feat(角色): 添加角色阴影渲染功能
新增 CharacterShadowActor 类用于处理角色阴影的渲染 在 CharacterObject 中实现阴影的同步和渲染逻辑 移除 GameDebugActor 中不再使用的合成纹理预览代码 添加 EnsureCompositeTextureReady 方法确保纹理准备就绪
This commit is contained in:
@@ -66,6 +66,10 @@ public:
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void SetScale(const Vec2& scale);
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void SetScale(float scale);
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const Vec2& GetSkew() const { return skew_; }
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void SetSkew(const Vec2& skew);
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void SetSkew(float skewX, float skewY);
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const Transform2D& GetLocalTransform() const;
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const Transform2D& GetWorldTransform() const;
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@@ -176,6 +180,7 @@ private:
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Vec2 position_;
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float rotation_;
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Vec2 scale_ = Vec2(1.0f, 1.0f);
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Vec2 skew_;
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Vec2 size_;
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Vec2 anchor_;
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bool visible_;
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@@ -58,6 +58,16 @@ void Actor::SetScale(float scale) {
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markTransformDirty();
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}
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void Actor::SetSkew(const Vec2& skew) {
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skew_ = skew;
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markTransformDirty();
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}
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void Actor::SetSkew(float skewX, float skewY) {
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skew_ = Vec2(skewX, skewY);
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markTransformDirty();
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}
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void Actor::SetSize(const Vec2& size) {
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size_ = size;
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markTransformDirty();
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@@ -123,6 +133,7 @@ void Actor::updateLocalTransform() const {
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Vec2 anchorOffset = Vec2(anchor_.x * size_.x, anchor_.y * size_.y);
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localTransform_ = Transform2D::translation(position_.x, position_.y) *
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Transform2D::rotation(rotation_) *
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Transform2D::skewing(skew_.x, skew_.y) *
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Transform2D::scaling(scale_.x, scale_.y) *
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Transform2D::translation(-anchorOffset.x, -anchorOffset.y);
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}
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@@ -51,6 +51,7 @@ public:
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animation::AniFrame GetCurrentFrameInfo() const;
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void SetActionFrameFlagCallback(ActionFrameFlagCallback callback);
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void SetActionEndCallback(ActionEndCallback callback);
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bool EnsureCompositeTextureReady();
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bool HasCompositeTexture() const;
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Ptr<Texture> GetCompositeTexture() const;
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Vec2 GetCompositeTextureSize() const;
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@@ -5,6 +5,7 @@
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#include "character/CharacterDataLoader.h"
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#include "character/CharacterEquipmentManager.h"
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#include "character/CharacterInputRouter.h"
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#include "character/CharacterShadowActor.h"
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#include "character/CharacterStateMachine.h"
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#include <frostbite2D/2d/actor.h>
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#include <frostbite2D/event/event.h>
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@@ -31,7 +32,7 @@ class GameMap;
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class CharacterObject : public Actor {
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public:
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CharacterObject() = default;
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~CharacterObject() override = default;
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~CharacterObject() override;
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/// @brief 二段初始化角色。
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/// @param jobId 职业 id,用来加载职业配置、动作定义和动画资源。
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@@ -77,7 +78,10 @@ public:
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///
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/// 顺序固定为:命令缓冲推进 -> 采样实时输入 -> 生成意图 -> 状态机更新
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/// -> motor 推进 -> 投影到 Actor 坐标。
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void Update(float deltaTime) override;
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void OnUpdate(float deltaTime) override;
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void OnAdded(Actor* parent) override;
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void PrepareRenderFrame();
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/// @brief 统一输入入口。
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///
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@@ -182,6 +186,9 @@ private:
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void ApplyMapMovementConstraints(const CharacterWorldPosition& previousPosition);
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void QueueMapTransitionIfNeeded();
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void SyncActorPositionFromWorld();
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void SyncShadowAttachment();
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void SyncShadowPresentation();
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void DetachShadowActor();
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bool SetActionStrict(const std::string& actionName,
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const char* phase,
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const std::string& requestedActionId);
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@@ -238,6 +245,10 @@ private:
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/// 真正负责播放角色分层动画的 Actor 子节点。
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RefPtr<CharacterAnimation> animationManager_ = nullptr;
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/// ???? normal ???????????
