调试角色城镇移动

This commit is contained in:
WONIU 2025-01-03 19:47:36 +08:00 committed by Lenheart
parent 3e8159c100
commit 9e7cce285a
19 changed files with 976 additions and 107 deletions

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@ -272,4 +272,14 @@ class CL_BaseObject {
function SetRotate(Duration, Rotation) {
BaseObject_SetRotate(this.C_Object, Duration, Rotation);
}
//获取右侧的坐标
function right() {
return X + GetSize().w;
}
//获取底部的坐标
function bottom() {
return Y + GetSize().h;
}
}

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@ -169,6 +169,20 @@ class Yosin_BaseWindow extends Layer {
// gChild.Parent = this;
}
/*
* @函数作用: 获取窗口右侧的坐标
*/
function right() {
return X + Width;
}
/*
* @函数作用: 获取窗口底部的坐标
*/
function bottom() {
return Y + Height;
}
//开启Debug模式
function OpenDeBug() {
DeBugSprite = CL_SpriteObject("sprite/interface/lenheartwindowcommon.img", 257);

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@ -161,31 +161,24 @@ class Yosin_EmeStretch extends Yosin_CommonUi {
//横向
if (Direction) {
//获取中间部分的宽度
local ScaleW = (W - SpriteList[0].GetSize().w - SpriteList[2].GetSize().w);
//计算缩放比例
local ScaleRate = ScaleW / SpriteList[1].GetSize().w;
local ScaleRateH = H / SpriteList[1].GetSize().h;
//设置位置和缩放
SpriteList[1].SetPosition(SpriteList[0].GetSize().w, 0);
SpriteList[1].SetScale(ScaleRate, ScaleRateH);
SpriteList[1].SetScale(ScaleRate, 1.0);
SpriteList[2].SetPosition(SpriteList[0].GetSize().w + ScaleW, 0);
if (H != SpriteList[1].GetSize().h) {
SpriteList[0].SetScale(1, ScaleRateH);
SpriteList[2].SetScale(1, ScaleRateH);
}
}
//纵向
else {
local ScaleH = (H - SpriteList[0].GetSize().h - SpriteList[2].GetSize().h);
local ScaleRate = ScaleH / SpriteList[1].GetSize().h;
local ScaleRateW = H / SpriteList[1].GetSize().w;
SpriteList[1].SetPosition(0, SpriteList[0].GetSize().h);
SpriteList[1].SetScale(ScaleRateW, ScaleRate);
SpriteList[1].SetScale(1.0, ScaleRate);
SpriteList[2].SetPosition(0, SpriteList[0].GetSize().h + ScaleH);
if (W != SpriteList[1].GetSize().w) {
SpriteList[0].SetScale(ScaleRateW, ScaleRateH);
SpriteList[2].SetScale(ScaleRateW, ScaleRateH);
}
}
foreach(Child in SpriteList) {
@ -209,71 +202,79 @@ class Yosin_NineBoxStretch extends Yosin_CommonUi {
// 绘制
function DrawBackground(width, height, path, imgId) {
local x = 0;
local y = 0;
// 左上角
local backgroundTopLeft = CL_SpriteObject(path, imgId);
backgroundTopLeft.SetPosition(x, y);
Addchild(backgroundTopLeft);
// 左上角图片大小
local cornerImgSize = backgroundTopLeft.GetSize();
local cornerWidth = cornerImgSize.w;
local cornerHeight = cornerImgSize.h;
// 中间
local backgroundCenter = CL_SpriteObject(path, imgId + 4);
backgroundCenter.SetPosition(cornerWidth, y + cornerHeight);
Addchild(backgroundCenter);
// 中间图片大小
local centerImgSize = backgroundCenter.GetSize();
local centerWidth = centerImgSize.w;
local centerHeight = centerImgSize.h;
local scaleW = (width.tofloat() - cornerWidth.tofloat() * 2.0) / centerWidth.tofloat();
local scaleH = (height.tofloat() - y.tofloat() - cornerHeight.tofloat()) / centerHeight.tofloat();
// 上边
local backgroundTop = CL_SpriteObject(path, imgId + 1);
backgroundTop.SetPosition(cornerWidth, y);
// 右上角
local backgroundTopRight = CL_SpriteObject(path, imgId + 2);
// 左边
local backgroundLeft = CL_SpriteObject(path, imgId + 3);
// 中间
local backgroundCenter = CL_SpriteObject(path, imgId + 4);
// 右边
local backgroundRight = CL_SpriteObject(path, imgId + 5);
// 左下角
local backgroundBottomLeft = CL_SpriteObject(path, imgId + 6);
// 下边
local backgroundBottom = CL_SpriteObject(path, imgId + 7);
// 右下角
local backgroundBottomRight = CL_SpriteObject(path, imgId + 8);
// 左上角
backgroundTopLeft.SetPosition(0, 0);
Addchild(backgroundTopLeft);
// 中间图片大小
local centerImgSize = backgroundCenter.GetSize();
local centerImgWidth = centerImgSize.w;
local centerImgHeight = centerImgSize.h;
local centerWidth = width - backgroundTopLeft.GetSize().w - backgroundTopRight.GetSize().w;
local centerHeight = height - backgroundTopLeft.GetSize().h - backgroundBottomLeft.GetSize().h;
local scaleW = (centerWidth - 1).tofloat() / centerImgWidth.tofloat();
local scaleH = (centerHeight - 1).tofloat() / centerImgHeight.tofloat();
// 上边
backgroundTop.SetPosition(backgroundTopLeft.right() + 1, 0);
backgroundTop.SetScale(scaleW, 1);
Addchild(backgroundTop);
// 右上角
local backgroundTopRight = CL_SpriteObject(path, imgId + 2);
backgroundTopRight.SetPosition(width - cornerWidth, y);
backgroundTopRight.SetPosition(width - backgroundTopRight.GetSize().w, 0);
Addchild(backgroundTopRight);
// 左边
local backgroundLeft = CL_SpriteObject(path, imgId + 3);
backgroundLeft.SetPosition(x, y + cornerHeight);
backgroundLeft.SetPosition(0, backgroundTopLeft.bottom() + 1);
backgroundLeft.SetScale(1, scaleH);
Addchild(backgroundLeft);
// 中间
backgroundCenter.SetPosition(backgroundLeft.right() + 1, backgroundLeft.Y);
backgroundCenter.SetScale(scaleW, scaleH);
Addchild(backgroundCenter);
// 右边
local backgroundRight = CL_SpriteObject(path, imgId + 5);
backgroundRight.SetPosition(width - cornerWidth, y + cornerHeight);
backgroundRight.SetPosition(width - backgroundRight.GetSize().w, backgroundCenter.Y);
backgroundRight.SetScale(1, scaleH);
Addchild(backgroundRight);
// 左下角
local backgroundBottomLeft = CL_SpriteObject(path, imgId + 6);
backgroundBottomLeft.SetPosition(x, height - cornerHeight);
backgroundBottomLeft.SetPosition(0, height - backgroundBottomLeft.GetSize().h);
Addchild(backgroundBottomLeft);
// 下边
local backgroundBottom = CL_SpriteObject(path, imgId + 7);
