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game.ts
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game.ts
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/// <reference path="./monster.ts" />
/// <reference path="./tower.ts" />
/// <reference path="./bullet.ts" />
/// <reference path="./image.ts" />
/// <reference path="./canvas.ts" />
/// <reference path="./event.ts" />
class Game extends Base {
static updateGemPoint: number
static callDiagonalLength(): number {
throw new Error('Method not implemented.')
}
/**
* 在[Animation]图层中绘制特效的便捷函数
*/
static callAnimation: (name: string, pos: Position, w: number, h: number, speed?: number, delay?: number, waitFrame?: number, cb?: CallableFunction) => void
/**
* 获取位图的便捷函数
*/
static callImageBitMap: (name: string) => Optional<ImageBitmap>
/**
* 获取图层上下文的便捷函数
*/
static callCanvasContext: (name: string) => WrappedCanvasRenderingContext
/**
* 获取游戏区域的右下角坐标的便捷函数
*/
static callBoundaryPosition: () => Position
/**
* 获取单元格边长的便捷函数
*/
static callGridSideSize: () => number
/**
* 获取屏幕左右区域分割线x坐标的便捷函数
*/
static callMidSplitLineX: () => number
/**
* 根据id获取DOM元素的便捷函数
*/
static callElement = (id: string): Optional<Node | Node[]> => {
const key = 'by_id_' + id
if (Tools.Dom._cache.has(key)) {
return Tools.Dom._cache.get(key)!
} else {
const targetEl = document.getElementById(id)
if (targetEl) {
Tools.Dom._cache.set(key, targetEl)
return targetEl
} else {
return null
}
}
}
/**
* 隐藏状态组件的便捷函数
*/
static callHideStatusBlock = () => {
document.getElementById('status_block')!.style.display = 'none'
document.getElementById('gem_block')!.style.display = 'none'
}
/**
* 获取金钱,提交变化
*/
static callMoney: () => [number, typeof Game.prototype.emitMoney]
static callRemoveTower: (t: TowerBase) => void
static callTowerFactory: () => typeof _TowerManager.prototype.Factory
static callTowerList: () => TowerBase[]
static callIndependentTowerList: () => (TowerBase & {
carrierTower: CarrierTower
})[]
static callMonsterList: () => MonsterBase[]
static callOriginPosition: () => Position
static callDestinationPosition: () => Position
static callChangeF1Mode: (val: boolean) => void
static callChangeCarrierWeaponMode: (mode: number) => void
/**
* - 右侧选择区的依赖注入
* - Game无法获得所有塔的信息,只能从TowerManager对象中获取
* - 并依次构建基类ItemBase,注入信息以在建造时获取正确信息
* @param centerX 中心x坐标
* @param centerY 中心y坐标
* @param R 半径
*/
static IOC(
itm: IocItem,
ctor: (typeof towerCtors)[0],
_ctx: CanvasRenderingContext2D,
_txt_fx: (text: string, bx: number, by: number, maxWidth: number, color: string, fSize: number) => void,
centerX: number,
centerY: number,
R: number,
price: number
) {
itm.render(_ctx) // 绘制基础图标
itm.__re_render_text = price => {
// 注入价格重绘函数
const color = price ? (price >= ctor.p[0]! ? '#111111' : '#F56C6C') : '#111111'
_txt_fx(`$ ${ctor.p[0]}`, centerX - R * 0.55 - 2, centerY + R, R * 2, color, 10)
}
itm.__re_render_text(price) // 绘制价格
itm.__dn = ctor.dn // 注入名称
// itm.__des = ctor.d // 注入描述
itm.__od = ctor.od // 注入序号
itm.__inner_img_u = ctor.n // 注入图标
itm.__inner_b_img_u = ctor.bn // 注入子弹图标
itm.__init_price = ctor.p // 注入价格数组
itm.__ctor_name = ctor.c // 注入构造函数名
itm.__rng_lv0 = ctor.r(0) // 注入初始射程
itm.__tlx = centerX - R - 3 // 注入中心点坐标
itm.__tly = centerY - R - 3 // 注入中心点坐标
itm.__re_render = width => {
// 注入重绘函数
itm.borderWidth = width
_ctx.clearRect(itm.__tlx, itm.__tly, (R + 2) * 2, (R + 2) * 2)