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RefPtr<CharacterShadowActor> shadowActor_ = nullptr;
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GameMap* shadowAttachedMap_ = nullptr;
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/// 缓存上一帧 deltaTime,方便状态和脚本系统查询。
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float lastDeltaTime_ = 0.0f;
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32
Game/include/character/CharacterShadowActor.h
Normal file
32
Game/include/character/CharacterShadowActor.h
Normal file
@@ -0,0 +1,32 @@
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#pragma once
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#include <frostbite2D/2d/sprite.h>
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namespace frostbite2D {
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struct CharacterShadowFrameSnapshot {
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bool visible = false;
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Ptr<Texture> texture = nullptr;
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Vec2 textureSize = Vec2::Zero();
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Vec2 groundAnchorInTexture = Vec2::Zero();
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Vec2 groundScreenPosition = Vec2::Zero();
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int zOrder = 0;
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uint64 textureVersion = 0;
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};
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class CharacterShadowActor : public Sprite {
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public:
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CharacterShadowActor();
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void ApplyFrameSnapshot(const CharacterShadowFrameSnapshot& snapshot);
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private:
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void ApplyTextureState(const CharacterShadowFrameSnapshot& snapshot);
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Ptr<Texture> appliedTexture_ = nullptr;
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Vec2 appliedTextureSize_ = Vec2::Zero();
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Vec2 appliedGroundAnchorInTexture_ = Vec2::Zero();
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uint64 appliedTextureVersion_ = 0;
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};
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} // namespace frostbite2D
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@@ -1,14 +1,11 @@
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#pragma once
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#include <frostbite2D/2d/actor.h>
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#include <frostbite2D/2d/sprite.h>
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namespace frostbite2D {
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class CharacterObject;
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class GameMap;
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class NineSliceActor;
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class Sprite;
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class TextSprite;
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/**
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@@ -36,10 +33,6 @@ private:
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void initOverlay();
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void updateOverlay();
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void updateMapDebugHighlight();
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void updateCompositePreview();
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Vec2 computeScreenMatchedPreviewSize(const Vec2& textureSize) const;
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void updateCompositePreviewMarker(const Vec2& textureSize, const Vec2& previewSize,
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const Vec2& originInTexture);
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void setOverlayVisible(bool visible);
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GameDebugActor();
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@@ -50,12 +43,6 @@ private:
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RefPtr<NineSliceActor> background_;
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RefPtr<TextSprite> coordText_;
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RefPtr<TextSprite> actionText_;
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RefPtr<TextSprite> compositeText_;
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RefPtr<Sprite> compositePreview_;
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RefPtr<Actor> compositeOriginMarker_;
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CharacterObject* previewCharacter_ = nullptr;
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uint64 previewCompositeVersion_ = 0;
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bool previewTextureAvailable_ = false;
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};
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} // namespace frostbite2D
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@@ -30,9 +30,11 @@ public:
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/// 地图进入场景后的初始化入口,目前主要负责音乐播放。
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void Enter();
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void Update(float deltaTime) override;
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void Render() override;
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/// 将运行时对象挂到 normal 层,并按 y 值设置基础排序。
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void AddObject(RefPtr<Actor> object);
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void AddObjectToLayer(const std::string& layerName, RefPtr<Actor> object);
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/// 返回地图推荐的默认相机关注点。
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Vec2 GetDefaultCameraFocus() const;
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@@ -75,6 +77,7 @@ private:
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void InitMoveArea();
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/// 将各层转换到屏幕空间;远景层在这里做视差滚动。
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void updateLayerPositions(const Vec2& cameraFocus);
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void PrepareRuntimeObjectsForRender();
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/// 原始地图配置,作为运行时装配地图内容的输入。
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game::MapConfig mapConfig_;
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@@ -441,6 +441,11 @@ void CharacterAnimation::SetActionEndCallback(ActionEndCallback callback) {
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RefreshRuntimeCallbacks();
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}
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bool CharacterAnimation::EnsureCompositeTextureReady() {
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RefreshCompositeTextureIfNeeded();
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return HasCompositeTexture();
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}
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bool CharacterAnimation::HasCompositeTexture() const {
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return compositeCanvas_ && compositeCanvas_->IsCanvasReady() &&
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GetCurrentCompositeFrameInfo().valid;
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@@ -1,4 +1,5 @@
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#include "character/CharacterObject.h"
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#include "character/CharacterShadowActor.h"
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#include "common/math/GameMath.h"
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#include "map/GameMap.h"
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#include "world/GameWorld.h"
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@@ -43,14 +44,24 @@ Vec3 ToWorldVector(const CharacterWorldPosition& position) {
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static_cast<float>(position.z));
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}
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constexpr int kShadowNormalLayerZBias = 1000000;
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} // namespace
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CharacterObject::~CharacterObject() {
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DetachShadowActor();
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shadowActor_ = nullptr;
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}
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bool CharacterObject::Construction(int jobId) {
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ScopedStartupTrace startupTrace("CharacterObject::Construction");
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// Reset all runtime state before rebuilding the character from config.
