1 Commits

23 changed files with 121 additions and 1661 deletions

12
.vscode/launch.json vendored
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@@ -1,12 +0,0 @@
{
"version": "0.2.0",
"configurations": [
{
"name": "Attach (squirrel) to localhost:2222",
"type": "squirrel",
"request": "attach",
"port": 2222,
"address": "localhost"
}
]
}

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@@ -1,7 +1,5 @@
enum.nut enum.nut
Tool/Math.nut Tool/Math.nut
Tool/Json.nut
Tool/Common.nut
Game/StateMachine/StateMachine.nut Game/StateMachine/StateMachine.nut
@@ -19,21 +17,12 @@ UI/ObjectClass/BaseNode.nut
UI/ObjectClass/Actor.nut UI/ObjectClass/Actor.nut
UI/ObjectClass/WindowNode.nut UI/ObjectClass/WindowNode.nut
UI/ObjectClass/GameWindow.nut UI/ObjectClass/GameWindow.nut
UI/ObjectClass/GameWidget.nut
UI/ObjectClass/Text.nut
UI/ObjectClass/Sprite.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 UI/Windows/System/Cursor.nut
UI/Windows/System/NotiBox.nut
UI/Windows/HUD/Window_hud.nut UI/Windows/HUD/Window_hud.nut
UI/MainUI.nut UI/MainUI.nut

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@@ -1,41 +0,0 @@
/*
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;
}
}
/**
* 返回颜色的十六进制数
* @function
* @param {any} R
* @param {any} G
* @param {any} B
* @param {any} A
* @returns {*}
*/
function sq_RGBA(R, G, B, A) {
R = R.tointeger();
G = G.tointeger();
B = B.tointeger();
A = A.tointeger();
return (A << 24) + (R << 16) + (G << 8) + B;
}

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@@ -1,702 +0,0 @@
/**
* 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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@@ -4,49 +4,21 @@
创建日期:2025-10-11 11:21 创建日期:2025-10-11 11:21
文件用途:主界面UI 文件用途:主界面UI
*/ */
Actora <- null;
//主界面UI初始化回调 //主界面UI初始化回调
function _MainUI_Enter_(UI_Scene) { 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());
//初始化鼠标 //初始化鼠标
Game_Cursor.GetInstance(); Game_Cursor.GetInstance();
local TestWindow = sq_CreaterWindowInstance("HUD窗口", Window_hud, 0, 0, 1280, 720, 0); local TestWindow = sq_CreaterWindowInstance("HUD窗口", Window_hud, 0, 0, 1280, 720, 0);
TestWindow.ResetFoucus(); TestWindow.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 act = Actor();
// 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 //主界面UI事件回调
function _MainUI_HandleEvents_(EventType, EventData) { function _MainUI_HandleEvents_(EventType, EventData) {
_Global_Windows_Events_(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 //主界面UI更新回调
function _MainUI_Update_(deltaTime) { function _MainUI_Update_(deltaTime) {
@@ -54,4 +26,3 @@ function _MainUI_Update_(deltaTime) {
} }
//主界面UI退出回调 //主界面UI退出回调
function _MainUI_Exit_() {} function _MainUI_Exit_() {}