itm.render(_ctx)
}
}
private bornStamp: number | undefined
private setBornStamp = _.once(() => {
this.bornStamp = performance.now()
})
private __testMode: boolean
private __dummy_test_mode: boolean
/**
* 游戏每秒更新次数
*/
private Tick = 60
/**
* 控制怪物升级的参数
*/
private count: number
/**
* 控制怪物升级的步长
*/
private stepDivide: number
private updateTick = 0
private renderTick = 0
private gridX: number
private gridY: number
/**
* 不考虑围墙的起点的方格坐标
*/
private OriginGrid: PositionLike
/**
* - 考虑围墙后的终点的方格坐标
* - x,y和canvas的x,y是颠倒的
*/
private DestinationGrid: PositionLike
private __inner_is_pausing = true
private __inner_b_arr: number[][]
private __update_speed_ratio = 1
private money: number
private life: number
private towerForSelect: IocItem[] = []
// /** 正处于鼠标位置的 Item */
// private onMouseTower: IocItem = null
/**
* 目前选中的将要建造的 ItemBase 代理的 TowerBase
*/
private selectedTowerTypeToBuild: Optional<IocItem> = null
/**
* 正在展示状态面板的 TowerBase
*/
private statusBoardOnTower: Optional<TowerBase> = null
private imageCtl: ImageManger
private contextCtl: CanvasManager
private evtCtl: EventManager
private towerCtl: _TowerManager
private monsterCtl: MonsterManager
private bulletsCtl: BulletManager
private ctxOffScreen!: WrappedCanvasRenderingContext2D
private ctxMain!: WrappedCanvasRenderingContextOnScreen2D
private ctxTower!: WrappedCanvasRenderingContextOnScreen2D
private ctxMouse!: WrappedCanvasRenderingContextOnScreen2D
private ctxBg!: WrappedCanvasRenderingContextOnScreen2D
/**
* - 传奇宝石 升级点数
*/
private updateGemPoint: number
private startAndPauseButton: Optional<ButtonOnDom> = null
private speedControlButton: Optional<ButtonOnDom> = null
private loopSpeeds: number[]
private lastMouseMovePosition = Position.O
private grids: number[][] = []
private posPathMapping: Map<string, PositionLike[]> = new Map()
private midSplitLineX = -1
private detailFunctionKeyDown = false
private useClassicRenderStyle: boolean
// private averageFrameInterval = 0
// private renderTimeStamps = new Float64Array(512).fill(-1)
// private frameTimes = new Float64Array(128).fill(-1)
private gridSize!: number
private leftAreaWidth!: number
private OriginPosition!: Position
private DestinationPosition!: Position
private leftAreaHeight!: number
private rightAreaWidth!: number
constructor(imageManager: ImageManger, GX = 36, GY = 24) {
super()
// debug only
g = this
this.__testMode = localStorage.getItem('debug_mode') === '1'
this.__dummy_test_mode = false
this.count = this.__testMode ? 50 : 0
this.stepDivide = this.__testMode ? 2 : 8
this.gridX = GX
this.gridY = GY
this.__inner_b_arr = [new Array(this.gridX + 2).fill(0)]
this.OriginGrid = {
x: 0,
y: GY / 2 - 1
}
this.DestinationGrid = {
x: GY / 2 + 1,
y: GX
}
this.money = this.__testMode ? 1e15 : 5e2
this.life = this.__testMode ? 8e4 : 20
this.imageCtl = imageManager
this.contextCtl = new CanvasManager()
this.evtCtl = new EventManager()
this.towerCtl = new TowerManager()
this.monsterCtl = new MonsterManager()
this.bulletsCtl = new BulletManager()
this.updateGemPoint = this.__testMode ? 1e14 : 0
this.loopSpeeds = this.__testMode ? [2, 3, 5, 10, 1] : [2, 3, 1]
this.useClassicRenderStyle = 'OffscreenCanvas' in window ? false : true
Object.defineProperty(Game, 'updateGemPoint', {
get: () => this.updateGemPoint,
set: v => {
this.updateGemPoint = v
},
