初始仓库迁移
Some checks failed
CI / verify (push) Has been cancelled

This commit is contained in:
2026-04-04 23:57:06 +08:00
parent 80986b790d
commit c49c64896a
18446 changed files with 532435 additions and 2 deletions

View File

@@ -0,0 +1,431 @@
import {motion} from 'motion/react';
import {getCharacterById} from '../../data/characterPresets';
import {getFacingTowardPlayer, MONSTERS_BY_WORLD} from '../../data/hostileNpcs';
import {RESOLVED_ENTITY_X_METERS} from '../../data/sceneEncounterPreviews';
import {
AnimationState,
type Character,
type CompanionRenderState,
type Encounter,
type SceneHostileNpc,
type ScenePresetInfo,
type WorldType,
} from '../../types';
import {CharacterAnimator} from '../CharacterAnimator';
import {HostileNpcAnimator} from '../HostileNpcAnimator';
import {MedievalNpcAnimator} from '../MedievalNpcAnimator';
import {getRenderableNpcFacing} from '../npcRenderUtils';
import {
DialogueBubbleIcon,
type GameCanvasEntitySelection,
GENERIC_NPC_SCENE_SCALE,
getCharacterBottomOffsetPx,
getCharacterOpponentBottom,
getCompanionSlotOffset,
getMonsterWorldLeft,
getNpcCombatHpTop,
getSceneEntityZIndex,
HpBar,
mapHostileNpcAnimationToCharacterState,
MONSTER_RENDER_OFFSETS,
ROLE_CHARACTER_FRAME_CLASS,
ROLE_CHARACTER_SPRITE_CLASS,
RoleCharacterSprite,
SCENE_TRANSITION_LOWER_COMPANION_DELAY_S,
SCENE_TRANSITION_UPPER_COMPANION_DELAY_S,
SceneEntityButton,
} from './GameCanvasShared';
type MonsterSpriteConfig = (typeof MONSTERS_BY_WORLD)[WorldType.WUXIA][number];
interface GameCanvasEntityLayerProps {
companions: CompanionRenderState[];
currentScenePreset: ScenePresetInfo | null;
sceneTransitionToken: number;
isSceneTransitionEntering: boolean;
isSceneTransitionExiting: boolean;
transitionSweepPx: number;
sceneTransitionExitDurationS: number;
sceneTransitionEntryDurationS: number;
companionAnchorLeft: string;
companionAnchorBottom: string;
playerBottomOffsetPx: number;
sceneTransitionPhase: 'idle' | 'exiting' | 'entering';
inBattle: boolean;
onEntitySelect?: ((entity: GameCanvasEntitySelection) => void) | null;
playerLeft: string;
playerCharacter: Character | null;
playerHp: number;
playerMaxHp: number;
effectivePlayerFacing: 'left' | 'right';
effectivePlayerAnimationState: AnimationState;
shouldShowPlayerDialogueIcon: boolean;
dialogueIndicator?: {
showPlayer: boolean;
showEncounter: boolean;
activeSpeaker?: 'player' | 'npc' | null;
} | null;
sceneHostileNpcs: SceneHostileNpc[];
monsters: MonsterSpriteConfig[];
getHostileNpcOuterLeft: (hostileNpc: SceneHostileNpc) => string;
groundBottom: string;
stageLiftPx: number;
encounter: Encounter | null;
sideAnchor: string;
cameraAnchorX: number;
monsterAnchorMeters: number;
playerX: number;
}
export function GameCanvasEntityLayer({
companions,
currentScenePreset,
sceneTransitionToken,
isSceneTransitionEntering,
isSceneTransitionExiting,
transitionSweepPx,
sceneTransitionExitDurationS,
sceneTransitionEntryDurationS,
companionAnchorLeft,
companionAnchorBottom,
playerBottomOffsetPx,
sceneTransitionPhase,
inBattle,
onEntitySelect = null,
playerLeft,
playerCharacter,
playerHp,
playerMaxHp,
effectivePlayerFacing,
effectivePlayerAnimationState,
shouldShowPlayerDialogueIcon,
dialogueIndicator = null,
sceneHostileNpcs,