View File

@@ -17,188 +17,30 @@ class Actor extends BaseNode {
} }
} }
/**
* 设置名字
* @function
* @param {string} Name
* @returns {void}
*/
function SetName(Name) {
sq_SetName(this.C_Object, Name);
}
/**
* 获取名字
* @function
* @returns {string}
*/
function GetName() {
return sq_GetName(this.C_Object);
}
/**
* 添加子对象
* @function
* @param {Actor} Act
* @returns {void}
*/
function AddChild(Act) { function AddChild(Act) {
sq_AddChild(this.C_Object, Act.C_Object); sq_AddChild(this.C_Object, Act.C_Object);
} }
/**
* 移除子对象
* @function
* @param {Actor} Act
* @returns {void}
*/
function RemoveChild(Act) { function RemoveChild(Act) {
sq_RemoveChild(this.C_Object, Act.C_Object); sq_RemoveChild(this.C_Object, Act.C_Object);
} }
/**
* 设置层级
* @function
* @param {integer} Order
* @returns {void}
*/
function SetZOrder(Order) { function SetZOrder(Order) {
sq_SetZOrder(this.C_Object, Order); sq_SetZOrder(this.C_Object, Order);
} }
/** function SetScale(Value, ...) {
* 获取层级 if (vargv.len() == 0)
* @function sq_SetScale(this.C_Object, Value);
* @returns {*} else if (vargv.len() == 1)
*/ sq_SetScale(this.C_Object, Value, vargv[0]);
function GetZOrder() {
return sq_GetZOrder(this.C_Object);
} }
/**设置坐标 */ function SetPos(Value, ...) {
function SetPos(...) { if (vargv.len() == 0) {
if (vargv.len() == 1) { sq_SetPos(this.C_Object, Value);
sq_SetPos(this.C_Object, vargv[0]); } else if (vargv.len() == 1) {
} else if (vargv.len() == 2) { sq_SetPos(this.C_Object, Value, vargv[0]);
sq_SetPos(this.C_Object, vargv[0], vargv[1]);
} }
} }
/**
* 获取坐标
* @function
*/
function GetPos() {
return sq_GetPos(this.C_Object);
}
/**
* 获取世界坐标
* @function
*/
function GetWorldPos() {
return sq_GetWorldPos(this.C_Object);
}
/**
* 设置透明度
* @function
* @param {integer} Alpha
* @returns {void}
*/
function SetAlpha(Alpha) {
sq_SetAlpha(this.C_Object, Alpha);
}
/**
* 获取透明度
* @function
* @returns {integer}
*/
function GetAlpha() {
return sq_GetAlpha(this.C_Object);
}
/**
* 设置缩放
* @function
*/
function SetScale(Value, ...) {
if (vargv.len() == 0) sq_SetScale(this.C_Object, Value);
else if (vargv.len() == 1) sq_SetScale(this.C_Object, Value, vargv[0]);
}
/**
* 获取缩放
* @function
*/
function GetScale() {
return sq_GetScale(this.C_Object);
}
/**
* 设置旋转角度
* @function
* @param {float} Angle
* @returns {void}
*/
function SetRotation(Angle) {
sq_SetRotation(this.C_Object, Angle);
}
/**
* 获取旋转角度
* @function
* @returns {float}
*/
function GetRotation() {
return sq_GetRotation(this.C_Object);
}
/**
* 设置大小
* @function
* @returns {void}
*/
function SetSize(Value, ...) {
if (vargv.len() == 0) sq_SetScale(this.C_Object, Value);
else if (vargv.len() == 1) sq_SetScale(this.C_Object, Value, vargv[0]);
}
/**
* 获取大小
* @function
*/
function GetSize() {
return sq_GetSize(this.C_Object);
}
/**
* 设置可见性
* @function
* @param {boolean} Flag
* @returns {void}
*/
function SetVisible(Flag) {
sq_SetVisible(this.C_Object, Flag);
}
/**
* 获取可见性
* @function
* @returns {boolean}
*/
function GetVisible() {
return sq_GetVisible(this.C_Object);
}
/**
*
* @function
* @param {BLENDMODE} BlendMode
* @returns {void}
*/
function SetBlendMode(BlendMode) {
sq_SetBlendMode(this.C_Object, BlendMode);
}
} }

View File

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

View File

@@ -1,44 +0,0 @@
/*
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);
}
/**
* 绘制Img
* @function
* @param {string} Img img路径
* @param {integer} Index img编号
* @param {integer} X X坐标
* @param {integer} Y Y坐标
* @returns {void}
*/
function DrawImg(Img, Index, X, Y) {
sq_Canvas_DrawImg(C_Object, Img, Index, { x = X, y = Y });
}
/**
* 根据矩形绘制Img
* @function
* @param {string} Img img路径
* @param {integer} Index img编号
* @param {integer} X X坐标
* @param {integer} Y Y坐标
* @param {any} Width 宽度
* @param {any} Height 高度
* @returns {void}
*/
function DrawImgRect(Img, Index, X, Y, Width, Height) {
sq_Canvas_DrawImgRect(C_Object, Img, Index, { x = X, y = Y, w = Width, h = Height });
}
}