enumerable: true
})
Game.callTowerFactory = () => this.towerCtl.Factory.bind(this.towerCtl)
Game.callTowerList = () => [...this.towerCtl.towers]
Game.callIndependentTowerList = () =>
[...this.towerCtl.independentTowers] as (TowerBase & {
carrierTower: CarrierTower
})[]
Game.callMonsterList = () => [...this.monsterCtl.monsters]
Game.callChangeF1Mode = v => {
this.towerCtl.independentTowers.forEach(t => {
;(t as _Jet).actMode = v ? CarrierTower.Jet.JetActMode.f1 : CarrierTower.Jet.JetActMode.autonomous
})
}
Game.callChangeCarrierWeaponMode = v => {
this.towerCtl.independentTowers.forEach(t => {
;(t as _Jet).weaponMode = v
})
}
Game.callCanvasContext = name => this.contextCtl.getContext(name)
Game.callImageBitMap = name => this.imageCtl.getImage(name)
Game.callMidSplitLineX = () => this.midSplitLineX
Game.callMoney = () => [this.money, this.emitMoney.bind(this)]
Game.callRemoveTower = t => this.removeTower(t)
}
private get objectCount() {
return (
this.imageCtl.onPlaySprites.length +
this.towerCtl.towers.length +
this.towerCtl.independentTowers.length +
this.monsterCtl.monsters.length +
_.sumBy(this.monsterCtl.monsters, mst => (mst.textScrollBox ? mst.textScrollBox.boxes.length : 0)) +
this.bulletsCtl.bullets.length
)
}
public set isPausing(v) {
if (!v) this.setBornStamp()
if (this.startAndPauseButton) this.startAndPauseButton.ele.textContent = v ? '开始' : '暂停'
this.__inner_is_pausing = v
}
public get isPausing() {
return this.__inner_is_pausing
}
private get gridsWithWall() {
return this.__inner_b_arr.concat(this.grids.map(row => [0, ...row, 0]).concat(this.__inner_b_arr))
}
private get updateSpeedRatio() {
return this.__update_speed_ratio
}
private set updateSpeedRatio(v: number) {
this.__update_speed_ratio = v
MainLoop.setSimulationTimestep(1000 / this.Tick / v)
}
private __debugFlipDummyMode() {
if (!this.__dummy_test_mode) this.__dummy_test_mode = true
}
/**
* - 新建一个用以寻路的带围墙的Graph
*/
private makeGraph() {
return new Astar.Graph(this.gridsWithWall)
}
/**
* - 像素坐标转换到方格坐标
*/
private coordinateToGridIndex(pos: PositionLike): [number, number] {
const rubbed = [Math.round(pos.x), Math.round(pos.y)]
return [Math.max(Math.floor(rubbed[1]! / this.gridSize), 0), Math.max(Math.floor(rubbed[0]! / this.gridSize), 0)]
}
/**
* - 像素坐标转换到方格坐标
* - 附带所在方格的中心点像素坐标
* @returns inner grid index: ret[0], ret[1], pos-grid-center-fixed: ret[2], ret[3]
*/
private whichGrid(pos: Position): [number, number, number, number] {
if (pos.x > this.midSplitLineX) return [-1, -1, NaN, NaN]
else {
const [ix, iy] = this.coordinateToGridIndex(pos)
// console.log(pos.toString(), '->', `<${ix}, ${iy}>`)
return [ix, iy, (iy + 0.5) * this.gridSize, (ix + 0.5) * this.gridSize]
}
}
/**
* - (inner grid index): this.grids[gx][gy]
*/
private removeOutdatedPath(newBdGX: number, newBdGY: number) {
this.posPathMapping.forEach((v, k) => {
if (
v.some(pos => {
const [posGX, posGY] = this.coordinateToGridIndex(pos)
return newBdGX === posGX && newBdGY === posGY
})
) {
console.log(`detect G pos-path-map ${k} has been contaminated.`)
this.posPathMapping.delete(k)
}
})
// this.posPathMapping.clear()
}
/**
* - 对输入的起点进行寻路
* - 终点为 grid[12][35]
*/
public getPathToEnd(startPos: Position) {
const wg = this.whichGrid(startPos)
const key = `${wg[0]}|${wg[1]}`
if (this.posPathMapping.has(key)) {
return this.posPathMapping.get(key)!
