鼠标框架完成 窗口事件框架完成

This commit is contained in:
2025-10-21 19:21:20 +08:00
parent 2686136f72
commit b16e8d7820
11 changed files with 378 additions and 66 deletions

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@@ -1,4 +1,5 @@
enum.nut
Tool/Math.nut
Game/StateMachine/StateMachine.nut
@@ -17,5 +18,12 @@ UI/ObjectClass/Actor.nut
UI/ObjectClass/WindowNode.nut
UI/ObjectClass/GameWindow.nut
UI/ObjectClass/Sprite.nut
UI/Windows/System/Cursor.nut
UI/Windows/HUD/Window_hud.nut
UI/MainUI.nut
main.nut

125
Tool/Math.nut Normal file
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@@ -0,0 +1,125 @@
/*
文件名:Math.nut
路径:Tool/Math.nut
创建日期:2025-10-21 18:10
文件用途:数学工具
*/
class Math {
/**
* 取随机值 左闭右闭
* @function
* @param {integer} Min
* @param {integer} Max
* @returns {integer}
*/
function Rand(Min, Max) {
local In = rand();
local Ret = (Min + (Max - Min + 1) * (In / (RAND_MAX + 1).tofloat())).tointeger();
return Ret;
}
/**
* 随机返回数组中的任意一个数
* @function
* @param {array} arr
* @returns {any}
*/
function GetRandomElementFromArray(arr) {
if (arr.len() == 0) {
return null;
}
// 生成一个0到数组长度-1之间的随机索引
local randomIndex = Math.Rand(0, arr.len() - 1);
return arr[randomIndex];
}
/**
* 通过坐标获得两点旋转角度
* @function
* @param {integer} x1
* @param {integer} y1
* @param {integer} x2
* @param {integer} y2
* @returns {float}
*/
function GetRorateAngleByPos(x1, y1, x2, y2) {
return (atan2((y2 - y1).tofloat(), (x2 - x1).tofloat()) * 180) / PI;
}
/**
*
* @function
* @param {integer} x1
* @param {aintegerny} y1
* @param {integer} x2
* @param {integer} y2
* @returns {float}
*/
function GetDistanceByPos(x1, y1, x2, y2) {
return sqrt(pow((x2 - x1).tofloat(), 2) + pow((y2 - y1).tofloat(), 2));
}
/**
* 获得两值随时间的匀速运动值
* @function
* @param {any} sv
* @param {any} ev
* @param {float} currentRate
* @param {float} maxRate
* @returns {*}
*/
function GetUniformVelocity(sv, ev, currentRate, maxRate) {
local rate = currentRate.tofloat() / maxRate.tofloat();
local varyValue = ev - sv;
return sv + varyValue * rate;
}
/**
* 获得两值随时间的变速运动值
* @function
* @param {any} sv
* @param {any} ev
* @param {float} currentRate
* @param {float} maxRate
* @param {any} increaseFeature
* @returns {*}
*/
function GetAccel(sv, ev, currentRate, maxRate, increaseFeature) {
local rate = currentRate.tofloat() / maxRate.tofloat();
local varyValue = ev - sv;
local increaseRate = 1.0;
if (increaseFeature) {
increaseRate = pow(50, rate) / 50.0; //慢->快
} else {
// 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
// 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)
local mappedRate = rate * 0.9 + 0.1;
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
}
return sv + varyValue * increaseRate;
}
/**
* 计算两个矩形是否相交
* @function
* @param {any} x1
* @param {any} y1
* @param {any} width1
* @param {any} height1
* @param {any} x2
* @param {any} y2
* @param {any} width2
* @param {any} height2
* @returns {boolean}
*/
function IsIntersectRect(x1, y1, width1, height1, x2, y2, width2, height2) {
// 计算矩形1的边界
local right1 = x1 + width1;
local bottom1 = y1 + height1;
// 计算矩形2的边界
local right2 = x2 + width2;
local bottom2 = y2 + height2;
// 检查是否有重叠
return !(right1 < x2 || bottom1 < y2 || x1 > right2 || y1 > bottom2);
}
}

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@@ -6,22 +6,23 @@
*/
//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)
if (!_SYS_UI_SCENE_Instance_) _SYS_UI_SCENE_Instance_ = Actor(UI_Scene);
//初始化随机数种子
srand(time());
local TestWindow = sq_CreaterWindow("测试窗口", GameWindow)
TestWindow.ResetFoucus()
//初始化鼠标
Game_Cursor.GetInstance();
local Sp = Sprite(
"sprite/interface2/worldmap/step_2(area)/step_2(area)_bg.img",
12
)
TestWindow.AddChild(Sp)
local TestWindow = sq_CreaterWindowInstance("HUD窗口", Window_hud, 0, 0, 1280, 720, 0);
TestWindow.ResetFoucus();
}
//主界面UI事件回调
function _MainUI_HandleEvents_(event) {}
function _MainUI_HandleEvents_(EventType, EventData) {
_Global_Windows_Events_(EventType, EventData);
}
//主界面UI更新回调
function _MainUI_Update_(deltaTime) {
_Global_Windows_Logic_(deltaTime)
_Global_Windows_Logic_(deltaTime);
}
//主界面UI退出回调
function _MainUI_Exit_() {}