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EnableEventReceive();
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DetachShadowActor();
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RemoveAllChildren();
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animationManager_ = nullptr;
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shadowActor_ = nullptr;
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shadowAttachedMap_ = nullptr;
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config_.reset();
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currentAction_.clear();
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actionLibrary_ = CharacterActionLibrary();
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@@ -102,6 +113,9 @@ bool CharacterObject::Construction(int jobId) {
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}
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AddChild(animationManager_);
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shadowActor_ = MakePtr<CharacterShadowActor>();
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shadowAttachedMap_ = nullptr;
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{
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ScopedStartupTrace stageTrace("CharacterObject initial action setup");
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if (!RequireAction("idle", "CharacterObject::Construction")) {
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@@ -172,6 +186,57 @@ void CharacterObject::SyncActorPositionFromWorld() {
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SetZOrder(worldPosition.y);
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}
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void CharacterObject::DetachShadowActor() {
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if (shadowActor_ && shadowActor_->GetParent()) {
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shadowActor_->GetParent()->RemoveChild(shadowActor_);
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}
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shadowAttachedMap_ = nullptr;
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}
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void CharacterObject::SyncShadowAttachment() {
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if (!shadowActor_) {
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return;
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}
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GameMap* map = FindOwningMap();
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if (!map) {
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DetachShadowActor();
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return;
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}
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if (shadowAttachedMap_ == map && shadowActor_->GetParent()) {
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return;
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}
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if (shadowActor_->GetParent()) {
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shadowActor_->GetParent()->RemoveChild(shadowActor_);
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}
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map->AddObjectToLayer("normal", shadowActor_);
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shadowAttachedMap_ = map;
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}
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void CharacterObject::SyncShadowPresentation() {
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if (!shadowActor_) {
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return;
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}
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CharacterShadowFrameSnapshot snapshot;
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snapshot.groundScreenPosition = motor_.position.ToGroundPosition();
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snapshot.zOrder = motor_.position.y - kShadowNormalLayerZBias;
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if (HasCompositeTexture()) {
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snapshot.visible = true;
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snapshot.texture = GetCompositeTexture();
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snapshot.textureSize = GetCompositeTextureSize();
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snapshot.groundAnchorInTexture = GetCompositeGroundAnchorInTexture();
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snapshot.textureVersion = GetCompositeTextureVersion();
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}
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shadowActor_->ApplyFrameSnapshot(snapshot);
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}
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GameMap* CharacterObject::FindOwningMap() const {
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Actor* node = GetParent();
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while (node) {
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@@ -317,6 +382,19 @@ void CharacterObject::ApplyHit(const HitContext& hit) {
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stateMachine_.ForceHurt(*this, hurtAction);
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}
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void CharacterObject::Update(float deltaTime) {
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Actor::Update(deltaTime);
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SyncShadowAttachment();
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SyncShadowPresentation();
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}
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void CharacterObject::PrepareRenderFrame() {
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if (animationManager_) {
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animationManager_->EnsureCompositeTextureReady();
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}
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SyncShadowPresentation();
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}
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void CharacterObject::OnUpdate(float deltaTime) {
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// Fixed update order keeps input, state transitions, and motion deterministic.