} else {
// this.contextCtl.getContext('path_dbg').clearRect(0, 0, innerWidth, innerHeight)
// this.contextCtl.getContext('path_dbg').strokeStyle = 'rgba(45,54,231,.3)'
// this.contextCtl.getContext('path_dbg').lineWidth = 4
// this.contextCtl.getContext('path_dbg').beginPath()
const G = this.makeGraph()
//console.log(G.grid)
// wg.x和y 各加1(寻路时的围墙)
//console.log(wg[0] + 1, wg[1] + 1)
const path = Astar.astar.search(G, G.grid[wg[0] + 1]![wg[1] + 1]!, G.grid[this.DestinationGrid.x]![this.DestinationGrid.y]!).map((p, _idx) => {
// 每一步的x和y都减去1来拆去围墙
// 然后加上0.5来调整坐标至单元格的中央
const y = (p.x - 0.5) * this.gridSize
const x = (p.y - 0.5) * this.gridSize
// idx === 0 ? this.contextCtl.getContext('path_dbg').moveTo(x, y, this.gridSize, this.gridSize) :
// this.contextCtl.getContext('path_dbg').lineTo(x, y, this.gridSize, this.gridSize)
return { x, y }
})
// this.contextCtl.getContext('path_dbg').closePath()
// this.contextCtl.getContext('path_dbg').stroke()
this.posPathMapping.set(key, path)
return path
}
}
private placeTower(pos: Position, ctorName: string, img: string | ImageBitmap | AnimationSprite, bImg: Optional<ImageBitmap>, price: number) {
const wg = this.whichGrid(pos)
// console.log('wg', wg)
const tow = this.towerCtl.Factory(ctorName, new Position(wg[2], wg[3]), img, bImg, this.gridSize / 2 - 2)
this.emitMoney(price)
this.grids[wg[0]]![wg[1]]! = 0
tow.__grid_ix = wg[0]
tow.__grid_iy = wg[1]
if (this.__testMode) {
while (!tow.isMaxLevel && tow.price[tow.level + 1]! <= this.money) {
this.emitMoney(-1 * tow.levelUp(this.money))
}
}
// tow.inlayGem('GogokOfSwiftness')
this.removeOutdatedPath(wg[0], wg[1])
}
private removeTower(tower: TowerBase) {
tower.isSold = true
if ('__grid_ix' in tower && '__grid_iy' in tower) {
this.grids[tower.__grid_ix]![tower.__grid_iy]! = 1
this.removeOutdatedPath(tower.__grid_ix, tower.__grid_iy)
}
}
private placeMonster(level: number, pos: Position, ctorName: string) {
const { imgName, sprSpd } = eval(ctorName)
this.monsterCtl.Factory(
ctorName,
pos.dithering(this.gridSize / 3),
imgName.indexOf('$spr::') !== -1 ? this.imageCtl.getSprite(imgName.substr(6))!.getClone(sprSpd || 1) : this.imageCtl.getImage(imgName)!,
level
)
}
public emitMoney(changing: number, _happenedPosition?: Position) {
this.money += changing
if (this.__testMode) this.money = 1e15
// if (happenedPosition) {
// Game.callAnimation('gold_spin_small', happenedPosition.x, 22, 22, 1, 0)
// }
}
public emitLife(changing: number) {
this.life += changing
if (this.life <= 0) {
this.life = 0
this.isPausing = true
}
}
private leftClickHandler = (mousePos: Position) => {
// 修建状态
if (this.selectedTowerTypeToBuild) {
const [mouseGPosX, mouseGPosY] = this.coordinateToGridIndex(mousePos)
// 不在左侧区域
if (mousePos.x > this.midSplitLineX) {
return
}
// 区块内有怪物
if (
this.monsterCtl.monsters.some(mst => {
const [mstGX, mstGY] = this.coordinateToGridIndex(mst.position)
return mouseGPosX === mstGX && mstGY === mouseGPosY
})
) {
console.log('区块内有怪物')
return
}
// 区块内已有塔
if (
this.towerCtl.towers.some(tow => {
const [towGX, towGY] = this.coordinateToGridIndex(tow.position)
