8 Commits

22 changed files with 1026 additions and 162 deletions

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@@ -5,48 +5,68 @@
文件用途:角色移动脚本 文件用途:角色移动脚本
*/ */
/**
*
* @function
* @param {CharacterObject} obj
* @returns {void}
*/
function checkCanChangeState_Character_Move(obj) { function checkCanChangeState_Character_Move(obj) {
//获取当前状态 //获取当前状态
local CurState = obj.GetState(); local CurState = obj.GetState()
//得到摇杆的数据 X 和 Y的范围 -1.0 ~ 1.0 //得到摇杆的数据 X 和 Y的范围 -1.0 ~ 1.0
local arr = obj.GetVars("_move_data_", "float"); local arr = obj.GetVars("_move_data_", "float")
if (fabs(arr[0]) > 0.35 || fabs(arr[1]) > 0.35) { if (fabs(arr[0]) > 0.35 || fabs(arr[1]) > 0.35) {
return true; return true
} else return false; } else return false
} }
/**
*
* @function
* @param {CharacterObject} obj
* @returns {void}
*/
function SetState_Character_Move(obj) { function SetState_Character_Move(obj) {
//获取移动数据 //获取移动数据
local arr = obj.GetVars("_move_data_", "float"); local arr = obj.GetVars("_move_data_", "float")
//设置人物朝向 摇杆X轴大于0则朝右小于0则朝左 //设置人物朝向 摇杆X轴大于0则朝右小于0则朝左
local SetValue = arr[0] > 0 ? 0 : 1; local SetValue = arr[0] > 0 ? 0 : 1
if (SetValue != obj.GetDirection()) { if (SetValue != obj.GetDirection()) {
if (fabs(arr[0]) > 0.35) obj.SetDirection(SetValue); if (fabs(arr[0]) > 0.35) obj.SetDirection(SetValue)
//设置动作 //设置动作
obj.SetAction("move"); obj.SetAction("move")
} else { } else {
if (obj.GetState() != 1) obj.SetAction("move"); if (obj.GetState() != 1) obj.SetAction("move")
} }
local Speed = 250; local Speed = 250
local Dir = obj.GetDirection(); local Dir = obj.GetDirection();
local Pos = obj.GetPosition(); local Pos = obj.GetPosition();
local XOffset = null; local XOffset
if (fabs(arr[0]) > 0.35) XOffset = ((arr[0] > 0 ? Speed : -Speed)); if (fabs(arr[0]) > 0.35) XOffset = arr[0] > 0 ? Speed : -Speed
else XOffset = 0; else XOffset = 0
local YOffset = null; local YOffset
//当摇杆Y轴大于0.35或小于-0.35时设置Y轴偏移量 //当摇杆Y轴大于0.35或小于-0.35时设置Y轴偏移量
if (fabs(arr[1]) > 0.35) YOffset = (arr[1] > 0 ? Speed : -Speed); if (fabs(arr[1]) > 0.35) YOffset = arr[1] > 0 ? Speed : -Speed
else YOffset = 0; else YOffset = 0
obj.SetSpeed(XOffset, YOffset, null); obj.SetSpeed(XOffset, YOffset, null)
} }
/**
*
* @function
* @param {CharacterObject} obj
* @param {integer} DeltaTime
* @returns {void}
*/
function ProcState_Character_Move(obj, DeltaTime) { function ProcState_Character_Move(obj, DeltaTime) {
//获取移动数据 //获取移动数据
local arr = obj.GetVars("_move_data_", "float"); local arr = obj.GetVars("_move_data_", "float")
if (arr[0] == 0 && arr[1] == 0) { if (arr[0] == 0 && arr[1] == 0) {
obj.SetState(0); obj.SetState(0)
} }
} }