View File

@@ -1,80 +0,0 @@
/*
文件名:GameWidget.nut
路径:UI/ObjectClass/GameWidget.nut
创建日期:2025-10-21 22:05
文件用途:
*/
class GameWidget extends WindowNode {
//组件ID
ObjectId = null;
//本地坐标
Localtion_X = 0;
Localtion_Y = 0;
//是否按下
isLBDown = false;
//是否悬停
isInRect = false;
//点击事件
OnClick = null;
//点击音效
ClickSound = null;
//悬停音效
HoverSound = null;
HoverSoundFlag = false;
constructor(x, y, width, height) {
this.Localtion_X = x;
this.Localtion_Y = y;
this.Width = width;
this.Height = height;
this.X = x;
this.Y = y;
ObjectId = clock();
base.constructor();
SetPos(x, y);
}
function OnMouseEvent(Type, Data, EventInteractiveFlag) {
if (!Visible) return;
//鼠标移动事件
if (Type == UI_EVENT.MOUSEMOTION) {
local Pos = GetWorldPos();
if (Math.IsIntersectRect(Data[0], Data[1], 1, 1, Pos.x, Pos.y, Width, Height)) {
//如果有配置悬停音效
if (HoverSound && !HoverSoundFlag) {
HoverSoundFlag = true;
//TODO 音效系统
// Sq_PlaySoundEffect(HoverSound);
}
isInRect = true;
} else {
HoverSoundFlag = false;
isInRect = false;
}
} else if (Type == UI_EVENT.MOUSEBUTTONDOWN) {
local IMouse = Game_Cursor.GetInstance();
local Pos = GetWorldPos();
if (Math.IsIntersectRect(IMouse.MouseX, IMouse.MouseY, 1, 1, Pos.x, Pos.y, Width, Height)) {
isLBDown = true;
}
} else if (Type == UI_EVENT.MOUSEBUTTONUP) {
local IMouse = Game_Cursor.GetInstance();
local Pos = GetWorldPos();
if (isLBDown && Math.IsIntersectRect(IMouse.MouseX, IMouse.MouseY, 1, 1, Pos.x, Pos.y, Width, Height)) {
if (OnClick) this.OnClick.call(this,this);
if (ClickSound) {
//TODO 音效系统
// Sq_PlaySoundEffect(ClickSound);
}
}
isLBDown = false;
}
foreach (Window in Childrens) {
if (Window instanceof WindowNode) Window.OnMouseEvent(Type, Data);
}
}
}