backgroundBottom.SetPosition(cornerWidth, height - cornerHeight);
backgroundBottom.SetPosition(backgroundBottomLeft.right() + 1, backgroundBottomLeft.Y);
backgroundBottom.SetScale(scaleW, 1);
Addchild(backgroundBottom);
// 右下角
local backgroundBottomRight = CL_SpriteObject(path, imgId + 8);
backgroundBottomRight.SetPosition(width - cornerWidth, height - cornerHeight);
backgroundBottomRight.SetPosition(width - backgroundBottomRight.GetSize().w, backgroundBottomLeft.Y);
Addchild(backgroundBottomRight);
}
@ -309,7 +310,7 @@ class Yosin_SplicingButton extends Yosin_CommonUi {
//悬停态
SpriteList[1] = Yosin_EmeStretch(0, 0, W, H, Path, Idx + (UnavailableFlag ? 4 : 3), Direction);
//按下态
SpriteList[2] = Yosin_EmeStretch(0, 0, W, H, Path, Idx + (UnavailableFlag ? 8 : 3), Direction);
SpriteList[2] = Yosin_EmeStretch(0, 0, W, H, Path, Idx + (UnavailableFlag ? 8 : 6), Direction);
if (UnavailableFlag) {
//不可用态
SpriteList[3] = Yosin_EmeStretch(0, 0, W, H, Path, Idx + 12, Direction);
@ -357,4 +358,243 @@ class Yosin_SplicingButton extends Yosin_CommonUi {
}
ChangeFrame();
}
}
// 窗口顶部标题
class Yosin_TopTitle extends Yosin_CommonUi {
constructor(W, H, title, drawBackground = true) {
base.constructor(0, 0, W, H);
//内容背景
if (drawBackground) {
local background = Yosin_NineBoxStretch(-1, 15, W + 1, H - 15, "sprite/interface/lenheartwindowcommon.img", 97);
AddUIChild(background);
}
// 标题背景
local Background = Yosin_EmeStretch(0, 0, W, 22, "sprite/interface/lenheartwindowcommon.img", 609);
Addchild(Background);
// 标题亮色背景
local BackgroundBright = CL_SpriteObject("sprite/interface/lenheartwindowcommon.img", 483);
local scaleW = (W / BackgroundBright.GetSize().w).tofloat();
BackgroundBright.SetScale(scaleW, 1);
Addchild(BackgroundBright);
// 标题
local titleTextActor = FontAssetManager.GenerateNormal(title, true, {
color = sq_RGBA(206, 189, 140, 255)
});
local titleX = W / 2 - titleTextActor.GetSize().w / 2;
// 绘制标题
titleTextActor.SetPosition(titleX, 2);
Addchild(titleTextActor);
local closeBtn = Yosin_BaseButton(W - 20, 4, 12, 12, "sprite/interface/lenheartwindowcommon.img", 544);
closeBtn.DownSimulateOffset = false;
closeBtn.OnClick = function(btn) {
}
AddUIChild(closeBtn);
local topBtn = Yosin_BaseButton(W - 40, 2, 13, 13, "sprite/interface/lenheartwindowcommon.img", 455);
topBtn.DownSimulateOffset = false;
topBtn.OnClick = function(btn) {
}
AddUIChild(topBtn);
}
}
// 标题按钮
class titleButton extends Yosin_BaseButton {
index = null;
select = false;
cacheSelect = false;
cacheY = null;
LBDownOnClick = null;
constructor(X, Y, W, H, Path, Idx, title) {
base.constructor(X, Y, W, H, Path, Idx);
cacheY = Y;
DownSimulateOffset = false;
local backText = FontAssetManager.GenerateNormal(title, true, {
color = sq_RGBA(130, 114, 84, 255)
});
backText.SetUpdateFunc(function(Text, Dt) {
if (select == cacheSelect) return;
if (select) {
Text.SetFillColor(sq_RGBA(187, 176, 149, 255));
} else {
Text.SetFillColor(sq_RGBA(130, 114, 84, 255));
}
cacheSelect = select;
})
backText.SetPosition(9, 2);
Addchild(backText);
}
function ChangeFrame() {
//状态更改 刷新精灵帧
if (State != SpriteState) {
if (State == 2) {
Y -= 1;
SyncPos(X, Y);
} else if (SpriteState == 2) {
Y += 1;
SyncPos(X, Y);
}
SpriteState = State;
Sprite.SetFrame(FrameList[SpriteState]);
Sprite.SetPosition(0, 0);
}
}
function Proc(Dt) {
if (select) return;
//不可用
if (State == 3) {
} else {
//按下
if (isLBDown) {
State = 2;
select = true;
if (LBDownOnClick != null) {
LBDownOnClick(this);
}
}
//悬停
else if (isInRect) {
State = 1;
}
//普通
else {
State = 0;
}
}
ChangeFrame();
}
}
// 拉伸标题按钮
class Yosin_StretchTitleButton extends Yosin_SplicingButton {
index = null;
select = false;
cacheSelect = false;
LBDownOnClick = null;
titleText = null;
constructor(X, Y, W, H, Path, Idx, title, ) {
base.constructor(X, Y, W, H, Path, Idx, true, false)
titleText = FontAssetManager.GenerateNormal(title, true, {
color = sq_RGBA(130, 114, 84, 255)
});
titleText.SetUpdateFunc(function(Text, Dt) {
if (select == cacheSelect) return;
if (select) {
Text.SetFillColor(sq_RGBA(187, 176, 149, 255));
} else {
Text.SetFillColor(sq_RGBA(130, 114, 84, 255));
}
cacheSelect = select;
})
titleText.SetPosition(9, 2);
Addchild(titleText);
}
function Proc(Dt) {
if (select) return;
if (State != 3 && isLBDown) {
State = 2;
select = true;
if (LBDownOnClick != null) {
LBDownOnClick(this);
}
}
if (State == 2) {
Y -= 1;
SyncPos(X, Y);
} else if (SpriteState == 2) {
Y += 1;
SyncPos(X, Y);
}
base.Proc(Dt);
}
}
// 横向多个标题单选按钮
class Yosin_RowMoreTitleBtn extends Yosin_CommonUi {
LBDownOnClick = null;
btns = [];
tests = [];
constructor(X, Y, titles, baseWidth = 44, path = "sprite/interface/lenheartwindowcommon.img", idx = 160) {
this.tests = titles;
local btnX = 0;
for (local i = 0; i< titles.len(); i++) {
local textW = FontAssetManager.GenerateNormal(titles[i], true).GetSize().w + 20;
local btnW = baseWidth + 20;
btnW = textW > btnW ? textW : btnW;
local titleBtn = Yosin_StretchTitleButton(btnX, 1, btnW, 19, path, idx, titles[i]);
titleBtn.index = i;
titleBtn.LBDownOnClick = function(btn) {
btn.Parent.LBDownOnClick(this, btn.index);
for (local i = 0; i< btn.Parent.btns.len(); i++) {
btn.Parent.btns[i].select = false;
btn.Parent.btns[i].titleText.SetFillColor(sq_RGBA(130, 114, 84, 255));
}
btn.select = true;
btn.Parent.btns[btn.index].titleText.SetFillColor(sq_RGBA(187, 176, 149, 255));
};
btns.push(titleBtn);
btnX += btnW + 1;
}
base.constructor(X, Y, btnX, 21);
for (local i = 0; i< btns.len(); i++) {
AddUIChild(btns[i]);
}
}
}

