Files
Genarrative/src/components/game-canvas/GameCanvasRuntime.tsx
高物 75944b1f1f
Some checks failed
CI / verify (push) Has been cancelled
1
2026-04-20 21:06:48 +08:00

223 lines
9.3 KiB
TypeScript

import {useEffect, useLayoutEffect, useRef, useState} from 'react';
import {resolveCompatibilityTemplateWorldType} from '../../data/customWorldRuntime';
import {MONSTERS_BY_WORLD, PLAYER_BASE_X_METERS} from '../../data/hostileNpcs';
import {resolveActiveSceneActBackgroundImage} from '../../services/customWorldSceneActRuntime';
import {AnimationState, WorldType} from '../../types';
import {GameCanvasEffectLayer} from './GameCanvasEffectLayer';
import {GameCanvasEntityLayer} from './GameCanvasEntityLayer';
import {GameCanvasOverlayLayer} from './GameCanvasOverlayLayer';
import {GameCanvasSceneLayer} from './GameCanvasSceneLayer';
import {
type GameCanvasProps,
getCharacterBottomOffsetPx,
getMonsterWorldLeft,
getPlayerWorldLeft,
HOSTILE_NPC_SCENE_INSET_PX,
SCENE_TRANSITION_LOWER_COMPANION_DELAY_S,
SCENE_TRANSITION_SPEED_PX_PER_S,
SCENE_TRANSITION_SPRITE_CLEARANCE_PX,
} from './GameCanvasShared';
export function GameCanvasRuntime({
scrollWorld,
animationState,
playerCharacter,
encounter,
currentScenePreset,
worldType,
customWorldProfile = null,
storyEngineMemory = null,
sceneHostileNpcs,
playerX,
playerOffsetY,
playerFacing,
playerActionMode = 'idle',
inBattle,
playerHp,
playerMaxHp,
activeCombatEffects = [],
companions = [],
dialogueIndicator = null,
npcAffinityEffect = null,
onEntitySelect = null,
onSceneNameClick = null,
sceneTransitionPhase = 'idle',
sceneTransitionToken = 0,
onSceneTransitionDurationsChange = null,
}: GameCanvasProps) {
const stageRef = useRef<HTMLDivElement>(null);
const [stageOuterWidth, setStageOuterWidth] = useState(0);
const [backgroundLoadFailed, setBackgroundLoadFailed] = useState(false);
const [sceneTitleSpinToken, setSceneTitleSpinToken] = useState(0);
const previousSceneTitleRef = useRef<string | null>(currentScenePreset?.name ?? null);
const resolvedWorldType = worldType
? resolveCompatibilityTemplateWorldType(worldType) ?? WorldType.WUXIA
: null;
const activeSceneActBackground =
currentScenePreset?.id
? resolveActiveSceneActBackgroundImage({
profile: customWorldProfile,
sceneId: currentScenePreset.id,
storyEngineMemory,
})
: null;
const backgroundSrc = activeSceneActBackground
|| currentScenePreset?.imageSrc
|| (resolvedWorldType === WorldType.WUXIA ? '/scene_bg/45_PixelSky.png' : '/scene_bg/47_PixelSky.png');
const monsters = resolvedWorldType ? MONSTERS_BY_WORLD[resolvedWorldType] : [];
const groundBottom = '18%';
const stageLiftPx = 68;
const playerGroundOffset = playerCharacter?.groundOffsetY ?? 22;
const cameraAnchorX = scrollWorld ? playerX : PLAYER_BASE_X_METERS;
const closestHostileNpcDistance = sceneHostileNpcs.length > 0
? Math.min(...sceneHostileNpcs.map(hostileNpc => Math.abs(hostileNpc.xMeters - playerX)))
: Infinity;
const escapeLead = scrollWorld ? Math.max(0, Math.min(1, (closestHostileNpcDistance - 1.2) / 3.4)) : 0;
const sideAnchor = '15%';
const playerMeleeLeft = `calc(100% - ${sideAnchor} - 13rem)`;
const monsterMeleeLeft = `calc(100% - ${sideAnchor} - 20rem)`;
const playerWorldLeft = getPlayerWorldLeft(sideAnchor, playerX, cameraAnchorX);
const companionAnchorX = inBattle && !scrollWorld ? PLAYER_BASE_X_METERS : playerX;
const companionAnchorLeft = getPlayerWorldLeft(sideAnchor, companionAnchorX, cameraAnchorX);
const companionAnchorBottom = `calc(${groundBottom} + ${stageLiftPx}px - ${playerGroundOffset}px + ${playerOffsetY}px)`;
const playerBottomOffsetPx = getCharacterBottomOffsetPx(stageLiftPx, playerCharacter, playerOffsetY);
const playerLeft = playerActionMode === 'melee' && !scrollWorld
? playerMeleeLeft
: playerWorldLeft;
const monsterAnchorMeters = 3.2;
const getHostileNpcOuterLeft = (hostileNpc: (typeof sceneHostileNpcs)[number]) => {
const baseLeft =
hostileNpc.animation === 'attack' && hostileNpc.combatMode !== 'ranged' && !scrollWorld
? monsterMeleeLeft
: getMonsterWorldLeft(sideAnchor, hostileNpc.xMeters, cameraAnchorX, monsterAnchorMeters);
return `calc(${baseLeft} - ${HOSTILE_NPC_SCENE_INSET_PX}px)`;
};
const getPlayerEffectLeft = (effectX: number, offsetPx = 0) => {
const base = playerActionMode === 'melee' && !scrollWorld
? playerMeleeLeft
: getPlayerWorldLeft(sideAnchor, effectX, cameraAnchorX);
return `calc(${base} + 3.5rem + ${offsetPx}px)`;
};
