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16 changed files with 59 additions and 293 deletions

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opencv_world4100.dll Normal file

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@ -272,14 +272,4 @@ 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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@ -169,20 +169,6 @@ 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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@ -69,7 +69,6 @@ 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
@ -84,8 +83,6 @@ 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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@ -32,8 +32,6 @@ class GameObject.Character extends GameObject.ActiveObject {
//职业编号
Job = 0;
//cid
Cid = -1;
//控制器
Controller = null;

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@ -281,18 +281,6 @@ 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) {
@ -319,19 +307,42 @@ 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, pos) {
function AddObjectByChangeTown(obj, FromMapobj) {
//角色对象
if (typeof obj == "character") {
//角色原城镇
local FromMapobj = obj.MySelfMap;
//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();
//背景音乐处理
BackGroundMusic = {};
if (FromMapobj.BackGroundMusic != null) {
@ -355,28 +366,6 @@ 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();
}
}
@ -413,10 +402,6 @@ 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
@ -492,33 +477,13 @@ 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];
//如果是未加载的城镇 则先构造城镇
//这里是未加载的城镇
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];
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
})
MapObj.AddObjectByChangeTown(obj, this);
obj.TransmitFlag = true;
}
} else {

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@ -1,92 +0,0 @@
/*
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);
}
}

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@ -41,7 +41,7 @@ function LoginStage() {
local T = CL_StageObject();
T.SetName("加载界面舞台");
local AniTime = 1500;
local AniTime = 800;
//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, 300);
Kiwano.SetPosition(1066 / 2, 800);
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);
@ -54,11 +54,15 @@ 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, 1);
Text_Obj.SetPosition(4, 3);
Addchild(Text_Obj);
_Imm_Input_Func_.rawset(C_Object, Imm_Input.bindenv(this));

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@ -62,6 +62,7 @@ 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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@ -271,10 +271,6 @@ 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);
}
}
@ -351,19 +347,7 @@ class _Select_Character_Window extends Yosin_Window {
constructor(gObjectId, gX, gY, gWidth, gHeight, gTitleH) {
base.constructor(gObjectId, gX, gY, gWidth, gHeight, gTitleH);
//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));
UpCharacterList = [];
}
function Init(gInfo) {
@ -387,39 +371,6 @@ 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);
@ -435,8 +386,11 @@ class _Select_Character_Window extends Yosin_Window {
CharBg.SetZOrder(-10);
Addchild(CharBg);
//如果没有足够的信息则传递null
AddUpCharacter((Info.charac.len() > i) ? Info.charac[i] : null, i);
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);
}
}

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@ -237,9 +237,6 @@ 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);
@ -250,7 +247,7 @@ class _CreateCharacter extends Yosin_Window {
// 创建角色回包
MySocket.RegisterHandler(PACKET_ID.CREATE_CHARACTER_CALLBACK, function(Jso) {
MySocket.RegisterHandler(4, function(Jso) {
if (NoticeBox) NoticeBox.CloseWindow();
if (Jso.type == 0) {
// 创建成功.
@ -258,9 +255,6 @@ 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.");
@ -269,6 +263,9 @@ class _CreateCharacter extends Yosin_Window {
}
function PlayBackgroundMusic() {
}
function RegisterDraw() {
//大背景
@ -365,16 +362,10 @@ class _CreateCharacter extends Yosin_Window {
// 确定
enter.OnClick = function(enterName) {
local jobEnum = getJobEnum(jobIndex);
TempCharacter = {
lv = 1,
MySocket.Send(7, {
name = enterName,
job = jobEnum,
equip = []
};
MySocket.Send(PACKET_ID.CREATE_CHARACTER, {
name = enterName,
job = jobEnum,
});
})
}.bindenv(this);
}
@ -823,7 +814,7 @@ class _create_Character_enterName extends Yosin_Window {
//点击事件回调
checkButton.OnClick = function(Button) {
MySocket.Send(PACKET_ID.NICKNAME_REPEAT_CHECK, {
MySocket.Send(6, {
name = nameInputBox.str,
})
@ -886,7 +877,7 @@ class _create_Character_enterName extends Yosin_Window {
// 昵称重复检查回包
MySocket.RegisterHandler(PACKET_ID.NICKNAME_REPEAT_CHECK_CALLBACK, function(Jso) {
MySocket.RegisterHandler(3, 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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@ -5,19 +5,12 @@
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
@ -25,22 +18,4 @@ 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
}

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@ -247,8 +247,5 @@
},
"User/UI/Window/4_PersonalInfo.nut": {
"description": "个人信息窗口"
},
"User/Socket/Packet.nut": {
"description": "数据包类"
}
}