mirror of
https://github.com/unanmed/HumanBreak.git
synced 2025-01-31 23:29:27 +08:00
7142 lines
311 KiB
JavaScript
7142 lines
311 KiB
JavaScript
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///<reference path='../runtime.d.ts'/>
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var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 = {
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"init": function () {
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this._afterLoadResources = function () { }
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},
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"sprite": function () {
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const sprites = {};
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// 终于能用es6了(恼
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class Sprite {
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constructor(x, y, w, h, z, reference, name) {
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this.x = x;
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this.y = y;
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this.width = w;
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this.height = h;
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this.zIndex = z;
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this.reference = reference;
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/** @type {HTMLCanvasElement} */
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this.canvas = null;
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/** @type {CanvasRenderingContext2D} */
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this.context = null;
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this.count = 0;
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this.name = name;
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this.key = [];
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this.init();
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}
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init () {
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const name = this.name || `_sprite_${Sprite.count}`;
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this.name = name;
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if (this.reference === 'window') {
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const canvas = document.createElement('canvas');
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this.canvas = canvas;
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this.context = canvas.getContext('2d');
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canvas.width = this.width;
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canvas.height = this.height;
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canvas.style.width = this.width + 'px';
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canvas.style.height = this.height + 'px';
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canvas.style.position = 'absolute';
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canvas.style.top = this.y + 'px';
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canvas.style.left = this.x + 'px';
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canvas.style.zIndex = this.zIndex.toString();
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document.body.appendChild(canvas);
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} else {
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this.context = core.createCanvas(name, this.x, this.y, this.width, this.height, this.zIndex);
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this.canvas = this.context.canvas;
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this.count = Sprite.count;
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this.canvas.style.pointerEvents = 'auto';
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}
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Sprite.count++;
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sprites[this.name] = this;
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}
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setCss (css) {
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css = css.replace('\n', ';').replace(';;', ';');
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const effects = css.split(';');
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const canvas = this.canvas;
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effects.forEach(v => {
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const content = v.split(':');
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let name = content[0];
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let value = content[1];
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name = name.trim().split('-').reduce((pre, curr, i, a) => {
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if (i === 0 && curr !== '')
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return curr;
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if (a[0] === '' && i === 1)
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return curr;
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return pre + curr.toUpperCase()[0] + curr.slice(1);
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}, '');
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if (name in canvas.style)
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canvas.style[name] = value;
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});
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return this;
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}
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move (x, y, isDelta) {
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if (x !== undefined && x !== null)
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this.x = x;
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if (y !== undefined && y !== null)
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this.y = y;
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if (this.reference === 'window') {
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var ele = this.canvas;
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ele.style.left = x + (isDelta ? parseFloat(ele.style.left) : 0) + 'px';
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ele.style.top = y + (isDelta ? parseFloat(ele.style.top) : 0) + 'px';
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} else
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core.relocateCanvas(this.context, x, y, isDelta);
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return this;
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}
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resize (w, h, styleOnly) {
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if (w !== undefined && w !== null)
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this.width = w;
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if (h !== undefined && h !== null)
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this.height = h;
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if (this.reference === 'window') {
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const ele = this.canvas;
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ele.style.width = w + 'px';
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ele.style.height = h + 'px';
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if (!styleOnly) {
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ele.width = w;
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ele.height = h;
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}
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} else
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core.resizeCanvas(this.context, w, h, styleOnly);
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return this;
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}
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rotate (angle, cx, cy) {
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if (this.reference === 'window') {
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const left = this.x;
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const top = this.y;
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this.canvas.style.transformOrigin = (cx - left) + 'px ' + (cy - top) + 'px';
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if (angle === 0) {
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canvas.style.transform = '';
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} else {
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canvas.style.transform = 'rotate(' + angle + 'deg)';
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}
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} else {
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core.rotateCanvas(this.context, angle, cx, cy);
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}
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return this;
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}
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destroy () {
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if (this.reference === 'window') {
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if (this.canvas)
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document.body.removeChild(this.canvas);
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} else {
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core.deleteCanvas(this.name);
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}
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this.key?.forEach(v => document.removeEventListener(v[0], v[1]));
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sprites[this.name] = void 0;
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}
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/**
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* 类似样板registerAction接口,但是是以该sprite的左上角为(0,0)计算的
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* @param {keyof HTMLElementEventMap} type
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* @param {(...param: any[]) => void} handler
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*/
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on (type, handler) {
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if (this.reference !== 'game') throw new ReferenceError(`当sprite的reference为window时,不可使用该函数`);
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const mouse = [
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'auxclick', 'click', 'contextmenu', 'dblclick', 'mousedown', 'mouseup',
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'mouseenter', 'mouseleave', 'mousemove', 'mouseout', 'mouseover'
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];
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const key = [
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'keydown', 'keypress', 'keyup'
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];
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const touch = [
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'touchstart', 'touchend', 'touchcancel', 'touchmove'
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]
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if (mouse.includes(type)) {
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this.addEventListener(type, e => {
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const px = e.offsetX / core.domStyle.scale,
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py = e.offsetY / core.domStyle.scale;
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handler(px, py);
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})
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} else if (type === 'wheel') {
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this.addEventListener('wheel', e => {
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handler(e.deltaY, e.deltaX, e.deltaZ);
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});
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} else if (key.includes(type)) {
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// 键盘事件只能加到document上
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const listener = e => {
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handler(e.key, e.keyCode, e.altKey, e.ctrlKey, e.shiftKey);
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}
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this.key.push([type, listener]);
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document.addEventListener(type, listener)
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} else if (touch.includes(type)) {
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this.addEventListener(type, e => {
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/** @type {TouchList} */
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const touches = e.touches;
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const locs = [];
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for (let i = 0; i < touches.length; i++) {
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const t = touches[i];
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const { x, y } = core.actions._getClickLoc(t.clientX, t.clientY);
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const px = x / core.domStyle.scale,
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py = y / core.domStyle.scale;
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locs.push([px, py]);
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}
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handler(...locs);
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})
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}
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}
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addEventListener () {
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this.canvas.addEventListener.apply(this.canvas, arguments);
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}
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removeEventListener () {
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this.canvas.removeEventListener.apply(this.canvas, arguments);
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}
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}
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this.getSprite = function (name) {
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const s = sprites[name];
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if (!s) throw new ReferenceError(`不能获得不存在的sprite`);
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return sprites[name];
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}
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Sprite.count = 0;
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window.Sprite = Sprite;
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},
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"ref": function () {
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// vue的ref功能,(魔法,这真的是魔法,有点功底的可以读一下,虽然功能上与vue差了很多
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// 根据鹿神的统计,不兼容proxy的玩家不到0.06%,所以放心使用proxy
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if (!Proxy) return alert('当前浏览器不支持proxy,无法使用响应性插件,请更新浏览器,建议使用edge或chrome');
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/**
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* 用于计算computed
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*/
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let changed = [];
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function ref (value) {
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const target = { value };
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const handler = {
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set (target, p, v) {
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if (target.watch && p === 'value') {
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target.watch(v, target.value);
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}
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target[p] = v;
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if (target.computed && p === 'value') {
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target.computed();
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}
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},
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get (target, p) {
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changed.push(ref);
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return target[p];