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lastDeltaTime_ = deltaTime;
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@@ -332,6 +410,12 @@ void CharacterObject::OnUpdate(float deltaTime) {
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SetFacing(motor_.facing);
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}
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void CharacterObject::OnAdded(Actor* parent) {
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(void)parent;
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SyncShadowAttachment();
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SyncShadowPresentation();
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}
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bool CharacterObject::OnEvent(const Event& event) {
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if (!IsEventReceiveEnabled() || !inputEnabled_) {
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return false;
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61
Game/src/character/CharacterShadowActor.cpp
Normal file
61
Game/src/character/CharacterShadowActor.cpp
Normal file
@@ -0,0 +1,61 @@
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#include "character/CharacterShadowActor.h"
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#include <algorithm>
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namespace frostbite2D {
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namespace {
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constexpr Color kShadowColor(0.0f, 0.0f, 0.0f, 0.42f);
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const Vec2 kShadowScale(0.9f, 0.30f);
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constexpr float kShadowSkewX = 50.0f;
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} // namespace
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CharacterShadowActor::CharacterShadowActor() {
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SetName("characterShadow");
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SetColor(kShadowColor);
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SetScale(kShadowScale);
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// Anchor stays on the ground point while the upper silhouette falls left.
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SetSkew(kShadowSkewX, 0.0f);
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SetBlendMode(BlendMode::Normal);
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SetVisible(false);
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}
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void CharacterShadowActor::ApplyFrameSnapshot(
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const CharacterShadowFrameSnapshot& snapshot) {
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bool hasTexture = snapshot.visible && snapshot.texture && snapshot.textureSize.x > 0.0f &&
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snapshot.textureSize.y > 0.0f;
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if (!hasTexture) {
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SetVisible(false);
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return;
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}
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ApplyTextureState(snapshot);
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SetPosition(snapshot.groundScreenPosition);
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SetZOrder(snapshot.zOrder);
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SetVisible(true);
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}
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void CharacterShadowActor::ApplyTextureState(
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const CharacterShadowFrameSnapshot& snapshot) {
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if (appliedTexture_ == snapshot.texture &&
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appliedTextureSize_ == snapshot.textureSize &&
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appliedGroundAnchorInTexture_ == snapshot.groundAnchorInTexture &&
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appliedTextureVersion_ == snapshot.textureVersion) {
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return;
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}