const getHostileNpcEffectLeft = (effectX: number, hostileNpcId?: string, offsetPx = 0) => {
const effectHostileNpc = hostileNpcId ? sceneHostileNpcs.find(hostileNpc => hostileNpc.id === hostileNpcId) : null;
const base = effectHostileNpc
? getHostileNpcOuterLeft(effectHostileNpc)
: getMonsterWorldLeft(sideAnchor, effectX, cameraAnchorX, monsterAnchorMeters);
return `calc(${base} + 3.5rem + ${offsetPx}px)`;
};
const isSceneTransitionExiting = sceneTransitionPhase === 'exiting';
const isSceneTransitionEntering = sceneTransitionPhase === 'entering';
const effectivePlayerAnimationState = sceneTransitionPhase === 'idle' ? animationState : AnimationState.RUN;
const effectivePlayerFacing = sceneTransitionPhase === 'idle' ? playerFacing : 'right';
const shouldShowPlayerDialogueIcon =
Boolean(dialogueIndicator?.showPlayer)
&& sceneTransitionPhase === 'idle'
&& effectivePlayerAnimationState !== AnimationState.RUN;
const transitionSweepPx = Math.max(stageOuterWidth + SCENE_TRANSITION_SPRITE_CLEARANCE_PX, 320);
const sceneTransitionTravelDurationS = transitionSweepPx / SCENE_TRANSITION_SPEED_PX_PER_S;
const sceneTransitionExitDurationS = sceneTransitionTravelDurationS;
const sceneTransitionEntryDurationS = sceneTransitionTravelDurationS;
const sceneTransitionEntryTotalDurationS =
sceneTransitionEntryDurationS + SCENE_TRANSITION_LOWER_COMPANION_DELAY_S;
useLayoutEffect(() => {
const stage = stageRef.current;
if (!stage) return;
const measure = () => setStageOuterWidth(stage.clientWidth);
measure();
const observer = new ResizeObserver(() => measure());
observer.observe(stage);
return () => observer.disconnect();
}, []);
useEffect(() => {
setBackgroundLoadFailed(false);
}, [backgroundSrc]);
useEffect(() => {
onSceneTransitionDurationsChange?.({
exitMs: Math.round(sceneTransitionExitDurationS * 1000),
entryMs: Math.round(sceneTransitionEntryTotalDurationS * 1000),
});
}, [
onSceneTransitionDurationsChange,
sceneTransitionEntryTotalDurationS,
sceneTransitionExitDurationS,
]);
useEffect(() => {
const nextSceneTitle = currentScenePreset?.name ?? null;
const previousSceneTitle = previousSceneTitleRef.current;
if (nextSceneTitle && previousSceneTitle && previousSceneTitle !== nextSceneTitle) {
setSceneTitleSpinToken(current => current + 1);
}
previousSceneTitleRef.current = nextSceneTitle;
}, [currentScenePreset?.name]);
return (
<div ref={stageRef} className="relative h-full w-full overflow-hidden bg-black">
<GameCanvasSceneLayer
backgroundLoadFailed={backgroundLoadFailed}
backgroundSrc={backgroundSrc}
currentScenePreset={currentScenePreset}
resolvedWorldType={resolvedWorldType}
sceneTitleSpinToken={sceneTitleSpinToken}
onSceneNameClick={onSceneNameClick}
onBackgroundLoadError={() => setBackgroundLoadFailed(true)}
/>
<GameCanvasEntityLayer
companions={companions}
currentScenePreset={currentScenePreset}
sceneTransitionToken={sceneTransitionToken}
isSceneTransitionEntering={isSceneTransitionEntering}
isSceneTransitionExiting={isSceneTransitionExiting}
transitionSweepPx={transitionSweepPx}
sceneTransitionExitDurationS={sceneTransitionExitDurationS}
sceneTransitionEntryDurationS={sceneTransitionEntryDurationS}
companionAnchorLeft={companionAnchorLeft}
companionAnchorBottom={companionAnchorBottom}
playerBottomOffsetPx={playerBottomOffsetPx}
sceneTransitionPhase={sceneTransitionPhase}
inBattle={inBattle}
onEntitySelect={onEntitySelect}
playerLeft={playerLeft}
playerCharacter={playerCharacter}
playerHp={playerHp}
playerMaxHp={playerMaxHp}
effectivePlayerFacing={effectivePlayerFacing}
effectivePlayerAnimationState={effectivePlayerAnimationState}
shouldShowPlayerDialogueIcon={shouldShowPlayerDialogueIcon}
dialogueIndicator={dialogueIndicator}
npcAffinityEffect={npcAffinityEffect}
sceneCombatants={sceneHostileNpcs}
monsters={monsters}
getHostileNpcOuterLeft={getHostileNpcOuterLeft}
groundBottom={groundBottom}
stageLiftPx={stageLiftPx}
encounter={encounter}
sideAnchor={sideAnchor}
cameraAnchorX={cameraAnchorX}
monsterAnchorMeters={monsterAnchorMeters}
playerX={playerX}
/>
<GameCanvasEffectLayer
activeCombatEffects={activeCombatEffects}
getPlayerEffectLeft={getPlayerEffectLeft}
getHostileNpcEffectLeft={getHostileNpcEffectLeft}
sceneCombatants={sceneHostileNpcs}
playerCharacter={playerCharacter}
groundBottom={groundBottom}
stageLiftPx={stageLiftPx}
playerOffsetY={playerOffsetY}
stageRef={stageRef}
/>
<GameCanvasOverlayLayer escapeLead={escapeLead} />
</div>
);
}