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}
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}
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const ref = new Proxy(target, handler);
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return ref;
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}
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function watch (source, handler) {
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source.watch = handler;
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}
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function computed (handler) {
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changed = [];
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const res = ref(handler());
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const all = changed.slice();
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all.forEach(v => {
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v.computed = () => res.value = handler();
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})
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return res;
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}
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window.ref = ref;
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window.watch = watch;
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window.computed = computed;
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},
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"shop": function () {
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// 【全局商店】相关的功能
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//
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// 打开一个全局商店
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// shopId:要打开的商店id;noRoute:是否不计入录像
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this.openShop = function (shopId, noRoute) {
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var shop = core.status.shops[shopId];
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// Step 1: 检查能否打开此商店
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if (!this.canOpenShop(shopId)) {
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core.drawTip("该商店尚未开启");
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return false;
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}
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// Step 2: (如有必要)记录打开商店的脚本事件
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if (!noRoute) {
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core.status.route.push("shop:" + shopId);
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}
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// Step 3: 检查道具商店 or 公共事件
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if (shop.item) {
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if (core.openItemShop) {
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core.openItemShop(shopId);
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} else {
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core.playSound('操作失败');
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core.insertAction("道具商店插件不存在!请检查是否存在该插件!");
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}
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return;
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}
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if (shop.commonEvent) {
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core.insertCommonEvent(shop.commonEvent, shop.args);
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return;
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}
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// Step 4: 执行标准公共商店
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core.insertAction(this._convertShop(shop));
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return true;
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}
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////// 将一个全局商店转变成可预览的公共事件 //////
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this._convertShop = function (shop) {
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return [
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{ "type": "function", "function": "() => {core.setFlag('@temp@shop', true);}" },
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{
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"type": "while",
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"condition": "true",
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"data": [
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// 检测能否访问该商店
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{
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"type": "if",
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"condition": "core.isShopVisited('" + shop.id + "')",
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"true": [
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// 可以访问,直接插入执行效果
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{ "type": "function", "function": "() => { core.plugin._convertShop_replaceChoices('" + shop.id + "', false) }" },
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],
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"false": [
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// 不能访问的情况下:检测能否预览
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{
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"type": "if",
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"condition": shop.disablePreview,
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"true": [
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// 不可预览,提示并退出
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{ "type": "playSound", "name": "操作失败" },
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"当前无法访问该商店!",
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{ "type": "break" },
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],
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"false": [
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// 可以预览:将商店全部内容进行替换
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{ "type": "tip", "text": "当前处于预览模式,不可购买" },
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{ "type": "function", "function": "() => { core.plugin._convertShop_replaceChoices('" + shop.id + "', true) }" },
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]
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}
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]
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}
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]
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},
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{ "type": "function", "function": "() => {core.removeFlag('@temp@shop');}" }
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];
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}
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this._convertShop_replaceChoices = function (shopId, previewMode) {
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var shop = core.status.shops[shopId];
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var choices = (shop.choices || []).filter((choice) => {
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if (choice.condition == null || choice.condition == '') return true;
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try { return core.calValue(choice.condition); } catch (e) { return true; }
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}).map((choice) => {
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var ableToBuy = core.calValue(choice.need);
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return {
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"text": choice.text,
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"icon": choice.icon,
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"color": ableToBuy && !previewMode ? choice.color : [153, 153, 153, 1],
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"action": ableToBuy && !previewMode ? [{ "type": "playSound", "name": "确定" }].concat(choice.action) : [
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{ "type": "playSound", "name": "操作失败" },
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{ "type": "tip", "text": previewMode ? "预览模式下不可购买" : "购买条件不足" }
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]
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};
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}).concat({ "text": "离开", "action": [{ "type": "break" }] });
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core.insertAction({ "type": "choices", "text": shop.text, "choices": choices });
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}
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/// 是否访问过某个快捷商店
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this.isShopVisited = function (id) {
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if (!core.hasFlag("__shops__")) core.setFlag("__shops__", {});
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var shops = core.getFlag("__shops__");
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if (!shops[id]) shops[id] = {};
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return shops[id].visited;
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}
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/// 当前应当显示的快捷商店列表
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this.listShopIds = function () {
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return Object.keys(core.status.shops).filter((id) => {
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return core.isShopVisited(id) || !core.status.shops[id].mustEnable;
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});
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}
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|||
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/// 是否能够打开某个商店
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this.canOpenShop = function (id) {
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if (this.isShopVisited(id)) return true;
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var shop = core.status.shops[id];
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if (shop.item || shop.commonEvent || shop.mustEnable) return false;
|
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return true;
|
|||
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}
|
|||
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/// 启用或禁用某个快捷商店
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|||
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this.setShopVisited = function (id, visited) {
|
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if (!core.hasFlag("__shops__")) core.setFlag("__shops__", {});
|
|||
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var shops = core.getFlag("__shops__");
|
|||
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if (!shops[id]) shops[id] = {};
|
|||
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if (visited) shops[id].visited = true;
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else delete shops[id].visited;
|
|||
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}
|
|||
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|
|||
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/// 能否使用快捷商店
|
|||
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this.canUseQuickShop = function (id) {
|
|||
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// 如果返回一个字符串,表示不能,字符串为不能使用的提示
|
|||
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// 返回null代表可以使用
|
|||
|
|
|||
|
// 检查当前楼层的canUseQuickShop选项是否为false
|
|||
|
if (core.status.thisMap.canUseQuickShop === false)
|
|||
|
return '当前楼层不能使用快捷商店。';
|
|||
|
return null;
|
|||
|
}
|
|||
|
|
|||
|
/// 允许商店X键退出
|
|||
|
core.registerAction('keyUp', 'shops', (keycode) => {
|
|||
|
if (!core.status.lockControl || !core.hasFlag("@temp@shop") || core.status.event.id != 'action') return false;
|
|||
|
if (core.status.event.data.type != 'choices') return false;
|
|||
|
var data = core.status.event.data.current;
|
|||
|
var choices = data.choices;
|
|||
|
var topIndex = core.actions.HSIZE - parseInt((choices.length - 1) / 2) + (core.status.event.ui.offset || 0);
|
|||
|
if (keycode == 88 || keycode == 27) { // X, ESC
|
|||
|
core.actions._clickAction(core.actions.HSIZE, topIndex + choices.length - 1);
|
|||
|
return true;
|
|||
|
}
|
|||
|
if (keycode == 13 || keycode == 32) return true;
|
|||
|
return false;
|
|||
|
}, 60);
|
|||
|
|
|||
|
/// 允许长按空格或回车连续执行操作
|
|||
|
core.registerAction('keyDown', 'shops', (keycode) => {
|
|||
|
if (!core.status.lockControl || !core.hasFlag("@temp@shop") || core.status.event.id != 'action') return false;
|
|||
|
if (core.status.event.data.type != 'choices') return false;
|
|||
|
var data = core.status.event.data.current;
|
|||
|
var choices = data.choices;
|
|||
|
var topIndex = core.actions.HSIZE - parseInt((choices.length - 1) / 2) + (core.status.event.ui.offset || 0);
|
|||
|
if (keycode == 13 || keycode == 32) { // Space, Enter
|
|||
|
core.actions._clickAction(core.actions.HSIZE, topIndex + core.status.event.selection);
|
|||
|
return true;
|
|||
|
}
|
|||
|
return false;
|
|||
|
}, 60);
|
|||
|
|
|||
|
// 允许长按屏幕连续执行操作
|
|||
|
core.registerAction('longClick', 'shops', (x, y, px, py) => {
|
|||
|
if (!core.status.lockControl || !core.hasFlag("@temp@shop") || core.status.event.id != 'action') return false;
|
|||
|
if (core.status.event.data.type != 'choices') return false;
|
|||
|
var data = core.status.event.data.current;
|
|||
|
var choices = data.choices;
|
|||
|
var topIndex = core.actions.HSIZE - parseInt((choices.length - 1) / 2) + (core.status.event.ui.offset || 0);
|
|||
|
if (x >= core.actions.CHOICES_LEFT && x <= core.actions.CHOICES_RIGHT && y >= topIndex && y < topIndex + choices.length) {
|
|||
|
core.actions._clickAction(x, y);
|
|||
|
return true;
|
|||
|
}
|
|||
|
return false;
|
|||
|
}, 60);
|
|||
|
},
|
|||
|
"removeMap": function () {
|
|||
|
// 高层塔砍层插件,删除后不会存入存档,不可浏览地图也不可飞到。
|
|||
|
// 推荐用法:
|
|||
|
// 对于超高层或分区域塔,当在1区时将2区以后的地图删除;1区结束时恢复2区,进二区时删除1区地图,以此类推
|
|||
|
// 这样可以大幅减少存档空间,以及加快存读档速度
|
|||
|
|
|||
|
// 删除楼层
|
|||
|
// core.removeMaps("MT1", "MT300") 删除MT1~MT300之间的全部层
|
|||
|
// core.removeMaps("MT10") 只删除MT10层
|
|||
|
this.removeMaps = function (fromId, toId) {
|
|||
|
toId = toId || fromId;
|
|||
|
var fromIndex = core.floorIds.indexOf(fromId),
|
|||
|
toIndex = core.floorIds.indexOf(toId);
|
|||
|
if (toIndex < 0) toIndex = core.floorIds.length - 1;
|
|||
|
flags.__visited__ = flags.__visited__ || {};
|
|||
|
flags.__removed__ = flags.__removed__ || [];
|
|||
|
flags.__disabled__ = flags.__disabled__ || {};
|
|||
|
flags.__leaveLoc__ = flags.__leaveLoc__ || {};
|
|||
|
for (var i = fromIndex; i <= toIndex; ++i) {
|
|||
|
var floorId = core.floorIds[i];
|
|||
|
if (core.status.maps[floorId].deleted) continue;
|
|||
|
delete flags.__visited__[floorId];
|
|||
|
flags.__removed__.push(floorId);
|
|||
|
delete flags.__disabled__[floorId];
|
|||
|
delete flags.__leaveLoc__[floorId];
|
|||
|
(core.status.autoEvents || []).forEach((event) => {
|
|||
|
if (event.floorId == floorId && event.currentFloor) {
|
|||
|
core.autoEventExecuting(event.symbol, false);
|
|||
|
core.autoEventExecuted(event.symbol, false);
|
|||
|
}
|
|||
|
});
|
|||
|
core.status.maps[floorId].deleted = true;
|
|||
|
core.status.maps[floorId].canFlyTo = false;
|
|||
|
core.status.maps[floorId].canFlyFrom = false;
|
|||
|
core.status.maps[floorId].cannotViewMap = true;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
// 恢复楼层
|
|||
|
// core.resumeMaps("MT1", "MT300") 恢复MT1~MT300之间的全部层
|
|||
|
// core.resumeMaps("MT10") 只恢复MT10层
|
|||
|
this.resumeMaps = function (fromId, toId) {
|
|||
|
toId = toId || fromId;
|
|||
|
var fromIndex = core.floorIds.indexOf(fromId),
|
|||
|
toIndex = core.floorIds.indexOf(toId);
|
|||
|
if (toIndex < 0) toIndex = core.floorIds.length - 1;
|
|||
|
flags.__removed__ = flags.__removed__ || [];
|
|||
|
for (var i = fromIndex; i <= toIndex; ++i) {
|
|||
|
var floorId = core.floorIds[i];
|
|||
|
if (!core.status.maps[floorId].deleted) continue;
|
|||
|
flags.__removed__ = flags.__removed__.filter((f) => { return f != floorId; });
|
|||
|
core.status.maps[floorId] = core.loadFloor(floorId);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
// 分区砍层相关
|
|||
|
var inAnyPartition = (floorId) => {
|
|||
|
var inPartition = false;
|
|||
|
(core.floorPartitions || []).forEach((floor) => {
|
|||
|
var fromIndex = core.floorIds.indexOf(floor[0]);
|
|||
|
var toIndex = core.floorIds.indexOf(floor[1]);
|
|||
|
var index = core.floorIds.indexOf(floorId);
|
|||
|
if (fromIndex < 0 || index < 0) return;
|
|||
|
if (toIndex < 0) toIndex = core.floorIds.length - 1;
|
|||
|