return mouseGPosX === towGX && towGY === mouseGPosY
})
) {
console.log('区块内已有塔')
return
}
// 此位置会阻断怪物的唯一path
// 投入不渲染的临时怪物
const tempMonsters: CircleBase[] = []
this.grids.forEach((rowV, rowI) => {
rowV.forEach((colV, colI) => {
if (!(mouseGPosX === rowI && mouseGPosY === colI) && colV === 1 && !(rowI === this.DestinationGrid.x - 1 && colI === this.DestinationGrid.y - 1)) {
const c = new CircleBase(new Position((colI + 0.5) * this.gridSize, (rowI + 0.5) * this.gridSize), 5, 1, 'rgba(12,12,12,1)')
// c.grid = `${colI} ${rowI}`
tempMonsters.push(c)
}
})
})
const fakeGrids = _.cloneDeep(this.grids)
fakeGrids[mouseGPosX]![mouseGPosY]! = 0
const tmp = [new Array(this.gridX + 2).fill(0)]
const gww = tmp.concat(fakeGrids.map(row => [0, ...row, 0]).concat(tmp))
const bindFx = Game.prototype.makeGraph.bind({ gridsWithWall: gww })
if (
tempMonsters.some(mst => {
const fakeGraph = bindFx()
const [wg0, wg1] = this.coordinateToGridIndex(mst.position)
const path = Astar.astar.search(fakeGraph, fakeGraph.grid[wg0 + 1]![wg1 + 1]!, fakeGraph.grid[this.DestinationGrid.x]![this.DestinationGrid.y]!)
return path.length === 0
})
) {
console.log('此位置会阻断怪物的唯一path')
return
}
this.selectedTowerTypeToBuild.__re_render(0)
if (this.money >= this.selectedTowerTypeToBuild.__init_price[0]!) {
// 完成建造
this.placeTower(
mousePos,
this.selectedTowerTypeToBuild.__ctor_name,
this.imageCtl.getImage(this.selectedTowerTypeToBuild.__inner_img_u)!,
this.imageCtl.getImage(this.selectedTowerTypeToBuild.__inner_b_img_u || ''),
-this.selectedTowerTypeToBuild.__init_price[0]!
)
} else {
console.log('金币不足')
// to do
// alert lacking of money
}
this.selectedTowerTypeToBuild = null // remove build status
return
}
// 非修建状态
if (mousePos.x > this.midSplitLineX) {
const selectedT = this.towerForSelect.find(tfs => tfs.position.equal(mousePos, tfs.radius))
// 选择建筑,进入修建状态
if (selectedT) {
this.selectedTowerTypeToBuild = selectedT
Game.callHideStatusBlock()
this.selectedTowerTypeToBuild.__re_render(2)
}
} else {
const selectedT = this.towerCtl.towers.find(t => t.position.equal(mousePos, t.radius))
// 升级
if (selectedT) {
// console.log(selectedT)
this.emitMoney(-1 * selectedT.levelUp(this.money))
this.ctxMouse.clearRect(0, 0, innerWidth, innerHeight)
selectedT.renderRange(this.ctxMouse)
selectedT.renderStatusBoard(0, this.midSplitLineX, 0, innerHeight, true, this.detailFunctionKeyDown)
}
}
}
private rightClickHandler = (() => {
let lastRightClick = -1000
return (mousePos: Position) => {
if (performance.now() - lastRightClick < 300) {
if (!this.selectedTowerTypeToBuild) {
const selectedT = this.towerCtl.towers.find(t => t.position.equal(mousePos, t.radius * 0.75))
if (selectedT) {
this.removeTower(selectedT)
}
}
} else {
// 取消修建状态
if (this.selectedTowerTypeToBuild) {
this.selectedTowerTypeToBuild.__re_render(0)
this.selectedTowerTypeToBuild = null
}
}
lastRightClick = performance.now()
}
})()
private mouseMoveHandler = _.throttle((e: MouseEvent) => {
this.ctxMouse.clearRect(0, 0, innerWidth, innerHeight)
const mousePos = new Position(e.offsetX, e.offsetY)
// if (this.__testMode) console.log('mouse move : ' + mousePos)