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@ -69,6 +69,7 @@ l:\Yosin_Engine\Yosin&Kiwano_DOF\sqr\User\Object\ActiveObject\CharacterObjectCla
l:\Yosin_Engine\Yosin&Kiwano_DOF\sqr\User\Object\ActiveObject\CharacterObjectClass_AI.nut
l:\Yosin_Engine\Yosin&Kiwano_DOF\sqr\User\Socket\Socket.nut
l:\Yosin_Engine\Yosin&Kiwano_DOF\sqr\User\Socket\Packet.nut
l:\Yosin_Engine\Yosin&Kiwano_DOF\sqr\User\Stage\LodingStage.nut
l:\Yosin_Engine\Yosin&Kiwano_DOF\sqr\User\Stage\TestStage.nut
@ -83,6 +84,8 @@ l:\Yosin_Engine\Yosin&Kiwano_DOF\sqr\User\UI\Window\0_Login.nut
l:\Yosin_Engine\Yosin&Kiwano_DOF\sqr\User\UI\Window\1_Select_Character.nut
l:\Yosin_Engine\Yosin&Kiwano_DOF\sqr\User\UI\Window\2_create_Character.nut
l:\Yosin_Engine\Yosin&Kiwano_DOF\sqr\User\UI\Window\3_Top_tool.nut
l:\Yosin_Engine\Yosin&Kiwano_DOF\sqr\User\UI\Window\4_PersonalInfo.nut
l:\Yosin_Engine\Yosin&Kiwano_DOF\sqr\User\UI\Window\5_Inventory.nut
l:\Yosin_Engine\Yosin&Kiwano_DOF\sqr\User\UI\Window\233_HUD_Message.nut

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@ -32,6 +32,8 @@ class GameObject.Character extends GameObject.ActiveObject {
//职业编号
Job = 0;
//cid
Cid = -1;
//控制器
Controller = null;

