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base.ts
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base.ts
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/// <reference path='./typedef.ts' />
/// <reference path='./motion.ts' />
/// <reference path='./legendary-gem.ts' />
class Tools {
static Dom = class _Dom {
static _cache = new Map<string, Node | Node[]>()
static _instance = new Map<string, number>()
static __installOptionOnNode(node: Node, option: Node | {}) {
_.forOwn(option, (v, k) => {
if (typeof v === 'string' || typeof v === 'number' || typeof v === 'boolean' || typeof v === 'function') {
;(node as any)[k] = v
} else if (typeof v === 'object') {
_.forOwn(v, (subv, subk) => {
;(node as any)[k][subk] = subv
})
}
})
return node
}
static generateDiv(node: Node, option?: RecursivePartial<HTMLDivElement> | {}) {
option = option || {}
const div = document.createElement('div')
this.__installOptionOnNode(div, option)
node.appendChild(div)
return div
}
static generateImg(node: Node, src: string, option?: RecursivePartial<HTMLImageElement> | {}) {
option = option || {}
const img = document.createElement('img')
img.src = src
this.__installOptionOnNode(img, option)
node.appendChild(img)
return img
}
static generateTwoCol(
node: Node,
leftOpt: Optional<RecursivePartial<HTMLDivElement> | {}>,
rightOpt: Optional<RecursivePartial<HTMLDivElement> | {}>,
leftChildren?: Node[],
rightChildren?: Node[]
): [HTMLDivElement, HTMLDivElement] {
leftOpt = leftOpt || {}
rightOpt = rightOpt || {}
leftChildren = leftChildren || []
rightChildren = rightChildren || []
const colL = document.createElement('div')
colL.className = 'col'
this.__installOptionOnNode(colL, leftOpt)
leftChildren.forEach(child => colL.appendChild(child))
const colR = document.createElement('div')
colR.className = 'col'
this.__installOptionOnNode(colR, rightOpt)
rightChildren.forEach(child => colR.appendChild(child))
node.appendChild(colL)
node.appendChild(colR)
return [colL, colR]
}
static generateRow(node: Node, className?: string | null, option?: RecursivePartial<HTMLDivElement> | {}, children?: Node[]) {
children = children || []
option = option || {}
const row = document.createElement('div')
row.className = className || 'row'
option = option || {}
this.__installOptionOnNode(row, option)
children.forEach(child => row.appendChild(child))
node.appendChild(row)
return row
}
static removeAllChildren(node: Node) {
while (node.hasChildNodes()) {
node.removeChild(node.lastChild!)
}
}
static removeNodeTextAndStyle(node: HTMLElement, className = 'row') {
if (node.style.color) node.style.color = ''
if (node.style.marginBottom) node.style.marginBottom = ''
if (node.textContent) node.textContent = ''
if (node.className != className) node.className = className
}
static bindLongPressEventHelper(
uniqueId: string,
node: HTMLButtonElement,
onPressFx: CallableFunction,
onPressFxCallDelay: number,
onPressFxCallInterval: number,
accDelay: number,
accInterval: number
) {
accDelay = accDelay || Infinity
let timerInst = -1
if (!this._instance.has(uniqueId)) {
this._instance.set(uniqueId, -1)
}
node.onmousedown = () => {
timerInst = setTimeout(() => {
const startLevel1 = performance.now()
const intervalInst = setInterval(() => {
// console.log('loop.')