this.lastMouseMovePosition = mousePos
if (this.selectedTowerTypeToBuild) {
TowerBase.prototype.renderRange.call({ position: mousePos, Rng: this.selectedTowerTypeToBuild.__rng_lv0 }, this.ctxMouse)
return
}
// 右侧菜单区域
if (e.offsetX > this.midSplitLineX) {
const selectedT = this.towerForSelect.find(tfs => tfs.position.equal(mousePos, tfs.radius))
// 鼠标进入建筑
if (selectedT) {
// this.onMouseTower = selectedT
let virtualTow = new (eval(selectedT.__ctor_name))()
const descriptionChunked = _.cloneDeep(virtualTow.descriptionChunked)
virtualTow.destroy()
virtualTow = null
TowerBase.prototype.renderStatusBoard.call(
{
position: mousePos,
informationSeq: [[selectedT.__dn, '']],
descriptionChunked: descriptionChunked,
exploitsSeq: [['建造快捷键', `[${selectedT.__od}]`]],
radius: selectedT.radius
},
0,
this.midSplitLineX,
0,
innerHeight,
false,
false
)
} else {
Game.callHideStatusBlock()
// this.onMouseTower = null
}
}
// 左侧方格区域
else {
// 给可操纵单位注入新位置
this.towerCtl.independentTowers.forEach((t, _idx) => {
;(t as _Jet).destinationPosition = mousePos
// if (idx === 0) t.destinationPosition = mousePos
// else t.destinationPosition = this.towerCtl.independentTowers[idx - 1].position
})
const selectedT = this.towerCtl.towers.find(t => t.position.equal(mousePos, t.radius)) || this.towerCtl.independentTowers.find(t => t.position.equal(mousePos, t.radius))
const selectedM = this.monsterCtl.monsters.find(m => m.position.equal(mousePos, m.radius))
if (selectedT) {
// @todo add delay
// setTimeout(() => {
// })
this.statusBoardOnTower = selectedT
selectedT.renderRange(this.ctxMouse)
selectedT.renderStatusBoard(0, this.midSplitLineX, 0, innerHeight, true, this.detailFunctionKeyDown)
} else if (selectedM) {
selectedM.renderStatusBoard(0, this.midSplitLineX, 0, innerHeight, false, false)
} else {
Game.callHideStatusBlock()
this.statusBoardOnTower = null
}
}
}, 34)
private keyDownHandler = (e: KeyboardEvent) => {
if (Tools.isNumberSafe(e.key)) {
this.selectedTowerTypeToBuild = this.towerForSelect[+e.key - 1]
this.leftClickHandler(this.lastMouseMovePosition)
this.selectedTowerTypeToBuild = null
return
}
console.log('keyDownHandler: ' + e.key)
switch (e.key) {
case 'c':
this.leftClickHandler(this.lastMouseMovePosition)
break
case ' ':
if (this.startAndPauseButton) this.startAndPauseButton.onMouseClick()
break
// case 'ArrowUp':
// break
// case 'ArrowDown':
// break
// case 'a':
// break
// case 'd':
// break
case 'v':
if (this.__testMode) {
this.__debugFlipDummyMode()
this.placeMonster(
100,
this.OriginPosition.copy()
.move(new PolarVector(this.gridSize, 0))
.dithering(this.gridSize, this.gridSize / 2),
'Dummy'
)
}
break
case 'b':
if (this.__testMode) {
this.__debugFlipDummyMode()
for (let i = 0; i < 100; i++) {
this.placeMonster(
100,
this.OriginPosition.copy()
.move(new PolarVector(this.gridSize, 0))
.dithering(this.gridSize, this.gridSize / 2),
'Dummy'
)
}
}
break
case 'q':
CarrierTower.WeaponMode = CarrierTower.WeaponMode === 1 ? 2 : 1
break
case 'F1':
CarrierTower.F1Mode = !CarrierTower.F1Mode
e.preventDefault()
break
case 'Control':
this.detailFunctionKeyDown = !this.detailFunctionKeyDown