View File

@@ -5,11 +5,23 @@
文件用途:角色站立状态 文件用途:角色站立状态
*/ */
/**
*
* @function
* @param {CharacterObject} obj
* @returns {boolean}
*/
function checkCanChangeState_Character_Rest(obj) { function checkCanChangeState_Character_Rest(obj) {
return true; return true;
} }
/**
*
* @function
* @param {CharacterObject} obj
* @returns {void}
*/
function SetState_Character_Rest(obj) { function SetState_Character_Rest(obj) {
//设置动作 //设置动作
obj.SetAction("rest"); obj.SetAction("rest");
@@ -17,6 +29,13 @@ function SetState_Character_Rest(obj) {
obj.SetSpeed(0, 0, null); obj.SetSpeed(0, 0, null);
} }
/**
*
* @function
* @param {CharacterObject} obj
* @param {integer} DeltaTime
* @returns {void}
*/
function ProcState_Character_Rest(obj, DeltaTime) { function ProcState_Character_Rest(obj, DeltaTime) {
} }

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@@ -1,25 +1,34 @@
/* /**
文件名:ActiveObject.nut * Description placeholder
路径:Game/ObjectClass/ActiveObject.nut * @param {*} Object
创建日期:2025-10-03 02:50 */
文件用途:
*/
class ActiveObject extends BaseObject { class ActiveObject extends BaseObject {
constructor(Object) {
base.constructor(Object);
}
constructor(Object) { /**
base.constructor(Object); * 设置三轴速度
} * @function
* @param {integer} x
* @param {integer} y
* @param {integer} z
* @returns {void}
*/
function SetSpeed(x, y, z) {
local CurSpeed = sq_GetSpeed(C_Object);
if (x == null) x = CurSpeed.x;
if (y == null) y = CurSpeed.y;
if (z == null) z = CurSpeed.z;
sq_SetSpeed(C_Object, x, y, z);
}
function SetSpeed(x, y, z) { /**
local CurSpeed = sq_GetSpeed(C_Object); * 获取三轴速度
if (x == null) x = CurSpeed.x; * @function
if (y == null) y = CurSpeed.y; * @returns {any}
if (z == null) z = CurSpeed.z; */
sq_SetSpeed(C_Object, x, y, z); function GetSpeed() {
} return sq_GetSpeed(C_Object);
}
function GetSpeed() {
return sq_GetSpeed(C_Object);
}
} }

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@@ -1,32 +1,75 @@
/**
* Description placeholder
* @param {*} Object
*/
class BaseObject { class BaseObject {
//c++对象指针 //c++对象指针
C_Object = null; C_Object = null;
constructor(Object) { constructor(Object) {
C_Object = Object; C_Object = Object;
} }
function GetPosition() { /**
return sq_GetPosition(C_Object); * 获取坐标
} * @function
* @returns {any}
*/
function GetPosition() {
return sq_GetPosition(C_Object);
}
function SetPosition(x, y, z) { /**
sq_SetPosition(C_Object, x, y, z); * 设置坐标
} * @function
* @param {integer} x
* @param {integer} y
* @param {integer} z
* @returns {void}
*/
function SetPosition(x, y, z) {
sq_SetPosition(C_Object, x, y, z);
}
function GetVars(Name, Type) { /**
return sq_GetVars(C_Object, Name, Type); * 获取储存器
} * @function
* @param {string} Name
* @param {string} Type
* @returns {array}
*/
function GetVars(Name, Type) {
return sq_GetVars(C_Object, Name, Type);
}
function SetVars(Name, Type, Value) { /**
sq_SetVars(C_Object, Name, Type, Value); * 设置储存器
} * @function
* @param {string} Name
* @param {any} Type
* @param {array} Value
* @returns {void}
*/
function SetVars(Name, Type, Value) {
sq_SetVars(C_Object, Name, Type, Value);
}
function GetDirection() { /**
return sq_GetDirection(C_Object); * 获取方向
} * @function
* @returns {integer}
*/
function GetDirection() {
return sq_GetDirection(C_Object);
}
function SetDirection(Dir) { /**
sq_SetDirection(C_Object, Dir); * 设置方向
} * @function
* @param {integer} Dir
* @returns {void}
*/
function SetDirection(Dir) {
sq_SetDirection(C_Object, Dir);
}
} }

