaw().tostring();
} else if ("_serialize" in val && typeof val._serialize == "function") {
// serialize instances by calling _serialize method
r += this._encode(val._serialize(), depth + 1);
} else {
s = "";
try {
// iterate through instances which implement _nexti meta-method
foreach(k, v in val) {
s += ",\"" + k + "\":" + this._encode(v, depth + 1);
}
} catch (e) {
// iterate through instances w/o _nexti
// serialize properties, but not functions
foreach(k, v in val.getclass()) {
if (typeof v != "function") {
s += ",\"" + k + "\":" + this._encode(val[k], depth + 1);
}
}
}
s = s.len() > 0 ? s.slice(1) : s;
r += "{" + s + "}";
}
break;
case "blob":
// This is a workaround for a known bug:
// on device side Blob.tostring() returns null
// (instaead of an empty string)
r += "\"" + (val.len() ? this._escape(val.tostring()) : "") + "\"";
break;
// strings and all other
default:
r += "\"" + this._escape(val.tostring()) + "\"";
break;
}
return r;
}
/**
* Escape strings according to http://www.json.org/ spec
* @param {string} str
*/
function _escape(str) {
local res = "";
for (local i = 0; i< str.len(); i++) {
local ch1 = (str[i] & 0xFF);
if ((ch1 & 0x80) == 0x00) {
// 7-bit Ascii
ch1 = format("%c", ch1);
if (ch1 == "\"") {
res += "\\\"";
} else if (ch1 == "\\") {
res += "\\\\";
} else if (ch1 == "/") {
res += "\\/";
} else if (ch1 == "\b") {
res += "\\b";
} else if (ch1 == "\f") {
res += "\\f";
} else if (ch1 == "\n") {
res += "\\n";
} else if (ch1 == "\r") {
res += "\\r";
} else if (ch1 == "\t") {
res += "\\t";
} else if (ch1 == "\0") {
res += "\\u0000";
} else {
res += ch1;
}
} else {
if ((ch1 & 0xE0) == 0xC0) {
// 110xxxxx = 2-byte unicode
local ch2 = (str[++i] & 0xFF);
res += format("%c%c", ch1, ch2);
} else if ((ch1 & 0xF0) == 0xE0) {
// 1110xxxx = 3-byte unicode
local ch2 = (str[++i] & 0xFF);
local ch3 = (str[++i] & 0xFF);
res += format("%c%c%c", ch1, ch2, ch3);
} else if ((ch1 & 0xF8) == 0xF0) {
// 11110xxx = 4 byte unicode
local ch2 = (str[++i] & 0xFF);
local ch3 = (str[++i] & 0xFF);
local ch4 = (str[++i] & 0xFF);
res += format("%c%c%c%c", ch1, ch2, ch3, ch4);
}
}
}
return res;
}
}
class Json {
function Encode(Table) {
return JSONEncoder.encode(Table);
}
function Decode(Str) {
return JSONParser.parse(Str);
}
}

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@@ -4,11 +4,11 @@
创建日期:2025-10-11 11:21
文件用途:主界面UI
*/
Actora <- null;
//主界面UI初始化回调
function _MainUI_Enter_(UI_Scene) {
if (!_SYS_UI_SCENE_Instance_) _SYS_UI_SCENE_Instance_ = Actor(UI_Scene);
//初始化随机数种子
srand(time());
//初始化鼠标
Game_Cursor.GetInstance();
@@ -16,13 +16,36 @@ function _MainUI_Enter_(UI_Scene) {
local TestWindow = sq_CreaterWindowInstance("HUD窗口", Window_hud, 0, 0, 1280, 720, 0);
TestWindow.ResetFoucus();
local Test1 = sq_CreaterWindowInstance("测试窗口", Window_NotiBox, 150, 150, 364, 356, 20);
Test1.ResetFoucus();
// local Tc = GameWidget_TripleCav("sprite/interface/lenheartwindowcommon.img",175,300);
// _SYS_UI_SCENE_Instance_.AddChild(Tc);
// Tc.SetPos(400,300);
local NgC = GameWidget_NineGridCav("sprite/interface/lenheartwindowcommon.img", 97, 300, 300);
_SYS_UI_SCENE_Instance_.AddChild(NgC);
NgC.SetPos(400, 300);
// local T = sq_GetPng("sprite/item/avatar/swordman/0sm_acap.img",0);
// print(T);
// local Test1 = sq_CreaterWindowInstance("测试窗口", Window_NotiBox, 150, 150, 364, 356, 20);
// Test1.ResetFoucus();
// local Canv = Canvas(600, 600);
// _SYS_UI_SCENE_Instance_.AddChild(Canv);
// for (local i = 0; i < 10000; i++) {
// Canv.DrawImg("sprite/item/avatar/swordman/0sm_acap.img", 0, i % 600, i / 600 * 28);
// }
}
//主界面UI事件回调
function _MainUI_HandleEvents_(EventType, EventData) {
_Global_Windows_Events_(EventType, EventData);
if (EventType == UI_EVENT.MOUSEBUTTONDOWN) {
if (Actora) {
_SYS_UI_SCENE_Instance_.RemoveChild(Actora);
Actora = null;
}
}
}
//主界面UI更新回调
function _MainUI_Update_(deltaTime) {

