Initial commit

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Rocks011
2025-12-10 17:47:15 +08:00
commit 94fb922f1f
50 changed files with 1059 additions and 0 deletions

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js/base/animation.js Normal file
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import Sprite from './sprite';
const __ = {
timer: Symbol('timer'),
};
/**
* 简易的帧动画类实现
*/
export default class Animation extends Sprite {
constructor(imgSrc, width, height) {
super(imgSrc, width, height);
this.isPlaying = false; // 当前动画是否播放中
this.loop = false; // 动画是否需要循环播放
this.interval = 1000 / 60; // 每一帧的时间间隔
this[__.timer] = null; // 帧定时器
this.index = -1; // 当前播放的帧
this.count = 0; // 总帧数
this.imgList = []; // 帧图片集合
}
/**
* 初始化帧动画的所有帧
* @param {Array} imgList - 帧图片的路径数组
*/
initFrames(imgList) {
this.imgList = imgList.map((src) => {
const img = wx.createImage();
img.src = src;
return img;
});
this.count = imgList.length;
// 推入到全局动画池,便于全局绘图的时候遍历和绘制当前动画帧
GameGlobal.databus.animations.push(this);
}
// 将播放中的帧绘制到canvas上
aniRender(ctx) {
if (this.index >= 0 && this.index < this.count) {
ctx.drawImage(
this.imgList[this.index],
this.x,
this.y,
this.width * 1.2,
this.height * 1.2
);
}
}
// 播放预定的帧动画
playAnimation(index = 0, loop = false) {
this.visible = false; // 动画播放时隐藏精灵图
this.isPlaying = true;
this.loop = loop;
this.index = index;
if (this.interval > 0 && this.count) {
this[__.timer] = setInterval(this.frameLoop.bind(this), this.interval);
}
}
// 停止帧动画播放
stopAnimation() {
this.isPlaying = false;
this.index = -1;
if (this[__.timer]) {
clearInterval(this[__.timer]);
this[__.timer] = null; // 清空定时器引用
this.emit('stopAnimation');
}
}
// 帧遍历
frameLoop() {
this.index++;
if (this.index >= this.count) {
if (this.loop) {
this.index = 0; // 循环播放
} else {
this.index = this.count - 1; // 保持在最后一帧
this.stopAnimation(); // 停止播放
}
}
}
}

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const __ = {
poolDic: Symbol('poolDic'),
};
/**
* 简易的对象池实现
* 用于对象的存贮和重复使用
* 可以有效减少对象创建开销和避免频繁的垃圾回收
* 提高游戏性能
*/
export default class Pool {
constructor() {
this[__.poolDic] = {};
}
/**
* 根据对象标识符
* 获取对应的对象池
*/
getPoolBySign(name) {
return this[__.poolDic][name] || (this[__.poolDic][name] = []);
}
/**
* 根据传入的对象标识符,查询对象池
* 对象池为空创建新的类,否则从对象池中取
*/
getItemByClass(name, className) {
const pool = this.getPoolBySign(name);
const result = pool.length ? pool.shift() : new className();
return result;
}
/**
* 将对象回收到对象池
* 方便后续继续使用
*/
recover(name, instance) {
this.getPoolBySign(name).push(instance);
}
}

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import Emitter from '../libs/tinyemitter';
/**
* 游戏基础的精灵类
*/
export default class Sprite extends Emitter {
visible = true; // 是否可见
isActive = true; // 是否可碰撞
constructor(imgSrc = '', width = 0, height = 0, x = 0, y = 0) {
super();
this.img = wx.createImage();
this.img.src = imgSrc;
this.width = width;
this.height = height;
this.x = x;
this.y = y;
this.visible = true;
}
/**
* 将精灵图绘制在canvas上
*/
render(ctx) {
if (!this.visible) return;
ctx.drawImage(this.img, this.x, this.y, this.width, this.height);
}
/**
* 简单的碰撞检测定义:
* 另一个精灵的中心点处于本精灵所在的矩形内即可
* @param{Sprite} sp: Sptite的实例
*/
isCollideWith(sp) {
const spX = sp.x + sp.width / 2;
const spY = sp.y + sp.height / 2;
// 不可见则不检测
if (!this.visible || !sp.visible) return false;
// 不可碰撞则不检测
if (!this.isActive || !sp.isActive) return false;
return !!(
spX >= this.x &&
spX <= this.x + this.width &&
spY >= this.y &&
spY <= this.y + this.height
);
}
}