if (index >= fromIndex && index <= toIndex) inPartition = true;
|
|||
|
});
|
|||
|
return inPartition;
|
|||
|
}
|
|||
|
|
|||
|
// 分区砍层
|
|||
|
this.autoRemoveMaps = function (floorId) {
|
|||
|
if (main.mode != 'play' || !inAnyPartition(floorId)) return;
|
|||
|
// 根据分区信息自动砍层与恢复
|
|||
|
(core.floorPartitions || []).forEach((floor) => {
|
|||
|
var fromIndex = core.floorIds.indexOf(floor[0]);
|
|||
|
var toIndex = core.floorIds.indexOf(floor[1]);
|
|||
|
var index = core.floorIds.indexOf(floorId);
|
|||
|
if (fromIndex < 0 || index < 0) return;
|
|||
|
if (toIndex < 0) toIndex = core.floorIds.length - 1;
|
|||
|
if (index >= fromIndex && index <= toIndex) {
|
|||
|
core.resumeMaps(core.floorIds[fromIndex], core.floorIds[toIndex]);
|
|||
|
} else {
|
|||
|
core.removeMaps(core.floorIds[fromIndex], core.floorIds[toIndex]);
|
|||
|
}
|
|||
|
});
|
|||
|
}
|
|||
|
},
|
|||
|
"fiveLayers": function () {
|
|||
|
// 是否启用五图层(增加背景2层和前景2层) 将__enable置为true即会启用;启用后请保存后刷新编辑器
|
|||
|
// 背景层2将会覆盖背景层 被事件层覆盖 前景层2将会覆盖前景层
|
|||
|
// 另外 请注意加入两个新图层 会让大地图的性能降低一些
|
|||
|
// 插件作者:ad
|
|||
|
var __enable = true;
|
|||
|
if (!__enable) return;
|
|||
|
|
|||
|
// 创建新图层
|
|||
|
function createCanvas (name, zIndex) {
|
|||
|
if (!name) return;
|
|||
|
var canvas = document.createElement('canvas');
|
|||
|
canvas.id = name;
|
|||
|
canvas.className = 'gameCanvas';
|
|||
|
// 编辑器模式下设置zIndex会导致加入的图层覆盖优先级过高
|
|||
|
if (main.mode != "editor") canvas.style.zIndex = zIndex || 0;
|
|||
|
// 将图层插入进游戏内容
|
|||
|
document.getElementById('gameDraw').appendChild(canvas);
|
|||
|
var ctx = canvas.getContext('2d');
|
|||
|
core.canvas[name] = ctx;
|
|||
|
if (core.domStyle.hdCanvas.indexOf('name') >= 0)
|
|||
|
core.maps._setHDCanvasSize(ctx, core.__PIXELS__, core.__PIXELS__);
|
|||
|
else {
|
|||
|
canvas.width = core.__PIXELS__;
|
|||
|
canvas.height = core.__PIXELS__;
|
|||
|
}
|
|||
|
return canvas;
|
|||
|
}
|
|||
|
|
|||
|
var bg2Canvas = createCanvas('bg2', 20);
|
|||
|
var fg2Canvas = createCanvas('fg2', 63);
|
|||
|
// 大地图适配
|
|||
|
core.bigmap.canvas = ["bg2", "fg2", "bg", "event", "event2", "fg", "damage"];
|
|||
|
core.initStatus.bg2maps = {};
|
|||
|
core.initStatus.fg2maps = {};
|
|||
|
|
|||
|
if (main.mode == 'editor') {
|
|||
|
/*插入编辑器的图层 不做此步新增图层无法在编辑器显示*/
|
|||
|
// 编辑器图层覆盖优先级 eui > efg > fg(前景层) > event2(48*32图块的事件层) > event(事件层) > bg(背景层)
|
|||
|
// 背景层2(bg2) 插入事件层(event)之前(即bg与event之间)
|
|||
|
document.getElementById('mapEdit').insertBefore(bg2Canvas, document.getElementById('event'));
|
|||
|
// 前景层2(fg2) 插入编辑器前景(efg)之前(即fg之后)
|
|||
|
document.getElementById('mapEdit').insertBefore(fg2Canvas, document.getElementById('ebm'));
|
|||
|
// 原本有三个图层 从4开始添加
|
|||
|
var num = 4;
|
|||
|
// 新增图层存入editor.dom中
|
|||
|
editor.dom.bg2c = core.canvas.bg2.canvas;
|
|||
|
editor.dom.bg2Ctx = core.canvas.bg2;
|
|||
|
editor.dom.fg2c = core.canvas.fg2.canvas;
|
|||
|
editor.dom.fg2Ctx = core.canvas.fg2;
|
|||
|
editor.dom.maps.push('bg2map', 'fg2map');
|
|||
|
editor.dom.canvas.push('bg2', 'fg2');
|
|||
|
|
|||
|
// 创建编辑器上的按钮
|
|||
|
var createCanvasBtn = (name) => {
|
|||
|
// 电脑端创建按钮
|
|||
|
var input = document.createElement('input');
|
|||
|
// layerMod4/layerMod5
|
|||
|
var id = 'layerMod' + num++;
|
|||
|
// bg2map/fg2map
|
|||
|
var value = name + 'map';
|
|||
|
input.type = 'radio';
|
|||
|
input.name = 'layerMod';
|
|||
|
input.id = id;
|
|||
|
input.value = value;
|
|||
|
editor.dom[id] = input;
|
|||
|
input.onchange = () => {
|
|||
|
editor.uifunctions.setLayerMod(value);
|
|||
|
}
|
|||
|
return input;
|
|||
|
};
|
|||
|
|
|||
|
var createCanvasBtn_mobile = (name) => {
|
|||
|
// 手机端往选择列表中添加子选项
|
|||
|
var input = document.createElement('option');
|
|||
|
var id = 'layerMod' + num++;
|
|||
|
var value = name + 'map';
|
|||
|
input.name = 'layerMod';
|
|||
|
input.value = value;
|
|||
|
editor.dom[id] = input;
|
|||
|
return input;
|
|||
|
};
|
|||
|
if (!editor.isMobile) {
|
|||
|
var input = createCanvasBtn('bg2');
|
|||
|
var input2 = createCanvasBtn('fg2');
|
|||
|
// 获取事件层及其父节点
|
|||
|
var child = document.getElementById('layerMod'),
|
|||
|
parent = child.parentNode;
|
|||
|
// 背景层2插入事件层前
|
|||
|
parent.insertBefore(input, child);
|
|||
|
// 不能直接更改背景层2的innerText 所以创建文本节点
|
|||
|
var txt = document.createTextNode('背2');
|
|||
|
// 插入事件层前(即新插入的背景层2前)
|
|||
|
parent.insertBefore(txt, child);
|
|||
|
// 向最后插入前景层2(即插入前景层后)
|
|||
|
parent.appendChild(input2);
|
|||
|
var txt2 = document.createTextNode('前2');
|
|||
|
parent.appendChild(txt2);
|
|||
|
} else {
|
|||
|
var input = createCanvasBtn_mobile('bg2');
|
|||
|
var input2 = createCanvasBtn_mobile('fg2');
|
|||
|
// 手机端因为是选项 所以可以直接改innerText
|
|||
|
input.innerText = '背景2';
|
|||
|
input2.innerText = '前景2';
|
|||
|
var parent = document.getElementById('layerMod');
|
|||
|
parent.insertBefore(input, parent.children[1]);
|
|||
|
parent.appendChild(input2);
|
|||
|
}
|
|||
|
}
|
|||
|
core.maps._loadFloor_doNotCopy = function () {
|
|||
|
return [
|
|||
|
"firstArrive", "eachArrive", "blocks", "parallelDo", "map", "bgmap", "fgmap", "bg2map", "fg2map",
|
|||
|
"events", "changeFloor", "afterBattle", "afterGetItem", "afterOpenDoor", "cannotMove"
|
|||
|
];
|
|||
|
}
|
|||
|
////// 绘制背景和前景层 //////
|
|||
|
core.maps._drawBg_draw = function (floorId, toDrawCtx, cacheCtx, config) {
|
|||
|
config.ctx = cacheCtx;
|
|||
|
core.maps._drawBg_drawBackground(floorId, config);
|
|||
|
// ------ 调整这两行的顺序来控制是先绘制贴图还是先绘制背景图块;后绘制的覆盖先绘制的。
|
|||
|
core.maps._drawFloorImages(floorId, config.ctx, 'bg', null, null, config.onMap);
|
|||
|
core.maps._drawBgFgMap(floorId, 'bg', config);
|
|||
|
if (config.onMap) {
|
|||
|
core.drawImage(toDrawCtx, cacheCtx.canvas, core.bigmap.v2 ? -32 : 0, core.bigmap.v2 ? -32 : 0);
|
|||
|
core.clearMap('bg2');
|
|||
|
core.clearMap(cacheCtx);
|
|||
|
}
|
|||
|
core.maps._drawBgFgMap(floorId, 'bg2', config);
|
|||
|
if (config.onMap) core.drawImage('bg2', cacheCtx.canvas, core.bigmap.v2 ? -32 : 0, core.bigmap.v2 ? -32 : 0);
|
|||
|
config.ctx = toDrawCtx;
|
|||
|
}
|
|||
|
core.maps._drawFg_draw = function (floorId, toDrawCtx, cacheCtx, config) {
|
|||
|
config.ctx = cacheCtx;
|
|||
|
// ------ 调整这两行的顺序来控制是先绘制贴图还是先绘制前景图块;后绘制的覆盖先绘制的。
|
|||
|
core.maps._drawFloorImages(floorId, config.ctx, 'fg', null, null, config.onMap);
|
|||
|
core.maps._drawBgFgMap(floorId, 'fg', config);
|
|||
|
if (config.onMap) {
|
|||
|
core.drawImage(toDrawCtx, cacheCtx.canvas, core.bigmap.v2 ? -32 : 0, core.bigmap.v2 ? -32 : 0);
|
|||
|
core.clearMap('fg2');
|
|||
|
core.clearMap(cacheCtx);
|
|||
|
}
|
|||
|
core.maps._drawBgFgMap(floorId, 'fg2', config);
|
|||
|
if (config.onMap) core.drawImage('fg2', cacheCtx.canvas, core.bigmap.v2 ? -32 : 0, core.bigmap.v2 ? -32 : 0);
|
|||
|
config.ctx = toDrawCtx;
|
|||
|
}
|
|||
|
////// 移动判定 //////
|
|||
|
core.maps._generateMovableArray_arrays = function (floorId) {
|
|||
|
return {
|
|||
|
bgArray: this.getBgMapArray(floorId),
|
|||
|
fgArray: this.getFgMapArray(floorId),
|
|||
|
eventArray: this.getMapArray(floorId),
|
|||
|
bg2Array: this._getBgFgMapArray('bg2', floorId),
|
|||
|
fg2Array: this._getBgFgMapArray('fg2', floorId)
|
|||
|
};
|
|||
|
}
|
|||
|
},
|
|||
|
"itemShop": function () {
|
|||
|
// 道具商店相关的插件
|
|||
|
// 可在全塔属性-全局商店中使用「道具商店」事件块进行编辑(如果找不到可以在入口方块中找)
|
|||
|
|
|||
|
var shopId = null; // 当前商店ID
|
|||
|
var type = 0; // 当前正在选中的类型,0买入1卖出
|
|||
|
var selectItem = 0; // 当前正在选中的道具
|
|||
|
var selectCount = 0; // 当前已经选中的数量
|
|||
|
var page = 0;
|
|||
|
var totalPage = 0;
|
|||
|
var totalMoney = 0;
|
|||
|
var list = [];
|
|||
|
var shopInfo = null; // 商店信息
|
|||
|
var choices = []; // 商店选项
|
|||
|
var use = 'money';
|
|||
|
var useText = '金币';
|
|||
|
|
|||
|
var bigFont = core.ui._buildFont(20, false),
|
|||
|
middleFont = core.ui._buildFont(18, false);
|
|||
|
|
|||
|
this._drawItemShop = function () {
|
|||
|
// 绘制道具商店
|
|||
|
|
|||
|
// Step 1: 背景和固定的几个文字
|
|||
|
core.ui._createUIEvent();
|
|||
|
core.clearMap('uievent');
|
|||
|
core.ui.clearUIEventSelector();
|
|||
|
core.setTextAlign('uievent', 'left');
|
|||
|
core.setTextBaseline('uievent', 'top');
|
|||
|
core.fillRect('uievent', 0, 0, 480, 480, 'black');
|
|||
|
core.drawWindowSkin('winskin.png', 'uievent', 0, 0, 480, 64);
|
|||
|
core.drawWindowSkin('winskin.png', 'uievent', 0, 64, 360, 64);
|
|||
|
core.drawWindowSkin('winskin.png', 'uievent', 0, 128, 360, 352);
|
|||
|
core.drawWindowSkin('winskin.png', 'uievent', 360, 64, 120, 64);
|
|||
|
core.drawWindowSkin('winskin.png', 'uievent', 360, 128, 120, 352);
|
|||
|
core.setFillStyle('uievent', 'white');
|
|||
|
core.setStrokeStyle('uievent', 'white');
|
|||
|
core.fillText("uievent", "购买", 32, 84, 'white', bigFont);
|
|||
|
core.fillText("uievent", "卖出", 152, 84);
|
|||
|
core.fillText("uievent", "离开", 272, 84);
|
|||
|
core.fillText("uievent", "当前" + useText, 374, 75, null, middleFont);
|
|||
|
core.setTextAlign("uievent", "right");
|
|||
|
core.fillText("uievent", core.formatBigNumber(core.status.hero.money), 466, 100);
|
|||
|
core.setTextAlign("uievent", "left");
|
|||
|
core.ui.drawUIEventSelector(1, "winskin.png", 22 + 120 * type, 76, 60, 33);
|
|||
|
if (selectItem != null) {
|
|||
|
core.setTextAlign('uievent', 'center');
|
|||
|
core.fillText("uievent", type == 0 ? "买入个数" : "卖出个数", 420, 360, null, bigFont);
|
|||
|
core.fillText("uievent", "< " + selectCount + " >", 420, 390);
|
|||
|
core.fillText("uievent", "确定", 420, 420);
|
|||
|
}
|
|||
|
|
|||
|
// Step 2:获得列表并展示
|
|||
|
list = choices.filter((one) => {
|
|||
|
if (one.condition != null && one.condition != '') {
|
|||
|
try { if (!core.calValue(one.condition)) return false; } catch (e) { }
|
|||
|
}
|
|||
|
return (type == 0 && one.money != null) || (type == 1 && one.sell != null);
|
|||
|
});
|
|||
|
var per_page = 7;
|
|||
|
totalPage = Math.ceil(list.length / per_page);
|
|||
|
page = Math.floor((selectItem || 0) / per_page) + 1;
|
|||
|
|
|||
|
// 绘制分页
|
|||
|
if (totalPage > 1) {
|
|||
|
var half = 180;
|
|||
|
core.setTextAlign('uievent', 'center');
|
|||
|
core.fillText('uievent', page + " / " + totalPage, half, 450, null, middleFont);
|
|||
|
if (page > 1) core.fillText('uievent', '上一页', half - 80, 450);
|
|||
|
if (page < totalPage) core.fillText('uievent', '下一页', half + 80, 450);
|
|||
|
}
|
|||
|
core.setTextAlign('uievent', 'left');
|
|||
|
|
|||
|
// 绘制每一项
|
|||
|
var start = (page - 1) * per_page;
|
|||
|
for (var i = 0; i < per_page; ++i) {
|
|||
|
var curr = start + i;
|
|||
|
if (curr >= list.length) break;
|
|||
|
var item = list[curr];
|
|||
|
core.drawIcon('uievent', item.id, 10, 141 + i * 40);
|
|||
|
core.setTextAlign('uievent', 'left');
|
|||
|
core.fillText('uievent', core.material.items[item.id].name, 50, 148 + i * 40, null, bigFont);
|
|||
|
core.setTextAlign('uievent', 'right');
|
|||
|
core.fillText('uievent', (type == 0 ? core.calValue(item.money) : core.calValue(item.sell)) + useText + "/个", 340, 149 + i * 40, null, middleFont);
|
|||
|
core.setTextAlign("uievent", "left");
|
|||
|
if (curr == selectItem) {
|
|||
|
// 绘制描述,文字自动放缩
|
|||
|
var text = core.material.items[item.id].text || "该道具暂无描述";
|
|||
|
try { text = core.replaceText(text); } catch (e) { }
|
|||
|
for (var fontSize = 20; fontSize >= 8; fontSize -= 2) {
|
|||
|
var config = { left: 10, fontSize: fontSize, maxWidth: 467 };
|
|||
|
var height = core.getTextContentHeight(text, config);
|
|||
|
if (height <= 60) {
|
|||
|
config.top = (64 - height) / 2;
|
|||
|
core.drawTextContent("uievent", text, config);
|
|||
|
break;
|
|||
|
}
|
|||
|
}
|
|||
|
core.ui.drawUIEventSelector(2, "winskin.png", 8, 137 + i * 40, 343, 40);
|
|||
|
if (type == 0 && item.number != null) {
|
|||
|
core.fillText("uievent", "存货", 370, 152, null, bigFont);
|
|||
|
core.setTextAlign("uievent", "right");
|
|||
|
core.fillText("uievent", item.number, 470, 152, null, null, 60);
|
|||
|
} else if (type == 1) {
|
|||
|
core.fillText("uievent", "数量", 370, 152, null, bigFont);
|
|||
|
core.setTextAlign("uievent", "right");
|
|||
|
core.fillText("uievent", core.itemCount(item.id), 470, 152, null, null, 40);
|
|||
|
}
|
|||
|
core.setTextAlign("uievent", "left");
|
|||
|
core.fillText("uievent", "预计" + useText, 370, 280);
|
|||
|
core.setTextAlign("uievent", "right");
|
|||
|
totalMoney = selectCount * (type == 0 ? core.calValue(item.money) : core.calValue(item.sell));
|
|||
|
core.fillText("uievent", core.formatBigNumber(totalMoney), 470, 310);
|
|||
|
|
|||
|
core.setTextAlign("uievent", "left");
|
|||
|
core.fillText("uievent", type == 0 ? "已购次数" : "已卖次数", 370, 190);
|
|||
|
core.setTextAlign("uievent", "right");
|
|||
|
core.fillText("uievent", (type == 0 ? item.money_count : item.sell_count) || 0, 470, 220);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
core.setTextAlign('uievent', 'left');
|
|||
|
core.setTextBaseline('uievent', 'alphabetic');
|
|||
|
}
|
|||
|
|
|||
|
var _add = (item, delta) => {
|
|||
|
if (item == null) return;
|
|||
|
selectCount = core.clamp(
|
|||
|
selectCount + delta, 0,
|
|||
|
Math.min(type == 0 ? Math.floor(core.status.hero[use] / core.calValue(item.money)) : core.itemCount(item.id),
|
|||
|
type == 0 && item.number != null ? item.number : Number.MAX_SAFE_INTEGER)
|
|||
|
);
|
|||
|
}
|
|||
|
|
|||
|
var _confirm = (item) => {
|
|||
|
if (item == null || selectCount == 0) return;
|
|||
|
if (type == 0) {
|
|||
|
core.status.hero[use] -= totalMoney;
|
|||
|
core.getItem(item.id, selectCount);
|
|||
|
if (item.number != null) item.number -= selectCount;
|
|||
|
item.money_count = (item.money_count || 0) + selectCount;
|
|||
|
} else {
|
|||
|
core.status.hero[use] += totalMoney;
|
|||
|
core.removeItem(item.id, selectCount);
|
|||
|
core.drawTip("成功卖出" + selectCount + "个" + core.material.items[item.id].name, item.id);
|
|||
|
if (item.number != null) item.number += selectCount;
|
|||
|
item.sell_count = (item.sell_count || 0) + selectCount;
|
|||
|
}
|
|||
|
selectCount = 0;
|
|||
|
}
|
|||
|
|
|||
|
this._performItemShopKeyBoard = function (keycode) {
|
|||
|
var item = list[selectItem] || null;
|
|||
|
// 键盘操作
|
|||
|
switch (keycode) {
|
|||
|
case 38: // up
|
|||
|
if (selectItem == null) break;
|
|||
|
if (selectItem == 0) selectItem = null;
|
|||
|
else selectItem--;
|
|||
|
selectCount = 0;
|
|||
|
break;
|
|||
|
case 37: // left
|
|||
|
if (selectItem == null) {
|
|||
|
if (type > 0) type--;
|
|||
|
break;
|
|||
|
}
|
|||
|
_add(item, -1);
|
|||
|
break;
|
|||
|
case 39: // right
|
|||
|
if (selectItem == null) {
|
|||
|
if (type < 2) type++;
|
|||
|
break;
|
|||
|
}
|
|||
|
_add(item, 1);
|
|||
|
break;
|
|||
|
case 40: // down
|
|||
|
if (selectItem == null) {
|
|||
|
if (list.length > 0) selectItem = 0;
|
|||
|
break;
|
|||
|
}
|
|||
|
if (list.length == 0) break;
|
|||
|
selectItem = Math.min(selectItem + 1, list.length - 1);
|
|||
|
selectCount = 0;
|
|||
|
break;
|
|||
|
case 13:
|
|||
|
case 32: // Enter/Space
|
|||
|
if (selectItem == null) {
|
|||
|
if (type == 2)
|
|||
|
core.insertAction({ "type": "break" });
|
|||
|
else if (list.length > 0)
|
|||
|
selectItem = 0;
|
|||
|
break;
|
|||
|
}
|
|||
|
_confirm(item);
|
|||
|
break;
|
|||
|
case 27: // ESC
|
|||
|
if (selectItem == null) {
|
|||
|
core.insertAction({ "type": "break" });
|
|||
|
break;
|
|||
|
}
|
|||
|
selectItem = null;
|
|||
|
break;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
this._performItemShopClick = function (px, py) {
|
|||
|
var item = list[selectItem] || null;
|
|||
|
// 鼠标操作
|
|||
|
if (px >= 22 && px <= 82 && py >= 81 && py <= 112) {
|
|||
|
// 买
|
|||
|
if (type != 0) {
|
|||
|
type = 0;
|
|||
|
selectItem = null;
|
|||
|
selectCount = 0;
|
|||
|
}
|
|||
|
return;
|
|||
|
}
|
|||
|
if (px >= 142 && px <= 202 && py >= 81 && py <= 112) {
|
|||
|
// 卖
|
|||
|
if (type != 1) {
|
|||
|
type = 1;
|
|||
|
selectItem = null;
|
|||
|
selectCount = 0;
|
|||
|
}
|
|||
|
return;
|
|||
|
}
|
|||
|
if (px >= 262 && px <= 322 && py >= 81 && py <= 112) // 离开
|
|||
|
return core.insertAction({ "type": "break" });
|
|||
|
// <,>
|
|||
|
if (px >= 370 && px <= 395 && py >= 392 && py <= 415)
|
|||
|
return _add(item, -1);
|
|||
|
if (px >= 445 && px <= 470 && py >= 302 && py <= 415)
|
|||
|
return _add(item, 1);
|
|||
|
// 确定
|
|||
|
if (px >= 392 && px <= 443 && py >= 421 && py <= 446)
|
|||
|
return _confirm(item);
|
|||
|
|
|||
|
// 上一页/下一页
|
|||
|
if (px >= 70 && px <= 130 && py >= 450) {
|
|||
|
if (page > 1) {
|
|||
|
selectItem -= 7;
|
|||
|
selectCount = 0;
|
|||
|
}
|
|||
|
return;
|
|||
|
}
|
|||
|
if (px >= 230 && px <= 290 && py >= 450) {
|
|||
|
if (page < totalPage) {
|
|||
|
selectItem = Math.min(selectItem + 7, list.length - 1);
|
|||
|
selectCount = 0;
|
|||
|
}
|
|||
|
return;
|
|||
|
}
|
|||
|
|
|||
|
// 实际区域
|
|||
|
if (px >= 9 && px <= 351 && py >= 142 && py < 422) {
|
|||
|
if (list.length == 0) return;
|
|||
|
var index = parseInt((py - 142) / 40);
|
|||
|
var newItem = 7 * (page - 1) + index;
|
|||
|
if (newItem >= list.length) newItem = list.length - 1;
|
|||
|
if (newItem != selectItem) {
|
|||
|
selectItem = newItem;