monsters,
getHostileNpcOuterLeft,
groundBottom,
stageLiftPx,
encounter,
sideAnchor,
cameraAnchorX,
monsterAnchorMeters,
playerX,
}: GameCanvasEntityLayerProps) {
return (
<>
{companions.map(companion => {
const slotOffset = getCompanionSlotOffset(companion.slot);
return (
<motion.div
key={`${companion.npcId}-${companion.recruitToken ?? 'steady'}-${sceneTransitionToken}`}
className="absolute"
initial={isSceneTransitionEntering ? {x: -transitionSweepPx} : false}
animate={{x: isSceneTransitionExiting ? transitionSweepPx : 0}}
transition={{
duration: isSceneTransitionExiting
? sceneTransitionExitDurationS
: isSceneTransitionEntering
? sceneTransitionEntryDurationS
: 0.18,
ease: 'linear',
delay: isSceneTransitionEntering
? (companion.slot === 'upper'
? SCENE_TRANSITION_UPPER_COMPANION_DELAY_S
: SCENE_TRANSITION_LOWER_COMPANION_DELAY_S)
: 0,
}}
style={{
left: companionAnchorLeft,
bottom: companionAnchorBottom,
zIndex: getSceneEntityZIndex(playerBottomOffsetPx + slotOffset.bottom),
transition: 'left 260ms linear, bottom 180ms ease',
}}
>
<div className="relative">
<div
className="absolute"
style={{
left: `${slotOffset.left}px`,
bottom: `${slotOffset.bottom}px`,
transform: `translate(${companion.entryOffsetX ?? 0}px, ${companion.entryOffsetY ?? 0}px)`,
transition: companion.transitionMs
? `transform ${companion.transitionMs}ms linear`
: undefined,
}}
>
<SceneEntityButton
onClick={() => onEntitySelect?.({kind: 'companion', companion})}
ariaLabel={`Inspect ${companion.character.name}`}
className="relative flex w-28 flex-col items-center"
>
{inBattle && (
<div className="absolute -top-2 left-1/2 -translate-x-1/2">
<HpBar hp={companion.hp} maxHp={companion.maxHp} tone="emerald" />
</div>
)}
<div className={ROLE_CHARACTER_FRAME_CLASS}>
<div
className="h-full w-full"
style={{
transform:
(sceneTransitionPhase === 'idle' ? companion.facing : 'right') === 'left'
? 'scaleX(-1)'
: undefined,
}}
>
<CharacterAnimator
state={sceneTransitionPhase === 'idle' ? companion.animationState : AnimationState.RUN}
character={companion.character}
className={`${ROLE_CHARACTER_SPRITE_CLASS} ${companion.hp <= 0 ? 'opacity-45 grayscale' : ''}`}
/>
</div>
</div>
</SceneEntityButton>
</div>
</div>
</motion.div>
);
})}
<motion.div
key={`player-${currentScenePreset?.id ?? 'none'}-${sceneTransitionToken}`}
className="absolute"
initial={isSceneTransitionEntering ? {x: -transitionSweepPx} : false}
animate={{x: isSceneTransitionExiting ? transitionSweepPx : 0}}
transition={{
duration: isSceneTransitionExiting
? sceneTransitionExitDurationS
: isSceneTransitionEntering
? sceneTransitionEntryDurationS
: 0.18,
ease: 'linear',
}}
style={{
left: playerLeft,
bottom: companionAnchorBottom,
zIndex: getSceneEntityZIndex(playerBottomOffsetPx),
transition: 'left 260ms linear, bottom 180ms ease',
}}
>
<div className="relative">
{inBattle && (
<div className="absolute -top-2 left-1/2 -translate-x-1/2">
<HpBar hp={playerHp} maxHp={playerMaxHp} tone="emerald" />
</div>
)}
<SceneEntityButton
onClick={playerCharacter ? () => onEntitySelect?.({kind: 'player'}) : null}
ariaLabel={playerCharacter ? `Inspect ${playerCharacter.name}` : undefined}
className="relative block"
>