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@ -281,6 +281,18 @@ class Map extends Actor {
m_data.npc = Arr;
}
//添加角色的回包
function AddCharacterCallBack(Binary) {
local Pack = Packet(Binary);
/*
local Charc = GameObject.CreateCharacter(Info.job, Info.equ);
local NPCobj = GameObject.NPC(info.id);
NPCobj.SetDirection(info.direction);
NPCobj.SetPosition(info.xpos, info.ypos, info.zpos);
*/
}
//添加对象
function AddObject(obj, IsPlayer = false) {
@ -307,42 +319,19 @@ class Map extends Actor {
}
}
//移动城镇的回包
function MoveTownCallBack(Jso) {
//我自己的移动城镇添加角色对象
local MapObj = GlobalTownManager.TownList[Jso.town].map[Jso.region];
MapObj.AddObjectByChangeTown(ClientCharacter, Jso.pos);
}
//移动城镇的添加对象
function AddObjectByChangeTown(obj, FromMapobj) {
function AddObjectByChangeTown(obj, pos) {
//角色对象
if (typeof obj == "character") {
//如果已经处于某个地图中
if (obj.Parent) {
obj.Parent.Removechild(obj);
}
LayerObject.normal.Addchild(obj);
//将地图信息写入角色中
obj.MySelfMap = this.weakref();
//绑定摄像机
m_camera.SetFromParent(obj);
//获取应该设置的坐标
foreach(index, info in m_data.town_movable_area_info) {
if (info.town == FromMapobj.m_town && info.area == FromMapobj.m_mapId) {
local pos = {
x = m_data.town_movable_area[index * 4] + m_data.town_movable_area[index * 4 + 2] / 2,
y = m_data.town_movable_area[index * 4 + 1] + m_data.town_movable_area[index * 4 + 3] / 2,
z = 0
}
obj.SetPosition(pos);
break;
}
}
//获取当前场景
local Stage = sq_GetCurrentStage();
if (GlobalTownManager.CurrentTown) {
Stage.Removechild(GlobalTownManager.CurrentTown);
}
Stage.Addchild(this);
//添加全局
GlobalTownManager.CurrentTown = this.weakref();
//角色原城镇
local FromMapobj = obj.MySelfMap;
//背景音乐处理
BackGroundMusic = {};
if (FromMapobj.BackGroundMusic != null) {
@ -366,6 +355,28 @@ class Map extends Actor {
}
}
}
//绑定摄像机
m_camera.SetFromParent(obj);
//获取当前场景
local Stage = sq_GetCurrentStage();
if (GlobalTownManager.CurrentTown) {
Stage.Removechild(GlobalTownManager.CurrentTown);
}
Stage.Addchild(this);
//添加全局
GlobalTownManager.CurrentTown = this.weakref();
//如果已经处于某个地图中 则先移除
if (obj.Parent) {
obj.Parent.Removechild(obj);
}
//将角色添加到地图的normal图层
LayerObject.normal.Addchild(obj);
//设置坐标
obj.SetPosition(pos);
//将地图信息写入角色中
obj.MySelfMap = this.weakref();
}
}
@ -402,6 +413,10 @@ class Map extends Actor {
m_camera.BackgroundOffset = m_data.background_pos;
// OpenMovableAreaBorder();
MySocket.RegisterHandler(PACKET_ID.CHANGE_TOWN_AREA_CALLBACK, MoveTownCallBack.bindenv(this));
MySocket.RegisterBinaryHandler(PACKET_ID.TOWN_ADD_CHARACTER_CALLBACK, AddCharacterCallBack.bindenv(this));
}
//DEBUG方法
@ -477,13 +492,33 @@ class Map extends Actor {
//走进了传送阵
if (Index != -1) {
if (!obj.TransmitFlag) {
//得到传送信息 目标城镇
local info = m_data.town_movable_area_info[Index];
//这里是未加载的城镇
//如果是未加载的城镇 则先构造城镇
if (!(GlobalTownManager.TownList.rawin(info.town))) {
Town(info.town);
}
//计算位移过去以后应该设置的位置
local MapObj = GlobalTownManager.TownList[info.town].map[info.area];
MapObj.AddObjectByChangeTown(obj, this);
local movepos = {
z = 0
};
//遍历目标城镇的该区域 查找适当位移位置
foreach(index, mapinfo in MapObj.m_data.town_movable_area_info) {
if (mapinfo.town == m_town && mapinfo.area == m_mapId) {
movepos.x <- MapObj.m_data.town_movable_area[index * 4] + MapObj.m_data.town_movable_area[index * 4 + 2] / 2;
movepos.y <- MapObj.m_data.town_movable_area[index * 4 + 1] + MapObj.m_data.town_movable_area[index * 4 + 3] / 2;
break;
}
}
//发包移动城镇
MySocket.Send(PACKET_ID.CHANGE_TOWN_AREA, {
town = info.town,
region = info.area,
pos = movepos
})
obj.TransmitFlag = true;
}
} else {

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@ -0,0 +1,92 @@
/*
文件名:Packet.nut
路径:User/Socket/Packet.nut
创建日期:2025-01-04 22:20
文件用途:数据封包类
*/
class Packet {
Data = null;
constructor(...) {
//不传参数时,构造空包
if (vargv.len() == 0) {
this.Data = blob();
}
//传入数据流以流的形式构造包
else {
this.Data = vargv[0];
}
}
//字节
function Put_Byte(Value) {
this.Data.writen('c', Value);
}
//短整型
function Put_Short(Value) {
this.Data.writen('s', Value);
}
//整型
function Put_Int(Value) {
this.Data.writen('i', Value);
}
//浮点型
function Put_Float(Value) {
this.Data.writen('f', Value);
}
//字符串
function Put_String(String) {
foreach(char in String) {
Put_Byte(char);
}
}
//字节数组
function Put_Binary(BinaryArray) {
//流
if (typeof BinaryArray == "blob") {
this.Data.writeblob(BinaryArray);
}
//数组
else if (typeof BinaryArray == "array") {
foreach(byte in BinaryArray) {
Put_Byte(byte);
}
}
}
//获取字节
function Get_Byte() {
return this.Data.readn('c');
}
//获取短整型
function Get_Short() {
return this.Data.readn('s');
}
//获取整型
function Get_Int() {
return this.Data.readn('i');
}
//获取浮点型
function Get_Float() {
return this.Data.readn('f');
}
//获取字符串
function Get_String(len) {
return stream_myreadstring(len);
}
//获取字节数组
function Get_Binary(len) {
return this.Data.readblob(len);
}
}