View File

@@ -4,6 +4,8 @@
创建日期:2025-10-18 20:58 创建日期:2025-10-18 20:58
文件用途:游戏窗口类 文件用途:游戏窗口类
*/ */
_SYS_UI_SCENE_Instance_ <- null;
_SYS_WINDOW_LIST_ <- [];
class GameWindow extends WindowNode { class GameWindow extends WindowNode {
//窗口名称 //窗口名称
@@ -11,39 +13,12 @@ class GameWindow extends WindowNode {
//是否活动窗口Flag //是否活动窗口Flag
IsActiveFlag = false; IsActiveFlag = false;
//标题高度
TitleH = null;
//鼠标相对位置
M_Xpos = null;
M_Ypos = null;
//移动Flag
MoveFlag = false;
//是否为独立窗口
IsIndependent = true;
//是否为顶层窗口
IsTop = false;
function _typeof() { function _typeof() {
return "GameWindow"; return "GameWindow";
} }
constructor(WindowName, gX, gY, gWidth, gHeight, gTitleHeight) { constructor(WindowName, gX, gY, gWidth, gHeight, gTitleHeight) {
base.constructor(); base.constructor();
//窗口名字
this.WindowName = WindowName;
//宽度
Width = gWidth;
//高度
Height = gHeight;
//标题高度
TitleH = gTitleHeight;
//X坐标
X = gX;
//Y坐标
Y = gY;
SetPos(X, Y);
} }
function ResetFoucus() { function ResetFoucus() {
@@ -59,71 +34,83 @@ class GameWindow extends WindowNode {
SetZOrder(_SYS_WINDOW_LIST_.len()); SetZOrder(_SYS_WINDOW_LIST_.len());
} }
//关闭窗口 -并没有销毁只是隐藏 function Proc(Dt) {}
function CloseWindow() {
this.Visible = false;
}
//销毁全局UI中的窗口 子窗口只要父窗口被销毁就会被销毁
function DestroyWindow() {
this.Visible = false;
this.DestroyFlag = true;
}
function Proc(Dt) {
base.Proc(Dt);
foreach (Window in Childrens) {
if (Window instanceof WindowNode) Window.Proc(Dt);
}
}
//鼠标事件回调 //鼠标事件回调
function OnMouseEvent(Type, Data, EventInteractiveFlag) { function OnMouseEvent(Type, Data) {
if (!Visible) return; if (!Visible) return;
foreach (Window in Childrens) { foreach (Window in Childrens) {
if ("OnMouseEvent" in Window) Window.OnMouseEvent(Type, Data,EventInteractiveFlag); if (Window instanceof WindowNode) Window.OnMouseEvent(Type, Data);
}
//鼠标移动事件
if (Type == UI_EVENT.MOUSEMOTION) {
if (MoveFlag) {
//左键拖动
X = B_X - (M_Xpos - Data[0]);
Y = B_Y - (M_Ypos - Data[1]);
}
}
//鼠标按下事件
else if (Type == UI_EVENT.MOUSEBUTTONDOWN) {
local IMouse = Game_Cursor.GetInstance();
//如果点击事件在窗口内
if (Math.IsIntersectRect(IMouse.MouseX, IMouse.MouseY, 1, 1, X, Y, Width, Height) && !EventInteractiveFlag) {
if (IsIndependent) ResetFoucus();
//如果点下去在标题栏
if (Math.IsIntersectRect(IMouse.MouseX, IMouse.MouseY, 1, 1, X, Y, Width, TitleH)) {
MoveFlag = true;
M_Xpos = IMouse.MouseX; //原始鼠标位置数据
M_Ypos = IMouse.MouseY;
B_X = X; //原始窗口位置
B_Y = Y;
}
}
}
//鼠标弹起事件
else if (Type == UI_EVENT.MOUSEBUTTONUP) {
if (MoveFlag) {
MoveFlag = false;
M_Xpos = null;
M_Ypos = null;
B_X = null;
B_Y = null;
}
} }
} }
//键盘事件回调 //键盘事件回调
function OnKeyEvent(Type, Data, EventInteractiveFlag) { function OnKeyEvent(Type, Data) {
if (!Visible) return; if (!Visible) return;
foreach (Window in Childrens) { foreach (Window in Childrens) {
if ("OnKeyEvent" in Window) Window.OnKeyEvent(Type, Data); 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);
}
} }
} }
} }

View File

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

View File

@@ -1,16 +0,0 @@
/*
文件名:Text.nut
路径:UI/ObjectClass/Text.nut
创建日期:2025-10-25 15:40
文件用途:
*/
class Text extends Actor {
function _typeof() {
return "Text"
}
constructor(Str, FontIndex,Color) {
C_Object = sq_CreateText(Str, FontIndex, Color);
sq_RegisterDestruction(C_Object,this);
}
}

View File

@@ -4,8 +4,6 @@
创建日期:2025-10-18 20:54 创建日期:2025-10-18 20:54
文件用途:窗口节点类 文件用途:窗口节点类
*/ */
_SYS_UI_SCENE_Instance_ <- null;
_SYS_WINDOW_LIST_ <- [];
class WindowNode extends Actor { class WindowNode extends Actor {
//演出状态 //演出状态
PerformanceState = false; PerformanceState = false;
@@ -22,13 +20,6 @@ class WindowNode extends Actor {
//销毁Flag //销毁Flag
DestroyFlag = false; DestroyFlag = false;
//X坐标
X = null;
B_X = null;
//Y坐标
Y = null;
B_Y = null;
function _typeof() { function _typeof() {
return "WindowNode"; return "WindowNode";
} }
@@ -42,85 +33,10 @@ class WindowNode extends Actor {
function SetVisible(Flag) { function SetVisible(Flag) {
Visible = Flag; Visible = Flag;
base.SetVisible(Flag);
} }
function AddChild(Act) { function AddChild(Act) {
base.AddChild(Act); if (!(Act instanceof WindowNode)) base.AddChild(Act);
Childrens.push(Act); Childrens.push(Act);
} }
function Proc(Dt){
if (UpdateFunc != null) this.UpdateFunc(Dt);
SetPos(X, Y);
}
}
/**
*
* @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
local IMouse = Game_Cursor.GetInstance();
IMouse.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, EventInteractiveFlag);
} else if (EventType == UI_EVENT.KEYDOWN || EventType == UI_EVENT.KEYUP) {
Window.OnKeyEvent(EventType, EventData, EventInteractiveFlag);
}
if (Math.IsIntersectRect(IMouse.MouseX, IMouse.MouseY, 1, 1, Window.X, Window.Y, Window.Width, Window.Height)) {
EventInteractiveFlag = Window;
}
}
}
} }