<div className="relative" style={{transform: effectivePlayerFacing === 'left' ? 'scaleX(-1)' : undefined}}>
<div className={ROLE_CHARACTER_FRAME_CLASS}>
{playerCharacter && (
<CharacterAnimator
state={effectivePlayerAnimationState}
character={playerCharacter}
className={ROLE_CHARACTER_SPRITE_CLASS}
/>
)}
</div>
</div>
{shouldShowPlayerDialogueIcon && (
<div className="absolute -top-9 right-1">
<DialogueBubbleIcon
active={dialogueIndicator?.activeSpeaker === 'player'}
flip={effectivePlayerFacing === 'left'}
/>
</div>
)}
</SceneEntityButton>
</div>
</motion.div>
{sceneHostileNpcs.map(hostileNpc => {
const npcEncounter = hostileNpc.encounter;
if (!npcEncounter) return null;
const config = monsters.find(item => item.id === hostileNpc.id);
const renderOffset = MONSTER_RENDER_OFFSETS[hostileNpc.id] ?? {x: 0, y: 0};
const npcMonsterConfig = npcEncounter?.monsterPresetId
? monsters.find(item => item.id === npcEncounter.monsterPresetId) ?? config ?? null
: null;
const npcCharacter = npcEncounter?.characterId ? getCharacterById(npcEncounter.characterId) : null;
const npcSceneSpriteFacing =
npcCharacter
? hostileNpc.facing
: getRenderableNpcFacing(npcEncounter, hostileNpc.facing, {medievalVisual: true});
const npcCombatHpTop = getNpcCombatHpTop(npcEncounter?.characterId, npcEncounter?.monsterPresetId);
const opponentBottom = npcCharacter
? getCharacterOpponentBottom(groundBottom, stageLiftPx, npcCharacter)
: `calc(${groundBottom} + ${stageLiftPx}px)`;
const entityBottom = `calc(${opponentBottom} + ${(hostileNpc.yOffset ?? 0)}px)`;
const entityBottomOffsetPx = npcCharacter
? getCharacterBottomOffsetPx(stageLiftPx, npcCharacter, hostileNpc.yOffset ?? 0)
: stageLiftPx + (hostileNpc.yOffset ?? 0);
return (
<div
key={hostileNpc.id}
className="absolute"
style={{
left: getHostileNpcOuterLeft(hostileNpc),
bottom: entityBottom,
zIndex: getSceneEntityZIndex(entityBottomOffsetPx),
transition: 'left 260ms linear, bottom 180ms ease',
}}
>
<SceneEntityButton
onClick={() => onEntitySelect?.({kind: 'npc', encounter: npcEncounter, battleState: hostileNpc})}
ariaLabel={`Inspect ${hostileNpc.name}`}
className="relative flex w-28 flex-col items-center"
>
{inBattle && (
<div
className="absolute left-1/2 -translate-x-1/2"
style={{top: `${npcCombatHpTop}px`}}
>
<HpBar hp={hostileNpc.hp} maxHp={hostileNpc.maxHp} tone="rose" />
</div>
)}
<div className={ROLE_CHARACTER_FRAME_CLASS}>
{npcCharacter ? (
<RoleCharacterSprite
state={hostileNpc.characterAnimation ?? mapHostileNpcAnimationToCharacterState(hostileNpc.animation)}
character={npcCharacter}
facing={npcSceneSpriteFacing}
/>
) : npcMonsterConfig ? (
<div style={{transform: `translate(${renderOffset.x}px, ${renderOffset.y}px)`}}>
<HostileNpcAnimator
hostileNpc={npcMonsterConfig}
animation={hostileNpc.animation}
flip={hostileNpc.facing === 'right'}
className="scale-[1.82] origin-bottom"
/>
</div>
) : (
<MedievalNpcAnimator
encounter={npcEncounter}
className="origin-bottom drop-shadow-[0_8px_14px_rgba(0,0,0,0.38)]"
facing={npcSceneSpriteFacing}
scale={GENERIC_NPC_SCENE_SCALE}
/>
)}
</div>
{dialogueIndicator?.showEncounter && hostileNpc.animation !== 'move' && (
<div className="absolute -top-9 left-1">
<DialogueBubbleIcon
active={dialogueIndicator.activeSpeaker === 'npc'}
flip={npcSceneSpriteFacing === 'left'}
