鼠标框架完成 窗口事件框架完成
This commit is contained in:
@@ -1,4 +1,5 @@
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enum.nut
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Tool/Math.nut
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Game/StateMachine/StateMachine.nut
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@@ -17,5 +18,12 @@ UI/ObjectClass/Actor.nut
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UI/ObjectClass/WindowNode.nut
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UI/ObjectClass/GameWindow.nut
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UI/ObjectClass/Sprite.nut
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UI/Windows/System/Cursor.nut
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UI/Windows/HUD/Window_hud.nut
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UI/MainUI.nut
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main.nut
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125
Tool/Math.nut
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125
Tool/Math.nut
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@@ -0,0 +1,125 @@
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/*
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文件名:Math.nut
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路径:Tool/Math.nut
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创建日期:2025-10-21 18:10
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文件用途:数学工具
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*/
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class Math {
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/**
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* 取随机值 左闭右闭
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* @function
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* @param {integer} Min
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* @param {integer} Max
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* @returns {integer}
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*/
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function Rand(Min, Max) {
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local In = rand();
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local Ret = (Min + (Max - Min + 1) * (In / (RAND_MAX + 1).tofloat())).tointeger();
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return Ret;
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}
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/**
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* 随机返回数组中的任意一个数
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* @function
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* @param {array} arr
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* @returns {any}
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*/
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function GetRandomElementFromArray(arr) {
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if (arr.len() == 0) {
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return null;
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}
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// 生成一个0到数组长度-1之间的随机索引
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local randomIndex = Math.Rand(0, arr.len() - 1);
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return arr[randomIndex];
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}
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/**
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* 通过坐标获得两点旋转角度
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* @function
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* @param {integer} x1
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* @param {integer} y1
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* @param {integer} x2
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* @param {integer} y2
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* @returns {float}
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*/
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function GetRorateAngleByPos(x1, y1, x2, y2) {
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return (atan2((y2 - y1).tofloat(), (x2 - x1).tofloat()) * 180) / PI;
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}
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/**
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*
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* @function
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* @param {integer} x1
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* @param {aintegerny} y1
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* @param {integer} x2
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* @param {integer} y2
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* @returns {float}
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*/
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function GetDistanceByPos(x1, y1, x2, y2) {
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return sqrt(pow((x2 - x1).tofloat(), 2) + pow((y2 - y1).tofloat(), 2));
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}
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/**
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* 获得两值随时间的匀速运动值
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* @function
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* @param {any} sv
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* @param {any} ev
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* @param {float} currentRate
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* @param {float} maxRate
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* @returns {*}
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*/
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function GetUniformVelocity(sv, ev, currentRate, maxRate) {
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local rate = currentRate.tofloat() / maxRate.tofloat();
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local varyValue = ev - sv;
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return sv + varyValue * rate;
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}
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/**
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* 获得两值随时间的变速运动值
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* @function
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* @param {any} sv
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* @param {any} ev
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* @param {float} currentRate
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* @param {float} maxRate
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* @param {any} increaseFeature
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* @returns {*}
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*/
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function GetAccel(sv, ev, currentRate, maxRate, increaseFeature) {
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local rate = currentRate.tofloat() / maxRate.tofloat();
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local varyValue = ev - sv;
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local increaseRate = 1.0;
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if (increaseFeature) {
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increaseRate = pow(50, rate) / 50.0; //慢->快
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} else {
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// 修正后的减速逻辑计算,例如采用线性变换结合幂次运算来实现更合理的减速效果
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// 先将rate映射到一个更合适的范围(这里从[0,1]映射到[0.1, 1],可调整)
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local mappedRate = rate * 0.9 + 0.1;
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increaseRate = pow(mappedRate, 2); // 幂次可调整,这里取2来让减速更明显,可根据实际情况修改
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}
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return sv + varyValue * increaseRate;
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}
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/**
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* 计算两个矩形是否相交
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* @function
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* @param {any} x1
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* @param {any} y1