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SetTexture(snapshot.texture);
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SetSize(snapshot.textureSize);
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float safeWidth = std::max(snapshot.textureSize.x, 1.0f);
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float safeHeight = std::max(snapshot.textureSize.y, 1.0f);
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SetAnchor(std::clamp(snapshot.groundAnchorInTexture.x / safeWidth, 0.0f, 1.0f),
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std::clamp(snapshot.groundAnchorInTexture.y / safeHeight, 0.0f, 1.0f));
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appliedTexture_ = snapshot.texture;
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appliedTextureSize_ = snapshot.textureSize;
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appliedGroundAnchorInTexture_ = snapshot.groundAnchorInTexture;
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appliedTextureVersion_ = snapshot.textureVersion;
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}
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} // namespace frostbite2D
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@@ -4,10 +4,7 @@
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#include "ui/NineSliceActor.h"
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#include <SDL2/SDL.h>
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#include <algorithm>
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#include <cmath>
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#include <frostbite2D/2d/sprite.h>
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#include <frostbite2D/2d/text_sprite.h>
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#include <frostbite2D/graphics/renderer.h>
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#include <frostbite2D/scene/scene.h>
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#include <limits>
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@@ -20,37 +17,8 @@ constexpr float kDebugHudMarginY = 12.0f;
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constexpr float kDebugHudPaddingX = 8.0f;
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constexpr float kDebugHudPaddingY = 6.0f;
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constexpr float kDebugHudLineGap = 4.0f;
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constexpr float kDebugHudPreviewGap = 8.0f;
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constexpr float kDebugHudOriginMarkerHalfExtent = 3.0f;
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constexpr char kDebugHudPopupImg[] = "sprite/interface/newstyle/windows/popup/popup.img";
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class DebugCrosshairActor : public Actor {
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public:
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void Render() override {
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if (!IsVisible()) {
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return;
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}
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Renderer& renderer = Renderer::get();
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Vec2 center = GetWorldTransform().transformPoint(Vec2::Zero());
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Color color = Colors::Yellow;
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color.a *= GetWorldOpacity();
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if (color.a <= 0.0f) {
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return;
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}
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float lineLength = kDebugHudOriginMarkerHalfExtent * 2.0f + 1.0f;
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renderer.drawQuad(
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Rect(center.x - kDebugHudOriginMarkerHalfExtent, center.y, lineLength,
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1.0f),
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color);
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renderer.drawQuad(
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Rect(center.x, center.y - kDebugHudOriginMarkerHalfExtent, 1.0f,
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lineLength),