|
|||
|
selectCount = 0;
|
|||
|
}
|
|||
|
return;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
this._performItemShopAction = function () {
|
|||
|
if (flags.type == 0) return this._performItemShopKeyBoard(flags.keycode);
|
|||
|
else return this._performItemShopClick(flags.px, flags.py);
|
|||
|
}
|
|||
|
|
|||
|
this.openItemShop = function (itemShopId) {
|
|||
|
shopId = itemShopId;
|
|||
|
type = 0;
|
|||
|
page = 0;
|
|||
|
selectItem = null;
|
|||
|
selectCount = 0;
|
|||
|
core.isShopVisited(itemShopId);
|
|||
|
shopInfo = flags.__shops__[shopId];
|
|||
|
if (shopInfo.choices == null) shopInfo.choices = core.clone(core.status.shops[shopId].choices);
|
|||
|
choices = shopInfo.choices;
|
|||
|
use = core.status.shops[shopId].use;
|
|||
|
if (use != 'exp') use = 'money';
|
|||
|
useText = use == 'money' ? '金币' : '经验';
|
|||
|
|
|||
|
core.insertAction([{
|
|||
|
"type": "while",
|
|||
|
"condition": "true",
|
|||
|
"data": [
|
|||
|
{ "type": "function", "function": "() => { core.plugin._drawItemShop(); }" },
|
|||
|
{ "type": "wait" },
|
|||
|
{ "type": "function", "function": "() => { core.plugin._performItemShopAction(); }" }
|
|||
|
]
|
|||
|
},
|
|||
|
{
|
|||
|
"type": "function",
|
|||
|
"function": "() => { core.deleteCanvas('uievent'); core.ui.clearUIEventSelector(); }"
|
|||
|
}
|
|||
|
]);
|
|||
|
}
|
|||
|
|
|||
|
},
|
|||
|
"enemyLevel": function () {
|
|||
|
// 此插件将提供怪物手册中的怪物境界显示
|
|||
|
// 使用此插件需要先给每个怪物定义境界,方法如下:
|
|||
|
// 点击怪物的【配置表格】,找到“【怪物】相关的表格配置”,然后在【名称】仿照增加境界定义:
|
|||
|
/*
|
|||
|
"level": {
|
|||
|
"_leaf": true,
|
|||
|
"_type": "textarea",
|
|||
|
"_string": true,
|
|||
|
"_data": "境界"
|
|||
|
},
|
|||
|
*/
|
|||
|
// 然后保存刷新,可以看到怪物的属性定义中出现了【境界】。再开启本插件即可。
|
|||
|
|
|||
|
// 是否开启本插件,默认禁用;将此改成 true 将启用本插件。
|
|||
|
var __enable = false;
|
|||
|
if (!__enable) return;
|
|||
|
|
|||
|
// 这里定义每个境界的显示颜色;可以写'red', '#RRGGBB' 或者[r,g,b,a]四元数组
|
|||
|
var levelToColors = {
|
|||
|
"野蛮人": "white",
|
|||
|
"智人": "#FF0000",
|
|||
|
"": [255, 0, 0, 1],
|
|||
|
};
|
|||
|
|
|||
|
// 复写 _drawBook_drawName
|
|||
|
var originDrawBook = core.ui._drawBook_drawName;
|
|||
|
core.ui._drawBook_drawName = function (index, enemy, top, left, width) {
|
|||
|
// 如果没有境界,则直接调用原始代码绘制
|
|||
|
if (!enemy.level) return originDrawBook.call(core.ui, index, enemy, top, left, width);
|
|||
|
// 存在境界,则额外进行绘制
|
|||
|
core.setTextAlign('ui', 'center');
|
|||
|
if (enemy.specialText.length == 0) {
|
|||
|
core.fillText('ui', enemy.name, left + width / 2,
|
|||
|
top + 27, '#DDDDDD', this._buildFont(17, true));
|
|||
|
core.fillText('ui', enemy.level, left + width / 2,
|
|||
|
top + 51, core.arrayToRGBA(levelToColors[enemy.level] || '#DDDDDD'), this._buildFont(14, true));
|
|||
|
} else {
|
|||
|
core.fillText('ui', enemy.name, left + width / 2,
|
|||
|
top + 20, '#DDDDDD', this._buildFont(17, true), width);
|
|||
|
switch (enemy.specialText.length) {
|
|||
|
case 1:
|
|||
|
core.fillText('ui', enemy.specialText[0], left + width / 2,
|
|||
|
top + 38, core.arrayToRGBA((enemy.specialColor || [])[0] || '#FF6A6A'),
|
|||
|
this._buildFont(14, true), width);
|
|||
|
break;
|
|||
|
case 2:
|
|||
|
// Step 1: 计算字体
|
|||
|
var text = enemy.specialText[0] + " " + enemy.specialText[1];
|
|||
|
core.setFontForMaxWidth('ui', text, width, this._buildFont(14, true));
|
|||
|
// Step 2: 计算总宽度
|
|||
|
var totalWidth = core.calWidth('ui', text);
|
|||
|
var leftWidth = core.calWidth('ui', enemy.specialText[0]);
|
|||
|
var rightWidth = core.calWidth('ui', enemy.specialText[1]);
|
|||
|
// Step 3: 绘制
|
|||
|
core.fillText('ui', enemy.specialText[0], left + (width + leftWidth - totalWidth) / 2,
|
|||
|
top + 38, core.arrayToRGBA((enemy.specialColor || [])[0] || '#FF6A6A'));
|
|||
|
core.fillText('ui', enemy.specialText[1], left + (width + totalWidth - rightWidth) / 2,
|
|||
|
top + 38, core.arrayToRGBA((enemy.specialColor || [])[1] || '#FF6A6A'));
|
|||
|
break;
|
|||
|
default:
|
|||
|
core.fillText('ui', '多属性...', left + width / 2,
|
|||
|
top + 38, '#FF6A6A', this._buildFont(14, true), width);
|
|||
|
}
|
|||
|
core.fillText('ui', enemy.level, left + width / 2,
|
|||
|
top + 56, core.arrayToRGBA(levelToColors[enemy.level] || '#DDDDDD'), this._buildFont(14, true));
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
// 也可以复写其他的属性颜色如怪物攻防等,具体参见下面的例子的注释部分
|
|||
|
core.ui._drawBook_drawRow1 = function (index, enemy, top, left, width, position) {
|
|||
|
// 绘制第一行
|
|||
|
core.setTextAlign('ui', 'left');
|
|||
|
var b13 = this._buildFont(13, true),
|
|||
|
f13 = this._buildFont(13, false);
|
|||
|
var col1 = left,
|
|||
|
col2 = left + width * 9 / 25,
|
|||
|
col3 = left + width * 17 / 25;
|
|||
|
core.fillText('ui', '生命', col1, position, '#DDDDDD', f13);
|
|||
|
core.fillText('ui', core.formatBigNumber(enemy.hp || 0), col1 + 30, position, /*'red' */ null, b13);
|
|||
|
core.fillText('ui', '攻击', col2, position, null, f13);
|
|||
|
core.fillText('ui', core.formatBigNumber(enemy.atk || 0), col2 + 30, position, /* '#FF0000' */ null, b13);
|
|||
|
core.fillText('ui', '防御', col3, position, null, f13);
|
|||
|
core.fillText('ui', core.formatBigNumber(enemy.def || 0), col3 + 30, position, /* [255, 0, 0, 1] */ null, b13);
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
},
|
|||
|
"heroFourFrames": function () {
|
|||
|
// 样板的勇士/跟随者移动时只使用2、4两帧,观感较差。本插件可以将四帧全用上。
|
|||
|
|
|||
|
// 是否启用本插件
|
|||
|
var __enable = true;
|
|||
|
if (!__enable) return;
|
|||
|
|
|||
|
["up", "down", "left", "right"].forEach((one) => {
|
|||
|
// 指定中间帧动画
|
|||
|
core.material.icons.hero[one].midFoot = 2;
|
|||
|
});
|
|||
|
|
|||
|
var heroMoving = (timestamp) => {
|
|||
|
if (core.status.heroMoving <= 0) return;
|
|||
|
if (timestamp - core.animateFrame.moveTime > core.values.moveSpeed) {
|
|||
|
core.animateFrame.leftLeg++;
|
|||
|
core.animateFrame.moveTime = timestamp;
|
|||
|
}
|
|||
|
core.drawHero(['stop', 'leftFoot', 'midFoot', 'rightFoot'][core.animateFrame.leftLeg % 4], 4 * core.status.heroMoving);
|
|||
|
}
|
|||
|
core.registerAnimationFrame('heroMoving', true, heroMoving);
|
|||
|
|
|||
|
core.events._eventMoveHero_moving = function (step, moveSteps) {
|
|||
|
var curr = moveSteps[0];
|
|||
|
var direction = curr[0],
|
|||
|
x = core.getHeroLoc('x'),
|
|||
|
y = core.getHeroLoc('y');
|
|||
|
// ------ 前进/后退
|
|||
|
var o = direction == 'backward' ? -1 : 1;
|
|||
|
if (direction == 'forward' || direction == 'backward') direction = core.getHeroLoc('direction');
|
|||
|
var faceDirection = direction;
|
|||
|
if (direction == 'leftup' || direction == 'leftdown') faceDirection = 'left';
|
|||
|
if (direction == 'rightup' || direction == 'rightdown') faceDirection = 'right';
|
|||
|
core.setHeroLoc('direction', direction);
|
|||
|
if (curr[1] <= 0) {
|
|||
|
core.setHeroLoc('direction', faceDirection);
|
|||
|
moveSteps.shift();
|
|||
|
return true;
|
|||
|
}
|
|||
|
if (step <= 4) core.drawHero('stop', 4 * o * step);
|
|||
|
else if (step <= 8) core.drawHero('leftFoot', 4 * o * step);
|
|||
|
else if (step <= 12) core.drawHero('midFoot', 4 * o * (step - 8));
|
|||
|
else if (step <= 16) core.drawHero('rightFoot', 4 * o * (step - 8)); // if (step == 8) {
|
|||
|
if (step == 8 || step == 16) {
|
|||
|
core.setHeroLoc('x', x + o * core.utils.scan2[direction].x, true);
|
|||
|
core.setHeroLoc('y', y + o * core.utils.scan2[direction].y, true);
|
|||
|
core.updateFollowers();
|
|||
|
curr[1]--;
|
|||
|
if (curr[1] <= 0) moveSteps.shift();
|
|||
|
core.setHeroLoc('direction', faceDirection);
|
|||
|
return step == 16;
|
|||
|
}
|
|||
|
return false;
|
|||
|
}
|
|||
|
},
|
|||
|
"fixed": function () {
|
|||
|
|
|||
|
// 该插件可自定义空间很大,可自定义内容请看注释
|
|||
|
|
|||
|
// -------------------- 安装说明 -------------------- //
|
|||
|
/* 1.安装基于canvas的sprite化插件(2.10以上样板自带)和响应式变量插件(不要使用vue原生版)
|
|||
|
* 2.确保自己的编辑器已安装造塔群内的编辑器升级压缩包(在HTML5魔塔样板文件夹内,2.10.1以上样板自带)
|
|||
|
* 3.将以下代码复制进插件
|
|||
|
*/
|
|||
|
// -------------------- 使用说明 -------------------- //
|
|||
|
|
|||
|
// -------------------- 插件说明 -------------------- //
|
|||
|
|
|||
|
// 录像验证忽略
|
|||
|
if (main.replayChecking || main.mode === 'editor') return;
|
|||
|
|
|||
|
// ----- 不可自定义变量
|
|||
|
/** @type {{[x: string]: Sprite}} */
|
|||
|
let sprites = {}; // 所有的sprite
|
|||
|
/** @type {{[x: string]: EnemyBox}} */
|
|||
|
let enemyBoxes = {}; // 所有的enemyBox
|
|||
|
/** @type {{[x: string]: TextBox}} */
|
|||
|
let textBoxes = {}; // 所有的textBox
|
|||
|
let timeout = 0; // 鼠标放到怪物上时setTimeout的id
|
|||
|
let dblTimeout = 0; // 双击时判定双击的timeout的id
|
|||
|
/** @type {EnemyCollection[]} */
|
|||
|
let enemies = []; // 所有的怪物信息
|
|||
|
|
|||
|
// ----- 不可自定义常量
|
|||
|
const specials = core.getSpecials(); // 所有怪物的属性
|
|||
|
const originClick = main.dom.data.onmouseup;
|
|||
|
|
|||
|
// ----- 可自定义变量
|
|||
|
let allowMap = true; // 是否允许直接在地图上移动鼠标显示怪物信息
|
|||
|
let allowDbl = true; // 是否允许双击地图上的怪物显示其详细信息,当然在点击怪物时会发生约0.2s的卡顿,以判断双击
|
|||
|
let guardsFirst = false; // 先攻击支援怪还是后攻击支援怪,用于计算每个怪物的伤害和回合数,请保证与getDamageInfo中相同
|
|||
|
let nDefDamage = true; // 为true时,显示 当前地图宝石倍率 防减伤,为false时,显示1防减伤
|
|||
|
|
|||
|
// ----- 可自定义常量
|
|||
|
const showStatus = ['name', 'hp', 'atk', 'def', 'money', 'exp']; // 粗略信息显示的项,伤害与特殊属性必显示
|
|||
|
const font = 'normal'; // 默认字体
|
|||
|
const op = 'c'; // 信息框背景的不透明度,范围 0-f 十六进制
|
|||
|
|
|||
|
// 属性名对应的颜色
|
|||
|
const colorDict = {
|
|||
|
name: '#fff',
|
|||
|
hp: '#8f8',
|
|||
|
atk: '#f88',
|
|||
|
def: '#88f',
|
|||
|
money: 'gold',
|
|||
|
exp: '#7f7'
|
|||
|
};
|
|||
|
|
|||
|
/** 背景 */
|
|||
|
class Back extends Sprite {
|
|||
|
constructor(name, color, z, time = 0.6) {
|
|||
|
super(0, 0, core._PX_, core._PY_, z, 'game', name);
|
|||
|
sprites[name] = this;
|
|||
|
this.setCss(`
|
|||
|
background-color: ${color};
|
|||
|
opacity: 0;
|
|||
|
transition: all ${time}s linear;
|
|||
|
`);
|
|||
|
setTimeout(() => this.setCss(`opacity: 1;`), 50);
|
|||
|
}
|
|||
|
|
|||
|
destroy () {
|
|||
|
this.setCss(`opacity: 0;`);
|
|||
|
setTimeout(() => super.destroy(), 600);
|
|||
|
delete sprites[this.name];
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
/** 怪物 */
|
|||
|
class EnemyBox extends Sprite {
|
|||
|
constructor(name, x, y, w, h, id, big, e) {
|
|||
|
const scale = core.domStyle.scale;
|
|||
|
const s = 1 / scale / 2;
|
|||
|
super(x - s, y - s, w + 2 * s, h + 2 * s, 300, 'game', name);
|
|||
|
this.id = id;
|
|||
|
/** @type {EnemyCollection} */
|
|||
|
this.enemy = e;
|
|||
|
this.setCss(`
|
|||
|
border: 1px solid #ddd;
|
|||
|
background-color: #222;
|
|||
|
opacity: 0;
|
|||
|
transition: all 0.6s ease-out, transform 0.2s linear;
|
|||
|
`);
|
|||
|
setTimeout(() => this.setCss(`opacity: 1;`), 50);
|
|||
|
this.animate(big);
|
|||
|
this.frame = 0;
|
|||
|
enemyBoxes[this.name] = sprites[this.name] = this;
|
|||
|
this.listen();
|
|||
|
}
|
|||
|
|
|||
|
/** 播放动画 */
|
|||
|
animate (big) {
|
|||
|
const ctx = this.context;
|
|||
|
this.interval = setInterval(() => {
|
|||
|
const size = big ? 32 : void 0;
|
|||
|
this.frame++;
|
|||
|
this.frame %= 2;
|
|||
|
// 用drawBlock还不如用drawIcon呢
|
|||
|
core.clearMap(ctx);
|
|||
|
core.drawIcon(ctx, this.id, 0, 0, size, size, this.frame);
|
|||
|
}, core.values.animateSpeed);
|
|||
|
}
|
|||
|
|
|||
|
destroy () {
|
|||
|
clearInterval(this.interval);
|
|||
|
delete enemyBoxes[this.name]
|
|||
|
super.destroy();
|
|||
|
}
|
|||
|
|
|||
|
/** 监听 */
|
|||
|
listen () {
|
|||
|
this.addEventListener('mouseenter', () => {
|
|||
|
this.setCss(`transform: scale(1.1);`);
|
|||
|
drawRough(this.enemy);
|
|||
|
});
|
|||
|
this.addEventListener('mouseleave', () => {
|
|||
|
this.setCss(`transform: none;`);
|
|||
|
textBoxes[`_text_${this.enemy.loc.x}_${this.enemy.loc.y}_`].destroy();
|
|||
|
});
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
/** 文字框 */
|
|||
|
class TextBox extends Sprite {
|
|||
|
constructor(x, y, w, h, text, fontSize, ex, ey) {
|
|||
|
const id = `_text_${ex}_${ey}_`
|
|||
|
super(x, y, w, h, 310, 'game', id);
|
|||
|
this.setCss(`
|
|||
|
opacity: 0;
|
|||
|
border: thick double #32a1ce;
|
|||
|
transition: opacity 0.2s linear;
|
|||
|
background-color: #333${op};
|
|||
|
box-shadow: 0px 0px 3px #000;
|
|||
|
`);
|
|||
|
setTimeout(() => this.setCss(`opacity: 1;`), 50);
|
|||
|
setTimeout(() => {
|
|||
|
clearInterval(core.status.event.interval);
|
|||
|
this.render(text, fontSize);
|
|||
|
}, 250);
|
|||
|
textBoxes[id] = sprites[id] = this;
|
|||
|
this.ex = ex;
|
|||
|
this.ey = ey;
|
|||
|
}
|
|||
|
|
|||
|
render (text, fontSize) {
|
|||
|
/** @type {TextContentConfig} */
|
|||
|
const config = {
|
|||
|
left: 10,
|
|||
|
top: 10,
|
|||
|
maxWidth: this.width - 20,
|
|||
|
time: 10,
|
|||
|
fontSize, font
|
|||
|
}
|
|||
|
core.drawTextContent(this.context, text, config);
|
|||
|
}
|
|||
|
|
|||
|
destroy () {
|
|||
|
this.setCss(`opacity: 0;`);
|
|||
|
setTimeout(() => super.destroy(), 200);
|
|||
|
delete textBoxes[`_text_${this.ex}_${this.ey}_`];
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
/** 打开定点查看界面 */
|
|||
|
this.openFixed = function () {
|
|||
|
if (core.isReplaying()) return;
|
|||
|
const info = getEnemies();
|
|||
|
enemies = info;
|
|||
|
drawFixed(info);
|
|||
|
core.lockControl();
|
|||
|
}
|
|||
|
|
|||
|
// 监听 & 复写
|
|||
|
main.dom.data.addEventListener('mousemove', moveOnPlaying);
|
|||
|
main.dom.data.addEventListener('dblclick', dblClick);
|
|||
|
main.dom.data.onmouseup = (e) => {
|
|||
|
if (allowDbl) {
|
|||
|
clearTimeout(dblTimeout);
|
|||
|
dblTimeout = setTimeout(() => { originClick.call(main.dom.data, e) }, 200);
|
|||
|
} else {
|
|||
|
originClick.call(main.dom.data, e);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
/**
|
|||
|
* 获取怪物位置和其属性
|
|||
|
* @param {string} floorId 地图id
|
|||
|
* @returns {EnemyCollection[]} 怪物信息数组
|
|||
|
*/
|
|||
|
function getEnemies (floorId = core.status.floorId) {
|
|||
|
const res = [];
|
|||
|
// 遍历所有图块,然后找出在显示范围内的怪物,异步执行,
|
|||
|
core.extractBlocks(floorId);
|
|||
|
const blocks = core.status.maps[floorId].blocks;
|
|||
|
for (const block of blocks) {
|
|||
|
const x = block.x,
|
|||
|
y = block.y;
|
|||
|
// 判断是否为怪物
|
|||
|
if (block.event.trigger !== 'battle') continue;
|
|||
|
// 判断是否在范围内
|
|||
|
if (!inView(x, y)) continue;
|
|||
|
res.push(generateCollection(block.event.id, x, y, floorId));
|
|||
|
}
|
|||
|
return res;
|
|||
|
}
|
|||
|
|
|||
|
function generateCollection (id, x, y, floorId) {
|
|||
|
const enemy = core.material.enemys[id];
|
|||
|
const info = core.getEnemyInfo(id, void 0, x, y, floorId);
|
|||
|
const data = Object.assign({}, enemy);
|
|||
|
for (const key in info) data[key] = info[key];
|
|||
|
return { loc: { x, y }, data };
|
|||
|
}
|
|||
|
|
|||
|
/**
|
|||
|
* 根据属性名获得颜色
|
|||
|
* @param {string} status
|
|||
|
*/
|
|||
|
function color (status) {
|
|||
|
return colorDict[status] ?? 'white';
|
|||
|
}
|
|||
|
|
|||
|
/**
|
|||
|
* 根据伤害获得伤害颜色
|
|||
|
* @param {number} damage
|
|||
|
*/
|
|||
|
function colorDamage (damage) {
|
|||
|
if (typeof damage === 'string' || !damage) return '#f00';
|
|||
|
const hp = core.status.hero.hp;
|
|||
|
const n = ~~(damage / hp * 255);
|
|||
|
return `rgb(${n}, ${255 - n}, 0)`;
|
|||
|
}
|
|||
|
|
|||
|
/**
|
|||
|
* 获取怪物的粗略信息
|
|||
|
* @param {Enemy} info
|
|||
|
*/
|
|||
|
function getRough (info, x, y) {
|
|||
|
// 先获得常量中明确指定的
|
|||
|
const text = showStatus.map(v => {
|
|||
|
return `\\r[${color(v)}]${core.getStatusLabel(v)}\\r[]:${info[v]}`;
|
|||
|
});
|
|||
|
// 特殊属性
|
|||
|
if (info.special?.length > 0) {
|
|||
|
const names = core.getSpecialText(info);
|
|||
|
const color = core.getSpecialColor(info);
|
|||
|
const all = names.map((v, i) => `\\r[${color[i]}]${v}\\r[]`)
|
|||
|
text.push(`\\r[#f8f]特殊属性\\r[]:${all.join` `}`);
|
|||
|
}
|
|||
|
// 伤害
|
|||
|
const damage = core.getDamageInfo(info, void 0, x, y)?.damage;
|
|||
|
const d = core.formatBigNumber(damage);
|
|||
|
text.push(`\\r[#f44]伤害\\r[]:\\r[${colorDamage(damage)}]${d === '???' ? '无法战胜' : d}\\r[]`);
|
|||
|
// 支援
|
|||
|
if (info.guards?.length > 0) {
|
|||
|
const guards = getGuards(info, x, y);
|
|||
|
text.push(`\\r[#3cf]支援\\r[]:${guards.map(v => `\\i[${v.id}]`).join` `}`);
|
|||
|
text.push(`支援怪攻击顺序 -->`);
|
|||
|
}
|
|||
|
if (allowDbl) text.push('双击怪物查看详细信息');
|
|||
|
return text.join`\n`;
|
|||
|
}
|
|||
|
|
|||
|
/**
|
|||
|
* 获得特殊属性说明、名称、颜色
|
|||
|
* @param {SpecialCollection} data
|
|||
|
* @param {Enemy} enemy
|
|||
|
*/
|
|||
|
function executeSpecial (data, enemy) {
|
|||
|
let name = '';
|
|||
|
if (typeof data[1] === 'string') name = data[1];
|
|||
|
else name = data[1](enemy);
|
|||
|
let text = '';
|
|||
|
if (typeof data[2] === 'string') text = data[2];
|
|||
|
else text = data[2](enemy);
|
|||
|
return { name, text, color: data[3] };
|
|||
|
}
|
|||
|
|
|||
|
/**
|
|||
|
* 获得某个怪物的详细信息,包括特殊属性说明、支援怪攻击顺序
|
|||
|
* @param {EnemyCollection} info getEnemies获取的怪物信息
|
|||
|
*/
|
|||
|
function getDetail (info) {
|
|||
|
// ----- status
|
|||
|
const status = {};
|
|||
|
showStatus.forEach(v => {
|
|||
|
status[v] = {
|
|||
|
id: v,
|
|||
|