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* @param {any} width1
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* @param {any} height1
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* @param {any} x2
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* @param {any} y2
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* @param {any} width2
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* @param {any} height2
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* @returns {boolean}
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*/
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function IsIntersectRect(x1, y1, width1, height1, x2, y2, width2, height2) {
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// 计算矩形1的边界
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local right1 = x1 + width1;
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local bottom1 = y1 + height1;
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// 计算矩形2的边界
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local right2 = x2 + width2;
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local bottom2 = y2 + height2;
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// 检查是否有重叠
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return !(right1 < x2 || bottom1 < y2 || x1 > right2 || y1 > bottom2);
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}
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}
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@@ -6,22 +6,23 @@
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*/
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//主界面UI初始化回调
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function _MainUI_Enter_(UI_Scene) {
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if (!_SYS_UI_SCENE_Instance_) _SYS_UI_SCENE_Instance_ = Actor(UI_Scene)
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if (!_SYS_UI_SCENE_Instance_) _SYS_UI_SCENE_Instance_ = Actor(UI_Scene);
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//初始化随机数种子
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srand(time());
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local TestWindow = sq_CreaterWindow("测试窗口", GameWindow)
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TestWindow.ResetFoucus()
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//初始化鼠标
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Game_Cursor.GetInstance();
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local Sp = Sprite(
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"sprite/interface2/worldmap/step_2(area)/step_2(area)_bg.img",
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12
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)
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TestWindow.AddChild(Sp)
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local TestWindow = sq_CreaterWindowInstance("HUD窗口", Window_hud, 0, 0, 1280, 720, 0);
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TestWindow.ResetFoucus();
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}
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//主界面UI事件回调
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function _MainUI_HandleEvents_(event) {}
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function _MainUI_HandleEvents_(EventType, EventData) {
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_Global_Windows_Events_(EventType, EventData);
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}
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//主界面UI更新回调
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function _MainUI_Update_(deltaTime) {
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_Global_Windows_Logic_(deltaTime)
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_Global_Windows_Logic_(deltaTime);
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}
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//主界面UI退出回调
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function _MainUI_Exit_() {}
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@@ -6,26 +6,41 @@
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*/
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class Actor extends BaseNode {
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function _typeof() {
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return "Actor"
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return "Actor";
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}
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constructor(obj = null) {
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if (obj) {
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base.constructor(obj, false)
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base.constructor(obj, false);
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} else {
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base.constructor(sq_CreateActor())
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base.constructor(sq_CreateActor());
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}
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}
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function AddChild(Act) {
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sq_AddChild(this.C_Object, Act.C_Object)
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sq_AddChild(this.C_Object, Act.C_Object);
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}
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function RemoveChild(Act) {
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sq_RemoveChild(this.C_Object, Act.C_Object)
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sq_RemoveChild(this.C_Object, Act.C_Object);
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}
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function SetZOrder(Order) {
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sq_SetZOrder(this.C_Object, Order);
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}
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function SetScale(Value, ...) {
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if (vargv.len() == 0)
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sq_SetScale(this.C_Object, Value);
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else if (vargv.len() == 1)
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sq_SetScale(this.C_Object, Value, vargv[0]);
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}
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function SetPos(Value, ...) {
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if (vargv.len() == 0) {
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sq_SetPos(this.C_Object, Value);
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} else if (vargv.len() == 1) {
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sq_SetPos(this.C_Object, Value, vargv[0]);
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}
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}
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}
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@@ -4,36 +4,52 @@
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创建日期:2025-10-18 20:58
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文件用途:游戏窗口类
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*/
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_SYS_UI_SCENE_Instance_ <- null
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_SYS_WINDOW_LIST_ <- []
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_SYS_UI_SCENE_Instance_ <- null;
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_SYS_WINDOW_LIST_ <- [];
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class GameWindow extends WindowNode {
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//窗口名称
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WindowName = "undefined"
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WindowName = "undefined";
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//是否活动窗口Flag
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IsActiveFlag = false;
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function _typeof() {
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return "GameWindow"
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return "GameWindow";
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}
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constructor(WindowName) {
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base.constructor()