const cancel = onPressFx()
if (cancel) {
clearInterval(this._instance.get(uniqueId))
this._instance.set(uniqueId, -1)
} else if (performance.now() - startLevel1 > accDelay) {
clearInterval(this._instance.get(uniqueId))
this._instance.set(
uniqueId,
setInterval(() => {
const cancel = onPressFx()
if (cancel) {
clearInterval(this._instance.get(uniqueId))
this._instance.set(uniqueId, -1)
}
}, accInterval)
)
}
}, onPressFxCallInterval)
this._instance.set(uniqueId, intervalInst)
}, onPressFxCallDelay)
}
const cancelTokenFx = () => {
if (timerInst > 0) {
clearTimeout(timerInst)
timerInst = -1
}
const intervalInst = this._instance.get(uniqueId)
if (intervalInst && intervalInst > 0) {
clearInterval(intervalInst)
this._instance.set(uniqueId, -1)
}
}
node.onmouseup = cancelTokenFx
node.onmouseleave = cancelTokenFx
}
}
static Media = class _Media {}
static ObjectFx = class _ObjectFx {
/**
* - 为源对象添加属性
* - 此属性不可覆写,不可删除
*/
static addFinalProperty<T, K extends string>(Source: T, Key: K, Value: any): T {
return Object.defineProperty(Source, Key, {
configurable: false,
enumerable: true,
writable: true,
value: Value
})
}
/**
* - 为源对象添加属性
* - 此属性不可覆写,不可删除,不可修改
*/
static addFinalReadonlyProperty<T, K extends string>(Source: T, Key: K, Value: any): T {
return Object.defineProperty(Source, Key, {
configurable: false,
enumerable: true,
writable: false,
value: Value
})
}
/**
* - 为源对象添加Getter属性
* - 此属性不可覆写,不可删除,不可修改
*/
static addFinalGetterProperty<T, K extends string>(Source: T, Key: K, Getter: () => any): T {
return Object.defineProperty(Source, Key, {
configurable: false,
enumerable: true,
get: Getter
})
}
}
static sleep = async (ms: number) => await new Promise(resolve => setTimeout(resolve, ms))
static formatterUs = new Intl.NumberFormat('en-US')
static formatterCh = new Intl.NumberFormat('zh-u-nu-hanidec')
static britishFormatter(num: number, precise = 1) {
const thisAbs = Math.abs(num)
if (thisAbs < 1e3) {
return this.roundWithFixed(num, precise) + ''
} else if (thisAbs < 1e6) {
return this.roundWithFixed(num / 1e3, precise) + ' K'
} else if (thisAbs < 1e9) {
return this.roundWithFixed(num / 1e6, precise) + ' M'
} else if (thisAbs < 1e12) {
return this.roundWithFixed(num / 1e9, precise) + ' B'
} else {
return Tools.formatterUs.format(this.roundWithFixed(num / 1e12, precise)) + ' T'
}
}
static chineseFormatter(num: number, precise = 3, block = '') {
const thisAbs = Math.abs(num)
if (thisAbs < 1e4) {
return this.roundWithFixed(num, precise) + ''
} else if (thisAbs < 1e8) {
return this.roundWithFixed(num / 1e4, precise) + block + '万'
} else if (thisAbs < 1e12) {
return this.roundWithFixed(num / 1e8, precise) + block + '亿'
} else if (thisAbs < 1e16) {
return this.roundWithFixed(num / 1e12, precise) + block + '兆'
} else if (thisAbs < 1e20) {
return this.roundWithFixed(num / 1e16, precise) + block + '京'
} /* if (thisAbs < 1e24)*/ else {
return this.roundWithFixed(num / 1e20, precise) + block + '垓'
}
}
/**
* - 将新值推入类型数组的尾部,如已满会抛弃最头部的一个值
* - 返回此数组的实际长度
* - 此方法认为所有连续 -1 值都来自初始化
*/
static typedArrayPush(tArr: TypedArray, newValue: number) {
const zeroIndex = tArr.indexOf(-1)
const actualLength = zeroIndex === -1 ? tArr.length : zeroIndex + 1
if (zeroIndex === -1) {
tArr.set(tArr.subarray(1))
tArr.set([newValue], tArr.length - 1)
} else {
tArr.set([newValue], zeroIndex)
}
return actualLength
}
static roundWithFixed(num: number, fractionDigits: number) {
const t = 10 ** fractionDigits
return Math.round(num * t) / t
}
/**