name: core.getStatusLabel(v),
|
|||
|
value: info.data[v]
|
|||
|
}
|
|||
|
});
|
|||
|
// ----- special
|
|||
|
const text = [];
|
|||
|
const special = info.data.special;
|
|||
|
if (special?.length > 0) {
|
|||
|
for (const n of special) {
|
|||
|
const data = specials.find(v => v[0] === n);
|
|||
|
if (!data) throw new ReferenceError(`'${info.data.name}'拥有不存在的特殊属性'${n}'`);
|
|||
|
const { name, text: desc, color } = executeSpecial(data, info.data);
|
|||
|
text.push(`\\r[${color}]${name}\\r[]:${desc}`);
|
|||
|
}
|
|||
|
}
|
|||
|
// ---- damage & turn
|
|||
|
const damageInfo = core.getDamageInfo(info.data, void 0, info.loc.x, info.loc.y);
|
|||
|
let damage = core.formatBigNumber(damageInfo?.damage);
|
|||
|
if (damage === '???') damage = '无法战胜';
|
|||
|
const color = colorDamage(damageInfo?.damage);
|
|||
|
const turn = damageInfo?.turn ?? 0;
|
|||
|
// ----- 4 criticals & n def
|
|||
|
const criticals = core.nextCriticals(info.data, 4, info.loc.x, info.loc.y);
|
|||
|
const n = nDefDamage ? core.status.thisMap.ratio : 1;
|
|||
|
const def = core.getDefDamage(info.data, n, info.loc.x, info.loc.y);
|
|||
|
return { status, text, damage: { damage, color, turn }, criticals, def };
|
|||
|
}
|
|||
|
|
|||
|
/**
|
|||
|
* 获取支援怪信息,攻击顺序
|
|||
|
* @param {Enemy} info 怪物信息
|
|||
|
* @param {EnemyCollection[]} all 所有的怪物信息
|
|||
|
* @returns {GuardCollection[]} 支援怪的顺序信息
|
|||
|
*/
|
|||
|
function getGuards (info, all) {
|
|||
|
/** @type {[number, number, string][]} */
|
|||
|
const guards = info.guards;
|
|||
|
if (!guards) return;
|
|||
|
return guards.map(([x, y, id]) => {
|
|||
|
const res = {
|
|||
|
loc: { x, y },
|
|||
|
id
|
|||
|
}
|
|||
|
// 寻找符合条件的怪物
|
|||
|
const enemy = all.find(v => v.loc.x === x && v.loc.y === y);
|
|||
|
res.enemy = enemy;
|
|||
|
return res;
|
|||
|
})
|
|||
|
}
|
|||
|
|
|||
|
/**
|
|||
|
* 获取每个支援怪造成的伤害、回合数等
|
|||
|
* @param {EnemyCollection} info
|
|||
|
*/
|
|||
|
function getGuardsDetail (info) {
|
|||
|
// 很神秘的一个功能
|
|||
|
const guards = getGuards(info, enemies); // 这时候获得的已经是按顺序排好的了
|
|||
|
const col = { enemy: info.data, loc: info.loc };
|
|||
|
if (guardsFirst) guards.push(col);
|
|||
|
else guards.unshift(col);
|
|||
|
const turn = ref(0);
|
|||
|
const res = [];
|
|||
|
watch(turn, v => flags.__extraTurn__ = v); // 使用样板的额外回合flag
|
|||
|
const status = ['atk', 'def', 'hp'].map(v => ({ [v]: core.getRealStatus(v) }));
|
|||
|
const hero = Object.assign({}, ...status, { mdef: 0 });
|
|||
|
for (let i = 0; i < guards.length; i++) {
|
|||
|
const e = guards[i];
|
|||
|
const data = core.getDamageInfo(e.enemy, i === 0 ? void 0 : hero, e.loc.x, e.loc.y);
|
|||
|
if (!data) {
|
|||
|
res.push({ battlable: false });
|
|||
|
continue;
|
|||
|
}
|
|||
|
turn.value += data.turn;
|
|||
|
res.push({ battlable: true, damage: data.damage, turn: data.turn });
|
|||
|
}
|
|||
|
return res;
|
|||
|
}
|
|||
|
|
|||
|
/**
|
|||
|
* 是否在视野范围内
|
|||
|
* @param {number} x 要判断的格子
|
|||
|
* @param {number} y
|
|||
|
*/
|
|||
|
function inView (x, y) {
|
|||
|
const { x: hx, y: hy } = core.status.hero.loc;
|
|||
|
const w = core._WIDTH_,
|
|||
|
h = core._HEIGHT_;
|
|||
|
return x <= hx + w && x >= hx - w && y <= hy + h && y >= hy - h;
|
|||
|
}
|
|||
|
|
|||
|
/**
|
|||
|
* 计算像素位置
|
|||
|
* @param {number} x
|
|||
|
* @param {number} y
|
|||
|
* @param {number} w
|
|||
|
* @param {number} h
|
|||
|
*/
|
|||
|
function calPixel (x, y, w, h) {
|
|||
|
const px = x * 32 + 16 - w / 2,
|
|||
|
py = (y + 1) * 32 - h;
|
|||
|
return { px, py, w, h };
|
|||
|
}
|
|||
|
|
|||
|
/**
|
|||
|
* 根据鼠标位置获得矩形的绘制信息
|
|||
|
* @param {number} px
|
|||
|
* @param {number} py
|
|||
|
*/
|
|||
|
function calRect (px, py, text) {
|
|||
|
const onRight = px >= core._PX_ / 2;
|
|||
|
let x = px + 32;
|
|||
|
const width = Math.min(core._PX_ / 2 - 32, onRight ? px - 32 : core._PX_ - x);
|
|||
|
if (onRight) x = px - width - 32;
|
|||
|
const config = { maxWidth: width - 20, font, fontSize: 19, left: 10 };
|
|||
|
let height = 500;
|
|||
|
while (height > core._PY_ - 20) {
|
|||
|
config.fontSize--;
|
|||
|
height = core.getTextContentHeight(text, config) + 20;
|
|||
|
}
|
|||
|
const y = core.clamp(py - height / 2, 10, core._PY_ - 20 - height);
|
|||
|
return { x, y, width, height, font: config.fontSize };
|
|||
|
}
|
|||
|
|
|||
|
/**
|
|||
|
* 绘制定点查看界面
|
|||
|
* @param {EnemyCollection[]} info 怪物信息
|
|||
|
*/
|
|||
|
function drawFixed (info) {
|
|||
|
// 绘制,当然还有动画
|
|||
|
new Back('_fixed_sback_', 'rgba(0, 0, 0, 0.9)', 200);
|
|||
|
drawChoice(info);
|
|||
|
const exit = new Sprite(core._PX_ - 60, 4, 56, 24, 400, 'game', '_exit_');
|
|||
|
exit.setCss(`
|
|||
|
background-color: #aaa;
|
|||
|
box-shadow: 0px 0px 3px #000;
|
|||
|
cursor: pointer;
|
|||
|
transition: all 0.6s linear;
|
|||
|
opacity: 0;
|
|||
|
`);
|
|||
|
setTimeout(() => exit.setCss(`opacity: 1;`), 50);
|
|||
|
const ctx = exit.context;
|
|||
|
ctx.shadowBlur = 3;
|
|||
|
ctx.shadowColor = '#000';
|
|||
|
ctx.textAlign = 'center';
|
|||
|
ctx.textBaseline = 'middle';
|
|||
|
core.fillText(ctx, '退出', 28, 12, '#fff', '18px normal');
|
|||
|
exit.addEventListener('click', close);
|
|||
|
sprites['_exit_'] = exit;
|
|||
|
}
|
|||
|
|
|||
|
/**
|
|||
|
* 绘制每个怪物
|
|||
|
* @param {EnemyCollection[]} info
|
|||
|
*/
|
|||
|
function drawChoice (info) {
|
|||
|
for (const e of info) {
|
|||
|
const { x, y } = e.loc;
|
|||
|
const data = e.data;
|
|||
|
const { bigImage, height } = core.getBlockInfo(data.id);
|
|||
|
const w = bigImage?.width ?? 32,
|
|||
|
h = bigImage?.height ?? height;
|
|||
|
const { px, py } = calPixel(x, y, w, h);
|
|||
|
new EnemyBox(`_enemybox_${x}_${y}_`, px, py, w, h, data.id, !!bigImage, e);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
/**
|
|||
|
* 绘制怪物的粗略信息
|
|||
|
* @param {EnemyCollection} info
|
|||
|
*/
|
|||
|
function drawRough (info) {
|
|||
|
const { x, y } = info.loc;
|
|||
|
const text = getRough(info.data, x, y);
|
|||
|
const rect = calRect(x * 32 + 16, y * 32 + 16, text);
|
|||
|
new TextBox(rect.x, rect.y, rect.width, rect.height, text, rect.font, x, y);
|
|||
|
}
|
|||
|
|
|||
|
/**
|
|||
|
* 绘制详细信息的主界面
|
|||
|
* @param {EnemyCollection} info
|
|||
|
* @param {EnemyBox} enemyBox
|
|||
|
*/
|
|||
|
function drawMain (info, enemyBox) {
|
|||
|
const { bigImage, height } = core.getBlockInfo(info.data.id);
|
|||
|
const w = bigImage?.width ?? 32,
|
|||
|
h = bigImage?.height ?? height;
|
|||
|
const box = enemyBox ?? new EnemyBox(`_enemy_main_`, 16, 16, w, h, info.data.id, !!bigImage, info);
|
|||
|
box.move(16, 16);
|
|||
|
box.setCss(`
|
|||
|
border: 0;
|
|||
|
background-color: transparent;
|
|||
|
transform: none;
|
|||
|
z-index: 1000;
|
|||
|
`);
|
|||
|
const { status, text, damage, criticals, def } = getDetail(info);
|
|||
|
const back = new Back(`_detail_back_`, 'linear-gradient(to bottom, #333, #777)', 600, 0.2);
|
|||
|
// draw
|
|||
|
const sv = Object.values(status);
|
|||
|
sv.forEach(e => {
|
|||
|
|
|||
|
})
|
|||
|
}
|
|||
|
|
|||
|
/**
|
|||
|
* 绘制怪物详细信息界面
|
|||
|
* @param {EnemyCollection} info 怪物的信息
|
|||
|
* @param {boolean} animate 是否要有动画
|
|||
|
*/
|
|||
|
function drawDetail (info, animate) {
|
|||
|
const { x, y } = info.loc;
|
|||
|
const box = enemyBoxes[`_enemybox_${x}_${y}_`];
|
|||
|
if (!animate) box?.destroy();
|
|||
|
drawMain(info, box);
|
|||
|
}
|
|||
|
|
|||
|
/** 关闭界面 */
|
|||
|
function close () {
|
|||
|
Object.values(sprites).forEach(v => v.destroy());
|
|||
|
setTimeout(core.unlockControl, 600);
|
|||
|
}
|
|||
|
|
|||
|
function getEnemy (px, py) {
|
|||
|
const evenX = core._WIDTH_ % 2 === 0 ? 0.5 : 0,
|
|||
|
evenY = core._HEIGHT_ % 2 === 0 ? 0.5 : 0;
|
|||
|
const bx = Math.round(~~(px / 32) - core.bigmap.offsetX / 32 + evenX),
|
|||
|
by = Math.round(~~(py / 32) - core.bigmap.offsetY / 32 + evenY);
|
|||
|
const loc = `${bx},${by}`;
|
|||
|
const blocks = core.getMapBlocksObj();
|
|||
|
const block = blocks[loc];
|
|||
|
if (!block) return;
|
|||
|
if (block?.event?.trigger === 'battle')
|
|||
|
return generateCollection(block.event.id, bx, by);
|
|||
|
}
|
|||
|
|
|||
|
/**
|
|||
|
* 在游戏时移动鼠标,延迟500ms显示怪物信息
|
|||
|
* @param {MouseEvent} e
|
|||
|
*/
|
|||
|
function moveOnPlaying (e) {
|
|||
|
if (!allowMap) return;
|
|||
|
if (!core.isPlaying()) return;
|
|||
|
const { x, y } = core.actions._getClickLoc(e.clientX, e.clientY);
|
|||
|
const px = x / core.domStyle.scale,
|
|||
|
py = y / core.domStyle.scale;
|
|||
|
clearTimeout(timeout);
|
|||
|
// 清空所有的信息栏
|
|||
|
Object.values(textBoxes).forEach(v => v.destroy());
|
|||
|
const enemy = getEnemy(px, py);
|
|||
|
if (block?.event?.trigger !== 'battle') return;
|
|||
|
lastLoc = loc;
|
|||
|
timeout = setTimeout(() => {
|
|||
|
drawRough(enemy);
|
|||
|
}, 500);
|
|||
|
}
|
|||
|
|
|||
|
/**
|
|||
|
* 双击鼠标时
|
|||
|
* @param {MouseEvent} e
|
|||
|
*/
|
|||
|
function dblClick (e) {
|
|||
|
if (!allowDbl) return;
|
|||
|
if (!core.isPlaying()) return;
|
|||
|
if (e.detail !== 2) return;
|
|||
|
clearTimeout(dblTimeout);
|
|||
|
clearTimeout(timeout);
|
|||
|
const { x, y } = core.actions._getClickLoc(e.clientX, e.clientY);
|
|||
|
const px = x / core.domStyle.scale,
|
|||
|
py = y / core.domStyle.scale;
|
|||
|
const enemy = getEnemy(px, py);
|
|||
|
drawDetail(enemy);
|
|||
|
}
|
|||
|
},
|
|||
|
"itemDetail": function () {
|
|||
|
core.bigmap.threshold = 256;
|
|||
|
|
|||
|
core.control.updateDamage = function (floorId, ctx) {
|
|||
|
floorId = floorId || core.status.floorId;
|
|||
|
if (!floorId || core.status.gameOver || main.mode != 'play') return;
|
|||
|
var onMap = ctx == null;
|
|||
|
// 没有怪物手册
|
|||
|
if (!core.hasItem('book')) return;
|
|||
|
core.status.damage.posX = core.bigmap.posX;
|
|||
|
core.status.damage.posY = core.bigmap.posY;
|
|||
|
if (!onMap) {
|
|||
|
var width = core.floors[floorId].width,
|
|||
|
height = core.floors[floorId].height;
|
|||
|
// 地图过大的缩略图不绘制显伤
|
|||
|
if (width * height > core.bigmap.threshold) return;
|
|||
|
}
|
|||
|
this._updateDamage_damage(floorId, onMap);
|
|||
|
this._updateDamage_extraDamage(floorId, onMap);
|
|||
|
core.getItemDetail(floorId); // 宝石血瓶详细信息
|
|||
|
this.drawDamage(ctx);
|
|||
|
};
|
|||
|
// 绘制地图显示
|
|||
|
control.prototype._drawDamage_draw = function (ctx, onMap) {
|
|||
|
if (!core.hasItem('book')) return;
|
|||
|
core.setFont(ctx, "15px normal");
|
|||
|
core.setTextAlign(ctx, 'left');
|
|||
|
core.status.damage.data.forEach((one) => {
|
|||
|
var px = one.px,
|
|||
|
py = one.py;
|
|||
|
if (onMap && core.bigmap.v2) {
|
|||
|
px -= core.bigmap.posX * 32;
|
|||
|
py -= core.bigmap.posY * 32;
|
|||
|
if (px < -32 * 2 || px > core.__PIXELS__ + 32 || py < -32 || py > core.__PIXELS__ + 32)
|
|||
|
return;
|
|||
|
}
|
|||
|
core.fillBoldText(ctx, one.text, px, py, one.color);
|
|||
|
});
|
|||
|
core.setTextAlign(ctx, 'center');
|
|||
|
core.status.damage.extraData.forEach((one) => {
|
|||
|
var px = one.px,
|
|||
|
py = one.py;
|
|||
|
if (onMap && core.bigmap.v2) {
|
|||
|
px -= core.bigmap.posX * 32;
|
|||
|
py -= core.bigmap.posY * 32;
|
|||
|
if (px < -32 || px > core.__PIXELS__ + 32 || py < -32 || py > core.__PIXELS__ + 32)
|
|||
|
return;
|
|||
|
}
|
|||
|
core.fillBoldText(ctx, one.text, px, py, one.color);
|
|||
|
});
|
|||
|
};
|
|||
|
core.formatBigNumber = function (x, onMap, onCritical) {
|
|||
|
x = Math.floor(parseFloat(x));
|
|||
|
if (!core.isset(x) || !Number.isFinite(x)) return '???';
|
|||
|
if (x > 1e24 || x < -1e24) return x.toExponential(2);
|
|||
|
var c = x < 0 ? "-" : "";
|
|||
|
if (onCritical) c = '-> ';
|
|||
|
x = Math.abs(x);
|
|||
|
if (x <= 9999 || (!onMap && x <= 999999)) return c + x;
|
|||
|
var all = [
|
|||
|
{ "val": 1e20, "c": "g" },
|
|||
|
{ "val": 1e16, "c": "j" },
|
|||
|
{ "val": 1e12, "c": "z" },
|
|||
|
{ "val": 1e8, "c": "e" },
|
|||
|
{ "val": 1e4, "c": "w" },
|
|||
|
]
|
|||
|
for (var i = 0; i < all.length; i++) {
|
|||
|
var one = all[i];
|
|||
|
if (onMap) {
|
|||
|
if (x >= one.val) {
|
|||
|
var v = x / one.val;
|
|||
|
return c + v.toFixed(Math.max(0, Math.floor((c == "-" ? 2 : 3) - Math.log10(v + 1)))) + one.c;
|
|||
|
}
|
|||
|
} else {
|
|||
|
if (x >= 10 * one.val) {
|
|||
|
var v = x / one.val;
|
|||
|
return c + v.toFixed(Math.max(0, Math.floor(4 - Math.log10(v + 1)))) + one.c;
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
return c + x;
|
|||
|
};
|
|||
|
// 获取宝石信息 并绘制
|
|||
|
this.getItemDetail = function (floorId) {
|
|||
|
if (!core.getFlag("itemDetail")) return;
|
|||
|
floorId = floorId || core.status.thisMap.floorId;
|
|||
|
core.status.maps[floorId].blocks.forEach((block) => {
|
|||
|
if (block.event.cls !== 'items') return;
|
|||
|
var x = block.x,
|
|||
|
y = block.y;
|
|||
|
// v2优化,只绘制范围内的部分
|
|||
|
if (core.bigmap.v2) {
|
|||
|
if (x < core.bigmap.posX - core.bigmap.extend || x > core.bigmap.posX + core.__SIZE__ + core.bigmap.extend ||
|
|||
|
y < core.bigmap.posY - core.bigmap.extend || y > core.bigmap.posY + core.__SIZE__ + core.bigmap.extend) {
|
|||
|
return;
|
|||
|
}
|
|||
|
}
|
|||
|
var id = block.event.id;
|
|||
|
var item = core.material.items[id];
|
|||
|
if (item.cls === 'equips') {
|
|||
|
// 装备也显示
|
|||
|
var diff = item.equip.value || {};
|
|||
|
var per = item.equip.percentage;
|
|||
|
for (var name in per) {
|
|||
|
diff[name + 'per'] = per[name].toString() + '%';
|
|||
|
}
|
|||
|
drawItemDetail(diff, x, y);
|
|||
|
return;
|
|||
|
}
|
|||
|
var before = core.clone(core.status.hero);
|
|||
|
// 跟数据统计原理一样 执行效果 前后比较
|
|||
|
core.setFlag("__statistics__", true);
|
|||
|
try {
|
|||
|
eval(item.itemEffect);
|
|||
|
} catch (error) { }
|
|||
|
var diff = compareObject(before, core.status.hero);
|
|||
|
core.status.hero = hero = before;
|
|||
|
flags = core.status.hero.flags;
|
|||
|
drawItemDetail(diff, x, y);
|
|||
|
});
|
|||
|
};
|
|||
|
// 比较两个对象之间每一项的数值差异(弱等于) 返回数值差异
|
|||
|
function compareObject (a, b) {
|
|||
|
a = a || {};
|
|||
|
b = b || {};
|
|||
|
var diff = {}; // 差异
|
|||
|
for (var name in a) {
|
|||
|
diff[name] = b[name] - (a[name] || 0);
|
|||
|
if (!diff[name]) diff[name] = void 0;
|
|||
|
}
|
|||
|
return diff;
|
|||
|
};
|
|||
|
// 绘制
|
|||
|
function drawItemDetail (diff, x, y) {
|
|||
|
if (core.same(diff, {}) || !diff) return;
|
|||
|
var px = 32 * x + 2,
|
|||
|
py = 32 * y + 30;
|
|||
|
var content = "";
|
|||
|
// 获得数据和颜色
|
|||
|
var i = 0;
|
|||
|
for (var name in diff) {
|
|||
|
if (!diff[name]) continue;
|
|||
|
var color = "#ffffff";
|
|||
|
if (typeof diff[name] === 'number')
|
|||
|
diff[name] = core.formatBigNumber(diff[name], true);
|
|||
|
switch (name) {
|
|||
|
case 'atk':
|
|||
|
case 'atkper':
|
|||
|
color = "#FF7A7A";
|
|||
|
break;
|
|||
|
case 'def':
|
|||
|
case 'defper':
|
|||
|
color = "#00E6F1";
|
|||
|
break;
|
|||
|
case 'mdef':
|
|||
|
case 'mdefper':
|
|||
|
color = "#6EFF83";
|
|||
|
break;
|
|||
|
case 'hp':
|
|||
|
color = "#A4FF00";
|
|||
|
break;
|
|||
|
case 'hpmax':
|
|||
|
case 'hpmaxper':
|
|||
|
color = "#F9FF00";
|
|||
|
break;
|
|||
|
case 'mana':
|
|||
|
color = "#cc6666";
|
|||
|
break;
|
|||
|
}
|
|||
|
content = diff[name];
|
|||
|
// 绘制
|
|||
|
core.status.damage.data.push({ text: content, px: px, py: py - 10 * i, color: color });
|
|||
|
i++;
|
|||
|
}
|
|||
|
}
|
|||
|
},
|
|||
|
"chapter": function () {
|
|||
|
// 章节显示
|
|||
|
var chapter = "",
|
|||
|
description = "";
|
|||
|
// 显示章节
|
|||
|
this.displayChapter = function (index) {
|
|||
|
if (core.isReplaying()) return;
|
|||
|
var number = core.replaceNumberWithChinese(index);
|
|||
|
// 获取第几章
|
|||
|
chapter = "第" + number + "章";
|
|||
|
if (index == 0) chapter = "序章";
|
|||
|
// 获取描述
|
|||
|
switch (index) {
|
|||
|
case 0:
|
|||
|
description = "起源";
|
|||
|
break;
|
|||
|
case 1:
|
|||
|
description = "勇气";
|
|||
|
break;
|
|||
|
case 2:
|
|||
|
description = "智慧";
|
|||
|
break;
|
|||
|
}
|
|||
|
core.coreChapterAnimate(chapter, description);
|
|||
|
};
|
|||
|
// 替换数字大小写
|
|||
|
this.replaceNumberWithChinese = function (number) {
|
|||
|
if (number == 0) return "零";
|
|||
|
if (number == 1) return "一";
|
|||
|
if (number == 2) return "二";
|
|||
|
if (number == 3) return "三";
|
|||
|
if (number == 4) return "四";
|
|||
|
if (number == 5) return "五";
|
|||
|
if (number == 6) return "六";
|
|||
|
if (number == 7) return "七";
|
|||
|
if (number == 8) return "八";
|
|||
|
if (number == 9) return "九";
|
|||
|
if (number == 10) return "十";
|
|||
|
};
|
|||
|
// 核心动画运算
|
|||
|
this.coreChapterAnimate = function (chapter, description) {
|
|||
|
// 先建画布
|
|||
|
if (core.isReplaying()) return;
|
|||
|
core.createCanvas("chapter", 0, 0, 480, 480, 100);
|
|||
|
var frame = 0,
|
|||
|
speed = 0,
|
|||
|
left = -480,
|
|||
|
down = 240;
|
|||
|
// 一秒50帧
|
|||
|
core.lockControl();
|
|||
|
var interval = setInterval(() => {
|
|||
|
core.clearMap("chapter");
|
|||
|
speed = core.hyperbolicCosine((frame - 84) * 0.05);
|
|||
|
left += speed / 2;
|
|||
|
// 背景
|
|||
|
if (frame <= 110) {
|
|||
|
core.fillRect("chapter", 0, -240 - left, 480, left + 480, "#000000");
|
|||
|