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@@ -6,26 +6,41 @@
*/
class Actor extends BaseNode {
function _typeof() {
return "Actor"
return "Actor";
}
constructor(obj = null) {
if (obj) {
base.constructor(obj, false)
base.constructor(obj, false);
} else {
base.constructor(sq_CreateActor())
base.constructor(sq_CreateActor());
}
}
function AddChild(Act) {
sq_AddChild(this.C_Object, Act.C_Object)
sq_AddChild(this.C_Object, Act.C_Object);
}
function RemoveChild(Act) {
sq_RemoveChild(this.C_Object, Act.C_Object)
sq_RemoveChild(this.C_Object, Act.C_Object);
}
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]);
}
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]);
}
}
}

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@@ -4,36 +4,52 @@
创建日期:2025-10-18 20:58
文件用途:游戏窗口类
*/
_SYS_UI_SCENE_Instance_ <- null
_SYS_WINDOW_LIST_ <- []
_SYS_UI_SCENE_Instance_ <- null;
_SYS_WINDOW_LIST_ <- [];
class GameWindow extends WindowNode {
//窗口名称
WindowName = "undefined"
WindowName = "undefined";
//是否活动窗口Flag
IsActiveFlag = false;
function _typeof() {
return "GameWindow"
return "GameWindow";
}
constructor(WindowName) {
base.constructor()
constructor(WindowName, gX, gY, gWidth, gHeight, gTitleHeight) {
base.constructor();
}
function ResetFoucus() {
SetVisible(true)
SetVisible(true);
//遍历全局窗口数组将自己移除重新添加在末尾
foreach (Index, WindowObj in _SYS_WINDOW_LIST_) {
if (WindowObj.WindowName == this.WindowName) {
_SYS_WINDOW_LIST_.remove(Index)
break
_SYS_WINDOW_LIST_.remove(Index);
break;
}
}
_SYS_WINDOW_LIST_.append(this)
SetZOrder(_SYS_WINDOW_LIST_.len())
_SYS_WINDOW_LIST_.append(this);
SetZOrder(_SYS_WINDOW_LIST_.len());
}
function Proc(Dt) {
function Proc(Dt) {}
//鼠标事件回调
function OnMouseEvent(Type, Data) {
if (!Visible) return;
foreach (Window in Childrens) {
if (Window instanceof WindowNode) Window.OnMouseEvent(Type, Data);
}
}
//键盘事件回调
function OnKeyEvent(Type, Data) {
if (!Visible) return;
foreach (Window in Childrens) {
if (Window instanceof WindowNode) Window.OnKeyEvent(Type, Data);
}
}
}
@@ -44,12 +60,12 @@ class GameWindow extends WindowNode {
* @param {GameWindow} WindowClass
* @returns {any}
*/
function sq_CreaterWindow(WindowName, WindowClass) {
function sq_CreaterWindowInstance(WindowName, WindowClass, gX, gY, gWidth, gHeight, gTitleHeight) {
foreach (idx, val in _SYS_WINDOW_LIST_) {
if (val.WindowName == WindowName) return val;
}
local NewWindow = WindowClass(WindowName);
local NewWindow = WindowClass(WindowName, gX, gY, gWidth, gHeight, gTitleHeight);
getroottable()._SYS_WINDOW_LIST_.push(NewWindow);
return NewWindow;
}
@@ -63,17 +79,17 @@ function sq_CreaterWindow(WindowName, WindowClass) {
function _Global_Windows_Logic_(Dt) {
if (_SYS_UI_SCENE_Instance_) {
for (local i = 0; i < _SYS_WINDOW_LIST_.len(); i++) {
local Window = _SYS_WINDOW_LIST_[i]
local Window = _SYS_WINDOW_LIST_[i];
//如果窗口不可见并且 处于演出状态
if (!Window.Visible && Window.PerformanceState) {
Window.PerformanceState = false
_SYS_UI_SCENE_Instance_.RemoveChild(Window)
Window.PerformanceState = false;
_SYS_UI_SCENE_Instance_.RemoveChild(Window);
if (Window.DestroyFlag) {
_SYS_WINDOW_LIST_.remove(i);
i--;
}
} else if (Window.Visible && !Window.PerformanceState) {
_SYS_UI_SCENE_Instance_.AddChild(Window)
_SYS_UI_SCENE_Instance_.AddChild(Window);
Window.PerformanceState = true;
}
//无论窗口是否显示都需要调用Proc
@@ -82,6 +98,19 @@ function _Global_Windows_Logic_(Dt) {
}
}
function _Global_Windows_Events_(EventType, EventData) {
//先传递鼠标事件
Game_Cursor.GetInstance().Event(EventType, EventData);
//事件是否被响应Flag
local EventInteractiveFlag = false;
for (local i = _SYS_WINDOW_LIST_.len() - 1; i > -1; i--) {
local Window = _SYS_WINDOW_LIST_[i];
if (Window.Visible) {
if (EventType == UI_EVENT.MOUSEMOTION || EventType == UI_EVENT.MOUSEBUTTONDOWN || EventType == UI_EVENT.MOUSEBUTTONUP) {
Window.OnMouseEvent(EventType, EventData);
} else if (EventType == UI_EVENT.KEYDOWN || EventType == UI_EVENT.KEYUP) {
Window.OnKeyEvent(EventType, EventData);
}
}
}
}