* 生成指定位数随机字符串
*/
static randomStr(bits: number) {
return new Array(bits)
.fill(1)
.map(() => (((Math.random() * 16) | 0) & 0xf).toString(16))
.join('')
}
/**
* 随机正负号
*/
static randomSig() {
return Math.random() < 0.5 ? 1 : -1
}
static isNumberSafe(numberLike: number | string) {
return numberLike !== '' && numberLike !== ' ' && !isNaN(<number>numberLike)
}
/**
* 绘制扇形
*/
static renderSector(ctx: CanvasRenderingContext2D, x: number, y: number, r: number, angle1: number, angle2: number, antiClock: boolean) {
// ctx.save()
ctx.beginPath()
ctx.moveTo(x, y)
ctx.arc(x, y, r, angle1, angle2, antiClock)
ctx.closePath()
// ctx.restore()
return ctx
}
/**
* 绘制带圆角的矩形
*/
static renderRoundRect(ctx: CanvasRenderingContext2D, x: number, y: number, width: number, height: number, radius: BorderRadius | number, fill: boolean = false, stroke: boolean = true) {
if (typeof radius === 'number') {
radius = { tr: radius, tl: radius, br: radius, bl: radius }
}
;(['tr', 'tl', 'br', 'bl'] as BorderPosition[]).forEach(key => {
;(radius as BorderRadius)[key] = (radius as BorderRadius)[key] || 5
})
ctx.beginPath()
ctx.moveTo(x + radius.tl, y)
ctx.lineTo(x + width - radius.tr, y)
ctx.quadraticCurveTo(x + width, y, x + width, y + radius.tr)
ctx.lineTo(x + width, y + height - radius.br)
ctx.quadraticCurveTo(x + width, y + height, x + width - radius.br, y + height)
ctx.lineTo(x + radius.bl, y + height)
ctx.quadraticCurveTo(x, y + height, x, y + height - radius.bl)
ctx.lineTo(x, y + radius.tl)
ctx.quadraticCurveTo(x, y, x + radius.tl, y)
ctx.closePath()
if (fill) {
ctx.fill()
}
if (stroke) {
ctx.stroke()
}
}
static renderStatistic(
name: string,
ctx: CanvasRenderingContext2D,
dataArr: TypedArray,
positionTL: Position,
width: number,
height: number,
maxV: number,
warningV: number,
dangerV: number,
transparency?: number,
goodColor?: string,
warningColor?: string,
dangerColor?: string
) {
transparency = transparency || 0.5
goodColor = goodColor || `rgba(103,194,58,${transparency})`
warningColor = warningColor || `rgba(255,241,184,${transparency})`
dangerColor = dangerColor || `rgba(255,120,117,${transparency})`
ctx.fillStyle = goodColor
const horizonSpan = width / dataArr.length
const drawHeight = height - 2
if (!Reflect.get(this.renderStatistic, name + '-onceWork')) {
console.log('called')
ctx.save()
ctx.textBaseline = 'middle'
ctx.font = '8px SourceCodePro'
ctx.fillStyle = 'rgb(255,0,0)'
ctx.fillRect(positionTL.x + width, positionTL.y - 2, 4, 1)
ctx.fillText(maxV + ' ms', positionTL.x + width + 6, positionTL.y)
ctx.fillStyle = 'rgb(1,251,124)'
ctx.fillRect(positionTL.x + width, positionTL.y + (drawHeight / 3) * 2 - 2, 4, 1)
ctx.fillText(`${dangerV} ms`, positionTL.x + width + 6, positionTL.y + (drawHeight / 3) * 2)
ctx.fillStyle = 'rgb(0,0,0)'
ctx.fillRect(positionTL.x + width, positionTL.y + drawHeight - 2, 4, 1)
ctx.fillText('0 ms', positionTL.x + width + 6, positionTL.y + drawHeight)
ctx.restore()
Reflect.set(this.renderStatistic, name + '-onceWork', true)
}
ctx.clearRect(positionTL.x, positionTL.y, width, drawHeight)
dataArr.forEach((v: number, i: number) => {
if (v === -1) return
v = Math.min(v, 50)
const h = Math.round((drawHeight * v) / maxV)
if (h === 0) return
const x = Math.round(positionTL.x + i * horizonSpan)
const y = Math.round(positionTL.y + drawHeight * (1 - v / maxV))
// console.log(x, y, h)
if (v > dangerV) {
if (ctx.fillStyle !== dangerColor && dangerColor) ctx.fillStyle = dangerColor
} else if (v > warningV) {