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@@ -1,23 +1,38 @@
/* /**
文件名:CharacterObject.nut * Description placeholder
路径:Game/ObjectClass/CharacterObject.nut * @param {*} Object
创建日期:2025-10-03 02:50 */
文件用途:
*/
class CharacterObject extends ActiveObject { class CharacterObject extends ActiveObject {
constructor(Object) { constructor(Object) {
base.constructor(Object); base.constructor(Object)
} }
/**
* 获取状态
* @function
* @returns {integer} 状态编号
*/
function GetState() { function GetState() {
return sq_GetState(C_Object); return sq_GetState(C_Object)
} }
/**
* 设置状态
* @function
* @param {integer} State
* @returns {void}
*/
function SetState(State) { function SetState(State) {
sq_SetState(C_Object, State); sq_SetState(C_Object, State)
} }
/**
* 设置动作
* @function
* @param {string} key
* @returns {void}
*/
function SetAction(key) { function SetAction(key) {
sq_SetAction(C_Object, key); sq_SetAction(C_Object, key)
} }
} }

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@@ -5,81 +5,102 @@
文件用途: 文件用途:
*/ */
/** 状态机
* @global
*/
class StateMachine { class StateMachine {
//状态注册表 //状态注册表
StatusRegistry = null; StatusRegistry = null;
constructor() { constructor() {
if (getroottable().rawin("__StateMachine__")) { if (getroottable().rawin("__StateMachine__")) {
// 防止重复实例化 // 防止重复实例化
throw "StateMachine 不能重复实例化!"; throw "StateMachine 不能重复实例化!";
} }
//初始化状态注册表 //初始化状态注册表
StatusRegistry = {}; StatusRegistry = {};
foreach(JobIndex in getconsttable().CHARACTERJOB) { foreach (JobIndex in getconsttable().CHARACTERJOB) {
StatusRegistry[JobIndex] <- {}; StatusRegistry[JobIndex] <- {};
} }
} }
// 静态方法:获取唯一实例 /**
function GetInstance() { * 静态方法:获取唯一实例
if (!getroottable().rawin("__StateMachine__")) { * @function
// 首次调用时创建实例 * @returns {StateMachine}
getroottable()["__StateMachine__"] <- StateMachine(); */
} function GetInstance() {
return getroottable()["__StateMachine__"]; if (!getroottable().rawin("__StateMachine__")) {
} // 首次调用时创建实例
getroottable()["__StateMachine__"] <- StateMachine();
}
return getroottable()["__StateMachine__"];
}
//注册状态 /**
function RegisterState(Job, StateName, StateIndex) { * 注册状态
StatusRegistry[Job][StateIndex] <- { * @function
StateName = StateName, * @param {integer} Job
StateIndex = StateIndex * @param {any} StateName
} * @param {integer} StateIndex
print("注册了状态" + StateName + ",状态索引为" + StateIndex); * @returns {void}
} */
function RegisterState(Job, StateName, StateIndex) {
StatusRegistry[Job][StateIndex] <- {
StateName = StateName,
StateIndex = StateIndex
};
print("注册了状态" + StateName + ",状态索引为" + StateIndex);
}
//获取状态信息 /**
function GetStateInfo(Job, State) { * 获取状态信息
return StatusRegistry[Job][State]; * @function
} * @param {integer} Job
* @param {integer} State
* @returns {integer}
*/
function GetStateInfo(Job, State) {
return StatusRegistry[Job][State];
}
} }
function StateMachine_checkCanChangeState(C_Object, Job, State) { function StateMachine_checkCanChangeState(C_Object, Job, State) {
//获取状态信息 //获取状态信息
local StateInfo = StateMachine.GetInstance().GetStateInfo(Job, State); local StateInfo = StateMachine.GetInstance().GetStateInfo(Job, State);
//判断是否有 检查能否切换状态函数 //判断是否有 检查能否切换状态函数
local FuncName = "checkCanChangeState_" + StateInfo.StateName; local FuncName = "checkCanChangeState_" + StateInfo.StateName;
if (getroottable().rawin(FuncName)) { if (getroottable().rawin(FuncName)) {
return getroottable()[FuncName](CharacterObject(C_Object)); return getroottable()[FuncName](CharacterObject(C_Object));
} else { } else {
error("没有找到" + FuncName + "函数"); error("没有找到" + FuncName + "函数");
} }
return false; return false;
} }
function StateMachine_SetState(C_Object, Job, State) { function StateMachine_SetState(C_Object, Job, State) {
//获取状态信息 //获取状态信息
local StateInfo = StateMachine.GetInstance().GetStateInfo(Job, State); local StateInfo = StateMachine.GetInstance().GetStateInfo(Job, State);
//判断是否有 设置状态函数 //判断是否有 设置状态函数
local FuncName = "SetState_" + StateInfo.StateName; local FuncName = "SetState_" + StateInfo.StateName;
if (getroottable().rawin(FuncName)) { if (getroottable().rawin(FuncName)) {
getroottable()[FuncName](CharacterObject(C_Object)); getroottable()[FuncName](CharacterObject(C_Object));
} else { } else {
error("没有找到" + FuncName + "函数"); error("没有找到" + FuncName + "函数");
} }
return false; return false;
} }
function StateMachine_ProcState(C_Object, Job, State, DeltaTime) { function StateMachine_ProcState(C_Object, Job, State, DeltaTime) {
//获取状态信息 //获取状态信息
local StateInfo = StateMachine.GetInstance().GetStateInfo(Job, State); local StateInfo = StateMachine.GetInstance().GetStateInfo(Job, State);
//判断是否有 设置状态函数 //判断是否有 设置状态函数
local FuncName = "ProcState_" + StateInfo.StateName; local FuncName = "ProcState_" + StateInfo.StateName;
if (getroottable().rawin(FuncName)) { if (getroottable().rawin(FuncName)) {
getroottable()[FuncName](CharacterObject(C_Object), DeltaTime); getroottable()[FuncName](CharacterObject(C_Object), DeltaTime);
} else { } else {
error("没有找到" + FuncName + "函数"); error("没有找到" + FuncName + "函数");
} }
return false; return false;
} }

