move smoothly

This commit is contained in:
bridge
2025-09-18 23:10:12 +08:00
parent fa1bc3f0e9
commit 5edb58400d
2 changed files with 101 additions and 4 deletions

View File

@@ -69,6 +69,10 @@ class Front:
self.clock = pygame.time.Clock()
# 渲染插值状态avatar_id -> {start_px, start_py, target_px, target_py, start_ms, duration_ms}
self._avatar_display_states: Dict[str, Dict[str, float]] = {}
self._init_avatar_display_states()
def add_events(self, new_events: List[Event]):
self.events.extend(new_events)
if len(self.events) > 1000:
@@ -79,6 +83,8 @@ class Front:
if events:
self.add_events(events)
self._last_step_ms = 0
# 步进完成后,更新插值目标
self._update_avatar_display_targets()
async def run_async(self):
pygame = self.pygame
@@ -105,6 +111,8 @@ class Front:
if current_step_task and current_step_task.done():
await current_step_task
current_step_task = None
# 再次确保目标同步(防止外部触发的状态变更遗漏)
self._update_avatar_display_targets()
self._render()
await asyncio.sleep(0.016)
pygame.quit()
@@ -124,7 +132,14 @@ class Front:
)
self._assign_avatar_images()
hovered_avatar = draw_avatars_and_pick_hover(
pygame, self.screen, self.colors, self.simulator, self.avatar_images, self.tile_size, self.margin
pygame,
self.screen,
self.colors,
self.simulator,
self.avatar_images,
self.tile_size,
self.margin,
self._get_display_center,
)
# 先绘制状态栏和侧边栏,再绘制 tooltip 保证 tooltip 在最上层
draw_status_bar(pygame, self.screen, self.colors, self.status_font, self.margin, self.world, self._auto_step)
@@ -151,6 +166,75 @@ class Front:
elif avatar.gender == Gender.FEMALE and self.female_avatars:
self.avatar_images[avatar_id] = random.choice(self.female_avatars)
# --- 插值辅助 ---
def _now_ms(self) -> int:
return self.pygame.time.get_ticks()
def _init_avatar_display_states(self):
now = self._now_ms()
ts = self.tile_size
m = self.margin
# 清理已不存在的 avatar 状态
to_del = [aid for aid in self._avatar_display_states.keys() if aid not in self.simulator.avatars]
for aid in to_del:
self._avatar_display_states.pop(aid, None)
# 初始化/补全
for avatar_id, avatar in self.simulator.avatars.items():
if avatar_id not in self._avatar_display_states:
cx = m + avatar.pos_x * ts + ts // 2
cy = m + avatar.pos_y * ts + ts // 2
self._avatar_display_states[avatar_id] = {
"start_px": float(cx),
"start_py": float(cy),
"target_px": float(cx),
"target_py": float(cy),
"start_ms": float(now),
"duration_ms": float(max(1, self.step_interval_ms)),
}
def _update_avatar_display_targets(self):
now = self._now_ms()
ts = self.tile_size
m = self.margin
self._init_avatar_display_states()
for avatar_id, avatar in self.simulator.avatars.items():
state = self._avatar_display_states[avatar_id]
# 当前目标像素
cur_target_x = m + avatar.pos_x * ts + ts // 2
cur_target_y = m + avatar.pos_y * ts + ts // 2
if int(state["target_px"]) != cur_target_x or int(state["target_py"]) != cur_target_y:
# 以当前插值位置为新起点,目标设为最新位置
# 计算当前插值位置
elapsed = max(0.0, float(now) - float(state["start_ms"]))
duration = max(1.0, float(state["duration_ms"]))
t = min(1.0, elapsed / duration)
cur_x = float(state["start_px"]) + (float(state["target_px"]) - float(state["start_px"])) * t
cur_y = float(state["start_py"]) + (float(state["target_py"]) - float(state["start_py"])) * t
state["start_px"] = cur_x
state["start_py"] = cur_y
state["target_px"] = float(cur_target_x)
state["target_py"] = float(cur_target_y)
state["start_ms"] = float(now)
state["duration_ms"] = float(max(1, self.step_interval_ms))
def _get_display_center(self, avatar: Avatar, tile_size: int, margin: int):
# 忽略传入的 tile_size/margin优先使用 Front 的,以避免不一致
state = self._avatar_display_states.get(avatar.id)
if not state:
# 回退:未初始化时直接返回逻辑中心
cx = self.margin + avatar.pos_x * self.tile_size + self.tile_size // 2
cy = self.margin + avatar.pos_y * self.tile_size + self.tile_size // 2
return float(cx), float(cy)
now = self._now_ms()
elapsed = max(0.0, float(now) - float(state["start_ms"]))
duration = max(1.0, float(state["duration_ms"]))
t = min(1.0, elapsed / duration)
# 使用轻微的 ease-in-out近似t' = 3t^2 - 2t^3
te = t * t * (3.0 - 2.0 * t)
x = float(state["start_px"]) + (float(state["target_px"]) - float(state["start_px"])) * te
y = float(state["start_py"]) + (float(state["target_py"]) - float(state["start_py"])) * te
return x, y
__all__ = ["Front"]

View File

@@ -1,5 +1,5 @@
import math
from typing import List, Optional, Tuple
from typing import List, Optional, Tuple, Callable
from src.classes.avatar import Avatar, Gender
from src.classes.tile import TileType
from src.utils.text_wrap import wrap_text
@@ -73,12 +73,25 @@ def avatar_center_pixel(avatar: Avatar, tile_size: int, margin: int) -> Tuple[in
return px, py
def draw_avatars_and_pick_hover(pygame_mod, screen, colors, simulator, avatar_images, tile_size: int, margin: int) -> Optional[Avatar]:
def draw_avatars_and_pick_hover(
pygame_mod,
screen,
colors,
simulator,
avatar_images,
tile_size: int,
margin: int,
get_display_center: Optional[Callable[[Avatar, int, int], Tuple[float, float]]] = None,
) -> Optional[Avatar]:
mouse_x, mouse_y = pygame_mod.mouse.get_pos()
hovered = None
min_dist = float("inf")
for avatar_id, avatar in simulator.avatars.items():
cx, cy = avatar_center_pixel(avatar, tile_size, margin)
if get_display_center is not None:
cx_f, cy_f = get_display_center(avatar, tile_size, margin)
cx, cy = int(cx_f), int(cy_f)
else:
cx, cy = avatar_center_pixel(avatar, tile_size, margin)
avatar_image = avatar_images.get(avatar_id)
if avatar_image:
image_rect = avatar_image.get_rect()