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constructor(WindowName, gX, gY, gWidth, gHeight, gTitleHeight) {
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base.constructor();
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}
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function ResetFoucus() {
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SetVisible(true)
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SetVisible(true);
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//遍历全局窗口数组将自己移除重新添加在末尾
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foreach (Index, WindowObj in _SYS_WINDOW_LIST_) {
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if (WindowObj.WindowName == this.WindowName) {
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_SYS_WINDOW_LIST_.remove(Index)
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break
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_SYS_WINDOW_LIST_.remove(Index);
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break;
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}
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}
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_SYS_WINDOW_LIST_.append(this)
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SetZOrder(_SYS_WINDOW_LIST_.len())
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_SYS_WINDOW_LIST_.append(this);
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SetZOrder(_SYS_WINDOW_LIST_.len());
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}
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function Proc(Dt) {
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function Proc(Dt) {}
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//鼠标事件回调
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function OnMouseEvent(Type, Data) {
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if (!Visible) return;
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foreach (Window in Childrens) {
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if (Window instanceof WindowNode) Window.OnMouseEvent(Type, Data);
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}
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}
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//键盘事件回调
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function OnKeyEvent(Type, Data) {
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if (!Visible) return;
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foreach (Window in Childrens) {
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if (Window instanceof WindowNode) Window.OnKeyEvent(Type, Data);
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}
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}
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}
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@@ -44,12 +60,12 @@ class GameWindow extends WindowNode {
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* @param {GameWindow} WindowClass
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* @returns {any}
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*/
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function sq_CreaterWindow(WindowName, WindowClass) {
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function sq_CreaterWindowInstance(WindowName, WindowClass, gX, gY, gWidth, gHeight, gTitleHeight) {
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foreach (idx, val in _SYS_WINDOW_LIST_) {
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if (val.WindowName == WindowName) return val;
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}
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local NewWindow = WindowClass(WindowName);
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local NewWindow = WindowClass(WindowName, gX, gY, gWidth, gHeight, gTitleHeight);
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getroottable()._SYS_WINDOW_LIST_.push(NewWindow);
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return NewWindow;
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}
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@@ -63,17 +79,17 @@ function sq_CreaterWindow(WindowName, WindowClass) {
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function _Global_Windows_Logic_(Dt) {
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if (_SYS_UI_SCENE_Instance_) {
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for (local i = 0; i < _SYS_WINDOW_LIST_.len(); i++) {
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local Window = _SYS_WINDOW_LIST_[i]
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local Window = _SYS_WINDOW_LIST_[i];
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//如果窗口不可见并且 处于演出状态
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if (!Window.Visible && Window.PerformanceState) {
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Window.PerformanceState = false
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_SYS_UI_SCENE_Instance_.RemoveChild(Window)
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Window.PerformanceState = false;
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_SYS_UI_SCENE_Instance_.RemoveChild(Window);
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if (Window.DestroyFlag) {
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_SYS_WINDOW_LIST_.remove(i);
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i--;
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}
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} else if (Window.Visible && !Window.PerformanceState) {
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_SYS_UI_SCENE_Instance_.AddChild(Window)
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_SYS_UI_SCENE_Instance_.AddChild(Window);
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Window.PerformanceState = true;
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}
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//无论窗口是否显示都需要调用Proc
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@@ -82,6 +98,19 @@ function _Global_Windows_Logic_(Dt) {
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}
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}
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function _Global_Windows_Events_(EventType, EventData) {
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//先传递鼠标事件
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Game_Cursor.GetInstance().Event(EventType, EventData);
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//事件是否被响应Flag
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local EventInteractiveFlag = false;
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for (local i = _SYS_WINDOW_LIST_.len() - 1; i > -1; i--) {
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local Window = _SYS_WINDOW_LIST_[i];
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if (Window.Visible) {
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if (EventType == UI_EVENT.MOUSEMOTION || EventType == UI_EVENT.MOUSEBUTTONDOWN || EventType == UI_EVENT.MOUSEBUTTONUP) {
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Window.OnMouseEvent(EventType, EventData);
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} else if (EventType == UI_EVENT.KEYDOWN || EventType == UI_EVENT.KEYUP) {
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Window.OnKeyEvent(EventType, EventData);
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}
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}
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}
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}
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@@ -20,24 +20,23 @@ class WindowNode extends Actor {
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//销毁Flag
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DestroyFlag = false;
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function _typeof() {
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return "WindowNode"
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return "WindowNode";
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}
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constructor() {
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base.constructor()
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base.constructor();
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//子控件list初始化
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Childrens = []