View File

@ -41,7 +41,7 @@ function LoginStage() {
local T = CL_StageObject();
T.SetName("加载界面舞台");
local AniTime = 800;
local AniTime = 1500;
//大背景
local BackGround = CL_SpriteObject("sprite/loding.img", 0);
@ -51,7 +51,7 @@ function LoginStage() {
local Kiwano = CL_SpriteObject("sprite/loding.img", 1);
Kiwano.SetAnchor(0.5, 0.5);
Kiwano.SetScale(0.35, 0.35);
Kiwano.SetPosition(1066 / 2, 800);
Kiwano.SetPosition(1066 / 2, 300);
Kiwano.SetUpdateFunc(function(sp, dt) {
if (!("time" in sp.Var)) sp.Var.time <- 0;
sp.Var.time += dt;

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@ -12,7 +12,7 @@ function TestStage() {
local Window = Sq_CreateWindow(_Login_Window, "登录界面窗口", 0, 0, 1066, 600, 0);
// local Window = Sq_CreateWindow(_Inventory, "背包窗口", 150, 12, 257, 555, 20);
// //大背景
// local BackGround = CL_SpriteObject("sprite/map/npc/2019_halloween_blossom_normal.img", 0);
// BackGround.SetPosition(300, 150);
@ -54,15 +54,11 @@ function TestStage() {
// name = "测试角色",
// job = 0,
// equip = [101020037, 601500061, 601550061, 601560059, 601570054, 601520053, 601500061, 601510060, 601530052, 601540061, 601580024, 609590003]
// }, {
// lv = 90,
// name = "测试角色2号",
// job = 0,
// equip = [601020007, 601500060, 601550060, 601560058, 601570053, 601520052, 601500060, 601510059, 601530051, 601540060, 601580023, 609590003]
// }]
// };
// Window.Init(T);
// local Actorobj = Actor();
// Actorobj.ShowBorder(true);
// Actorobj.SetSize(1500, 100);

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@ -44,7 +44,7 @@ class Yosin_InputBox extends Yosin_CommonUi {
Text_Obj = TextActor(0, {
color = 0xFFFFFFFF
});
Text_Obj.SetPosition(4, 3);
Text_Obj.SetPosition(4, 1);
Addchild(Text_Obj);
_Imm_Input_Func_.rawset(C_Object, Imm_Input.bindenv(this));

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@ -62,7 +62,6 @@ class _Login_Window extends Yosin_Window {
local value = Blob.readn('i');
info.equip.append(value);
}
// print(info);
}
//关闭登录界面
NoticeBox.DestroyWindow();

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@ -271,6 +271,10 @@ class _Select_Character_Chr extends Yosin_CommonUi {
M_Ypos = MousePos_Y;
B_X = X; //原始窗口位置
B_Y = Y;
//遍历父对象中的所有按钮 修改他们的层级
foreach(Button in Parent.UpCharacterList) {
Button.SetZOrder(99999);
}
SetZOrder(100000);
}
}
@ -347,7 +351,19 @@ class _Select_Character_Window extends Yosin_Window {
constructor(gObjectId, gX, gY, gWidth, gHeight, gTitleH) {
base.constructor(gObjectId, gX, gY, gWidth, gHeight, gTitleH);
UpCharacterList = [];
//定义五个空数组
UpCharacterList = array(5, null);
// 选择角色进入游戏回包
MySocket.RegisterHandler(PACKET_ID.SELECT_CHARACTER_ENTER_GAME_CALLBACK, function(Jso) {
local Info = Jso.charac;
local TownObj = Town(Info.town);
local Charc = GameObject.CreateCharacter(Info.job, Info.equ);
TownObj.AddObject(Charc, true);
ClientCharacter = Charc;
}.bindenv(this));
}
function Init(gInfo) {
@ -371,6 +387,39 @@ class _Select_Character_Window extends Yosin_Window {
if (!BackGroundMusic.IsPlaying()) BackGroundMusic.Play();
}
function AddUpCharacter(CharacInfo, Index = 5) {
//先定义为最大值 如果没有查到空位则不会执行逻辑
if (Index == 5) {
//遍历获取第一个空位 Info为空也为空
foreach(pos, value in UpCharacterList) {
if (value == null) {
Index = pos;
break;
}
//如果是信息为空的 要先删除原来的再添加
if (value.Info == null) {
Index = pos;
RemoveUIChild(UpCharacterList[pos]);
break;
}
}
if (Index >= 5) return;
}
local Buf = _Select_Character_Chr(184 + (Index * 142), ((Index % 2) ? 13 : 0) + 93, 132, 208);
//如果有信息则构造角色
if (CharacInfo) {
//通过信息构造角色
Buf.Init(CharacInfo, Index);
AddUIChild(Buf);
UpCharacterList[Index] = Buf;
} else {
Buf.Init(null, Index);
AddUIChild(Buf);
UpCharacterList[Index] = Buf;
}
}
function RegisterWindow() {
SettingBackgroundWindow = _Select_Character_SettingBackground_Window("选择角色_设置背景图片窗口", 850, 28, 212, 129, 0);
AddUIChild(SettingBackgroundWindow);
@ -386,11 +435,8 @@ class _Select_Character_Window extends Yosin_Window {
CharBg.SetZOrder(-10);
Addchild(CharBg);
local Buf = _Select_Character_Chr(184 + (i * 142), ((i % 2) ? 13 : 0) + 93, 132, 208);
if (i< Info.charac.len()) Buf.Init(Info.charac[i], i);
else Buf.Init(null, i);
UpCharacterList.push(Buf);
AddUIChild(Buf);
//如果没有足够的信息则传递null
AddUpCharacter((Info.charac.len() > i) ? Info.charac[i] : null, i);
}
}