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@@ -1,4 +1,5 @@
enum.nut enum.nut
Tool/Math.nut
Game/StateMachine/StateMachine.nut Game/StateMachine/StateMachine.nut
@@ -12,5 +13,17 @@ Game/CharacterScript/Common/Rest.nut
Game/CharacterScript/Common/Move.nut Game/CharacterScript/Common/Move.nut
UI/asd.nut UI/ObjectClass/BaseNode.nut
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 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);
}
}

28
UI/MainUI.nut Normal file
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@@ -0,0 +1,28 @@
/*
文件名:MainUI.nut
路径:UI/MainUI.nut
创建日期:2025-10-11 11:21
文件用途:主界面UI
*/
//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();
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_(EventType, EventData) {
_Global_Windows_Events_(EventType, EventData);
}
//主界面UI更新回调
function _MainUI_Update_(deltaTime) {
_Global_Windows_Logic_(deltaTime);
}
//主界面UI退出回调
function _MainUI_Exit_() {}

46
UI/ObjectClass/Actor.nut Normal file
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@@ -0,0 +1,46 @@
/*
文件名:Actor.nut
路径:UI/ObjectClass/Actor.nut
创建日期:2025-10-18 16:33
文件用途:
*/
class Actor extends BaseNode {
function _typeof() {
return "Actor";
}
constructor(obj = null) {
if (obj) {
base.constructor(obj, false);
} else {
base.constructor(sq_CreateActor());
}
}
function AddChild(Act) {
sq_AddChild(this.C_Object, Act.C_Object);
}
function RemoveChild(Act) {
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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@@ -0,0 +1,16 @@
/*
文件名:BaseNode.nut
路径:UI/ObjectClass/BaseNode.nut
创建日期:2025-10-18 20:43
文件用途:
*/
class BaseNode {
/** @private */
C_Object = null
constructor(CObject, DestructFlag = true) {
this.C_Object = CObject
//析构对象
if (DestructFlag) sq_RegisterDestruction(C_Object, this)
}
}

