2d移动功能优化,新增相关事件

This commit is contained in:
kercylan98 2023-06-03 14:31:22 +08:00
parent 5bc2edf166
commit e4df8d2693
3 changed files with 140 additions and 20 deletions

View File

@ -7,58 +7,135 @@ import (
"time"
)
func NewMoving2D() *Moving2D {
func NewMoving2D(options ...Moving2DOption) *Moving2D {
moving2D := &Moving2D{
entities: map[int64]*moving2DTarget{},
timeUnit: float64(time.Millisecond),
idle: time.Millisecond * 100,
event: make(chan func(), 1000),
}
for _, option := range options {
option(moving2D)
}
go moving2D.handle()
go func() {
for event := range moving2D.event {
event()
}
}()
return moving2D
}
type Moving2D struct {
rw sync.RWMutex
entities map[int64]*moving2DTarget
timeUnit float64
idle time.Duration
event chan func()
close bool
position2DChangeEventHandles []game.Position2DChangeEventHandle
position2DDestinationEventHandles []game.Position2DDestinationEventHandle
}
func (slf *Moving2D) MoveTo(entity game.Moving2DEntity, x float64, y float64) {
guid := entity.GetGuid()
current := time.Now().UnixMilli()
slf.rw.Lock()
defer slf.rw.Unlock()
if slf.close {
return
}
entityTarget, exist := slf.entities[guid]
if !exist {
entityTarget = &moving2DTarget{
Moving2DEntity: entity,
x: x,
y: y,
lastMoveTime: current,
}
slf.entities[guid] = entityTarget
return
}
entityTarget.x = x
entityTarget.y = y
entityTarget.lastMoveTime = current
}
func (slf *Moving2D) StopMove(guid int64) {
slf.rw.Lock()
delete(slf.entities, guid)
slf.rw.Unlock()
}
func (slf *Moving2D) RegPosition2DChangeEvent(handle game.Position2DChangeEventHandle) {
slf.position2DChangeEventHandles = append(slf.position2DChangeEventHandles, handle)
}
func (slf *Moving2D) OnPosition2DChangeEvent(entity game.Moving2DEntity, oldX, oldY float64) {
for _, handle := range slf.position2DChangeEventHandles {
handle(slf, entity, oldX, oldY)
}
}
func (slf *Moving2D) RegPosition2DDestinationEvent(handle game.Position2DDestinationEventHandle) {
slf.position2DDestinationEventHandles = append(slf.position2DDestinationEventHandles, handle)
}
func (slf *Moving2D) OnPosition2DDestinationEvent(entity game.Moving2DEntity) {
for _, handle := range slf.position2DDestinationEventHandles {
handle(slf, entity)
}
}
type moving2DTarget struct {
game.Moving2DEntity
x, y float64
lastMoveTime int64
}
func (slf *Moving2D) MoveTo(entity game.Moving2DEntity, x float64, y float64) {
func (slf *Moving2D) Release() {
slf.rw.Lock()
slf.entities[entity.GetGuid()] = &moving2DTarget{
Moving2DEntity: entity,
x: x,
y: y,
lastMoveTime: time.Now().UnixMilli(),
}
slf.rw.Unlock()
}
type Moving2D struct {
rw sync.RWMutex
entities map[int64]*moving2DTarget
defer slf.rw.Unlock()
slf.close = true
close(slf.event)
}
func (slf *Moving2D) handle() {
for {
slf.rw.Lock()
if slf.close {
slf.rw.Unlock()
return
}
for guid, entity := range slf.entities {
entity := entity
x, y := entity.GetPosition()
angle := g2d.CalcAngle(x, y, entity.x, entity.y)
moveTime := time.Now().UnixMilli()
interval := float64(moveTime - entity.lastMoveTime)
distance := interval * entity.GetSpeed()
nx, ny := g2d.CalculateNewCoordinate(x, y, angle, distance)
if g2d.CalcDistance(nx, ny, entity.x, entity.y) <= distance {
distance := g2d.CalcDistance(x, y, entity.x, entity.y)
moveDistance := interval * entity.GetSpeed() / slf.timeUnit
if moveDistance > distance || (x == entity.x && y == entity.y) {
entity.SetPosition(entity.x, entity.y)
delete(slf.entities, guid)
slf.event <- func() {
slf.OnPosition2DDestinationEvent(entity)
}
return
} else {
nx, ny := g2d.CalculateNewCoordinate(x, y, angle, distance)
entity.SetPosition(nx, ny)
entity.lastMoveTime = moveTime
slf.event <- func() {
slf.OnPosition2DChangeEvent(entity, x, y)
}
}
entity.SetPosition(nx, ny)
entity.lastMoveTime = moveTime
}
if len(slf.entities) == 0 {
slf.rw.Unlock()
time.Sleep(100 * time.Millisecond)
time.Sleep(slf.idle)
} else {
slf.rw.Unlock()
}

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@ -0,0 +1,27 @@
package builtin
import (
"errors"
"time"
)
type Moving2DOption func(moving *Moving2D)
// WithMoving2DTimeUnit 通过特定时间单位创建
// - 默认单位为1毫秒最小单位也为1毫秒
func WithMoving2DTimeUnit(duration time.Duration) Moving2DOption {
return func(moving *Moving2D) {
if duration < time.Millisecond {
panic(errors.New("time unit milliseconds minimum"))
}
moving.timeUnit = float64(duration)
}
}
// WithMoving2DIdleWaitTime 通过特定的空闲等待时间创建
// - 默认情况下在没有新的移动计划时将限制 100 毫秒
func WithMoving2DIdleWaitTime(duration time.Duration) Moving2DOption {
return func(moving *Moving2D) {
moving.idle = duration
}
}

View File

@ -2,5 +2,21 @@ package game
// Moving2D 2D移动功能接口定义
type Moving2D interface {
// MoveTo 设置对象移动至特定位置
MoveTo(entity Moving2DEntity, x float64, y float64)
// StopMove 终止特定对象的移动
StopMove(guid int64)
// RegPosition2DChangeEvent 对象位置改变时将立即执行被注册的事件处理函数
RegPosition2DChangeEvent(handle Position2DChangeEventHandle)
OnPosition2DChangeEvent(entity Moving2DEntity, oldX, oldY float64)
// RegPosition2DDestinationEvent 对象抵达终点时将立即执行被注册的事件处理函数
RegPosition2DDestinationEvent(handle Position2DDestinationEventHandle)
OnPosition2DDestinationEvent(entity Moving2DEntity)
}
type (
Position2DChangeEventHandle func(moving Moving2D, entity Moving2DEntity, oldX, oldY float64)
Position2DDestinationEventHandle func(moving Moving2D, entity Moving2DEntity)
)