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color);
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}
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};
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void ConfigureTextLine(RefPtr<TextSprite> textSprite, const char* name,
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int zOrder) {
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if (!textSprite) {
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@@ -117,11 +85,6 @@ void GameDebugActor::SetDebugMap(GameMap* map) {
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}
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void GameDebugActor::SetTrackedCharacter(CharacterObject* character) {
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if (trackedCharacter_ != character) {
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previewCharacter_ = nullptr;
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previewCompositeVersion_ = 0;
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previewTextureAvailable_ = false;
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}
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trackedCharacter_ = character;
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updateOverlay();
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}
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@@ -132,16 +95,6 @@ void GameDebugActor::ClearDebugContext() {
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}
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debugMap_ = nullptr;
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trackedCharacter_ = nullptr;
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previewCharacter_ = nullptr;
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previewCompositeVersion_ = 0;
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previewTextureAvailable_ = false;
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if (compositePreview_) {
|
||||
compositePreview_->SetTexture(nullptr);
|
||||
compositePreview_->SetSize(0.0f, 0.0f);
|
||||
}
|
||||
if (compositeOriginMarker_) {
|
||||
compositeOriginMarker_->SetVisible(false);
|
||||
}
|
||||
setOverlayVisible(false);
|
||||
}
|
||||
|
||||
@@ -151,7 +104,7 @@ void GameDebugActor::OnUpdate(float deltaTime) {
|
||||
}
|
||||
|
||||
void GameDebugActor::initOverlay() {
|
||||
if (background_ || coordText_ || actionText_ || compositeText_ || compositePreview_) {
|
||||
if (background_ || coordText_ || actionText_) {
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -173,42 +126,17 @@ void GameDebugActor::initOverlay() {
|
||||
ConfigureTextLine(actionText_, "debugActionText", 1);
|
||||
AddChild(actionText_);
|
||||
|
||||
compositeText_ = TextSprite::create();
|
||||
ConfigureTextLine(compositeText_, "debugCompositeText", 1);
|
||||
AddChild(compositeText_);
|
||||
|
||||
compositePreview_ = MakePtr<Sprite>();
|
||||
compositePreview_->SetName("debugCompositePreview");
|
||||
compositePreview_->SetZOrder(1);
|
||||
AddChild(compositePreview_);
|
||||
|
||||
compositeOriginMarker_ = MakePtr<DebugCrosshairActor>();
|
||||
compositeOriginMarker_->SetName("debugCompositeOriginMarker");
|
||||
compositeOriginMarker_->SetZOrder(2);
|
||||
compositeOriginMarker_->SetVisible(false);
|
||||
AddChild(compositeOriginMarker_);
|
||||
|
||||
setOverlayVisible(false);
|
||||
}
|
||||
|
||||
void GameDebugActor::updateOverlay() {
|
||||
if (!coordText_ || !actionText_ || !compositeText_ || !compositePreview_) {
|
||||
if (!coordText_ || !actionText_) {
|
||||
setOverlayVisible(false);
|
||||
return;
|
||||
}
|
||||
|
||||
updateMapDebugHighlight();
|
||||
if (!trackedCharacter_) {
|
||||
if (compositePreview_) {
|
||||
compositePreview_->SetTexture(nullptr);
|
||||
compositePreview_->SetSize(0.0f, 0.0f);
|
||||
}
|
||||
if (compositeOriginMarker_) {
|
||||
compositeOriginMarker_->SetVisible(false);
|
||||
}
|
||||
previewCharacter_ = nullptr;
|
||||
previewCompositeVersion_ = 0;
|
||||
previewTextureAvailable_ = false;
|
||||
setOverlayVisible(false);
|
||||
return;
|
||||
}
|
||||
@@ -233,28 +161,14 @@ void GameDebugActor::updateOverlay() {
|
||||
frameCount);
|
||||
actionText_->SetText(actionTextBuffer);
|
||||
|
||||
updateCompositePreview();
|
||||
|
||||
Vec2 coordTextSize = coordText_->GetTextSize();
|
||||
Vec2 actionTextSize = actionText_->GetTextSize();
|
||||
Vec2 compositeTextSize = compositeText_->GetTextSize();