if (ctx.fillStyle !== warningColor && warningColor) ctx.fillStyle = warningColor
} else if (ctx.fillStyle !== goodColor && goodColor) {
ctx.fillStyle = goodColor
}
ctx.fillRect(x, y, 1, h)
})
}
/**
* - 缓动函数集
* @reference https://github.com/gdsmith/jquery.easing/blob/master/jquery.easing.js
*/
static EaseFx = class _Ease {
static linear = (x: number) => x
static easeInQuad = (x: number) => x * x
static easeOutQuad = (x: number) => 1 - (1 - x) * (1 - x)
static easeInOutQuad = (x: number) => (x < 0.5 ? 2 * x * x : 1 - Math.pow(-2 * x + 2, 2) / 2)
static easeInCubic = (x: number) => x * x * x
static easeOutCubic = (x: number) => 1 - Math.pow(1 - x, 3)
static easeInOutCubic = (x: number) => (x < 0.5 ? 4 * x * x * x : 1 - Math.pow(-2 * x + 2, 3) / 2)
static easeInQuart = (x: number) => x * x * x * x
static easeOutQuart = (x: number) => 1 - Math.pow(1 - x, 4)
static easeInOutQuart = (x: number) => (x < 0.5 ? 8 * x * x * x * x : 1 - Math.pow(-2 * x + 2, 4) / 2)
static easeInQuint = (x: number) => x * x * x * x * x
static easeOutQuint = (x: number) => 1 - Math.pow(1 - x, 5)
static easeInSine = (x: number) => 1 - Math.cos((x * Math.PI) / 2)
static easeOutSine = (x: number) => Math.sin((x * Math.PI) / 2)
static easeInOutSine = (x: number) => -(Math.cos(Math.PI * x) - 1) / 2
static easeInExpo = (x: number) => (x === 0 ? 0 : Math.pow(2, 10 * x - 10))
static easeOutExpo = (x: number) => (x === 1 ? 1 : 1 - Math.pow(2, -10 * x))
static easeInCirc = (x: number) => 1 - Math.sqrt(1 - Math.pow(x, 2))
static easeOutCirc = (x: number) => Math.sqrt(1 - Math.pow(x - 1, 2))
static easeInOutCirc = (x: number) => (x < 0.5 ? (1 - Math.sqrt(1 - Math.pow(2 * x, 2))) / 2 : (Math.sqrt(1 - Math.pow(-2 * x + 2, 2)) + 1) / 2)
}
/**
* - 返回一个比较某个属性的比较函数,通常用于作为Array.sort()的参数,如对数组A的b属性排序:A.sort(compareProperties('b'))
*/
static compareProperties(properties: string, cFx?: (a: any, b: any) => number, ascend?: boolean) {
cFx =
cFx ||
function (a, b) {
return a - b
}
ascend = ascend || true
return (a: any, b: any) => cFx!(a[properties], b[properties]) * (ascend ? 1 : -1)
}
static MathFx = class _Math {
/**
* 双曲函数
*/
static curveFx =
(a: number, b: number, phi = 0) =>
(x: number) =>
a + b / (x + phi)
/**
* 自然对数函数
*/
static naturalLogFx =
(a: number, b: number, c = 1) =>
(x: number) =>
a + b * Math.log(x + c)
/**
* 指数函数
*/
static exponentialFx =
(a: number, b: number, phi = 0) =>
(x: number) =>
a * Math.pow(Math.E, b * (x + phi))
/**
* 幂函数
*/
static powerFx =
(a: number, b: number, phi = 0) =>
(x: number) =>
a * Math.pow(x + phi, b)
/**
* S-曲线函数
*/
static sCurveFx =
(a: number, b: number, phi = 0) =>
(x: number) =>
1 / (a + b * Math.pow(Math.E, -(x + phi)))
}
static installDOT(target: MonsterBase, dotDebuffName: string, duration: number, interval: number, singleAttack: number, isIgnoreArmor: boolean, damageEmitter: (mst: MonsterBase) => void) {
if (typeof (target as unknown as Record<string, boolean>)[dotDebuffName] !== 'boolean') {
console.log(target)
throw new Error('target has no debuff mark as name ' + dotDebuffName)
}
if ((target as unknown as Record<string, boolean>)[dotDebuffName] || target.isDead) {
return
}
if (singleAttack === 0 || duration === 0) {
return
} else {
let dotCount = 0
// 目标标记debuff
;(target as unknown as Record<string, boolean>)[dotDebuffName] = true
const itv = setInterval(() => {
if (++dotCount > duration / interval) {
// 效果结束、移除状态、结束计时器
;(target as unknown as Record<string, boolean>)[dotDebuffName] = false