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@ -237,6 +237,9 @@ class _CreateCharacter extends Yosin_Window {
NoticeBox = null;
//临时创建角色
TempCharacter = null;
constructor(gObjectId, gX, gY, gWidth, gHeight, gTitleH) {
base.constructor(gObjectId, gX, gY, gWidth, gHeight, gTitleH);
@ -247,7 +250,7 @@ class _CreateCharacter extends Yosin_Window {
// 创建角色回包
MySocket.RegisterHandler(4, function(Jso) {
MySocket.RegisterHandler(PACKET_ID.CREATE_CHARACTER_CALLBACK, function(Jso) {
if (NoticeBox) NoticeBox.CloseWindow();
if (Jso.type == 0) {
// 创建成功.
@ -255,6 +258,9 @@ class _CreateCharacter extends Yosin_Window {
NoticeBox.DestroyWindow();
DestroyWindow();
MySocket.Send(PACKET_ID.QUERY_CHARACTER_LIST, null);
local Window = Sq_CreateWindow(_Select_Character_Window, "选择角色界面窗口", 0, 0, 1066, 600, 0);
Window.AddUpCharacter(TempCharacter);
} else {
// 创建失败.
NoticeBox = _Yosin_MessageBox("创建失败.");
@ -263,9 +269,6 @@ class _CreateCharacter extends Yosin_Window {
}
function PlayBackgroundMusic() {
}
function RegisterDraw() {
//大背景
@ -362,10 +365,16 @@ class _CreateCharacter extends Yosin_Window {
// 确定
enter.OnClick = function(enterName) {
local jobEnum = getJobEnum(jobIndex);
MySocket.Send(7, {
TempCharacter = {
lv = 1,
name = enterName,
job = jobEnum,
})
equip = []
};
MySocket.Send(PACKET_ID.CREATE_CHARACTER, {
name = enterName,
job = jobEnum,
});
}.bindenv(this);
}
@ -814,7 +823,7 @@ class _create_Character_enterName extends Yosin_Window {
//点击事件回调
checkButton.OnClick = function(Button) {
MySocket.Send(6, {
MySocket.Send(PACKET_ID.NICKNAME_REPEAT_CHECK, {
name = nameInputBox.str,
})
@ -877,7 +886,7 @@ class _create_Character_enterName extends Yosin_Window {
// 昵称重复检查回包
MySocket.RegisterHandler(3, function(Jso) {
MySocket.RegisterHandler(PACKET_ID.NICKNAME_REPEAT_CHECK_CALLBACK, function(Jso) {
if (Parent.NoticeBox) Parent.NoticeBox.CloseWindow();
if (Jso.type == 0) {
// 可以使用的ID 确认按钮可以使用.