|
||||
Vec2 previewSize = compositePreview_->IsVisible() ? compositePreview_->GetSize()
|
||||
: Vec2::Zero();
|
||||
|
||||
float textBlockWidth = std::max(coordTextSize.x,
|
||||
std::max(actionTextSize.x, compositeTextSize.x));
|
||||
float panelWidth = std::max(textBlockWidth, previewSize.x) + kDebugHudPaddingX * 2.0f;
|
||||
float panelWidth = std::max(coordTextSize.x, actionTextSize.x) + kDebugHudPaddingX * 2.0f;
|
||||
|
||||
float contentHeight = coordTextSize.y;
|
||||
if (actionText_->IsVisible()) {
|
||||
contentHeight += kDebugHudLineGap + actionTextSize.y;
|
||||
}
|
||||
if (compositeText_->IsVisible()) {
|
||||
contentHeight += kDebugHudLineGap + compositeTextSize.y;
|
||||
}
|
||||
if (compositePreview_->IsVisible()) {
|
||||
contentHeight += kDebugHudPreviewGap + previewSize.y;
|
||||
}
|
||||
|
||||
float panelHeight = contentHeight + kDebugHudPaddingY * 2.0f;
|
||||
Vec2 panelSize(panelWidth, panelHeight);
|
||||
@@ -275,20 +189,6 @@ void GameDebugActor::updateOverlay() {
|
||||
currentY += actionTextSize.y;
|
||||
}
|
||||
|
||||
if (compositeText_->IsVisible()) {
|
||||
currentY += kDebugHudLineGap;
|
||||
compositeText_->SetPosition(kDebugHudPaddingX, currentY);
|
||||
currentY += compositeTextSize.y;
|
||||
}
|
||||
|
||||
if (compositePreview_->IsVisible()) {
|
||||
currentY += kDebugHudPreviewGap;
|
||||
compositePreview_->SetPosition(kDebugHudPaddingX, currentY);
|
||||
updateCompositePreviewMarker(trackedCharacter_->GetCompositeTextureSize(),
|
||||
compositePreview_->GetSize(),
|
||||
trackedCharacter_->GetCompositeOriginInTexture());
|
||||
}
|
||||
|
||||
setOverlayVisible(true);
|
||||
}
|
||||
|
||||
@@ -310,94 +210,6 @@ void GameDebugActor::updateMapDebugHighlight() {
|
||||
debugMap_->SetDebugHighlightedMoveAreaIndex(moveAreaIndex);
|
||||
}
|
||||
|
||||
void GameDebugActor::updateCompositePreview() {
|
||||
if (!trackedCharacter_ || !compositePreview_ || !compositeText_) {
|
||||
return;
|
||||
}
|
||||
|
||||
Ptr<Texture> compositeTexture = trackedCharacter_->GetCompositeTexture();
|
||||
bool textureAvailable =
|
||||
trackedCharacter_->HasCompositeTexture() && compositeTexture != nullptr;
|
||||
uint64 compositeVersion =
|
||||
textureAvailable ? trackedCharacter_->GetCompositeTextureVersion() : 0;
|
||||
bool needsRefresh = previewCharacter_ != trackedCharacter_ ||
|
||||
previewCompositeVersion_ != compositeVersion ||
|
||||
previewTextureAvailable_ != textureAvailable;
|
||||
|
||||
if (needsRefresh) {
|
||||
previewCharacter_ = trackedCharacter_;
|
||||
previewCompositeVersion_ = compositeVersion;
|
||||
previewTextureAvailable_ = textureAvailable;
|
||||
|
||||
if (textureAvailable) {
|
||||
compositePreview_->SetTexture(compositeTexture);
|
||||
} else {
|
||||
compositePreview_->SetTexture(nullptr);
|
||||
compositePreview_->SetSize(0.0f, 0.0f);
|
||||
compositePreview_->SetVisible(false);
|
||||
if (compositeOriginMarker_) {
|
||||
compositeOriginMarker_->SetVisible(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (!textureAvailable) {
|
||||
compositeText_->SetText("Composite: unavailable");
|
||||
compositeText_->SetVisible(true);
|
||||
return;
|
||||
}
|
||||
|
||||
Vec2 textureSize = trackedCharacter_->GetCompositeTextureSize();
|
||||
Vec2 previewSize = computeScreenMatchedPreviewSize(textureSize);
|
||||
Vec2 origin = trackedCharacter_->GetCompositeOriginInTexture();
|
||||
Vec2 groundAnchor = trackedCharacter_->GetCompositeGroundAnchorInTexture();
|
||||
compositePreview_->SetSize(previewSize);
|
||||
compositePreview_->SetVisible(true);
|
||||
updateCompositePreviewMarker(textureSize, previewSize, origin);
|
||||
|
||||
char compositeTextBuffer[256];
|
||||
SDL_snprintf(
|
||||
compositeTextBuffer, sizeof(compositeTextBuffer),
|
||||
"Composite: tex %.0fx%.0f preview %.0fx%.0f origin(%.0f, %.0f) ground(%.0f, %.0f) ver %llu",
|
||||
textureSize.x, textureSize.y, previewSize.x, previewSize.y, origin.x,
|
||||
origin.y, groundAnchor.x, groundAnchor.y,
|
||||
static_cast<unsigned long long>(trackedCharacter_->GetCompositeTextureVersion()));
|
||||
compositeText_->SetText(compositeTextBuffer);
|
||||
compositeText_->SetVisible(true);
|
||||
}
|
||||
|
||||
Vec2 GameDebugActor::computeScreenMatchedPreviewSize(const Vec2& textureSize) const {
|
||||
if (!trackedCharacter_ || textureSize.x <= 0.0f || textureSize.y <= 0.0f) {
|
||||
return Vec2::Zero();
|
||||
}
|
||||
|
||||