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@@ -56,4 +56,8 @@ class Actor extends BaseNode {
function GetWorldPos(){
return sq_GetWorldPos(this.C_Object);
}
function SetName(Name) {
sq_SetName(this.C_Object, Name);
}
}

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@@ -13,4 +13,5 @@ class BaseNode {
//析构对象
if (DestructFlag) sq_RegisterDestruction(C_Object, this)
}
}

24
UI/ObjectClass/Canvas.nut Normal file
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@@ -0,0 +1,24 @@
/*
文件名:Canvas.nut
路径:UI/ObjectClass/Canvas.nut
创建日期:2025-10-24 22:00
文件用途:画布类
*/
class Canvas extends Actor {
function _typeof() {
return "Canvas";
}
constructor(Width, Height) {
C_Object = sq_CreateCanvas(Width, Height);
sq_RegisterDestruction(C_Object, this);
}
function DrawImg(Img, Index, X, Y) {
sq_Canvas_DrawImg(C_Object, Img, Index, {x = X, y = Y});
}
function DrawImgRect(Img, Index, X, Y, Width, Height) {
sq_Canvas_DrawImgRect(C_Object, Img, Index, {x = X, y = Y,w = Width, h = Height});
}
}

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@@ -10,6 +10,7 @@ class Sprite extends Actor {
}
constructor(ImgPath, Idx) {
base.constructor(sq_CreateSprite(ImgPath, Idx))
C_Object = sq_CreateSprite(ImgPath, Idx);
sq_RegisterDestruction(C_Object,this);
}
}

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@@ -17,4 +17,18 @@ class Window_hud extends GameWindow {
Sp.SetPos((1280 - 403) / 2, 720 - 75);
AddChild(Sp);
}
/**
* 鼠标事件重载函数
* @function override
* @param {any} Type
* @param {any} Data
* @param {boolean} EventInteractiveFlag
* @returns {void}
*/
function OnMouseEvent(Type, Data, EventInteractiveFlag) {
base.OnMouseEvent(Type, Data, EventInteractiveFlag)
if(Type == UI_EVENT.MOUSEBUTTONDOWN) {
}
}
}

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@@ -12,9 +12,9 @@ class Game_Cursor extends GameWindow {
CurrentMouseTaskId = 0;
//鼠标X坐标
MouseX = 0;
MouseX = -100;
//鼠标Y坐标
MouseY = 0;
MouseY = -100;
constructor() {
if (getroottable().rawin("__Game_Cursor__")) {
@@ -64,7 +64,13 @@ class Game_Cursor extends GameWindow {
MouseSprite[CurrentMouseTaskId].SetPos(MouseX, MouseY);
}
//事件
/**
* 鼠标窗口是独立的事件函数
* @function
* @param {any} EventType
* @param {any} EventData
* @returns {void}
*/
function Event(EventType, EventData) {
if (EventType == UI_EVENT.MOUSEMOTION) {
MouseX = EventData[0];