clearInterval(itv)
return
}
if (target.health > 0) {
// 跳DOT
target.health -= singleAttack * (isIgnoreArmor ? 1 : 1 - target.armorResistance)
// console.log('dot fired, damage ' + target.lastAbsDmg)
damageEmitter(target)
} else {
// 目标死亡,结束计时器
clearInterval(itv)
}
}, interval)
}
}
static installDotDuplicatable(
target: MonsterBase,
dotDebuffName: string,
duration: number,
interval: number,
singleAttack: number,
isIgnoreArmor: boolean,
damageEmitter: (mst: MonsterBase) => void
) {
if (!Array.isArray((target as unknown as Record<string, string[]>)[dotDebuffName])) {
console.log(target)
throw new Error('target has no debuff mark as name ' + dotDebuffName)
}
if (target.isDead) {
return
}
if (singleAttack === 0 || duration === 0) {
return
} else {
let dotCount = 0
const thisId = this.randomStr(8)
;(target as unknown as Record<string, string[]>)[dotDebuffName]!.push(thisId)
// console.log(singleAttack, Math.ceil(duration / interval))
const itv = setInterval(() => {
if (++dotCount > duration / interval) {
// 效果结束、结束计时器
;(target as unknown as Record<string, string[]>)[dotDebuffName] = (target as unknown as Record<string, string[]>)[dotDebuffName]!.filter(d => d !== thisId)
clearInterval(itv)
return
}
if (target.health > 0) {
const dotD = singleAttack * (isIgnoreArmor ? 1 : 1 - target.armorResistance)
// console.log(dotD)
target.health -= dotD
damageEmitter(target)
} else {
clearInterval(itv)
}
}, interval)
}
}
}
/**
* - 按钮基类
* - 使用 DOM 渲染而不是 canvas
*/
class ButtonOnDom {
public readonly ele: HTMLButtonElement
constructor(domOptions: RecursivePartial<HTMLButtonElement>, appendOnToDom = true) {
this.ele = document.createElement('button')
if (appendOnToDom) document.body.appendChild(this.ele)
Tools.Dom.__installOptionOnNode(this.ele, domOptions)
}
onMouseClick() {
this.ele.click()
}
}
/**
* 所有[物体]的基类
*/
abstract class Base {
static __id = 0
public readonly id!: number
constructor() {
Tools.ObjectFx.addFinalReadonlyProperty(this, 'id', Base.__id++)
}
}
/**
* 所有[可用左上和右下两个点描述物体]的基类
*/
abstract class RectangleBase extends Base {
/**
* 左上角
*/
public cornerTL: Position
/**
* 右上角
*/
public cornerBR: Position
public width: number
public height: number
public borderWidth: number
/**
* - 边线条描述符
* - 能被 canvas 的线条样式所接受
*/
public borderStyle: string
/**
* - 填充描述符
* - 能被 canvas 的填充样式所接受
*/
public fillStyle: string
public borderRadius: BorderRadius | number
constructor(positionTL: Position, positionBR: Position, bw: number, bs: string, bf: string, br: BorderRadius | number) {
super()
this.cornerTL = positionTL
this.cornerBR = positionBR
this.width = this.cornerBR.x - this.cornerTL.x
this.height = this.cornerBR.y - this.cornerTL.y
this.borderWidth = bw
this.borderStyle = bs
this.fillStyle = bf
this.borderRadius = br
}
renderBorder(context: CanvasRenderingContext2D) {
if (this.borderWidth > 0) {
context.strokeStyle = this.borderStyle
context.lineWidth = this.borderWidth
Tools.renderRoundRect(context, this.cornerTL.x, this.cornerTL.y, this.width, this.height, this.borderRadius, false, true)
}
}
renderInside(context: CanvasRenderingContext2D) {
context.fillStyle = this.fillStyle
Tools.renderRoundRect(context, this.cornerTL.x, this.cornerTL.y, this.width, this.height, this.borderRadius, true, false)
}
}
/**
* 所有[可用中心点和半径描述物体]的基类
*/
class CircleBase extends Base {
/**
* - 物体的位置,不应在任何时候替换实例的 { position }
* - 如果需要改变位置,使用mutable方法
*/
public readonly position!: Position
public radius: number
public borderWidth: number