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@@ -20,24 +20,23 @@ class WindowNode extends Actor {
//销毁Flag
DestroyFlag = false;
function _typeof() {
return "WindowNode"
return "WindowNode";
}
constructor() {
base.constructor()
base.constructor();
//子控件list初始化
Childrens = []
Childrens = [];
}
function SetVisible(Flag) {
Visible = Flag
Visible = Flag;
}
function AddChild(Act) {
base.AddChild(Act)
Childrens.push(Act)
if (!(Act instanceof WindowNode)) base.AddChild(Act);
Childrens.push(Act);
}
}

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@@ -0,0 +1,20 @@
/*
文件名:Window_hud.nut
路径:UI/Windows/HUD/Window_hud.nut
创建日期:2025-10-19 20:36
文件用途:
*/
class Window_hud extends GameWindow {
constructor(Name, gX, gY, gWidth, gHeight, gTitleHeight) {
base.constructor(Name, gX, gY, gWidth, gHeight, gTitleHeight);
InitSprite();
}
function InitSprite() {
local Sp = Sprite("sprite/interface2/hud/hud.img", 0);
Sp.SetPos((1280 - 403) / 2, 720 - 75);
AddChild(Sp);
}
}

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@@ -0,0 +1,75 @@
/*
文件名:Cursor.nut
路径:UI/Windows/System/Cursor.nut
创建日期:2025-10-21 18:46
文件用途:
*/
class Game_Cursor extends GameWindow {
//鼠标精灵数组
MouseSprite = null;
//当前鼠标工作ID
CurrentMouseTaskId = 0;
//鼠标X坐标
MouseX = 0;
//鼠标Y坐标
MouseY = 0;
constructor() {
if (getroottable().rawin("__Game_Cursor__")) {
// 防止重复实例化
throw "Game_Cursor 不能重复实例化!";
}
base.constructor("系统鼠标", 0, 0, 1280, 720, 0);
Init();
//设置鼠标的层级最高
this.SetZOrder(10000000);
_SYS_UI_SCENE_Instance_.AddChild(this);
}
/**
* 静态方法:获取唯一实例
* @function
* @returns {Game_Cursor}
*/
function GetInstance() {
if (!getroottable().rawin("__Game_Cursor__")) {
// 首次调用时创建实例
getroottable()["__Game_Cursor__"] <- Game_Cursor();
}
return getroottable()["__Game_Cursor__"];
}
function Init() {
MouseSprite = [];
for (local i = 0; i < 254; i++) {
//初始化鼠标精灵
local Buffer = Sprite("sprite/interface/newstyle/windows/cursor.img", i);
MouseSprite.push(Buffer);
}
SetNormalTask(0);
}
/**
* 设置鼠标的普通任务
* @function
* @returns {void}
*/
function SetNormalTask(TaskId) {
RemoveChild(MouseSprite[CurrentMouseTaskId]);
CurrentMouseTaskId = TaskId;
AddChild(MouseSprite[CurrentMouseTaskId]);
MouseSprite[CurrentMouseTaskId].SetPos(MouseX, MouseY);
}
//事件
function Event(EventType, EventData) {
if (EventType == UI_EVENT.MOUSEMOTION) {
MouseX = EventData[0];
MouseY = EventData[1];
MouseSprite[CurrentMouseTaskId].SetPos(MouseX, MouseY);
}
}
}

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@@ -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
}

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@@ -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"
}
}

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@@ -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){}