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@@ -0,0 +1,63 @@
/*
文件名:NineGridCav.nut
路径:UI/Windows/Widget/NineGridCav.nut
创建日期:2025-10-25 00:35
文件用途:九宫格画布
*/
class GameWidget_NineGridCav extends Canvas {
/**
*
* @function
* @param {string} ImgPath Img路径
* @param {integer} ImgStart Img起始索引
* @param {integer} Width 总宽度
* @param {integer} Height 总高度
* @returns {gamewidget_ninegridcav}
*/
constructor(ImgPath, ImgStart, Width, Height) {
//获取九宫格各部分原始尺寸
local topLeft = sq_GetPng(ImgPath, ImgStart);
local topMid = sq_GetPng(ImgPath, ImgStart + 1);
local topRight = sq_GetPng(ImgPath, ImgStart + 2);
local midLeft = sq_GetPng(ImgPath, ImgStart + 3);
local midMid = sq_GetPng(ImgPath, ImgStart + 4);
local midRight = sq_GetPng(ImgPath, ImgStart + 5);
local bottomLeft = sq_GetPng(ImgPath, ImgStart + 6);
local bottomMid = sq_GetPng(ImgPath, ImgStart + 7);
local bottomRight = sq_GetPng(ImgPath, ImgStart + 8);
//初始化画布尺寸
base.constructor(Width, Height);
//计算中间拉伸区域尺寸
local midWidth = Width - topLeft.Width - topRight.Width;
local midHeight = Height - topLeft.Height - bottomLeft.Height;
//绘制左上角
DrawImg(ImgPath, ImgStart, 0, 0);
//绘制上中(横向拉伸)
DrawImgRect(ImgPath, ImgStart + 1, topLeft.Width, 0, midWidth, topMid.Height);
//绘制右上角
DrawImg(ImgPath, ImgStart + 2, Width - topRight.Width, 0);
//绘制左中(纵向拉伸)
DrawImgRect(ImgPath, ImgStart + 3, 0, topLeft.Height, midLeft.Width, midHeight);
//绘制中间(双向拉伸)
DrawImgRect(ImgPath, ImgStart + 4, topLeft.Width, topLeft.Height, midWidth, midHeight);
//绘制右中(纵向拉伸)
DrawImgRect(ImgPath, ImgStart + 5, Width - midRight.Width, topLeft.Height, midRight.Width, midHeight);
//绘制左下角
DrawImg(ImgPath, ImgStart + 6, 0, Height - bottomLeft.Height);
//绘制下中(横向拉伸)
DrawImgRect(ImgPath, ImgStart + 7, topLeft.Width, Height - bottomMid.Height, midWidth, bottomMid.Height);
//绘制右下角
DrawImg(ImgPath, ImgStart + 8, Width - bottomRight.Width, Height - bottomRight.Height);
}
}

View File

@@ -0,0 +1,30 @@
/*
文件名:TripleCav.nut
路径:UI/Windows/Widget/TripleCav.nut
创建日期:2025-10-24 23:15
文件用途:三联画布
*/
class GameWidget_TripleCav extends Canvas {
/**
* 创建三联图画布
* @function
* @param {string} ImgPath Img路径
* @param {integer} ImgStart Img起始索引
* @param {integer} Width 总宽度
* @returns {gamewidget_triplecav}
*/
constructor(ImgPath, ImgStart, Width) {
local Left_Width = sq_GetPng(ImgPath, ImgStart).Width;
local Height = sq_GetPng(ImgPath, ImgStart).Height;
local Right_Width = sq_GetPng(ImgPath, ImgStart + 2).Width;
base.constructor(Width, Height);
//绘制左侧
DrawImg(ImgPath, ImgStart, 0, 0);
//绘制中间
DrawImgRect(ImgPath, ImgStart + 1, Left_Width, 0, Width - Left_Width - Right_Width, Height);
//绘制右侧
DrawImg(ImgPath, ImgStart + 2, Width - Right_Width, 0);
}
}

View File

@@ -70,5 +70,20 @@
},
"UI/Windows/Widget/BaseWidget.nut": {
"description": "基础控件"
},
"UI/ObjectClass/GameWidget.nut": {
"description": "游戏_控件类"
},
"UI/ObjectClass/GameWindow.nut": {
"description": "游戏_窗口类"
},
"UI/ObjectClass/Canvas.nut": {
"description": "画布类"
},
"UI/Windows/Widget/TripleCav.nut": {
"description": "三联图画布"
},
"UI/Windows/Widget/NineGridCav.nut": {
"description": "九宫格画布"
}
}

View File

@@ -94,6 +94,7 @@ 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_AddChild(a,b){}
function sq_RemoveChild(a,b){}
function sq_SetZOrder(a,b){}
@@ -112,4 +113,11 @@ function pow(a,b){}
function sq_GetWorldPos(a){}
function sq_SetVisible(a,b){}
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(...){}

View File

@@ -1,5 +1,9 @@
function main() {
//初始化随机数种子
srand(time());
local SM = StateMachine.GetInstance();
SM.RegisterState(CHARACTERJOB.SWORDMAN, "Character_Rest", 0);