public borderStyle: Optional<string>
/**
* Circle的内切正方形边长
*/
public readonly inscribedSquareSideLength!: number
constructor(p: Position, r: number, bw: number, bs: Optional<string>) {
super()
Tools.ObjectFx.addFinalReadonlyProperty(this, 'position', p)
this.radius = r
this.borderWidth = bw
this.borderStyle = bs
Tools.ObjectFx.addFinalGetterProperty(this, 'inscribedSquareSideLength', () => (2 * this.radius) / Math.SQRT2)
}
/**
* - 对设计稿的度量值进行修正,得到正确的相对度量
* @param r 基于设计稿的距离值 px
*/
protected getRelativeRange(r: number) {
return (r * Game.callGridSideSize()) / 39
}
protected renderBorder(context: CanvasRenderingContext2D) {
if (this.borderWidth > 0) {
if (this.borderStyle) context.strokeStyle = this.borderStyle
context.lineWidth = this.borderWidth
context.beginPath()
context.arc(this.position.x, this.position.y, this.radius, 0, Math.PI * 2, true)
context.closePath()
context.stroke()
}
}
}
/**
* 所有[单位]的基类
*/
class ItemBase extends CircleBase {
/**
* - Item的图形描述符,可以是位图、位图的Promise、动画
* - 如果为 null, 则必须具备 fill 属性用以简单填充
*/
public image: Optional<ImageBitmap | AnimationSprite>
/**
* Item的填充描述符
*/
public fill?: string
public readonly intervalTimers: number[] = []
public readonly timeoutTimers: number[] = []
/**
* 单位是否可控
*/
public controlable = false
constructor(position: Position, radius: number, borderWidth: number, borderStyle: Optional<string>, image: string | ImageBitmap | AnimationSprite) {
super(position, radius, borderWidth, borderStyle)
this.image = null
if (typeof image === 'string') {
this.fill = image
} else {
this.image = image
}
}
/**
* 绘制动画精灵
*/
private renderSpriteFrame(context: CanvasRenderingContext2D, x: number, y: number) {
if (this.image instanceof AnimationSprite) {
this.image.renderOneFrame(context, new Position(x, y), this.inscribedSquareSideLength, this.inscribedSquareSideLength, 0, true, true, false)
}
}
/**
* 绘制图片或动画精灵
*/
renderImage(context: CanvasRenderingContext2D) {
const x = this.position.x - this.inscribedSquareSideLength * 0.5
const y = this.position.y - this.inscribedSquareSideLength * 0.5
if (this.image instanceof ImageBitmap) {
context.drawImage(this.image, 0, 0, this.image.width, this.image.height, x, y, this.inscribedSquareSideLength, this.inscribedSquareSideLength)
} else if (this.image instanceof AnimationSprite) {
this.renderSpriteFrame(context, x, y)
}
}
/**
* 绘制圆填充
*/
private renderFilled(context: CanvasRenderingContext2D) {
if (this.fill) context.fillStyle = this.fill
if (this.radius > 2) {
context.beginPath()
context.arc(this.position.x, this.position.y, this.radius, 0, Math.PI * 2, true)
context.closePath()
context.fill()
}
// 半径<=2, 回退为矩形
// 简化绘图复杂度
else {
const r = Math.round(this.radius) || 1
context.fillRect(Math.floor(this.position.x), Math.floor(this.position.y), r, r)
}
}
/**
* - 主绘图函数
*/
render(context: CanvasRenderingContext2D, _imgCtrl?: ImageManger) {
super.renderBorder(context)
if (this.image) {
this.renderImage(context)
} else if (this.fill) {
this.renderFilled(context)
}
}
/**
* - 此方法使物体的图形旋转并返回一个恢复句柄
* - 推导过程
* - <r, θ> --> <1, 0>.rotate(θ).multiply(r)
* - <x, y>.r(θ) = <x cos(θ) - y sin(θ), x sin(θ) + y cos(θ)>
* - <r, θ> --> <r cos(θ), r sin(θ)>
* - <x, y> --> <r cos(θ), r sin(θ)>
* - r cos(θ) = x, r sin(θ) = y, tan(θ) = y/x => θ = arctan(y/x), r = x/cos(arctan(y/x))
* - <x, y> --> <x/cos(arctan(y/x)), arctan(y/x)>
*/
protected rotateForward(context: CanvasRenderingContext2D, targetPos: Position) {
context.translate(this.position.x, this.position.y)