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@ -0,0 +1,336 @@
/*
文件名:4_PersonalInfo.nut
路径:User/UI/Window/4_PersonalInfo.nut
创建日期:2024-12-26 00:32
文件用途: 个人信息
*/
// 个人信息 250, 60, 286, 530
class _PersonalInfo extends Yosin_Window {
roleTitleBtn = null;
dressUpTitleBtn = null;
stoneTitleBtn = null;
constructor(gObjectId, gX, gY, gWidth, gHeight, gTitleH) {
base.constructor(gObjectId, gX, gY, gWidth, gHeight, gTitleH);
local title = Yosin_TopTitle(gWidth, gHeight, "个人信息(M)");
AddUIChild(title);
//注册控件
RegisterWidget();
}
function RegisterWidget() {
// 角色按钮
roleTitleBtn = titleButton(10, 25, 40, 19, "sprite/interface/lenheartwindowcommon.img", 82, "角色");
AddUIChild(roleTitleBtn);
// 装扮/宠物按钮
dressUpTitleBtn = titleButton(roleTitleBtn.right() + 1, 25, 71, 19, "sprite/interface/lenheartwindowcommon.img", 86, "装扮/宠物");
AddUIChild(dressUpTitleBtn);
// 护石按钮
stoneTitleBtn = titleButton(dressUpTitleBtn.right() + 1, 25, 40, 19, "sprite/interface/lenheartwindowcommon.img", 82, "护石");
AddUIChild(stoneTitleBtn);
roleTitleBtn.LBDownOnClick = function (btn) {
titleClick(btn);
}.bindenv(this);
dressUpTitleBtn.LBDownOnClick = function (btn) {
titleClick(btn);
}.bindenv(this);
stoneTitleBtn.LBDownOnClick = function (btn) {
titleClick(btn);
}.bindenv(this);
// 角色信息
local roleInfo = roleInfo("个人角色信息", roleTitleBtn.X, roleTitleBtn.bottom() + 2 );
AddUIChild(roleInfo);
}
function titleClick(btn) {
btn.Parent.roleTitleBtn.select = false;
btn.Parent.dressUpTitleBtn.select = false;
btn.Parent.stoneTitleBtn.select = false;
btn.select = true;
}
//逻辑入口
function Proc(Dt) {
SyncPos(X, Y);
base.Proc(Dt);
}
}
// 角色信息
class roleInfo extends Yosin_Window {
//是否为独立窗口
IsIndependent = false;
brown = sq_RGBA(160, 132, 75, 255);
green = sq_RGBA(74, 161, 87, 255);
btn = null;
constructor(gObjectId, gX, gY) {
base.constructor(gObjectId, gX, gY, 266, 355, 0);
//注册控件
RegisterWidget();
}
function RegisterWidget() {
// 背景
local backGround = CL_SpriteObject("sprite/interface2/profile/profile.img", 60);
Addchild(backGround);
// 装备
RegisterEquipment();
// 名称 等级 其他
RegisterNameAndOther();
// 属性
RegisterPropertyItems();
// 底部四个按钮
RegisterBottomButton();
}
// 装备
function RegisterEquipment() {
// 装备背景
local equipmentBackground = CL_SpriteObject("sprite/interface2/profile/profile.img", 14);
equipmentBackground.SetPosition(7.5, 8);
Addchild(equipmentBackground);
// 中间装备背景
local centerBackground = CL_SpriteObject("sprite/interface2/profile/profile.img", 77);
centerBackground.SetPosition( 124 , 10);
Addchild(centerBackground);
}
// 名称 等级 其他
function RegisterNameAndOther() {
// 冒险家名望
local adventurerFame = CL_SpriteObject("sprite/interface2/profile/profile_icon.img", 53);
adventurerFame.SetPosition(70, 185);
Addchild(adventurerFame);
local adventurerFameText = FontAssetManager.GenerateNormal("冒险家名望", true, {
color = brown
});
adventurerFameText.SetPosition(adventurerFame.right() + 5, adventurerFame.Y);
Addchild(adventurerFameText);
// 冒险家名望数值
local adventurerFameNum = FontAssetManager.GenerateNormal("7", true, {
color = green
});
adventurerFameNum.SetPosition(adventurerFameText.right() + 5, adventurerFameText.Y);
Addchild(adventurerFameNum);
}
function RegisterPropertyItems() {
// 属性
// 生命
local life = roleInfoPropertyItem(0, 213, 0, "生命", "100");
Addchild(life);
// 魔法
local magic = roleInfoPropertyItem(life.right() + 16, life.Y, 1, "魔法", "100");
Addchild(magic);
// 物理防御力
local physicalDefense = roleInfoPropertyItem(life.X, life.bottom(), 8, "物理防御力", "100", false);
Addchild(physicalDefense);
// 魔法防御力
local magicDefense = roleInfoPropertyItem(physicalDefense.right() + 16, physicalDefense.Y, 9, "魔法防御力", "100");
Addchild(magicDefense);
// 力量
local strength = roleInfoPropertyItem(life.X, physicalDefense.bottom(), 2, "力量", "100");
Addchild(strength);
// 智力
local intelligence = roleInfoPropertyItem(strength.right() + 16, strength.Y, 3, "智力", "100");
Addchild(intelligence);
// 体力
local vitality = roleInfoPropertyItem(strength.X, strength.bottom(), 4, "体力", "100");
Addchild(vitality);
// 精神
local spirit = roleInfoPropertyItem(vitality.right() + 16, vitality.Y, 5, "精神", "100");
Addchild(spirit);
// 物理攻击力
local physicalATK = roleInfoPropertyItem(life.X, spirit.bottom(), 6, "物理攻击力", "100");
Addchild(physicalATK);
// 魔法攻击力
local magicATK = roleInfoPropertyItem(physicalATK.right() + 16, physicalATK.Y, 7, "魔法攻击力", "100");
Addchild(magicATK);
// 物理暴击
local physicalCrit = roleInfoPropertyItem(life.X, magicATK.bottom(), 10, "物理暴击", "100");
Addchild(physicalCrit);
// 魔法暴击
local magicCrit = roleInfoPropertyItem(physicalCrit.right() + 16, physicalCrit.Y, 11, "魔法暴击", "100");
Addchild(magicCrit);
// 独立攻击
local independentAttack = roleInfoPropertyItem(life.X, magicCrit.bottom(), 12, "独立攻击", "100");
Addchild(independentAttack);
// 攻击速度
local attackSpeed = roleInfoPropertyItem(life.X, independentAttack.bottom(), 13, "攻击速度", "100");
Addchild(attackSpeed);
// 释放速度
local releaseSpeed = roleInfoPropertyItem(attackSpeed.right() + 16, attackSpeed.Y, 14, "释放速度", "100");
Addchild(releaseSpeed);
// 移动速度
local moveSpeed = roleInfoPropertyItem(life.X, releaseSpeed.bottom(), 15, "移动速度", "100");
Addchild(moveSpeed);
// 攻击属性
local attackProperty = roleInfoPropertyItem(life.X, moveSpeed.bottom(), 16, "攻击属性", "火(0)/冰(0)/光(0)/暗(0)", true, 260);
Addchild(attackProperty);
}
// 底部四个按钮
function RegisterBottomButton() {
// 副职业
local subJob = otherButton(0, 401, 62, "副职业", false);
AddUIChild(subJob);
subJob.OnClick = function (btn) {
//todo 打开副职业面板
print(11111);
}.bindenv(this);
local separation = CL_SpriteObject("sprite/interface2/profile/profile.img", 70 );
separation.SetPosition(subJob.right(), subJob.Y + 7.5);
Addchild(separation);
// 战斗分析
local battleAnalysis = otherButton(subJob.right() + 1, subJob.Y, 64, "战斗分析");
AddUIChild(battleAnalysis);
battleAnalysis.OnClick = function (btn) {
//todo 打开面板
print(11111);
}.bindenv(this);
local separationOne = CL_SpriteObject("sprite/interface2/profile/profile.img", 70 );
separationOne.SetPosition(battleAnalysis.right(), battleAnalysis.Y + 7.5);
Addchild(separationOne);
// 决斗信息 // 根据决斗场等级 显示 sprite/interface2/pvp02/pvprank_icon/tier_icon.img 24
local duelInfo = otherButton(battleAnalysis.right() + 1, battleAnalysis.Y, 14, "决斗信息", true);
AddUIChild(duelInfo);
duelInfo.OnClick = function (btn) {
//todo 打开面板
print(11111);
}.bindenv(this);
local separationTwo = CL_SpriteObject("sprite/interface2/profile/profile.img", 70 );
separationTwo.SetPosition(duelInfo.right(), duelInfo.Y + 7.5);
Addchild(separationTwo);
// 详细信息
local detailedInformation = otherButton(duelInfo.right() + 1, duelInfo.Y, 66, "详细信息");
AddUIChild(detailedInformation);
detailedInformation.OnClick = function (btn) {
//todo 打开面板
print(11111);
}.bindenv(this);
}
//逻辑入口
function Proc(Dt) {
SyncPos(X, Y);
base.Proc(Dt);
}
}
// 属性项
class roleInfoPropertyItem extends Yosin_CommonUi {
// additionReaction 属性是否有加成 加成为绿色 不加成灰色
constructor(gX, gY, idx, title, numText, additionReaction = true, width = 120) {
base.constructor(gX, gY, width, 18);
local titlecolor = additionReaction ? sq_RGBA(160, 132, 75, 255) : sq_RGBA(79, 79, 79, 255);
local numColor = additionReaction ? sq_RGBA(75, 161, 85, 255) : sq_RGBA(79, 79, 79, 255);
local icon = CL_SpriteObject("sprite/interface2/profile/profile_icon.img", idx);
icon.SetPosition(5, 0);
Addchild(icon);
// 属性名称
local property = FontAssetManager.GenerateNormal(title, true, {
color = titlecolor
});
property.SetPosition(icon.right() + 5, icon.Y);
Addchild(property);
// 属性数值
local propertyNum = FontAssetManager.GenerateNormal(numText, true, {
color = numColor
});
local numX = width - propertyNum.GetSize().w;
propertyNum.SetPosition( numX, icon.Y);
Addchild(propertyNum);
}
//逻辑入口
function Proc(Dt) {
SyncPos(X, Y);
base.Proc(Dt);
}
}
// 其他面板按钮
class otherButton extends Yosin_CommonUi {
// 是否启用按钮
enabled = true;
// pvp 是否是pvp 按钮
constructor(gX, gY, idx, title, pvp = false, enabled = true, ) {
base.constructor(gX, gY, 65, 65);
this.enabled = enabled;
local titlecolor = enabled? sq_RGBA(160, 132, 75, 255) : sq_RGBA(79, 79, 79, 255);
// 属性名称
local property = FontAssetManager.GenerateNormal(title, true, {
color = titlecolor
});
property.SetPosition( 32 - property.GetSize().w / 2 , 45 );
Addchild(property);
local path = pvp? "sprite/interface2/profile/profile_pvp_icon.img" : "sprite/interface2/profile/profile.img";
local icon = CL_SpriteObject(path, enabled ? idx : idx +1 );
icon.SetPosition(32 - icon.GetSize().w / 2, 45/2 - icon.GetSize().h / 2 + 3 );
Addchild(icon);
}
}