/>
</div>
)}
</SceneEntityButton>
</div>
);
})}
{encounter &&
(() => {
const isCampCompanionEncounter =
encounter.specialBehavior === 'initial_companion'
|| encounter.specialBehavior === 'camp_companion';
const peacefulAnchorX = isCampCompanionEncounter
? RESOLVED_ENTITY_X_METERS
: encounter.xMeters ?? monsterAnchorMeters;
const isPeacefulEncounterMoving =
(!isCampCompanionEncounter && sceneTransitionPhase !== 'idle')
|| Math.abs(peacefulAnchorX - RESOLVED_ENTITY_X_METERS) > 0.01;
const towardPeacefulPlayer = getFacingTowardPlayer(peacefulAnchorX, playerX);
const peacefulResolvedCharacter =
encounter.kind !== 'treasure' && encounter.characterId
? getCharacterById(encounter.characterId)
: null;
const peacefulMonsterConfig =
encounter.kind === 'npc' && encounter.monsterPresetId
? monsters.find(item => item.id === encounter.monsterPresetId) ?? null
: null;
const peacefulBottomOffsetPx = peacefulResolvedCharacter
? getCharacterBottomOffsetPx(stageLiftPx, peacefulResolvedCharacter)
: stageLiftPx;
const peacefulNpcSpriteFacing =
encounter.kind === 'treasure' || peacefulResolvedCharacter
? towardPeacefulPlayer
: getRenderableNpcFacing(encounter, towardPeacefulPlayer, {medievalVisual: true});
return (
<div
className="absolute"
style={{
left: getMonsterWorldLeft(
sideAnchor,
peacefulAnchorX,
cameraAnchorX,
monsterAnchorMeters,
),
bottom: encounter.characterId
? getCharacterOpponentBottom(
groundBottom,
stageLiftPx,
getCharacterById(encounter.characterId),
)
: `calc(${groundBottom} + ${stageLiftPx}px)`,
zIndex: getSceneEntityZIndex(peacefulBottomOffsetPx),
transition: isCampCompanionEncounter
? 'bottom 180ms ease'
: 'left 260ms linear, bottom 180ms ease',
}}
>
<SceneEntityButton
onClick={encounter.kind === 'npc' ? () => onEntitySelect?.({kind: 'npc', encounter}) : null}
ariaLabel={encounter.kind === 'npc' ? `Inspect ${encounter.npcName}` : undefined}
className="relative flex w-28 flex-col items-center"
>
<div className={ROLE_CHARACTER_FRAME_CLASS}>
{encounter.kind === 'treasure' ? (
<div className="flex h-20 w-20 items-center justify-center rounded-2xl border border-amber-400/30 bg-amber-500/15 shadow-[0_0_20px_rgba(255,255,255,0.12)]">
<img
src={encounter.npcAvatar || '/Icons/47_treasure.png'}
alt={encounter.npcName}
className="h-12 w-12 object-contain"
style={{imageRendering: 'pixelated'}}
/>
</div>
) : peacefulResolvedCharacter ? (
<RoleCharacterSprite
state={AnimationState.IDLE}
character={peacefulResolvedCharacter}
facing={peacefulNpcSpriteFacing}
/>
) : peacefulMonsterConfig ? (
<HostileNpcAnimator
hostileNpc={peacefulMonsterConfig}
animation={isPeacefulEncounterMoving ? 'move' : 'idle'}
flip={towardPeacefulPlayer === 'right'}
className="scale-[1.82] origin-bottom"
/>
) : (
<MedievalNpcAnimator
encounter={encounter}
className="drop-shadow-[0_8px_14px_rgba(0,0,0,0.38)]"
facing={peacefulNpcSpriteFacing}
scale={GENERIC_NPC_SCENE_SCALE}
/>
)}
</div>
{dialogueIndicator?.showEncounter && encounter.kind === 'npc' && !isPeacefulEncounterMoving && (
<div className="absolute -top-9 left-1">
<DialogueBubbleIcon
active={dialogueIndicator.activeSpeaker === 'npc'}
flip={peacefulNpcSpriteFacing === 'left'}
/>
</div>
)}
</SceneEntityButton>
</div>
);
})()}
</>
);
}