if (this.statusBoardOnTower) {
this.statusBoardOnTower.renderStatusBoard(0, this.midSplitLineX, 0, innerHeight, true, this.detailFunctionKeyDown)
}
break
default:
break
}
}
/**
* @deprecated
*/
// private keyUpHandler = (e: KeyboardEvent) => {
// switch (e.key) {
// case 'Control':
// this.detailFunctionKeyDown = false
// if (this.statusBoardOnTower) {
// this.statusBoardOnTower.renderStatusBoard(0, this.midSplitLineX, 0, innerHeight, true, this.detailFunctionKeyDown)
// }
// break
// default:
// break
// }
// }
private initButtons() {
const buttonTopA = this.gridSize * 7 + 'px'
const buttonTopB = this.gridSize * 9 + 'px'
const buttonTopC = this.gridSize * 11 + 'px'
this.startAndPauseButton = new ButtonOnDom({
id: 'start_pause_btn',
className: 'sp_btn',
type: 'button',
textContent: '开始',
title: '快捷键 [空格]',
style: {
zIndex: '8',
top: buttonTopA,
left: this.leftAreaWidth + 30 + 'px'
},
onclick: () => {
this.isPausing = !this.isPausing
if (this.startAndPauseButton) this.startAndPauseButton.ele.textContent = this.isPausing ? '开始' : '暂停'
}
})
let iterator = this.loopSpeeds[Symbol.iterator]()
this.speedControlButton = new ButtonOnDom({
id: 'speed_ctrl_btn',
className: 'sc_btn',
type: 'button',
textContent: '1 倍速',
style: {
zIndex: '8',
top: buttonTopA,
left: this.leftAreaWidth + 150 + 'px'
},
onclick: () => {
let next = iterator.next()
if (next.done) {
iterator = this.loopSpeeds[Symbol.iterator]()
next = iterator.next()
}
this.updateSpeedRatio = next.value
if (this.speedControlButton) this.speedControlButton.ele.textContent = `${this.updateSpeedRatio} 倍速`
}
})
new ButtonOnDom({
className: 'tm_btn',
type: 'button',
textContent: '以' + (this.__testMode ? '普通' : '测试') + '模式重启',
style: {
zIndex: '8',
top: buttonTopA,
right: 30 + 'px'
},
onclick: () => {
localStorage.setItem('debug_mode', this.__testMode ? '0' : '1')
window.location.reload()
}
})
// ----------------------------------------------------- test only -----------------------------------------------------
if (this.__testMode) {
///
const ipt = Tools.Dom.__installOptionOnNode(document.createElement('input'), {
type: 'range',
min: '1',
max: '30',
step: '1',
value: this.stepDivide,
onchange: () => {
this.stepDivide = +ipt.value
spn.refresh()
},
style: {
width: '50px'
}
}) as WithRefresh<HTMLInputElement>
const spn = Tools.Dom.__installOptionOnNode(document.createElement('span'), {
style: {
marginLeft: '10px'
},
refresh: () => {
spn.textContent = '升级步长 ' + this.stepDivide
}
}) as WithRefresh<HTMLSpanElement>
spn.refresh()
///
const spn2 = Tools.Dom.__installOptionOnNode(document.createElement('span'), {
style: {
marginLeft: '30px'
},
refresh: () => {
spn2.textContent = '步数 ' + Tools.formatterUs.format(this.count)
}
}) as WithRefresh<HTMLSpanElement>
spn2.refresh()
setInterval(() => spn2.refresh(), 50)
Tools.Dom.generateRow(
document.body,
null,
{
style: {
position: 'fixed',
top: buttonTopB,
left: this.leftAreaWidth + 30 + 'px',
lineHeight: '20px',
zIndex: '8'
}
},
[
ipt,
spn,
spn2,
Tools.Dom.__installOptionOnNode(document.createElement('button'), {
type: 'button',
textContent: '+100',
style: {
marginLeft: '10px'