let theta = Math.atan((this.position.y - targetPos.y) / (this.position.x - targetPos.x))
if (this.position.x > targetPos.x) theta += Math.PI
context.rotate(theta)
return {
restore() {
context.resetTransform()
context.scale(devicePixelRatio, devicePixelRatio)
}
}
}
/**
* - 此方法提供给所有子类选择重载
* - 在物体被清理前做回收工作
*/
destroy() {
if (this.image instanceof AnimationSprite) {
this.image.terminateLoop()
}
this.intervalTimers.forEach(t => clearInterval(t))
this.timeoutTimers.forEach(t => clearTimeout(t))
}
}
abstract class TowerBase extends ItemBase {
private static informationDesc = new Map([
['等级', '鼠标单击图标或按 [C] 键来消耗金币升级,等级影响很多属性,到达某个等级可以晋升'],
['下一级', '升级到下一级需要的金币数量'],
['售价', '出售此塔可以返还的金币数量'],
['伤害', '此塔的基础攻击力'],
['攻击速度', '此塔的每秒攻击次数'],
['射程', '此塔的索敌距离,单位是像素'],
['弹药储备', '此塔每次攻击时发射的弹药数量'],
['DPS', '估计的每秒伤害']
])
private static Gems = [
{
ctor: PainEnhancer,
name: 'PainEnhancer'
},
{
ctor: GogokOfSwiftness,
name: 'GogokOfSwiftness'
},
{
ctor: MirinaeTeardropOfTheStarweaver,
name: 'MirinaeTeardropOfTheStarweaver'
},
{
ctor: SimplicitysStrength,
name: 'SimplicitysStrength'
},
{
ctor: BaneOfTheStricken,
name: 'BaneOfTheStricken'
},
{
ctor: GemOfEase,
name: 'GemOfEase'
},
{
ctor: GemOfMysterious,
name: 'GemOfMysterious'
},
{
ctor: BaneOfTheTrapped,
name: 'BaneOfTheTrapped'
},
{
ctor: ZeisStoneOfVengeance,
name: 'ZeisStoneOfVengeance'
},
{
ctor: EchoOfLight,
name: 'EchoOfLight'
},
{
ctor: GemOfAnger,
name: 'GemOfAnger'
},
{
ctor: BrokenPieces,
name: 'BrokenPieces'
}
]
protected static deniedGems: string[] = []
private static GemNameToGemCtor(gn: string): IGemBase {
return this.Gems.find(g => g.name === gn)!.ctor
}
private static get GemsToOptionsInnerHtml() {
return this.Gems.map((gemCtor, idx) => {
return `<option value='${gemCtor.name}'${idx === 0 ? ' selected' : ''}${this.deniedGems.includes(gemCtor.name) ? ' disabled' : ''}>${gemCtor.ctor.gemName}${
this.deniedGems.includes(gemCtor.name) ? ' - 不能装备到此塔' : ''
}</option>`
}).join('')
}
/**
* 升级后获得的点数
*/
static get levelUpPointEarnings() {
return 10
}
/**
* 击杀普通怪物获得的点数
*/
static get killNormalPointEarnings() {
return 1
}
/**
* 击杀BOSS获得的点数
*/
static get killBossPointEarnings() {
return 50
}
/**
* 制造伤害获得的点数
*/
static damageToPoint(damage: number) {
return Math.round(damage / 1000)
}
protected readonly bornStamp: number
public readonly bulletCtl = new BulletManager()
public bulletImage: Optional<ImageBitmap> = null
public bulletCtorName = ''
public level = 0
protected rank = 0
public readonly price: ArrayLike<number>
public levelAtkFx: (lvl: number) => number
public levelHstFx: (lvl: number) => number
public levelSlcFx: (lvl: number) => number
public levelRngFx: (lvl: number) => number
// private armorPenetratingRate = 0
public target: Optional<MonsterBase> = null
private lastShootTime: number
private __inner_total_damage = 0
private __inner_kill_count = 0
public gem: Optional<GemBase> = null
public canInsertGem = true
public __hst_ps_ratio = 1
public __atk_ratio = 1
public __kill_extra_gold = 0
public __kill_extra_point = 0
public __on_boss_atk_ratio = 1
public __on_trapped_atk_ratio = 1
public __anger_gem_atk_ratio = 1
public __max_rng_atk_ratio = 1
public __min_rng_atk_ratio = 1
public __each_monster_damage_ratio: Map<number, number> = new Map()
public description: Optional<string> = null
public name: Optional<string> = null
public isSold = false
public __grid_ix!: number
public __grid_iy!: number
/** @final */
private recordKill!: () => void
/** @final */