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Childrens = [];
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}
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function SetVisible(Flag) {
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Visible = Flag
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Visible = Flag;
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}
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function AddChild(Act) {
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base.AddChild(Act)
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Childrens.push(Act)
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if (!(Act instanceof WindowNode)) base.AddChild(Act);
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Childrens.push(Act);
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}
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}
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20
UI/Windows/HUD/Window_hud.nut
Normal file
20
UI/Windows/HUD/Window_hud.nut
Normal file
@@ -0,0 +1,20 @@
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/*
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文件名:Window_hud.nut
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路径:UI/Windows/HUD/Window_hud.nut
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创建日期:2025-10-19 20:36
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文件用途:
|
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*/
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class Window_hud extends GameWindow {
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constructor(Name, gX, gY, gWidth, gHeight, gTitleHeight) {
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base.constructor(Name, gX, gY, gWidth, gHeight, gTitleHeight);
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InitSprite();
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}
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function InitSprite() {
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local Sp = Sprite("sprite/interface2/hud/hud.img", 0);
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Sp.SetPos((1280 - 403) / 2, 720 - 75);
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AddChild(Sp);
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}
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}
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75
UI/Windows/System/Cursor.nut
Normal file
75
UI/Windows/System/Cursor.nut
Normal file
@@ -0,0 +1,75 @@
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/*
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文件名:Cursor.nut
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路径:UI/Windows/System/Cursor.nut
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创建日期:2025-10-21 18:46
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文件用途:
|
||||
*/
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class Game_Cursor extends GameWindow {
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//鼠标精灵数组
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MouseSprite = null;
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//当前鼠标工作ID
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CurrentMouseTaskId = 0;
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//鼠标X坐标
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MouseX = 0;
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//鼠标Y坐标
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MouseY = 0;
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constructor() {
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if (getroottable().rawin("__Game_Cursor__")) {
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// 防止重复实例化
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throw "Game_Cursor 不能重复实例化!";
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}
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base.constructor("系统鼠标", 0, 0, 1280, 720, 0);
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Init();
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//设置鼠标的层级最高
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this.SetZOrder(10000000);
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_SYS_UI_SCENE_Instance_.AddChild(this);
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}
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/**
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* 静态方法:获取唯一实例
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* @function
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* @returns {Game_Cursor}
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*/
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function GetInstance() {
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if (!getroottable().rawin("__Game_Cursor__")) {
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// 首次调用时创建实例
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getroottable()["__Game_Cursor__"] <- Game_Cursor();
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}
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return getroottable()["__Game_Cursor__"];
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}
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function Init() {
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MouseSprite = [];
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for (local i = 0; i < 254; i++) {
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//初始化鼠标精灵
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local Buffer = Sprite("sprite/interface/newstyle/windows/cursor.img", i);
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MouseSprite.push(Buffer);
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}
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SetNormalTask(0);
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}
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/**
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||||
* 设置鼠标的普通任务
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||||
* @function
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||||
* @returns {void}
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||||
*/
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function SetNormalTask(TaskId) {
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RemoveChild(MouseSprite[CurrentMouseTaskId]);
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CurrentMouseTaskId = TaskId;
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AddChild(MouseSprite[CurrentMouseTaskId]);
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||||
MouseSprite[CurrentMouseTaskId].SetPos(MouseX, MouseY);
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||||
}
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||||
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||||
//事件
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||||
function Event(EventType, EventData) {
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if (EventType == UI_EVENT.MOUSEMOTION) {
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||||
MouseX = EventData[0];
|
||||
MouseY = EventData[1];
|
||||
MouseSprite[CurrentMouseTaskId].SetPos(MouseX, MouseY);
|
||||
}
|
||||
}
|
||||
}
|
||||
45
enum.nut
45
enum.nut
@@ -6,22 +6,31 @@
|
||||
*/
|
||||
|
||||
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
|
||||
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
|
||||
};
|
||||
}
|
||||
|
||||
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
|
||||
}
|
||||
|
||||
@@ -46,5 +46,23 @@
|
||||
},
|
||||
"UI/ObjectClass/WindowNode.nut": {
|
||||
"description": "窗口节点"
|
||||
},
|
||||
"UI/Windows": {
|
||||
"description": "窗口集合"
|
||||
},
|
||||
"UI/Windows/HUD": {
|
||||
"description": "血槽"
|
||||
},
|
||||
"UI/Windows/HUD/Window_hud.nut": {
|
||||
"description": "血槽窗口"
|
||||
},
|
||||
"Tool": {
|
||||
"description": "工具类"
|
||||
},
|
||||
"UI/Windows/System": {
|
||||
"description": "系统"
|
||||
},
|
||||
"UI/Windows/System/Cursor.nut": {
|
||||
"description": "鼠标"
|
||||
}
|
||||
}
|
||||
@@ -97,3 +97,16 @@ function sq_CreateSprite(a,b) {}
|
||||
function sq_AddChild(a,b){}
|
||||
function sq_RemoveChild(a,b){}
|
||||
function sq_SetZOrder(a,b){}
|
||||
|
||||
function sq_SetPos(a,...){}
|
||||
function sq_SetScale(a,...){}
|
||||
|
||||
/**
|
||||
*
|
||||
* @function
|
||||
* @param {any} a
|
||||
* @param {any} b
|
||||
* @returns {any}
|
||||
*/
|
||||
function pow(a,b){}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user