},
onclick: () => {
this.count += 100
}
}),
Tools.Dom.__installOptionOnNode(document.createElement('button'), {
type: 'button',
textContent: '+1万',
onclick: () => {
this.count += 1e4
}
}),
Tools.Dom.__installOptionOnNode(document.createElement('button'), {
type: 'button',
textContent: '+100万',
onclick: () => {
this.count += 1e6
}
}),
Tools.Dom.__installOptionOnNode(document.createElement('button'), {
type: 'button',
textContent: '+1亿',
onclick: () => {
this.count += 1e8
}
})
]
)
// second row
Tools.Dom.generateRow(
document.body,
null,
{
style: {
position: 'fixed',
top: buttonTopC,
left: this.leftAreaWidth + 30 + 'px',
lineHeight: '20px',
zIndex: '8'
}
},
[
Tools.Dom.__installOptionOnNode(document.createElement('span'), {
style: {
marginRight: '10px'
},
textContent: '切换显示重绘边框'
}),
Tools.Dom.__installOptionOnNode(document.createElement('input'), {
type: 'checkbox',
value: 'on',
onchange: (e: Event) => {
__debug_show_refresh_rect = (e.target as any).checked
}
})
]
)
}
// ----------------------------------------------------- end test -----------------------------------------------------
}
public init() {
this.gridSize = Math.floor(innerHeight / this.gridY)
this.OriginPosition = new Position((this.OriginGrid.x + 0.5) * this.gridSize, (this.OriginGrid.y + 0.5) * this.gridSize)
this.DestinationPosition = new Position((this.DestinationGrid.y - 0.5) * this.gridSize, (this.DestinationGrid.x - 0.5) * this.gridSize)
Game.callOriginPosition = () => this.OriginPosition.copy()
Game.callDestinationPosition = () => this.DestinationPosition.copy()
Game.callGridSideSize = () => this.gridSize
this.leftAreaHeight = this.gridSize * this.gridY
this.leftAreaWidth = (this.leftAreaHeight * this.gridX) / this.gridY
// const areaAspectRatio = this.leftAreaWidth / this.leftAreaHeight
Game.callBoundaryPosition = () => new Position(this.leftAreaWidth, this.leftAreaHeight)
this.midSplitLineX = this.leftAreaWidth + 2
this.rightAreaWidth = innerWidth - this.midSplitLineX
for (const _i of new Array(this.gridY)) {
this.grids.push(new Array(this.gridX).fill(1))
}
// 离屏 canvas, 高速预渲染
// this.contextCtl.createCanvasInstance('off_screen_render', null, innerHeight, Math.ceil(innerHeight * areaAspectRatio), true)
this.contextCtl.createCanvasInstance('off_screen_render', undefined, undefined, undefined, true)
this.ctxOffScreen = this.contextCtl.getContext('off_screen_render') as WrappedCanvasRenderingContext2D
// [60 FPS] 常更新主图层
this.contextCtl.createCanvasInstance('main', { zIndex: '2' }, undefined, undefined, false, null, 'off_screen_render')
this.ctxMain = this.contextCtl.getContext('main') as WrappedCanvasRenderingContextOnScreen2D
// [stasis] 用来绘制塔的图层,不经常更新
this.contextCtl.createCanvasInstance('tower', { zIndex: '0' })
this.ctxTower = this.contextCtl.getContext('tower') as WrappedCanvasRenderingContextOnScreen2D
// [on mouse] 用来绘制鼠标事件带来的悬浮信息等的图层,随鼠标移动刷新
this.contextCtl.createCanvasInstance('mouse', { zIndex: '4' })
this.ctxMouse = this.contextCtl.getContext('mouse') as WrappedCanvasRenderingContextOnScreen2D
// this.contextCtl.createCanvasInstance('path_dbg', { zIndex: '-3' })