Renderer& renderer = Renderer::get();
|
||||
Camera* worldCamera = renderer.getCamera();
|
||||
float zoom = worldCamera ? worldCamera->getZoom() : 1.0f;
|
||||
Vec2 worldScale = math::extractScale(trackedCharacter_->GetWorldTransform().matrix);
|
||||
return Vec2(std::max(textureSize.x * std::abs(worldScale.x) * zoom, 1.0f),
|
||||
std::max(textureSize.y * std::abs(worldScale.y) * zoom, 1.0f));
|
||||
}
|
||||
|
||||
void GameDebugActor::updateCompositePreviewMarker(const Vec2& textureSize,
|
||||
const Vec2& previewSize,
|
||||
const Vec2& originInTexture) {
|
||||
if (!compositeOriginMarker_ || !compositePreview_ || textureSize.x <= 0.0f ||
|
||||
textureSize.y <= 0.0f || previewSize.x <= 0.0f || previewSize.y <= 0.0f) {
|
||||
if (compositeOriginMarker_) {
|
||||
compositeOriginMarker_->SetVisible(false);
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
float scaleX = previewSize.x / textureSize.x;
|
||||
float scaleY = previewSize.y / textureSize.y;
|
||||
Vec2 previewTopLeft = compositePreview_->GetPosition();
|
||||
compositeOriginMarker_->SetPosition(previewTopLeft.x + originInTexture.x * scaleX,
|
||||
previewTopLeft.y + originInTexture.y * scaleY);
|
||||
compositeOriginMarker_->SetVisible(compositePreview_->IsVisible());
|
||||
}
|
||||
|
||||
void GameDebugActor::setOverlayVisible(bool visible) {
|
||||
if (background_) {
|
||||
background_->SetVisible(visible);
|
||||
@@ -408,17 +220,6 @@ void GameDebugActor::setOverlayVisible(bool visible) {
|
||||
if (actionText_) {
|
||||
actionText_->SetVisible(visible);
|
||||
}
|
||||
if (compositeText_) {
|
||||
compositeText_->SetVisible(visible);
|
||||
}
|
||||
if (compositePreview_) {
|
||||
compositePreview_->SetVisible(visible && previewTextureAvailable_);
|
||||
}
|
||||
if (compositeOriginMarker_) {
|
||||
compositeOriginMarker_->SetVisible(visible && previewTextureAvailable_ &&
|
||||
compositePreview_ &&
|
||||
compositePreview_->IsVisible());
|
||||
}
|
||||
}
|
||||
|
||||
} // namespace frostbite2D
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
#include "audio/MapAudioController.h"
|
||||
#include "common/math/GameMath.h"
|
||||
#include "character/CharacterObject.h"
|
||||
#include "map/GameMap.h"
|
||||
#include <SDL2/SDL.h>
|
||||
#include <frostbite2D/2d/sprite.h>
|
||||
@@ -157,6 +158,29 @@ void GameMap::Enter() {
|
||||
|
||||
void GameMap::Update(float deltaTime) { Actor::Update(deltaTime); }
|
||||
|
||||
void GameMap::Render() {
|
||||
PrepareRuntimeObjectsForRender();
|
||||
Actor::Render();
|
||||
}
|
||||
|
||||
void GameMap::PrepareRuntimeObjectsForRender() {
|
||||
auto layerIt = layerMap_.find("normal");
|
||||
if (layerIt == layerMap_.end() || !layerIt->second) {
|
||||
return;
|
||||
}
|
||||
|
||||
for (auto it = layerIt->second->GetChildren().begin();
|
||||
it != layerIt->second->GetChildren().end(); ++it) {
|
||||
if (!*it) {
|
||||
continue;
|
||||
}
|
||||
|
||||
if (auto* character = dynamic_cast<CharacterObject*>((*it).Get())) {
|
||||
character->PrepareRenderFrame();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void GameMap::InitTile() {
|
||||
if (mapConfig_.tilePaths.empty() && mapConfig_.extendedTilePaths.empty()) {
|
||||
return;
|
||||
@@ -403,12 +427,28 @@ void GameMap::updateLayerPositions(const Vec2 &cameraFocus) {
|
||||
}
|
||||
|
||||
void GameMap::AddObject(RefPtr<Actor> object) {
|
||||
AddObjectToLayer("normal", object);
|
||||
}
|
||||
|
||||
void GameMap::AddObjectToLayer(const std::string& layerName, RefPtr<Actor> object) {
|
||||
if (!object) {
|
||||
return;
|
||||
}
|
||||
// Keep dynamic objects on the normal layer and sort them by y.
|
||||
|
||||
auto layerIt = layerMap_.find(layerName);
|
||||
if (layerIt == layerMap_.end() || !layerIt->second) {
|
||||
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
|
||||
"GameMap: layer %s missing, fallback to normal",
|
||||
layerName.c_str());
|
||||
layerIt = layerMap_.find("normal");
|
||||
if (layerIt == layerMap_.end() || !layerIt->second) {
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// Keep runtime objects sorted by their ground y inside the target layer.
|
||||
object->SetZOrder(static_cast<int>(object->GetPosition().y));
|
||||
layerMap_["normal"]->AddObject(object);
|
||||
layerIt->second->AddObject(object);
|
||||
}
|
||||
|
||||
Vec3 GameMap::CheckIsItMovable(const Vec3& curPos, const Vec3& posOffset) const {
|
||||
|
||||
Reference in New Issue
Block a user