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@@ -0,0 +1,116 @@
/*
文件名:GameWindow.nut
路径:UI/ObjectClass/GameWindow.nut
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_ <- [];
class GameWindow extends WindowNode {
//窗口名称
WindowName = "undefined";
//是否活动窗口Flag
IsActiveFlag = false;
function _typeof() {
return "GameWindow";
}
constructor(WindowName, gX, gY, gWidth, gHeight, gTitleHeight) {
base.constructor();
}
function ResetFoucus() {
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_.append(this);
SetZOrder(_SYS_WINDOW_LIST_.len());
}
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);
}
}
}
/**
*
* @function
* @param {any} WindowName
* @param {GameWindow} WindowClass
* @returns {any}
*/
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, gX, gY, gWidth, gHeight, gTitleHeight);
getroottable()._SYS_WINDOW_LIST_.push(NewWindow);
return NewWindow;
}
/**
*
* @function
* @param {float} Dt
* @returns {void}
*/
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];
//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);
if (Window.DestroyFlag) {
_SYS_WINDOW_LIST_.remove(i);
i--;
}
} else if (Window.Visible && !Window.PerformanceState) {
_SYS_UI_SCENE_Instance_.AddChild(Window);
Window.PerformanceState = true;
}
//无论窗口是否显示都需要调用Proc
Window.Proc(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);
}
}
}
}

15
UI/ObjectClass/Sprite.nut Normal file
View File

@@ -0,0 +1,15 @@
/*
文件名:Sprite.nut
路径:UI/ObjectClass/Sprite.nut
创建日期:2025-10-18 19:51
文件用途:精灵类
*/
class Sprite extends Actor {
function _typeof() {
return "Sprite"
}
constructor(ImgPath, Idx) {
base.constructor(sq_CreateSprite(ImgPath, Idx))
}
}

View File

@@ -0,0 +1,42 @@
/*
文件名:WindowNode.nut
路径:UI/ObjectClass/WindowNode.nut
创建日期:2025-10-18 20:54
文件用途:窗口节点类
*/
class WindowNode extends Actor {
//演出状态
PerformanceState = false;
//子控件
Childrens = null;
//刷新函数
UpdateFunc = null;
//是否可见
Visible = true;
//宽度
Width = null;
//高度
Height = null;
//销毁Flag
DestroyFlag = false;
function _typeof() {
return "WindowNode";
}
constructor() {
base.constructor();
//子控件list初始化
Childrens = [];
}
function SetVisible(Flag) {
Visible = Flag;
}
function AddChild(Act) {
if (!(Act instanceof WindowNode)) base.AddChild(Act);
Childrens.push(Act);
}
}

View File

@@ -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);
}
}

View File

@@ -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);
}
}
}

View File

@@ -6,22 +6,31 @@
*/ */
enum CHARACTERJOB { enum CHARACTERJOB {
SWORDMAN // 男鬼剑士 SWORDMAN, // 男鬼剑士
FIGHTER // 女格斗家 FIGHTER, // 女格斗家
GUNNER // 男神枪手 GUNNER, // 男神枪手
MAGE // 女魔法师 MAGE, // 女魔法师
PRIEST // 男圣职者 PRIEST, // 男圣职者
AT_GUNNER // 女神枪手 AT_GUNNER, // 女神枪手
THIEF // 暗夜使者 THIEF, // 暗夜使者
AT_FIGHTER // 男格斗家 AT_FIGHTER, // 男格斗家
AT_MAGE // 男魔法师 AT_MAGE, // 男魔法师
DEMONIC_SWORDMAN // 黑暗武士 DEMONIC_SWORDMAN, // 黑暗武士
CREATOR_MAGE // 缔造者 CREATOR_MAGE, // 缔造者
AT_SWORDMAN // 女鬼剑士 AT_SWORDMAN, // 女鬼剑士
KNIGHT // 守护者 KNIGHT, // 守护者
DEMONIC_LANCER // 魔枪士 DEMONIC_LANCER, // 魔枪士
AT_PRIEST // 女圣职者 AT_PRIEST, // 女圣职者
GUN_BLADER // 枪剑士 GUN_BLADER, // 枪剑士
ARCHER // 弓箭手 ARCHER, // 弓箭手
MAX // 无 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
}