core.fillRect("chapter", 0, 240, 480, left + 480, "#000000");
|
|||
|
} else {
|
|||
|
core.fillRect("chapter", 0, 0, 480, down, "#000000");
|
|||
|
core.fillRect("chapter", 0, 480 - down, 480, down, "#000000");
|
|||
|
down -= speed / 2;
|
|||
|
}
|
|||
|
// 中间矩形
|
|||
|
if (frame <= 100) {
|
|||
|
core.fillRect("chapter", 0, 240 - frame / 5, 480, frame / 2.5, [255, 255, 255, 0.5 + frame / 200]);
|
|||
|
} else {
|
|||
|
core.fillRect("chapter", 0, 240 - (2100 / (205 - frame)), 480, 4200 / (205 - frame), [255, 255, 255, (175 - frame) / 75]);
|
|||
|
}
|
|||
|
// 上下方线
|
|||
|
core.fillRect("chapter", left, 210, 300, 10, "#FF4D00");
|
|||
|
core.fillRect("chapter", 180 - left, 260, 300, 10, "#2DFFFC");
|
|||
|
core.fillRect("chapter", left + 310, 210, 10, 10, "#FF4D00");
|
|||
|
core.fillRect("chapter", 160 - left, 260, 10, 10, "#2DFFFC");
|
|||
|
core.fillPolygon("chapter", [
|
|||
|
[left + 330, 210],
|
|||
|
[left + 330, 220],
|
|||
|
[left + 340, 220]
|
|||
|
], "#FF4D00");
|
|||
|
core.fillPolygon("chapter", [
|
|||
|
[150 - left, 260],
|
|||
|
[140 - left, 260],
|
|||
|
[150 - left, 270]
|
|||
|
], "#2DFFFC");
|
|||
|
// 闪光条
|
|||
|
for (var i = 5; i > 0; i--) {
|
|||
|
if (frame <= 150) {
|
|||
|
core.drawLine("chapter", 0, 220, left + 320, 220, [255, 255, 255, 0.4], i);
|
|||
|
core.drawLine("chapter", 480, 260, 160 - left, 260, [255, 255, 255, 0.4], i);
|
|||
|
} else {
|
|||
|
core.drawLine("chapter", 0, 220, left + 320, 220, [255, 255, 255, 0.4 - (frame - 150) / 125], i);
|
|||
|
core.drawLine("chapter", 480, 260, 160 - left, 260, [255, 255, 255, 0.4 - (frame - 150) / 125], i);
|
|||
|
}
|
|||
|
}
|
|||
|
core.fillEllipse("chapter", left + 320, 220, 7, 3, 0, [255, 255, 255, 0.8]);
|
|||
|
core.fillEllipse("chapter", left + 320, 220, 2, 10, 0, [255, 255, 255, 0.8]);
|
|||
|
core.fillEllipse("chapter", 160 - left, 260, 7, 3, 0, [255, 255, 255, 0.8]);
|
|||
|
core.fillEllipse("chapter", 160 - left, 260, 2, 10, 0, [255, 255, 255, 0.8]);
|
|||
|
// 字
|
|||
|
core.setTextAlign("chapter", "center");
|
|||
|
core.fillBoldText("chapter", chapter + " " + description, left + 360, 250, "#ffffff", "#000000", "28px scroll");
|
|||
|
if (frame >= 200) {
|
|||
|
clearInterval(interval);
|
|||
|
core.deleteCanvas("chapter");
|
|||
|
core.unlockControl();
|
|||
|
}
|
|||
|
if (frame == 80) core.playSound("chapter.mp3");
|
|||
|
frame++;
|
|||
|
}, 20);
|
|||
|
};
|
|||
|
// 返回双曲余弦值
|
|||
|
this.hyperbolicCosine = function (number) {
|
|||
|
return 0.5 * (Math.pow(Math.E, number) + Math.pow(Math.E, -number));
|
|||
|
}
|
|||
|
},
|
|||
|
"intelligenceTree": function () {
|
|||
|
// 智慧加点
|
|||
|
var list;
|
|||
|
var levels;
|
|||
|
var currPage = 1,
|
|||
|
selector = [1, 1];
|
|||
|
// 获取技能等级
|
|||
|
this.getSkillLevel = function () {
|
|||
|
if (!flags.levels) flags.levels = [];
|
|||
|
for (var i = 0; i < 10; i++) {
|
|||
|
if (flags.levels[i] == null) flags.levels[i] = 0;
|
|||
|
}
|
|||
|
return flags.levels;
|
|||
|
};
|
|||
|
// 初始化
|
|||
|
this.initializeList = function (changePage) {
|
|||
|
// 初始化等级
|
|||
|
levels = core.clone(core.getSkillLevel());
|
|||
|
// 技能定义 0索引 1名称 2描述 3等级 4消耗 5前置技能[索引,等级,索引,等级] 6位置(5×5) 7最大等级 8页码数 9效果
|
|||
|
list = [
|
|||
|
[0, "力量", "力量就是根本!可以通过智慧增加力量", 0, 10 * levels[0] + 10, null, [1, 2], 10, 1, "攻击+" + (levels[0] * 2)],
|
|||
|
[1, "致命一击", "爆发出全部力量攻击敌人", 0, 30 * levels[1] + 30, [0, 5],
|
|||
|
[2, 1], 10, 1, "每回合额外伤害+" + (levels[1] * 5)
|
|||
|
],
|
|||
|
[2, "断灭之刃", "\\r[#dddd44]主动技能\\r[],开启后会在战斗时会额外增加一定量的攻击, 但同时减少一定量的防御,快捷键1", 0, 200 * levels[2] + 400, [1, 5],
|
|||
|
[4, 1], 5, 1, levels[2] * 10 + "%攻击加成,减少" + levels[2] * 10 + "%的防御"
|
|||
|
],
|
|||
|
[3, "坚韧", "由智慧转化出坚韧!", 0, 10 * levels[3] + 10, null, [1, 4], 10, 1, "防御+" + levels[3] * 2],
|
|||
|
[4, "回春", "让智慧化为治愈之泉水!", 0, 20 + levels[4] * 20, [3, 5],
|
|||
|
[2, 5], 25, 1, "每回合回复" + 1 * levels[4] + "生命"
|
|||
|
],
|
|||
|
[5, "治愈之泉", "让生命变得更多一些吧!每吃50瓶血瓶就增加当前生命回复10%的生命回复", 0, 1500, [4, 25],
|
|||
|
[4, 5], 1, 1, "50瓶血10%生命回复"
|
|||
|
],
|
|||
|
[6, "坚固之盾", "让护甲更加坚硬一些吧!", 0, 50 + levels[6] * 50, [3, 5],
|
|||
|
[2, 3], 10, 1, "防御+" + 10 * levels[6]
|
|||
|
],
|
|||
|
[7, "无上之盾", "\\r[#dddd44]第一章终极技能\\r[],战斗时智慧会充当等量护盾", 0, 2500, [6, 10, 5, 1, 2, 2],
|
|||
|
[5, 3], 1, 1, "战斗时智慧会充当护盾"
|
|||
|
],
|
|||
|
];
|
|||
|
// 深拷贝list
|
|||
|
list = core.clone(list);
|
|||
|
var acted = false;
|
|||
|
for (var i in list) {
|
|||
|
list[i][3] = levels[i];
|
|||
|
if (!list[i][5]) list[i][5] = [];
|
|||
|
// 根据页码获取光标应该在的位置
|
|||
|
if (changePage && !acted) {
|
|||
|
if (list[i][8] == currPage) {
|
|||
|
selector = list[i][6];
|
|||
|
acted = true;
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
};
|
|||
|
// 升级效果
|
|||
|
this.treeEffect = function (index) {
|
|||
|
index = parseInt(index);
|
|||
|
switch (index) {
|
|||
|
case 0: // 力量 +2攻击
|
|||
|
core.status.hero.atk += 2;
|
|||
|
break;
|
|||
|
case 1: // 致命一击 +5额外攻击
|
|||
|
core.status.hero.mana += 5;
|
|||
|
break;
|
|||
|
case 2: // 断灭之刃
|
|||
|
core.setFlag("bladeOn", true);
|
|||
|
break;
|
|||
|
case 3: // 坚韧 +2防御
|
|||
|
core.status.hero.def += 2;
|
|||
|
break;
|
|||
|
case 4: // 回春 +1回复
|
|||
|
core.status.hero.hpmax += 1;
|
|||
|
break;
|
|||
|
case 5: // 治愈之泉
|
|||
|
core.setFlag("spring", true);
|
|||
|
break;
|
|||
|
case 6: // 坚固之盾 +10防御
|
|||
|
core.status.hero.def += 10;
|
|||
|
break;
|
|||
|
case 7: // 无上之盾
|
|||
|
core.setFlag("superSheild", true);
|
|||
|
break;
|
|||
|
}
|
|||
|
core.status.hero.mdef -= list[index][4];
|
|||
|
};
|
|||
|
// 由光标位置获得索引
|
|||
|
this.getIdBySelector = function (x, y, page) {
|
|||
|
for (var i in list) {
|
|||
|
if (list[i][8] == page && x == list[i][6][0] && y == list[i][6][1]) {
|
|||
|
return i;
|
|||
|
}
|
|||
|
}
|
|||
|
};
|
|||
|
// 绘制技能树界面
|
|||
|
this.drawTree = function (changePage) {
|
|||
|
// 初始化
|
|||
|
if (!changePage) changePage = false;
|
|||
|
core.initializeList(changePage);
|
|||
|
var id = core.getIdBySelector(selector[0], selector[1], currPage);
|
|||
|
var name = list[id][1],
|
|||
|
description = list[id][2],
|
|||
|
level = levels[id],
|
|||
|
cost = list[id][4],
|
|||
|
foreSkill = list[id][5],
|
|||
|
max = list[id][7],
|
|||
|
effect = list[id][9];
|
|||
|
// 先建画布
|
|||
|
core.createCanvas("tree", 0, 0, 480, 480, 130);
|
|||
|
// 背景
|
|||
|
core.fillRect("tree", 0, 0, 480, 480, [0, 0, 0, 0.95]);
|
|||
|
core.drawLine("tree", 0, 172, 480, 172, [200, 200, 200, 0.95], 1);
|
|||
|
core.drawLine("tree", 308, 172, 308, 480, [200, 200, 200, 0.95], 1);
|
|||
|
core.drawLine("tree", 308, 450, 480, 450, [200, 200, 200, 0.95], 1);
|
|||
|
core.drawLine("tree", 308, 220, 480, 220, [200, 200, 200, 0.95], 1);
|
|||
|
core.drawLine("tree", 308, 413, 480, 413, [200, 200, 200, 0.95], 1);
|
|||
|
for (var i = 0; i <= 239; i++) {
|
|||
|
core.drawLine("tree", i, 40, 480 - i, 40, [0, 255, 107, 0.002], 2);
|
|||
|
}
|
|||
|
// 每一项技能图标
|
|||
|
for (var i in list) {
|
|||
|
if (list[i][8] != currPage) continue;
|
|||
|
// 技能间的线
|
|||
|
for (var j = 0; j < list[i][5].length; j += 2) {
|
|||
|
if (!list[i][5]) break;
|
|||
|
if (levels[list[i][5][j]] < list[i][5][j + 1])
|
|||
|
core.drawLine("tree", list[list[i][5][j]][6][0] * 56 - 14, list[list[i][5][j]][6][1] * 56 + 158,
|
|||
|
list[i][6][0] * 56 - 14, list[i][6][1] * 56 + 158, "#aaaaaa", 1);
|
|||
|
else core.drawLine("tree", list[list[i][5][j]][6][0] * 56 - 14, list[list[i][5][j]][6][1] * 56 + 158,
|
|||
|
list[i][6][0] * 56 - 14, list[i][6][1] * 56 + 158, "#00FF88", 1);
|
|||
|
}
|
|||
|
}
|
|||
|
// 图标
|
|||
|
for (var i in list) {
|
|||
|
// 图标
|
|||
|
core.drawImage("tree", "skill" + i + ".png", 0, 0, 114, 114, list[i][6][0] * 56 - 28, list[i][6][1] * 56 + 144, 28, 28);
|
|||
|
// 方框
|
|||
|
if (levels[i] == 0)
|
|||
|
core.strokeRect("tree", list[i][6][0] * 56 - 28, list[i][6][1] * 56 + 144, 28, 28, "#888888", 1);
|
|||
|
else if (levels[i] == list[i][7])
|
|||
|
core.strokeRect("tree", list[i][6][0] * 56 - 28, list[i][6][1] * 56 + 144, 28, 28, "#F7FF68", 1);
|
|||
|
else
|
|||
|
core.strokeRect("tree", list[i][6][0] * 56 - 28, list[i][6][1] * 56 + 144, 28, 28, "#00FF69", 1);
|
|||
|
// 光标
|
|||
|
core.strokeRect("tree", selector[0] * 56 - 28, selector[1] * 56 + 144, 28, 28, "#ffff00", 1);
|
|||
|
}
|
|||
|
// 说明
|
|||
|
core.setTextAlign("tree", "center");
|
|||
|
core.fillText("tree", name, 240, 30, "#00FFD5", "28px normal");
|
|||
|
core.setTextAlign("tree", "left")
|
|||
|
core.drawTextContent("tree", " " + description, { left: 10, top: 42, maxWidth: 460, font: "normal", fontSize: 18 });
|
|||
|
// 效果
|
|||
|
if (level != 0)
|
|||
|
core.drawTextContent("tree", "当前效果:" + effect, { left: 10, top: 122, maxWidth: 460, font: "normal", fontSize: 18 });
|
|||
|
if (level != max) {
|
|||
|
flags.levels[id] += 1;
|
|||
|
core.initializeList(false);
|
|||
|
effect = list[id][9];
|
|||
|
core.drawTextContent("tree", "下一级效果:" + effect, { left: 10, top: 147, maxWidth: 460, font: "normal", fontSize: 18 });
|
|||
|
flags.levels[id]--;
|
|||
|
core.initializeList(false);
|
|||
|
effect = list[id][9];
|
|||
|
}
|
|||
|
core.setTextAlign("tree", "center");
|
|||
|
// 等级
|
|||
|
core.fillText("tree", "等级:" + level + "/" + max, 394, 190, "#ffffff", "18px normal");
|
|||
|
// 升级
|
|||
|
if (level != max)
|
|||
|
core.fillText("tree", "升级花费:" + cost, 394, 210, "#ffffff", "18px normal");
|
|||
|
// 退出
|
|||
|
core.fillText("tree", "退出", 394, 470, "#ffffff", "18px normal");
|
|||
|
// 页码数
|
|||
|
var text = core.replaceNumberWithChinese(currPage);
|
|||
|
core.fillText("tree", "第" + text + "章", 394, 440, "#ffffff", "24px normal");
|
|||
|
if (currPage != 1) core.fillText("tree", "<", 334, 440, "#ffffff", "24px normal");
|
|||
|
if (currPage != flags.chapter) core.fillText("tree", ">", 454, 440, "#ffffff", "24px normal");
|
|||
|
// 前置技能
|
|||
|
core.fillText("tree", "前置技能", 394, 245, "#ffffff", "20px normal");
|
|||
|
if (foreSkill.length > 0) {
|
|||
|
for (var i = 0; i < foreSkill.length; i += 2) {
|
|||
|
core.fillText("tree", foreSkill[i + 1] + "级 " + list[foreSkill[i]][1], 394, 270 + 10 * i);
|
|||
|
}
|
|||
|
}
|
|||
|
};
|
|||
|
// 升级操作
|
|||
|
this.upgradeTree = function (index) {
|
|||
|
// 执行操作
|
|||
|
if (levels[index] == list[index][7]) {
|
|||
|
core.playSound("操作失败");
|
|||
|
core.insertAction(["该技能已满级!"]);
|
|||
|
return;
|
|||
|
}
|
|||
|
// 判断前置技能
|
|||
|
var fore = list[index][5];
|
|||
|
for (var i = 0; i < fore.length; i += 2) {
|
|||
|
if (levels[fore[i]] < fore[i + 1]) {
|
|||
|
core.playSound("操作失败");
|
|||
|
core.insertAction(["前置技能未满足!"]);
|
|||
|
return;
|
|||
|
}
|
|||
|
}
|
|||
|
if (core.status.hero.mdef < list[index][4]) {
|
|||
|
core.playSound("操作失败");
|
|||
|
core.insertAction(["智慧点不足!"]);
|
|||
|
return;
|
|||
|
}
|
|||
|
flags.levels[index]++;
|
|||
|
core.treeEffect(index);
|
|||
|
// 刷新
|
|||
|
core.drawTree(false);
|
|||
|
core.updateStatusBar();
|
|||
|
core.updateDamage();
|
|||
|
// 音效
|
|||
|
core.playSound("tree.mp3");
|
|||
|
core.insertAction([
|
|||
|
{ "type": "sleep", "time": 100, "noSkip": true },
|
|||
|
]);
|
|||
|
};
|
|||
|
// 上下左右
|
|||
|
this.moveSelector = function (keycode, times) {
|
|||
|
times = times || 0;
|
|||
|
core.playSound("光标移动");
|
|||
|
if (keycode == 37 || keycode == 39) { // left right
|
|||
|
if (times > 3) { // 正左右没有东西 移动至下一列
|
|||
|
selector[0] -= 3 * (keycode - 38);
|
|||
|
for (var i in list) {
|
|||
|
if (list[i][8] != currPage) continue;
|
|||
|
if (list[i][6][0] == selector[0]) {
|
|||
|
selector = list[i][6];
|
|||
|
return;
|
|||
|
}
|
|||
|
}
|
|||
|
selector[0] -= keycode - 38;
|
|||
|
return;
|
|||
|
}
|
|||
|
selector[0] += keycode - 38;
|
|||
|
for (var i in list) { // 正左右有技能 移动至最近的技能
|
|||
|
if (list[i][8] != currPage) continue;
|
|||
|
if (list[i][6][0] == selector[0] && list[i][6][1] == selector[1]) {
|
|||
|
selector = list[i][6];
|
|||
|
return;
|
|||
|
}
|
|||
|
}
|
|||
|
return core.moveSelector(keycode, times + 1);
|
|||
|
} else { // up down
|
|||
|
if (times > 3) {
|
|||
|
selector[1] -= 3 * (keycode - 39);
|
|||
|
for (var i in list) {
|
|||
|
if (list[i][8] != currPage) continue;
|
|||
|
if (list[i][6][1] == selector[1]) {
|
|||
|
selector = list[i][6];
|
|||
|
return;
|
|||
|
}
|
|||
|
}
|
|||
|
selector[1] -= keycode - 39;
|
|||
|
return;
|
|||
|
}
|
|||
|
selector[1] += keycode - 39;
|
|||
|
for (var i in list) {
|
|||
|
if (list[i][8] != currPage) continue;
|
|||
|
if (list[i][6][1] == selector[1] && list[i][6][0] == selector[0]) {
|
|||
|
selector = list[i][6];
|
|||
|
return;
|
|||
|
}
|
|||
|
}
|
|||
|
return core.moveSelector(keycode, times + 1);
|
|||
|
}
|
|||
|
};
|
|||
|
// 由点击位置获取光标位置
|
|||
|
this.getSelectorByLoc = function (px, py) {
|
|||
|
if (px % 56 < 28 || (py - 172) % 56 < 28) return;
|
|||
|
var x = Math.ceil(px / 56),
|
|||
|
y = Math.ceil((py - 172) / 56);
|
|||
|
if (selector[0] == x && selector[1] == y) {
|
|||
|
var id = core.getIdBySelector(selector[0], selector[1], currPage);
|
|||
|
core.upgradeTree(id);
|
|||
|
} else {
|
|||
|
for (var i in list) {
|
|||
|
if (list[i][8] != currPage) continue;
|
|||
|
if (list[i][6][0] == x && list[i][6][1] == y) {
|
|||
|
selector = [x, y];
|
|||
|
core.playSound("光标移动");
|
|||
|
return;
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
};
|
|||
|
// 键盘操作
|
|||
|
this.treeKeyboard = function (keycode) {
|
|||
|
var id = core.getIdBySelector(selector[0], selector[1], currPage);
|
|||
|
switch (keycode) {
|
|||
|
case 13:
|
|||
|
case 32: // 确认升级
|
|||
|
core.upgradeTree(id);
|
|||
|
break;
|
|||
|
case 27:
|
|||
|
case 88: // 退出
|
|||
|
core.playSound("取消");
|
|||
|
core.insertAction({ "type": "break" });
|
|||
|
break;
|
|||
|
case 37:
|
|||
|
case 38:
|
|||
|
case 39:
|
|||
|
case 40: // 移动光标
|
|||
|
core.moveSelector(keycode);
|
|||
|
break;
|
|||
|
}
|
|||
|
};
|
|||
|
// 点击操作
|
|||
|
this.treeClick = function (px, py) {
|
|||
|
if (px >= 308 && py >= 450) {
|
|||
|
core.playSound("取消");
|
|||
|
core.insertAction({ "type": "break" });
|
|||
|
}
|
|||
|
if (px <= 308 && py >= 172) {
|
|||
|
core.getSelectorByLoc(px, py);
|
|||
|
}
|
|||
|
};
|
|||
|
// 操作
|
|||
|
this.actTree = function () {
|
|||
|
if (flags.type == 0) return this.treeKeyboard(flags.keycode);
|
|||
|
else return this.treeClick(flags.px, flags.py);
|
|||
|
};
|
|||
|
// 开启
|
|||
|
this.openTree = function () {
|
|||
|
// 插入事件
|
|||
|
core.initializeList(true);
|
|||
|
core.playSound("打开界面");
|
|||
|
core.insertAction([{
|
|||
|
"type": "while",
|
|||
|
"condition": "true",
|
|||
|
"data": [
|
|||
|
{ "type": "function", "function": "() => { core.plugin.drawTree(false); }" },
|
|||
|
{ "type": "wait" },
|
|||
|
{ "type": "function", "function": "() => { core.plugin.actTree(); }" }
|
|||
|
]
|
|||
|
},
|
|||
|
{
|
|||
|
"type": "function",
|
|||
|
"function": "() => { core.deleteCanvas('tree');}"
|
|||
|
}
|
|||
|
]);
|
|||
|
};
|
|||
|
},
|
|||
|
"skills": function () {
|
|||
|
// 所有的主动技能效果
|
|||
|
var ignoreInJump = {
|
|||
|
event: ['X20007', 'X20001', 'X20006', 'X20014', 'X20010', 'X20007'],
|
|||
|
bg: ['X20037', 'X20038', 'X20039', 'X20045', 'X20047', 'X20053',
|
|||
|
'X20054', 'X20055', 'X20067', 'X20068', 'X20075', 'X20076']
|
|||
|
};
|
|||
|
// 跳跃
|
|||
|
this.jumpSkill = function () {
|
|||
|
if (core.status.floorId.startsWith("tower")) return core.drawTip("当无法使用该技能");
|
|||
|
if (!flags.skill2) return;
|
|||
|
if (!flags['jump_' + core.status.floorId]) flags['jump_' + core.status.floorId] = 0;
|
|||
|
if (core.status.floorId == 'MT14' && flags['jump_' + core.status.floorId] == 2 && !flags.MT14Jump) {
|
|||
|
if (!(core.status.hero.loc.x == 77 && core.status.hero.loc.y == 5 && core.status.hero.loc.direction == 'right')) {
|
|||
|
return core.drawTip("该地图还有一个必跳的地方,你还没有跳");
|
|||
|
} else flags.MT14Jump = true;
|
|||
|
}
|
|||
|
if (flags['jump_' + core.status.floorId] >= 3) return core.drawTip('当前地图使用次数已用完');
|
|||
|
core.autosave();
|
|||
|
var direction = core.status.hero.loc.direction;
|
|||
|
var loc = core.status.hero.loc;
|
|||
|
var checkLoc = {};
|
|||
|
switch (direction) {
|
|||
|
case "up":
|
|||
|
checkLoc.x = loc.x;
|
|||
|
checkLoc.y = loc.y - 1;
|
|||
|
break;
|
|||
|
case "right":
|
|||
|
checkLoc.x = loc.x + 1;
|
|||
|
checkLoc.y = loc.y;
|
|||
|
break;
|
|||
|
case "down":
|
|||
|
checkLoc.x = loc.x;
|
|||
|
checkLoc.y = loc.y + 1;
|
|||
|
break;
|
|||
|
case "left":
|
|||
|
checkLoc.x = loc.x - 1;
|
|||
|
checkLoc.y = loc.y;
|
|||
|
break;
|
|||
|
}
|
|||
|
// 前方是否可通行 或 是怪物
|
|||
|
var cls = core.getBlockCls(checkLoc.x, checkLoc.y);
|
|||
|
var noPass = core.noPass(checkLoc.x, checkLoc.y);
|
|||
|
var id = core.getBlockId(checkLoc.x, checkLoc.y) || '';
|
|||
|
var bgId = core.getBlockByNumber(core.getBgNumber(checkLoc.x, checkLoc.y)).event.id || '';
|
|||
|
// 可以通行
|
|||
|
if (!noPass || cls == "items" || (id.startsWith('X') && !ignoreInJump.event.includes(id)) ||
|
|||
|
(bgId.startsWith('X') && !ignoreInJump.bg.includes(bgId)))
|
|||
|
return core.drawTip("当前无法使用技能");
|
|||
|
// 不是怪物且不可以通行
|
|||
|
if (noPass && !(cls == "enemys" || cls == "enemy48")) {
|
|||
|