View File

@@ -17,25 +17,4 @@ class Window_hud extends GameWindow {
Sp.SetPos((1280 - 403) / 2, 720 - 75); Sp.SetPos((1280 - 403) / 2, 720 - 75);
AddChild(Sp); 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) {
}
}
/**
* 重载ResetFoucus函数本窗口不需要改变焦点
* @function
* @returns {void}
*/
function ResetFoucus() {}
} }

View File

@@ -12,9 +12,9 @@ class Game_Cursor extends GameWindow {
CurrentMouseTaskId = 0; CurrentMouseTaskId = 0;
//鼠标X坐标 //鼠标X坐标
MouseX = -100; MouseX = 0;
//鼠标Y坐标 //鼠标Y坐标
MouseY = -100; MouseY = 0;
constructor() { constructor() {
if (getroottable().rawin("__Game_Cursor__")) { if (getroottable().rawin("__Game_Cursor__")) {
@@ -64,13 +64,7 @@ class Game_Cursor extends GameWindow {
MouseSprite[CurrentMouseTaskId].SetPos(MouseX, MouseY); 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) { function Event(EventType, EventData) {
if (EventType == UI_EVENT.MOUSEMOTION) { if (EventType == UI_EVENT.MOUSEMOTION) {
MouseX = EventData[0]; MouseX = EventData[0];

View File

@@ -1,39 +0,0 @@
/*
文件名:NotiBox.nut
路径:UI/Windows/System/NotiBox.nut
创建日期:2025-10-21 21:50
文件用途:
*/
class Window_NotiBox extends GameWindow {
testvalue = 666;
constructor(Name, gX, gY, gWidth, gHeight, gTitleHeight) {
base.constructor(Name, gX, gY, gWidth, gHeight, gTitleHeight);
InitSprite();
// InitButton();
}
function InitSprite() {
local Sp = Sprite("sprite/hud/newantonui.img", 0);
Sp.SetBlendMode(1);
AddChild(Sp);
local Textobj = Text("测试文本",0,sq_RGBA(255,255,255,255));
AddChild(Textobj);
local Textobj2 = Text("测试文本",1,sq_RGBA(255,255,255,255));
Textobj2.SetPos(0,50);
AddChild(Textobj2);
}
function InitButton() {
local Btn = GameWidget_BaseButton(40, 40, 56, 24, "sprite/interface/lenheartwindowcommon.img", 12);
Btn.OnClick = function(btn){
// print(testvalue);
print(this);
print(btn);
}.bindenv(this);
AddChild(Btn);
}
}