View File

@@ -28,5 +28,41 @@
}, },
"Game/ObjectClass/CharacterObject.nut": { "Game/ObjectClass/CharacterObject.nut": {
"description": "角色对象" "description": "角色对象"
},
"UI/MainUI.nut": {
"description": "UI入口"
},
"UI/ObjectClass": {
"description": "对象类"
},
"UI/ObjectClass/Actor.nut": {
"description": "演员类"
},
"UI/ObjectClass/Sprite.nut": {
"description": "精灵类"
},
"UI/ObjectClass/BaseNode.nut": {
"description": "基础节点"
},
"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"
} }
} }

View File

@@ -0,0 +1,112 @@
/**
*
* @function
* @param {any} C_Object
* @param {integer} state 状态编号
* @returns {void}
*/
function sq_SetState(C_Object, state) {}
/**
*
* @function
* @param {any} C_Object
* @param {string} key 动作名称
* @returns {void}
*/
function sq_SetAction(C_Object, key) {}
/**
*
* @function
* @param {any} C_Object
* @returns {void}
*/
function sq_GetSpeed(C_Object) {}
/**
*
* @function
* @param {any} C_Object
* @param {integer} x
* @param {integer} y
* @param {integer} z
* @returns {void}
*/
function sq_SetSpeed(C_Object, x, y, z) {}
/**
*
* @function
* @param {any} C_Object
* @returns {void}
*/
function sq_GetPosition(C_Object) {}
/**
*
* @function
* @param {any} C_Object
* @param {integer} x
* @param {integer} y
* @param {integer} z
* @returns {void}
*/
function sq_SetPosition(C_Object, x, y, z) {}
/**
*
* @function
* @param {any} C_Object
* @param {string} Name 储存器名称
* @param {string} Type 数据类型(int,float,string,bool)
* @returns {void}
*/
function sq_GetVars(C_Object, Name, Type) {}
/**
*
* @function
* @param {any} C_Object
* @param {string} Name 储存器名称
* @param {string} Type 数据类型(int,float,string,bool)
* @param {any} Value
* @returns {void}
*/
function sq_SetVars(C_Object, Name, Type, Value) {}
/**
*
* @function
* @param {any} C_Object
* @returns {void}
*/
function sq_GetDirection(C_Object) {}
/**
*
* @function
* @param {any} C_Object
* @param {integer} Dir 方向(0左 1右)
* @returns {void}
*/
function sq_SetDirection(C_Object, Dir) {}
function sq_CreateActor() {}
function sq_RegisterDestruction(a,b) {}
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){}

View File

@@ -0,0 +1,83 @@
//Type Squirrel的类型名称与squirrel一致
//integer->整数
//float->浮点数
//array或者[]代表任意类型数组
//table->{}
//string->字符串
//boolean->布尔值
//文档注释中指定类型的数组应该这么做
/**
* Description placeholder
* @param {array(integer)} args
*/
function arrayExample(args) {}
//任意类型的数组应该这么做
/**
*
* @function
* @param {array} args
* @returns {void} //如果不写@returns 代表返回null{void}或{*}代表返回any
*/
function anyArrayExample(args) {}
//以下是其他类型的文档注释示例
/**
*
* @function
* @param {integer} args
* @returns {void}
*/
function intExample(args) {}
/**
*
* @function
* @param {float} args
* @returns {void}
*/
function floatExample(args) {}
/**
* Description placeholder
* @param {string} args
*/
function stringExample(args) {}
/**
*
* @function
* @param {boolean} args
* @returns {void}
*/
function boolExample(args) {}
/**
*
* @function
* @param {table} args
* @returns {void}
*/
function tableExample(args) {}
//以下是内联提示与hover
local a = 1;
local b = "1";
local c = 1.1;
local d = false;
local t = {};
local arr = [];
local intArr = [1];
local floatArr = [1.1];
local strArr = ["str"];
local anyArr = [];
//以下是二元表达式类型推断
local x = 1 + 1;
local x1 = 1 / 1;
local x2 = 1 * 0.1;
local x3 = (1 + 1).tofloat() + (1 / 2).tofloat();

View File

@@ -1,4 +1,5 @@
function main() { function main() {
local SM = StateMachine.GetInstance(); local SM = StateMachine.GetInstance();
SM.RegisterState(CHARACTERJOB.SWORDMAN, "Character_Rest", 0); SM.RegisterState(CHARACTERJOB.SWORDMAN, "Character_Rest", 0);