var toLoc = checkNoPass(direction, checkLoc.x, checkLoc.y, true);
|
|||
|
if (!toLoc) return;
|
|||
|
core.status.hero.hp -= 200 * flags.hard;
|
|||
|
core.updateStatusBar();
|
|||
|
flags['jump_' + core.status.floorId]++;
|
|||
|
if (core.status.hero.hp <= 0) {
|
|||
|
core.status.hero.hp = 0;
|
|||
|
core.updateStatusBar();
|
|||
|
core.events.lose('你跳死了');
|
|||
|
}
|
|||
|
core.playSound("015-Jump01.ogg");
|
|||
|
core.insertAction([
|
|||
|
{ "type": "jumpHero", "loc": [toLoc.x, toLoc.y], "time": 500 },
|
|||
|
]);
|
|||
|
}
|
|||
|
// 是怪物
|
|||
|
if (cls == "enemys" || cls == "enemy48") {
|
|||
|
var firstNoPass = checkNoPass(direction, checkLoc.x, checkLoc.y, false);
|
|||
|
if (!firstNoPass) return;
|
|||
|
core.status.hero.hp -= 200 * flags.hard;
|
|||
|
core.updateStatusBar();
|
|||
|
flags['jump_' + core.status.floorId]++;
|
|||
|
if (core.status.hero.hp <= 0) {
|
|||
|
core.status.hero.hp = 0;
|
|||
|
core.updateStatusBar();
|
|||
|
core.events.lose('你跳死了');
|
|||
|
}
|
|||
|
core.playSound("015-Jump01.ogg");
|
|||
|
core.insertAction([{
|
|||
|
"type": "jump",
|
|||
|
"from": [checkLoc.x, checkLoc.y],
|
|||
|
"to": [firstNoPass.x, firstNoPass.y],
|
|||
|
"time": 500,
|
|||
|
"keep": true
|
|||
|
},]);
|
|||
|
}
|
|||
|
// 检查一条线上的不可通过
|
|||
|
function checkNoPass (direction, x, y, startNo) {
|
|||
|
if (!startNo) startNo = false;
|
|||
|
switch (direction) {
|
|||
|
case "up":
|
|||
|
y--;
|
|||
|
break;
|
|||
|
case "right":
|
|||
|
x++;
|
|||
|
break;
|
|||
|
case "down":
|
|||
|
y++;
|
|||
|
break;
|
|||
|
case "left":
|
|||
|
x--;
|
|||
|
break;
|
|||
|
}
|
|||
|
if (x > core.status.thisMap.width - 1 || y >
|
|||
|
core.status.thisMap.height - 1 || x < 0 || y < 0) return core.drawTip("当前无法使用技能");
|
|||
|
var id = core.getBlockId(x, y) || '';
|
|||
|
if (core.getBgNumber(x, y))
|
|||
|
var bgId = core.getBlockByNumber(core.getBgNumber(x, y)).event.id || '';
|
|||
|
else var bgId = '';
|
|||
|
if (core.noPass(x, y) || core.getBlockCls(x, y) == "items" || (id.startsWith('X') && !ignoreInJump.event.includes(id)) ||
|
|||
|
(bgId.startsWith('X') && !ignoreInJump.bg.includes(bgId)) || core.getBlockCls(x, y) == "animates")
|
|||
|
return checkNoPass(direction, x, y, true);
|
|||
|
if (!startNo) return checkNoPass(direction, x, y, false);
|
|||
|
return { 'x': x, 'y': y };
|
|||
|
}
|
|||
|
};
|
|||
|
},
|
|||
|
"changeFly": async function () {
|
|||
|
|
|||
|
// 该插件可自定义空间很大,自定义内容请看注释
|
|||
|
|
|||
|
// ------------------------- 安装说明 ------------------------- //
|
|||
|
// 先安装基于canvas的sprite化插件(2.10.0以上自带)
|
|||
|
// 再将以下代码复制进插件中,并将第一行的 function () 改为 async function ()
|
|||
|
// 提供的api请看以this.xxx = function开头的函数,函数前会有函数说明及参数说明
|
|||
|
|
|||
|
// ------------------------- 使用说明 ------------------------- //
|
|||
|
/*
|
|||
|
* 直接复制进插件中,然后添加一个快捷键或道具效果为core.plugin.drawFlyMap()即可使用,不需额外设置
|
|||
|
* 楼层id中不要出现下划线
|
|||
|
* 该插件具体功能有:
|
|||
|
* 1.绘制区域内的地图
|
|||
|
* 2.可以拖动地图
|
|||
|
* 3.点击地图可直接传送至目标地图,同时降低背景的不透明度,方便观察
|
|||
|
* 4.滚轮或双指可以放缩绘制内容
|
|||
|
* 5.放缩较大时,绘制地图的缩略图,可能会比较卡,但移动不会卡
|
|||
|
* 6.整合漏怪检测,如果想忽略怪物,请在下方改动或用脚本修改core.plugin.ignoreEnemies,类型为数组
|
|||
|
* 7.整合区域显示,所有单独或连在一起的地图会被视为一个区域
|
|||
|
* 8.键盘操作,上下左右移动
|
|||
|
*/
|
|||
|
|
|||
|
// ------------------------- 插件说明 ------------------------- //
|
|||
|
/*
|
|||
|
* 该插件注释极其详细,可以帮助那些想要提升代码力,但实力有不足的作者
|
|||
|
* 注意!!!该插件难度极大,没有代码底力的不建议研究
|
|||
|
* 该插件涉及部分较为高级的算法,如bfs
|
|||
|
*/
|
|||
|
|
|||
|
// 录像验证直接干掉这个插件
|
|||
|
if (main.replayChecking || main.mode === 'editor') return;
|
|||
|
|
|||
|
// 延迟初始化,就不用安装到sprite化插件之后了
|
|||
|
await new Promise(res => setTimeout(res, 500));
|
|||
|
|
|||
|
// ----- 不可自定义 杂七杂八的变量
|
|||
|
/** @type {{[x: string]: BFSResult}} */
|
|||
|
let mapCache = {}; // 地图缓存
|
|||
|
let drawCache = {}; // 绘制信息缓存
|
|||
|
let status = 'none'; // 当前的绘制状态
|
|||
|
/** @type {{[x: string]: Sprite}} */
|
|||
|
let sprites = {}; // 当前所有的sprite
|
|||
|
/** @type {{[x: string]: Sprite}} */
|
|||
|
let canDrag = {}; // 可以拖拽的sprite
|
|||
|
/** @type {{[x: string]: Button}} */
|
|||
|
let areaSprite = {}; // 区域列表对应的sprite
|
|||
|
let clicking = false; // 是否正在点击,用于拖拽判定
|
|||
|
let drawingMap = ''; // 正在绘制的中心楼层
|
|||
|
let nowScale = 0; // 当前绘制的放缩比例
|
|||
|
let lastTouch = {}; // 上一次的单点点击信息
|
|||
|
let lastLength = 0; // 手机端缩放时上一次的两指间距离
|
|||
|
let nowDepth = 0; // 当前的遍历深度
|
|||
|
let drawedThumbnail = {}; // 已经绘制过的缩略图
|
|||
|
let moved = false; // 鼠标按下后是否移动了
|
|||
|
let noBorder = false; // 是否是无边框拼接模式
|
|||
|
let lastScale = 0; // 上一次缩放,用于优化缩略图绘制
|
|||
|
let showEnemy = false; // 是否显示漏怪
|
|||
|
let areaPage = 0; // 区域显示的当前页数
|
|||
|
let nowArea = 0; // 当前区域index
|
|||
|
let selecting = ''; // 选择时当前正在选择的地图
|
|||
|
|
|||
|
// ---- 不可自定义,常量
|
|||
|
/** @type {Area} */
|
|||
|
let areas = []; // 区域信息
|
|||
|
const perPage = Math.floor((core._PY_ - 60) / 30); // 区域的每页显示数量
|
|||
|
|
|||
|
// ---- 可自定义,默认的切换地图的图块id
|
|||
|
const defaultChange = {
|
|||
|
left: 'leftPortal', // 左箭头
|
|||
|
up: 'upPortal', // 上箭头
|
|||
|
right: 'rightPortal', // 右箭头
|
|||
|
down: 'downPortal', // 下箭头
|
|||
|
upFloor: 'upFloor', // 上楼
|
|||
|
downFloor: 'downFloor' // 下楼
|
|||
|
};
|
|||
|
// ---- 可自定义,默认数值
|
|||
|
const defaultValue = {
|
|||
|
font: 'Verdana', // 默认字体
|
|||
|
scale: 3, // 默认地图缩放比例
|
|||
|
depth: Infinity, // 默认的遍历深度
|
|||
|
};
|
|||
|
|
|||
|
// ---- 不可自定义,计算数据
|
|||
|
const dirData = {
|
|||
|
up: [1, 0],
|
|||
|
down: [-1, 0],
|
|||
|
left: [0, 1],
|
|||
|
right: [0, -1],
|
|||
|
upFloor: [0, 0],
|
|||
|
downFloor: [0, 0]
|
|||
|
}
|
|||
|
|
|||
|
let ignoreEnemies = this.ignoreEnemies = [];
|
|||
|
|
|||
|
let allChangeEntries = Object.entries(defaultChange);
|
|||
|
|
|||
|
const reset = core.events.resetGame;
|
|||
|
core.events.resetGame = function () {
|
|||
|
reset.apply(core.events, arguments);
|
|||
|
areas = [];
|
|||
|
// 获取所有分区,使用异步函数,保证不会卡顿
|
|||
|
// 原理是用bfs扫,将所有连在一起的地图合并成一个区域
|
|||
|
(async function () {
|
|||
|
let all = core.floorIds.slice();
|
|||
|
const scanned = { [all[0]]: true };
|
|||
|
while (all.length > 0) {
|
|||
|
let now = all.shift();
|
|||
|
if (core.status.maps[now].deleted) continue;
|
|||
|
if (!now) return;
|
|||
|
await new Promise(res => {
|
|||
|
const result = bfsSearch(now, Infinity, true);
|
|||
|
mapCache[`${now}_Infinity_false`] = result;
|
|||
|
areas.push({ name: core.floors[now].title, maps: result.order });
|
|||
|
for (const map of result.order) {
|
|||
|
scanned[map] = true;
|
|||
|
all = all.filter(v => !result.order.includes(v));
|
|||
|
}
|
|||
|
res('success');
|
|||
|
});
|
|||
|
}
|
|||
|
})();
|
|||
|
}
|
|||
|
|
|||
|
/** 工具按钮 */
|
|||
|
class Button extends Sprite {
|
|||
|
constructor(name, x, y, w, h, text, fontSize = '20px', transition = true) {
|
|||
|
const btn = super(x, y, w, h, 1050, 'game', name);
|
|||
|
this.css(transition);
|
|||
|
setTimeout(() => btn.setCss(`opacity: 1;`), 50);
|
|||
|
const ctx = btn.context;
|
|||
|
ctx.textAlign = 'center';
|
|||
|
ctx.textBaseline = 'middle';
|
|||
|
core.fillText(ctx, text, w / 2, h / 2, '#fff', `${fontSize} normal`, w - 10);
|
|||
|
sprites[name] = btn;
|
|||
|
}
|
|||
|
|
|||
|
css (transition) {
|
|||
|
this.setCss(
|
|||
|
'transition: opacity 0.6s linear, transform 0.2s linear;' +
|
|||
|
'background-color: #aaa;' +
|
|||
|
'box-shadow: 0px 0px 0px black;' +
|
|||
|
(transition ? 'opacity: 0;' : '') +
|
|||
|
'filter: drop-shadow(1px 1px 2px black);' +
|
|||
|
'box-shadow: 0px 0px 4px black;' +
|
|||
|
'cursor: pointer;'
|
|||
|
);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
/** 背景 */
|
|||
|
class Back extends Sprite {
|
|||
|
constructor(name, x, y, w, h, z, color) {
|
|||
|
const sprite = super(x, y, w, h, z, 'game', name);
|
|||
|
sprites[name] = sprite;
|
|||
|
this.setCss(`transition: all 0.6s linear;`);
|
|||
|
setTimeout(() => {
|
|||
|
this.setCss(`background-color: ${color};`);
|
|||
|
}, 50);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
/**
|
|||
|
* 获取绘制信息
|
|||
|
* @param {string?} center 中心地图id
|
|||
|
* @param {number?} depth 搜索深度
|
|||
|
* @param {boolean?} noCache 是否不使用缓存
|
|||
|
* @returns {MapDrawInfo}
|
|||
|
*/
|
|||
|
this.getMapDrawInfo = function (center = core.status.floorId, depth = defaultValue.depth, noCache = false) {
|
|||
|
nowDepth = depth;
|
|||
|
drawingMap = center;
|
|||
|
const id = `${center}_${depth}_${noBorder}`;
|
|||
|
// 检查缓存
|
|||
|
if (drawCache[id] && !noCache) return drawCache[id];
|
|||
|
const map = bfsSearch(center, depth, noCache);
|
|||
|
mapCache[id] = map;
|
|||
|
const res = getDrawInfo(map.res, center, map.order);
|
|||
|
res.upOrDown = map.upOrDown;
|
|||
|
drawCache[id] = res;
|
|||
|
return res;
|
|||
|
}
|
|||
|
|
|||
|
/**
|
|||
|
* 绘制大地图,可拖动、滚轮缩放、点击对应位置可以楼传等
|
|||
|
* @param {string} floorId 中心地图的id
|
|||
|
* @param {number} depth 遍历深度
|
|||
|
* @param {boolean} noCache 是否不使用缓存
|
|||
|
* @param {number} scale 绘制的缩放比例
|
|||
|
*/
|
|||
|
this.drawFlyMap = function (floorId = core.status.floorId,
|
|||
|
depth = defaultValue.depth, noCache = false, scale = defaultValue.scale) {
|
|||
|
|
|||
|
if (core.isReplaying()) return;
|
|||
|
|
|||
|
// 把区域页码归零
|
|||
|
nowArea = areas.findIndex(v => v.maps.includes(core.status.floorId));
|
|||
|
areaPage = 0;
|
|||
|
nowScale = scale;
|
|||
|
selecting = floorId;
|
|||
|
const info = this.getMapDrawInfo(floorId, depth, noCache);
|
|||
|
if (status !== 'scale' && status !== 'border') {
|
|||
|
drawBack();
|
|||
|
drawTools();
|
|||
|
}
|
|||
|
drawMap(info, scale);
|
|||
|
status = 'flyMap';
|
|||
|
core.lockControl();
|
|||
|
core.canvas.data.canvas.style.zIndex = '990';
|
|||
|
}
|
|||
|
|
|||
|
/**
|
|||
|
* 获得某个区域的剩余怪物
|
|||
|
* @param {string} floorId 区域包含的地图或要扫描的地图
|
|||
|
* @param {boolean} area 是否扫描整个区域
|
|||
|
* @returns {RemainEnemy} 怪物总数、所在地图、位置
|
|||
|
* 返回值格式:{
|
|||
|
* rough: 每种怪物的数量及所有怪物的总数,为字符串,每个怪物独占一行
|
|||
|
* detail: 每个怪物的所在位置,每个怪物独占一行,以每20个整合成字符串,为字符串数组形式
|
|||
|
* data: 怪物数量的原始信息,格式为{ 楼层id: { 'x,y': 怪物id } }
|
|||
|
* }
|
|||
|
*/
|
|||
|
this.getRemainEnemy = function (floorId = core.status.floorId, area = false) {
|
|||
|
const res = bfsSearch(floorId, Infinity, false);
|
|||
|
// 整合怪物总数
|
|||
|
/** @type {{[x: string]: number}} */
|
|||
|
const category = {};
|
|||
|
const toShow = area ? res.order : [floorId];
|
|||
|
const strArr = [];
|
|||
|
const add = (...num) => num.reduce((pre, cur) => pre + cur, 0);
|
|||
|
const name = (id) => core.material.enemys[id].name;
|
|||
|
const title = (id) => core.status.maps[id].title;
|
|||
|
for (const id of toShow) {
|
|||
|
const enemies = res.enemies[id];
|
|||
|
Object.values(enemies).forEach(v => {
|
|||
|
// 编辑器不支持 ??=,悲
|
|||
|
category[v] = category[v] ?? 0;
|
|||
|
category[v]++;
|
|||
|
})
|
|||
|
// 每个怪物的信息
|
|||
|
strArr.push(...Object.entries(enemies)
|
|||
|
.map(v => `${name(v[1])} 楼层:${title(id)},楼层id:${id},坐标:${v[0]}`));
|
|||
|
}
|
|||
|
// 输出字符串
|
|||
|
const all = `当前${area ? '区域' : '地图'}中剩余怪物数量:${add(...Object.values(category))}`;
|
|||
|
const classified = Object.entries(category).map(v => `${name(v[0])} × ${v[1]}`).join`\n`;
|
|||
|
const detail = [];
|
|||
|
while (strArr.length > 0) {
|
|||
|
detail.push(strArr.splice(0, 20).join`\n`);
|
|||
|
}
|
|||
|
return { rough: `${all}\n${classified}`, detail, data: res.enemies };
|
|||
|
}
|
|||
|
|
|||
|
/**
|
|||
|
* 广度优先搜索搜索地图路径
|
|||
|
* @param {string} center 中心地图的id
|
|||
|
* @param {number} depth 搜索深度
|
|||
|
* @param {boolean} noCache 是否不使用缓存
|
|||
|
* @returns {BFSResult} 格式:floorId_x_y_dir: floorId_x_y
|
|||
|
*/
|
|||
|
function bfsSearch (center, depth, noCache) {
|
|||
|
// 检查缓存
|
|||
|
const id = `${center}_${depth}_${noBorder}`;
|
|||
|
if (mapCache[id] && !noCache) return mapCache[id];
|
|||
|
const used = { [center]: true }; // 搜索过的楼层
|
|||
|
let queue = [];
|
|||
|
let stack = [center]; // 当前栈
|
|||
|
let nowDepth = -1;
|
|||
|
const mapOrder = [center]; // 遍历顺序,顺便还能记录遍历了哪些楼层
|
|||
|
|
|||
|
const res = {}; // 输出结果,格式:floorId_x_y_dir: floorId_x_y
|
|||
|
const enemies = {};
|
|||
|
const upOrDown = {};
|
|||
|
|
|||
|
// 开始循环搜索
|
|||
|
while (nowDepth < depth && stack.length > 0) {
|
|||
|
const now = stack.shift(); // 当前id
|
|||
|
if (core.status.maps[now].deleted) continue;
|
|||
|
const blocks = core.getMapBlocksObj(now); // 获取当前地图的每点的事件
|
|||
|
enemies[now] = {};
|
|||
|
// 遍历,获取可以传送的点,只检测绿点事件,因此可用红点事件进行传送来实现分区功能
|
|||
|
for (const i in blocks) {
|
|||
|
const block = blocks[i];
|
|||
|
// 整合漏怪检测,所以要检测怪物
|
|||
|
if (block.event.trigger === 'battle') {
|
|||
|
const id = block.event.id;
|
|||
|
if (ignoreEnemies.includes(id)) continue;
|
|||
|
else enemies[now][i] = block.event.id;
|
|||
|
continue;
|
|||
|
}
|
|||
|
// 检测触发器是否为切换楼层,不是则直接跳过
|
|||
|
if (block.event.trigger !== 'changeFloor') continue;
|
|||
|
const dirEntries = allChangeEntries.find(v => v[1] === block.event.id);
|
|||
|
// 如果不是那六种传送门,直接忽略
|
|||
|
if (!dirEntries) continue;
|
|||
|
const data = block.event.data;
|
|||
|
const dir = dirEntries[0];
|
|||
|
const route = `${now}_${i.replace(',', '_')}_${dir}`;
|
|||
|
const target = `${data.floorId}_${data.loc.join('_')}`;
|
|||
|
if (!used[data.floorId]) {
|
|||
|
if (dir === 'upFloor' || dir === 'downFloor') {
|
|||
|
upOrDown[now] = upOrDown[id] ?? [];
|
|||
|
upOrDown[now].push(dir);
|
|||
|
}
|
|||
|
queue.push(data.floorId); // 没有搜索过,则加入栈中
|
|||
|
mapOrder.push(data.floorId);
|
|||
|
used[data.floorId] = true;
|
|||
|
}
|
|||
|
res[route] = target;
|
|||
|
}
|
|||
|
if (stack.length === 0) {
|
|||
|
stack = queue;
|
|||
|
queue = [];
|
|||
|
nowDepth++;
|
|||
|
}
|
|||
|
if (stack.length === 0 && queue.length === 0) break;
|
|||
|
}
|
|||
|
return { res, order: mapOrder, enemies, upOrDown };
|
|||
|
}
|
|||
|
|
|||
|
/**
|
|||
|
* 提供地图的绘制信息
|
|||
|
* @param {{[x: string]: string}} map 要绘制的地图,格式:floorId_x_y_dir: floorId_x_y
|
|||
|
* @param {string} center 中心地图的id
|
|||
|
* @param {string[]} order 遍历顺序
|
|||
|
* @returns {MapDrawInfo} 地图的绘制信息
|
|||
|
*/
|
|||
|
function getDrawInfo (map, center, order) {
|
|||
|
// 先根据地图id分类,从而确定每个地图连接哪些地图,同时方便处理
|
|||
|
const links = {};
|
|||
|
for (const i in map) {
|
|||
|
const splitted = i.split('_');
|
|||
|
const id = splitted[0]
|
|||
|
if (!links[id]) links[id] = {};
|
|||
|
links[id][i] = map[i];
|
|||
|
}
|
|||
|
// 分类完毕,然后根据连接点先计算出各个地图的坐标,然后再进行判断
|
|||
|
const centerFloor = core.status.maps[center];
|
|||
|
const visitedCenter = core.hasVisitedFloor(center);
|
|||
|
const locs = { // 格式:[中心x, 中心y, 宽, 高, 是否到达过]
|
|||
|
[center]: [0, 0, centerFloor.width, centerFloor.height, visitedCenter]
|
|||
|
};
|
|||
|
const lines = {}; // 地图间的连线
|
|||
|
// 可以上楼下楼的地图
|
|||
|
const upOrDown = {};
|
|||
|
for (const id of order) {
|
|||
|
const now = links[id];
|
|||
|
// 遍历每一个地图的连接情况
|
|||
|
for (const from in now) {
|
|||
|
const to = now[from];
|
|||
|
// 先根据from to计算物理位置
|
|||
|
const fromData = from.split('_'),
|
|||
|
toData = to.split('_');
|
|||
|
const dir = fromData[3];
|
|||
|
if (dir === 'upFloor' || dir === 'downFloor') continue;
|
|||
|
if (!defaultChange[dir]) continue;
|
|||
|
const v = dirData[dir][1], // 竖直数值
|
|||
|
h = dirData[dir][0], // 水平数值
|
|||
|
ha = Math.abs(h),
|
|||
|
va = Math.abs(v);
|
|||
|
const fx = parseInt(fromData[1]), // fromX
|
|||
|
fy = parseInt(fromData[2]), // fromY
|
|||
|
tx = parseInt(toData[1]), // toX
|
|||
|
ty = parseInt(toData[2]), // toY
|
|||
|
ff = id, // fromFloorId
|
|||
|
tf = toData[0]; // toFloorId
|
|||
|
const fromFloor = core.status.maps[ff],
|
|||
|
toFloor = core.status.maps[tf];
|
|||
|
const fhw = Math.floor(fromFloor.width / 2), // fromFloorHalfWidth
|
|||
|
fhh = Math.floor(fromFloor.height / 2),
|
|||
|
thw = Math.floor(toFloor.width / 2),
|
|||
|
thh = Math.floor(toFloor.height / 2);
|
|||
|
const fLoc = locs[id] ?? [0, 0];
|
|||
|
if (!locs[ff]) continue;
|
|||
|
let x, y;
|
|||
|
const dis = noBorder ? 1 : 5;
|
|||
|
if (locs && locs[tf]) {
|
|||
|
x = locs[tf][0];
|
|||
|
y = locs[tf][1];
|
|||
|
} else {
|
|||
|
// 计算坐标,公式可以通过画图推断出
|
|||
|
x = fLoc[0] - ha * (fhw - fx + tx - thw) - v * (fhw + thw + dis);
|
|||
|
y = fLoc[1] - va * (fhh - fy + ty - thh) - h * (fhh + thh + dis);
|
|||
|
};
|
|||
|
locs[tf] = locs[tf] ?? [x, y, toFloor.width, toFloor.height, core.hasVisitedFloor(tf)];
|
|||
|
// 添加连线
|
|||
|
lines[`${from}_${to}`] = [[
|
|||
|
fx - fhw + locs[ff][0],
|
|||
|
fy - fhh + locs[ff][1],
|
|||
|
x + tx - thw, y + ty - thh
|
|||
|
]];
|
|||
|
}
|
|||
|
}
|
|||
|
// 获取地图绘制需要的长宽
|
|||
|
let width = 0,
|
|||
|
height = 0;
|
|||
|
let left, right, up, down;
|
|||
|
for (const id in locs) {
|
|||
|
const [x, y, w, h] = locs[id];
|
|||
|
if (left === void 0) {
|
|||
|
left = right = x;
|
|||
|
up = down = y;
|
|||
|
}
|
|||
|
left = Math.min(x - w / 2 - 1, left);
|
|||
|
right = Math.max(x + w / 2 + 1, right);
|
|||
|
up = Math.min(y - h / 2 - 1, up);
|
|||
|
down = Math.max(y + h / 2 + 1, down);
|
|||
|
}
|
|||
|
width = right - left;
|
|||
|
height = down - up;
|
|||
|
// 所有地图和连线向右下移动,避免绘制出现问题
|
|||
|
for (const id in locs) {
|
|||
|
const loc = locs[id];
|
|||
|
loc[0] -= left; // 这时候left和up是负值,所以要减
