Initial engine repository

This commit is contained in:
2026-06-08 19:58:35 +08:00
commit 7a925c3736
137 changed files with 162421 additions and 0 deletions
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#pragma once
#include <frostbite2D/2d/actor.h>
#include <frostbite2D/2d/sprite.h>
#include <frostbite2D/animation/animation_data.h>
#include <functional>
#include <string>
#include <vector>
#include <unordered_map>
namespace frostbite2D {
class Sprite;
class Animation : public Actor {
public:
struct ReplaceData {
int param1 = 0;
int param2 = 0;
ReplaceData() = default;
ReplaceData(int p1, int p2) : param1(p1), param2(p2) {}
};
public:
Animation();
explicit Animation(const std::string& aniPath);
Animation(const std::string& aniPath,
std::function<std::string(std::string, ReplaceData)> additionalOptions,
ReplaceData data);
~Animation();
void Init(const std::string& aniPath);
void OnUpdate(float deltaTime) override;
void OnAdded(Actor* parent) override;
void SetVisible(bool visible);
public:
void FlushFrame(int index);
void Reset();
animation::AniFrame GetCurrentFrameInfo() const;
void SetFrameIndex(int index);
void SetDirection(int direction);
void InterpolationLogic();
Vec2 GetMaxSize() const;
bool GetStaticLocalBounds(Rect& outBounds) const;
bool GetStaticLocalBounds(int direction, Rect& outBounds) const;
uint64 GetRenderSignature() const;
bool IsUsable() const { return usable_; }
void SetUsable(bool usable) { usable_ = usable; }
int GetCurrentFrameIndex() const { return currentFrameIndex_; }
int GetTotalFrameCount() const { return totalFrameCount_; }
public:
bool usable_ = true;
int currentFrameIndex_ = 0;
int totalFrameCount_ = 0;
float currentFrameTime_ = 0.0f;
Ptr<Sprite> currentFrame_ = nullptr;
float nextFrameDelay_ = 9999999.0f;
bool isLooping_ = true;
std::function<void(int)> changeFrameCallback_;
std::function<void()> endCallback_;
std::vector<animation::AniFrame> frames_;
std::vector<Ptr<Sprite>> spriteFrames_;
std::vector<Vec2> spriteFrameOffsets_;
std::unordered_map<std::string, animation::AniFlag> animationFlag_;
std::string type_ = "normal";
std::string aniPath_;
std::function<std::string(std::string, ReplaceData)> additionalOptions_;
ReplaceData additionalOptionsData_;
Vec2 maxSize_ = Vec2::Zero();
int direction_ = 1;
std::vector<animation::AniFrame> interpolationData_;
private:
void ApplyFramePresentation(const Vec2& framePos,
const Vec2& imageRate,
float rotation,
BlendMode blendMode);
};
} // namespace frostbite2D
@@ -0,0 +1,102 @@
#pragma once
#include <frostbite2D/types/type_alias.h>
#include <frostbite2D/types/type_math.h>
#include <variant>
#include <vector>
#include <string>
#include <unordered_map>
#include <optional>
namespace frostbite2D {
class BinaryReader;
namespace animation {
// ---------------------------------------------------------------------------
// 类型定义
// ---------------------------------------------------------------------------
using AniFlag = std::variant<
int,
float,
Vec2,
std::string,
std::vector<int>,
std::vector<float>>;
// ---------------------------------------------------------------------------
// 数据结构
// ---------------------------------------------------------------------------
struct AniFrame {
std::string imgPath; // 图片路径
int imgIndex = 0; // 图片索引
Vec2 imgPos; // 图片位置
std::vector<std::vector<int>> attackBox; // 攻击框 [x, y, w, h, type, param]
std::vector<std::vector<int>> damageBox; // 受击框 [x, y, w, h, type, param]
std::unordered_map<std::string, AniFlag> flag; // 帧特效数据
int delay = 0; // 延迟(毫秒)
};
struct AniInfo {
std::vector<std::string> imgList; // 图片列表
std::vector<AniFrame> frames; // 帧列表
std::unordered_map<std::string, AniFlag> flag; // 动画特效数据
};
struct AlsAniInfo {
std::string path; // 路径
std::vector<int> layer; // 图层 [zOrder, subLayer]
};
struct AlsInfo {
std::unordered_map<std::string, AlsAniInfo> aniList; // ALS 动画列表
};
// ---------------------------------------------------------------------------
// 工具函数
// ---------------------------------------------------------------------------
std::string getAniFlag(int type);
std::string getAniEffectType(int type);
std::string getAniFlipType(int type);
std::string getAniDamageType(int type);
// ---------------------------------------------------------------------------
// 解析函数
// ---------------------------------------------------------------------------
/**
* @brief 解析 .ani 二进制数据
* @param data 二进制数据
* @param size 数据大小
* @return 解析后的动画信息
*/
AniInfo parseAniInfo(const char* data, size_t size);
/**
* @brief 从 PVF 路径解析 .ani 文件
* @param path PVF 中的文件路径(如 "character/player/attack.ani"
* @return 解析后的动画信息,解析失败返回 std::nullopt
*/
std::optional<AniInfo> parseAniFromPvf(const std::string& path);
/**
* @brief 解析 .als 文本数据
* @param data 文本数据
* @return 解析后的 ALS 信息
*/
AlsInfo parseAlsInfo(const std::string& data);
/**
* @brief 从 PVF 路径解析 .als 文件
* @param path PVF 中的文件路径
* @return 解析后的 ALS 信息,解析失败返回 std::nullopt
*/
std::optional<AlsInfo> parseAlsFromPvf(const std::string& path);
} // namespace animation
} // namespace frostbite2D