View File

@@ -1,78 +0,0 @@
/*
文件名:BaseWidget.nut
路径:UI/Windows/Widget/BaseWidget.nut
创建日期:2025-10-21 22:29
文件用途:基础控件
*/
class GameWidget_BaseButton extends GameWidget {
//按钮状态
ButtonState = 0;
//Img路径
Path = null;
//Img索引
Idx = null;
//帧集合
FrameList = null;
//精灵状态
SpriteState = -1;
//按下时的模拟偏移
DownSimulateOffset = true;
constructor(X, Y, W, H, Path, Idx) {
this.Path = Path;
this.Idx = Idx;
base.constructor(X, Y, W, H);
FrameList = [];
//构造4个精灵
for (local i = 0; i < 4; i++) {
local Buffer = Sprite(this.Path, this.Idx + i);
Buffer.SetVisible(false);
FrameList.push(Buffer);
AddChild(Buffer);
}
}
function ChangeFrame() {
//状态更改 刷新精灵帧
if (ButtonState != SpriteState) {
//按下时模拟偏移的Flag 如果按下 调整Y坐标向下一个单位
if (DownSimulateOffset) {
if (ButtonState == 2) {
Y += 1;
SetPos(X, Y);
} else if (SpriteState == 2) {
Y -= 1;
SetPos(X, Y);
}
}
if (SpriteState != -1) FrameList[SpriteState].SetVisible(false);
SpriteState = ButtonState;
FrameList[SpriteState].SetVisible(true);
}
}
function Proc(Dt) {
//不可用
if (ButtonState == 3) {
} else {
//按下
if (isLBDown) {
ButtonState = 2;
}
//悬停
else if (isInRect) {
ButtonState = 1;
}
//普通
else {
ButtonState = 0;
}
}
ChangeFrame();
}
}

View File

@@ -1,63 +0,0 @@
/*
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

@@ -1,30 +0,0 @@
/*
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

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

View File

@@ -64,29 +64,5 @@
}, },
"UI/Windows/System/Cursor.nut": { "UI/Windows/System/Cursor.nut": {
"description": "鼠标" "description": "鼠标"
},
"UI/Windows/Widget": {
"description": "控件"
},
"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"
},
"UI/ObjectClass/Text.nut": {
"description": "文本类"
} }
} }

View File

@@ -92,16 +92,14 @@ function sq_GetDirection(C_Object) {}
function sq_SetDirection(C_Object, Dir) {} function sq_SetDirection(C_Object, Dir) {}
function sq_CreateActor() {} function sq_CreateActor() {}
function sq_RegisterDestruction(a, b) {} function sq_RegisterDestruction(a,b) {}
function sq_CreateSprite(a, b) {} function sq_CreateSprite(a,b) {}
function sq_CreateCanvas(a, b) {} function sq_AddChild(a,b){}
function sq_CreateText(a, b, c) {} function sq_RemoveChild(a,b){}
function sq_AddChild(a, b) {} function sq_SetZOrder(a,b){}
function sq_RemoveChild(a, b) {}
function sq_SetZOrder(a, b) {}
function sq_SetPos(a, ...) {} function sq_SetPos(a,...){}
function sq_SetScale(a, ...) {} function sq_SetScale(a,...){}
/** /**
* *
@@ -110,39 +108,5 @@ function sq_SetScale(a, ...) {}
* @param {any} b * @param {any} b
* @returns {any} * @returns {any}
*/ */
function pow(a, b) {} function pow(a,b){}
function sq_GetWorldPos(a) {
local t = { x = 1, y = 1 };
return t;
}
function sq_SetVisible(a, b) {}
function sq_SetAlpha(a, b) {}
function sq_SetName(a, b) {}
function sq_SetSize(...) {}
function sq_SetRotation(a, b) {}
function sq_GetName(a) {}
function sq_GetVisible(a) {}
function sq_GetSize(a) {
local t = { x = 1, y = 1 };
return t;
}
function sq_GetRotation(a) {}
function sq_GetAlpha(a) {}
function sq_GetScale(a) {
local t = { x = 1, y = 1 };
return t;
}
function sq_GetZOrder(a) {}
function sq_SetBlendMode(a, b) {}
function sq_Canvas_DrawImg(a, b, c, d) {}
function sq_Canvas_DrawImgRect(a, b, c, d) {}
function sq_GetImg(a) {}
function sq_GetPng(a, b) {}
function sq_OutPutTable(...) {}
function sq_GetPos(a) {
local t = { x = 1, y = 1 };
return t;
}
function output(...) {}

View File

@@ -1,14 +1,4 @@
function _InitFont_() {
return [
{ path = "Fonts/VonwaonBitmap-12px.ttf", size = 12 },
{ path = "Fonts/VonwaonBitmap-12px.ttf", size = 24 },
{ path = "Fonts/NotoSansSC-Light.otf", size = 12 }
];
}
function main() { function main() {
//初始化随机数种子
srand(time());
local SM = StateMachine.GetInstance(); local SM = StateMachine.GetInstance();