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@ -0,0 +1,53 @@
/*
文件名:5_Inventory.nut
路径:User/UI/Window/5_Inventory.nut
创建日期:2025-01-02 12:37
文件用途: 背包窗口
*/
class _Inventory extends Yosin_Window {
item = null;
dressUpTitleBtn = null;
petTitleBtn = null;
stoneTitleBtn = null;
constructor(gObjectId, gX, gY, gWidth, gHeight, gTitleH) {
base.constructor(gObjectId, gX, gY, gWidth, gHeight, gTitleH);
local title = Yosin_TopTitle(gWidth, gHeight, "装备栏(I)");
AddUIChild(title);
local item2 = Yosin_EmeStretch(100, 100, 80, 25, "sprite/interface/lenheartwindowcommon.img", 160);
Addchild(item2);
//注册控件
RegisterWidget();
}
function RegisterWidget() {
//, "装扮", "宠物", "护石"
local titlesBtn = Yosin_RowMoreTitleBtn(10, 25, ["物品栏"]);
AddUIChild(titlesBtn);
titlesBtn.LBDownOnClick = function(btns, index) {
};
local item = Yosin_SplicingButton(10, 50, 80, 25, "sprite/interface/lenheartwindowcommon.img", 160, true, false);
AddUIChild(item);
}
//逻辑入口
function Proc(Dt) {
SyncPos(X, Y);
base.Proc(Dt);
}
}

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@ -5,12 +5,19 @@
文件用途:包ID枚举
*/
enum PACKET_ID {
/**** 客户端发包 ***/
// 登录
LOGIN = 1
//注册
REGISTER = 3
//修改密码
CHANGE_PASSWORD = 5
//昵称重复检查
NICKNAME_REPEAT_CHECK = 6
//创建角色
CREATE_CHARACTER = 7
//查询账号中的角色列表
QUERY_CHARACTER_LIST = 9
//选择角色
@ -18,4 +25,22 @@ enum PACKET_ID {
//更换角色位置
CHANGE_CHARACTER_POSITION = 10
//城镇移动切换区域
CHANGE_TOWN_AREA = 10001
/**** 客户端收包 ***/
//昵称重复检查回包
NICKNAME_REPEAT_CHECK_CALLBACK = 3
//创建角色回包
CREATE_CHARACTER_CALLBACK = 4
//选择角色进入游戏回包
SELECT_CHARACTER_ENTER_GAME_CALLBACK = 5
//城镇移动切换区域回包
CHANGE_TOWN_AREA_CALLBACK = 10001
//城镇添加角色回包
TOWN_ADD_CHARACTER_CALLBACK = 10002
}

View File

@ -241,5 +241,14 @@
},
"User/Object/ActiveObject/NpcObjectClass.nut": {
"description": "NPC对象"
},
"User/UI/Window/5_Inventory.nut": {
"description": "背包窗口"
},
"User/UI/Window/4_PersonalInfo.nut": {
"description": "个人信息窗口"
},
"User/Socket/Packet.nut": {
"description": "数据包类"
}
}