|
|||
|
loc[1] -= up;
|
|||
|
}
|
|||
|
for (const route in lines) {
|
|||
|
const line = lines[route];
|
|||
|
for (const node of line) {
|
|||
|
node[0] -= left;
|
|||
|
node[1] -= up;
|
|||
|
node[2] -= left;
|
|||
|
node[3] -= up;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
return { locs, lines, width, height, layer: upOrDown };
|
|||
|
}
|
|||
|
|
|||
|
/** 绘制背景 */
|
|||
|
function drawBack () {
|
|||
|
if (status !== 'none') return;
|
|||
|
new Back('__map_back__', 0, 0, core._PX_, core._PY_, 175, 'rgba(0, 0, 0, 0.9)');
|
|||
|
const listen = new Sprite(0, 0, core._PX_, core._PY_, 1000, 'game', '__map_listen__');
|
|||
|
addDrag(listen);
|
|||
|
const exit = new Button('__map_exit__', core._PX_ - 64, core._PY_ - 26, 60, 22, '退出');
|
|||
|
exit.addEventListener('click', close);
|
|||
|
sprites.listen = listen;
|
|||
|
}
|
|||
|
|
|||
|
/** 绘制工具栏 */
|
|||
|
function drawTools () {
|
|||
|
new Back('__map_toolback__', 0, core._PY_ - 30, core._PX_, 30, 600, 'rgba(200, 200, 200, 0.9)');
|
|||
|
// 无边框
|
|||
|
const border = new Button('__map_border__', core._PX_ - 150, core._PY_ - 26, 60, 22, '边框');
|
|||
|
border.addEventListener('click', changeBorder);
|
|||
|
// 怪物数量
|
|||
|
const enemy = new Button('__map_enemy__', core._PX_ - 240, core._PY_ - 26, 60, 22, '怪物');
|
|||
|
enemy.addEventListener('click', triggerEnemy);
|
|||
|
// 区域显示
|
|||
|
const area = new Back('__map_areasback__', core._PX_ - 80, 0, 80, core._PY_ - 30, 550, 'rgba(200, 200, 200, 0.9)');
|
|||
|
drawAreaList();
|
|||
|
core.drawLine(area.context, 0, core._PY_ - 30, 80, core._PY_ - 30, '#222', 2);
|
|||
|
}
|
|||
|
|
|||
|
/** 绘制区域列表 */
|
|||
|
function drawAreaList (transition = true) {
|
|||
|
const start = perPage * areaPage;
|
|||
|
Object.values(areaSprite).forEach(v => v.destroy());
|
|||
|
areaSprite = {};
|
|||
|
for (let i = start; i < start + perPage && areas[i]; i++) {
|
|||
|
const n = i % perPage;
|
|||
|
const { name, maps } = areas[i];
|
|||
|
const btn = new Button(`_area_${maps[0]}`, core._PX_ - 75, 4 + 30 * n, 70, 22, name, '16px', transition);
|
|||
|
areaSprite[maps[0]] = btn;
|
|||
|
if (i === nowArea) btn.setCss(`border: 2px solid gold;`);
|
|||
|
btn.addEventListener('click', e => {
|
|||
|
if (i === nowArea) return;
|
|||
|
changeArea(i);
|
|||
|
})
|
|||
|
}
|
|||
|
// 上一页下一页
|
|||
|
if (areaPage > 0) {
|
|||
|
const last = new Button('_area_last_', core._PX_ - 75, core._PY_ - 50, 30, 16, '上一页', '14px', transition);
|
|||
|
areaSprite._area_last_ = last;
|
|||
|
last.addEventListener('click', e => {
|
|||
|
areaPage--;
|
|||
|
drawAreaList(false);
|
|||
|
});
|
|||
|
}
|
|||
|
if (areaPage < Math.floor(areas.length / perPage)) {
|
|||
|
const next = new Button('_area_next_', core._PX_ - 35, core._PY_ - 50, 30, 16, '下一页', '14px', transition);
|
|||
|
areaSprite._area_next_ = next;
|
|||
|
next.addEventListener('click', e => {
|
|||
|
areaPage++;
|
|||
|
drawAreaList(false);
|
|||
|
});
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
/**
|
|||
|
* 绘制大地图
|
|||
|
* @param {MapDrawInfo} info 地图绘制信息
|
|||
|
* @param {number} scale 地图的绘制比例
|
|||
|
*/
|
|||
|
function drawMap (info, scale = defaultValue.scale) {
|
|||
|
if (status === 'flyMap') return;
|
|||
|
const PX = core._PX_,
|
|||
|
PY = core._PY_;
|
|||
|
const w = info.width * scale,
|
|||
|
h = info.height * scale;
|
|||
|
const id = `__flyMap__`;
|
|||
|
const cx = PX / 2 - w / 2,
|
|||
|
cy = PY / 2 - h / 2;
|
|||
|
const map = new Sprite(cx, cy, w, h, 500, 'game', id);
|
|||
|
sprites[id] = map;
|
|||
|
canDrag[id] = map;
|
|||
|
map.canvas.className = 'fly-map';
|
|||
|
const ctx = map.context;
|
|||
|
core.clearMap(ctx);
|
|||
|
if (!noBorder) {
|
|||
|
const drawed = {}; // 绘制过的线
|
|||
|
// 先绘制连线
|
|||
|
const lines = info.lines;
|
|||
|
for (const route in lines) {
|
|||
|
const line = lines[route];
|
|||
|
for (const node of line) {
|
|||
|
const from = `${node[0]},${node[1]}`, to = `${node[2]},${node[3]}`;
|
|||
|
if (drawed[`${from}-${to}`] || drawed[`${to}-${from}`]) continue;
|
|||
|
drawed[`${from}-${to}`] = true;
|
|||
|
let lineWidth = scale / 2;
|
|||
|
core.drawLine(ctx, node[0] * scale, node[1] * scale, node[2] * scale, node[3] * scale, '#fff', lineWidth);
|
|||
|
}
|
|||
|
}
|
|||
|
// 再绘制楼层
|
|||
|
const locs = info.locs;
|
|||
|
for (const id in locs) {
|
|||
|
const loc = locs[id];
|
|||
|
let color = '#000';
|
|||
|
if (!loc[4]) color = '#f0f';
|
|||
|
const [x, y, w, h] = loc.map(v => typeof v === 'number' && v * scale);
|
|||
|
let dx = 0, dy = 0; // 避免绘图误差
|
|||
|
if (loc[2] % 2 === 0) dx = 0.5 * scale;
|
|||
|
if (loc[3] % 2 === 0) dy = 0.5 * scale;
|
|||
|
const fx = x - w / 2 - dx, fy = y - h / 2 - dy;
|
|||
|
core.fillRect(ctx, fx, fy, w, h, color);
|
|||
|
if (id === selecting) core.strokeRect(ctx, fx, fy, w, h, 'gold', scale / 2);
|
|||
|
else core.strokeRect(ctx, fx, fy, w, h, '#fff', scale / 2);
|
|||
|
const layer = info.upOrDown[id];
|
|||
|
const min = Math.min(w, h);
|
|||
|
if (layer?.includes('upFloor'))
|
|||
|
core.drawIcon(ctx, defaultChange.upFloor, fx, fy, min / 3, min / 3);
|
|||
|
if (layer?.includes('downFloor'))
|
|||
|
core.drawIcon(ctx, defaultChange.downFloor, fx + w - min / 3, fy + h - min / 3, min / 3, min / 3);
|
|||
|
// 显示漏怪数量
|
|||
|
if (showEnemy) {
|
|||
|
ctx.textAlign = 'center';
|
|||
|
ctx.textBaseline = 'middle';
|
|||
|
const c = `${drawingMap}_${nowDepth}_${noBorder}`;
|
|||
|
const n = Object.keys(mapCache[c].enemies[id]).length;
|
|||
|
color = '#3f3';
|
|||
|
if (n > 0) color = '#fff';
|
|||
|
if (n > 10) color = '#fc3';
|
|||
|
if (n > 20) color = '#f22';
|
|||
|
ctx.shadowBlur = 0.6 * nowScale;
|
|||
|
ctx.shadowColor = '#000';
|
|||
|
core.fillText(ctx, `怪物数量:${n}`, x, y, color, `${2 * nowScale}px normal`);
|
|||
|
ctx.shadowBlur = 0;
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
checkThumbnail();
|
|||
|
}
|
|||
|
|
|||
|
/**
|
|||
|
* 重新绘制缩略图
|
|||
|
* @param {Sprite} sprite
|
|||
|
* @param {string} floor
|
|||
|
*/
|
|||
|
function drawThumbnail (sprite, floor, x, y, w, h) {
|
|||
|
const ctx = sprite.context;
|
|||
|
const scale = nowScale;
|
|||
|
core.drawThumbnail(floor, void 0, {
|
|||
|
ctx: ctx, x: x - w / 2, y: y - h / 2,
|
|||
|
damage: true, all: true, size: Math.max(w, h) / Math.max(core._PX_, core._PY_),
|
|||
|
fromMap: true
|
|||
|
});
|
|||
|
const color = floor === core.status.floorId ? 'gold' : '#fff'
|
|||
|
if (!noBorder)
|
|||
|
core.strokeRect(ctx, x - w / 2, y - h / 2, w, h, color, scale / 2);
|
|||
|
}
|
|||
|
|
|||
|
/** 检查是否需要绘制缩略图 */
|
|||
|
function checkThumbnail () {
|
|||
|
const id = `${drawingMap}_${nowDepth}_${noBorder}`;
|
|||
|
const locs = drawCache[id].locs;
|
|||
|
const map = canDrag[`__flyMap__`];
|
|||
|
for (const id in locs) {
|
|||
|
const loc = locs[id];
|
|||
|
const scale = nowScale;
|
|||
|
const [x, y, w, h] = loc.map(v => typeof v === 'number' && v * scale);
|
|||
|
let dx = 0, dy = 0; // 避免绘图误差
|
|||
|
if (loc[2] % 2 === 0) dx = 0.5 * scale;
|
|||
|
if (loc[3] % 2 === 0) dy = 0.5 * scale;
|
|||
|
if (!drawedThumbnail[id] && x + map.x > 0 && x + map.x < core._PX_ &&
|
|||
|
y + map.y > 0 && y + map.y < core._PY_) {
|
|||
|
if (!noBorder && core.hasVisitedFloor(id) && scale > 5) {
|
|||
|
drawThumbnail(map, id, x - dx, y - dy, w, h);
|
|||
|
drawedThumbnail[id] = true;
|
|||
|
}
|
|||
|
if (noBorder) {
|
|||
|
drawThumbnail(map, id, x - dx, y - dy, w, h)
|
|||
|
drawedThumbnail[id] = true;
|
|||
|
if (!core.hasVisitedFloor(id))
|
|||
|
core.fillRect(map.context, x - dx - w / 2, y - dy - h / 2, w, h, 'rgba(255,0,255,0.2)');
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
// 如果是无边框模式,那就只绘制当前地图的边框
|
|||
|
if (noBorder) {
|
|||
|
const loc = locs[selecting];
|
|||
|
const scale = nowScale;
|
|||
|
if (loc) {
|
|||
|
const [x, y, w, h] = loc.map(v => typeof v === 'number' && v * scale);
|
|||
|
core.strokeRect(map.context, x - w / 2, y - h / 2, w, h, 'gold', scale / 2);
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
/** 检查点击点是否在以x,y为中心的某一矩形中 */
|
|||
|
function inRect (x, y, w, h, px, py) {
|
|||
|
x -= w / 2;
|
|||
|
y -= h / 2;
|
|||
|
return px > x && px < x + w && py > y && py < y + h;
|
|||
|
}
|
|||
|
|
|||
|
/** 测试画布是否超过上限,摘自https://github.com/jhildenbiddle/canvas-size */
|
|||
|
function canvasTest (size) {
|
|||
|
const width = Math.max(Math.ceil(size[0]), 1);
|
|||
|
const height = Math.max(Math.ceil(size[1]), 1);
|
|||
|
if (width === 0 || height === 0) return true;
|
|||
|
const fill = [width - 1, height - 1, 1, 1];
|
|||
|
let cropCvs, testCvs;
|
|||
|
cropCvs = document.createElement("canvas");
|
|||
|
cropCvs.width = 1;
|
|||
|
cropCvs.height = 1;
|
|||
|
testCvs = document.createElement("canvas");
|
|||
|
testCvs.width = width;
|
|||
|
testCvs.height = height;
|
|||
|
const cropCtx = cropCvs.getContext("2d");
|
|||
|
const testCtx = testCvs.getContext("2d");
|
|||
|
if (testCtx) {
|
|||
|
testCtx.fillRect.apply(testCtx, fill);
|
|||
|
cropCtx.drawImage(testCvs, width - 1, height - 1, 1, 1, 0, 0, 1, 1);
|
|||
|
}
|
|||
|
const isTestPass = cropCtx && cropCtx.getImageData(0, 0, 1, 1).data[3] !== 0;
|
|||
|
return isTestPass;
|
|||
|
}
|
|||
|
|
|||
|
/** 检查浏览器限制 */
|
|||
|
function checkMaximum (before, scale) {
|
|||
|
for (const id in canDrag) {
|
|||
|
const sprite = canDrag[id];
|
|||
|
const rate = scale / before;
|
|||
|
const w = sprite.width * rate * core.domStyle.scale,
|
|||
|
h = sprite.height * rate * core.domStyle.scale;
|
|||
|
const valid = canvasTest([w, h]);
|
|||
|
if (!valid) {
|
|||
|
core.drawTip('画布大小将超过浏览器限制!请勿继续放大!');
|
|||
|
return true;
|
|||
|
}
|
|||
|
}
|
|||
|
return false;
|
|||
|
}
|
|||
|
|
|||
|
/** 关闭事件 */
|
|||
|
function close () {
|
|||
|
document.body.removeEventListener('keyup', keyboard);
|
|||
|
Object.values(sprites).forEach((v) => {
|
|||
|
v.setCss('transition: opacity 0.6s linear;');
|
|||
|
});
|
|||
|
setTimeout(() => {
|
|||
|
Object.values(sprites).forEach((v) => {
|
|||
|
v.setCss('opacity: 0;');
|
|||
|
});
|
|||
|
}, 50);
|
|||
|
setTimeout(() => {
|
|||
|
core.unlockControl();
|
|||
|
Object.values(sprites).forEach((v) => {
|
|||
|
v.destroy();
|
|||
|
});
|
|||
|
drawedThumbnail = {};
|
|||
|
sprites = {};
|
|||
|
canDrag = {};
|
|||
|
status = 'none';
|
|||
|
core.canvas.data.canvas.style.zIndex = '170';
|
|||
|
}, 650);
|
|||
|
}
|
|||
|
|
|||
|
/**
|
|||
|
* 点击地图事件,尝试楼层传送
|
|||
|
* @param {MouseEvent} e
|
|||
|
*/
|
|||
|
function clickMap (e) {
|
|||
|
if (moved) return moved = false;
|
|||
|
const { x, y } = core.actions._getClickLoc(e.clientX, e.clientY);
|
|||
|
let px = x / core.domStyle.scale,
|
|||
|
py = y / core.domStyle.scale;
|
|||
|
const scale = nowScale;
|
|||
|
const id = `${drawingMap}_${nowDepth}_${noBorder}`;
|
|||
|
const locs = drawCache[id].locs;
|
|||
|
const sprite = canDrag.__flyMap__;
|
|||
|
px -= sprite.x;
|
|||
|
py -= sprite.y;
|
|||
|
for (const id in locs) {
|
|||
|
const loc = locs[id];
|
|||
|
const [x, y, w, h] = loc.map(v => typeof v === 'number' && v * scale);
|
|||
|
if (inRect(x, y, w, h, px, py)) {
|
|||
|
return flyTo(id);
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
/** 飞向某个楼层 */
|
|||
|
function flyTo (id) {
|
|||
|
if (!core.hasItem('fly')) return core.drawTip('你没有楼层传送器');
|
|||
|
sprites.__map_back__.setCss('opacity: 0.2;');
|
|||
|
return core.flyTo(id, () => setTimeout(() => {
|
|||
|
if (sprites.__map_back__) core.lockControl();
|
|||
|
}, 100));
|
|||
|
}
|
|||
|
|
|||
|
/**
|
|||
|
* 拖拽事件
|
|||
|
* @param {MouseEvent} e
|
|||
|
*/
|
|||
|
function drag (e) {
|
|||
|
if (!clicking) return;
|
|||
|
const scale = core.domStyle.scale
|
|||
|
moveEle(e.movementX / scale, e.movementY / scale);
|
|||
|
}
|
|||
|
|
|||
|
/**
|
|||
|
* 手机端点击拖动事件
|
|||
|
* @param {TouchEvent} e
|
|||
|
* @this {HTMLCanvasElement}
|
|||
|
*/
|
|||
|
function touchDrag (e) {
|
|||
|
moved = true;
|
|||
|
const scale = core.domStyle.scale;
|
|||
|
if (e.touches.length === 1) { // 拖拽
|
|||
|
const info = e.touches[0];
|
|||
|
if (!lastTouch[this.id]) {
|
|||
|
lastTouch[this.id] = [info.clientX, info.clientY];
|
|||
|
return;
|
|||
|
}
|
|||
|
const { clientX: x, clientY: y } = info;
|
|||
|
const dx = x - lastTouch[this.id][0],
|
|||
|
dy = y - lastTouch[this.id][1];
|
|||
|
moveEle(dx / scale, dy / scale);
|
|||
|
lastTouch[this.id] = [info.clientX, info.clientY];
|
|||
|
} else if (e.touches.length >= 2) { // 双指放缩
|
|||
|
const [first, second] = e.touches;
|
|||
|
const dx = first.clientX - second.clientX,
|
|||
|
dy = first.clientY - second.clientY;
|
|||
|
if (lastLength === 0) {
|
|||
|
lastLength = Math.sqrt(dx * dx + dy * dy);
|
|||
|
return;
|
|||
|
}
|
|||
|
let cx = (first.clientX + second.clientX) / 2,
|
|||
|
cy = (first.clientY + second.clientY) / 2;
|
|||
|
const { x, y } = core.actions._getClickLoc(cx, cy);
|
|||
|
cx = x / scale;
|
|||
|
cy = y / scale;
|
|||
|
const length = Math.sqrt(dx * dx + dy * dy);
|
|||
|
const delta = length / lastLength;
|
|||
|
const info = {};
|
|||
|
for (const id in canDrag) {
|
|||
|
const sprite = canDrag[id];
|
|||
|
const sx = sprite.x + sprite.width / 2,
|
|||
|
sy = sprite.y + sprite.height / 2;
|
|||
|
const dx = sx - mx,
|
|||
|
dy = sy - my;
|
|||
|
info[id] = [cx + dx * delta, cy + dy * delta];
|
|||
|
}
|
|||
|
scaleMap(delta * nowScale, info);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
/**
|
|||
|
* 滚轮缩放
|
|||
|
* @param {WheelEvent} e
|
|||
|
*/
|
|||
|
function wheel (e) {
|
|||
|
const delta = 1 - Math.sign(e.deltaY) / 10;
|
|||
|
const { x, y } = core.actions._getClickLoc(e.clientX, e.clientY);
|
|||
|
const scale = core.domStyle.scale;
|
|||
|
const mx = x / scale,
|
|||
|
my = y / scale;
|
|||
|
const info = {};
|
|||
|
for (const id in canDrag) {
|
|||
|
const sprite = canDrag[id];
|
|||
|
const cx = sprite.x + sprite.width / 2,
|
|||
|
cy = sprite.y + sprite.height / 2;
|
|||
|
const dx = cx - mx,
|
|||
|
dy = cy - my;
|
|||
|
info[id] = [mx + dx * delta, my + dy * delta];
|
|||
|
}
|
|||
|
scaleMap(delta * nowScale, info);
|
|||
|
}
|
|||
|
|
|||
|
/** 切换边框 */
|
|||
|
function changeBorder () {
|
|||
|
noBorder = !noBorder;
|
|||
|
redraw('border');
|
|||
|
}
|
|||
|
|
|||
|
/** 切换是否显示漏怪数量 */
|
|||
|
function triggerEnemy () {
|
|||
|
showEnemy = !showEnemy;
|
|||
|
redraw('enemy');
|
|||
|
}
|
|||
|
|
|||
|
/** 改变区域 */
|
|||
|
function changeArea (index) {
|
|||
|
nowArea = index;
|
|||
|
drawAreaList(false);
|
|||
|
drawedThumbnail = {};
|
|||
|
status = 'area';
|
|||
|
nowScale = defaultValue.scale;
|
|||
|
drawMap(core.plugin.getMapDrawInfo(areas[index].maps[0]));
|
|||
|
}
|
|||
|
|
|||
|
/** 重绘 */
|
|||
|
function redraw (id, px, py, move = true) {
|
|||
|
const { x, y } = canDrag.__flyMap__;
|
|||
|
status = id;
|
|||
|
drawedThumbnail = {};
|
|||
|
drawMap(core.plugin.getMapDrawInfo(drawingMap, nowDepth, true), nowScale);
|
|||
|
if (move) canDrag.__flyMap__.move(px ?? x, py ?? y);
|
|||
|
checkThumbnail();
|
|||
|
}
|
|||
|
|
|||
|
/**
|
|||
|
* 拖拽时移动需要元素
|
|||
|
* @param {string} dx
|
|||
|
* @param {string} dy
|
|||
|
*/
|
|||
|
function moveEle (dx, dy) {
|
|||
|
moved = true;
|
|||
|
for (const id in canDrag) {
|
|||
|
const sprite = canDrag[id];
|
|||
|
const ctx = sprite.context;
|
|||
|
sprite.x += dx;
|
|||
|
sprite.y += dy;
|
|||
|
core.relocateCanvas(ctx, dx, dy, true);
|
|||
|
}
|
|||
|
checkThumbnail();
|
|||
|
}
|
|||
|
|
|||
|
/**
|
|||
|
* 缩放绘制地图
|
|||
|
* @param {number} target 目标缩放比例
|
|||
|
* @param {{[x: string]: [number, number]}} info 缩放后的sprite位置数据
|
|||
|
*/
|
|||
|
function scaleMap (target, info) {
|
|||
|
// 检查浏览器限制
|
|||
|
if (checkMaximum(nowScale, target)) return;
|
|||
|
clearTimeout(lastScale);
|
|||
|
const [x, y] = info.__flyMap__;
|
|||
|
// 先直接修改style,延迟200ms再绘制,进行性能优化
|
|||
|
const sprite = canDrag.__flyMap__;
|
|||
|
const rate = target / nowScale;
|
|||
|
nowScale = target;
|
|||
|
sprite.resize(sprite.width * rate, sprite.height * rate, true);
|
|||
|
sprite.move(x - sprite.width / 2, y - sprite.height / 2);
|
|||
|
lastScale = setTimeout(() => {
|
|||
|
redraw('scale', x - sprite.width / 2, y - sprite.height / 2);
|
|||
|
}, 200)
|
|||
|
}
|
|||
|
|
|||
|
/** 键盘操作
|
|||
|
* @param {KeyboardEvent} e
|
|||
|
*/
|
|||
|
function keyboard (e) {
|
|||
|
if (e.key === 'Enter' || e.key === 'C' || e.key === 'c' || e.key === '') {
|
|||
|
return flyTo(selecting);
|
|||
|
} else if (e.key === 'Escape' || e.key === 'x' || e.key === 'X') {
|
|||
|
return close();
|
|||
|
} else if (e.key.startsWith('Arrow')) {
|
|||
|
const dir = e.key.slice(5).toLowerCase();
|
|||
|
// 获取目标楼层
|
|||
|
const res = mapCache[`${drawingMap}_${nowDepth}_${noBorder}`].res;
|
|||
|
const key = Object.keys(res)
|
|||
|
.find(v => {
|
|||
|
const [floorId, x, y, d] = v.split('_');
|
|||
|
return floorId === selecting && d === dir;
|
|||
|
});
|
|||
|
if (!key) return;
|
|||
|
const target = res[key].split('_')[0];
|
|||
|
selecting = target;
|
|||
|
redraw('key');
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
/**
|
|||
|
* 给需要的元素添加拖拽等事件
|
|||
|
* @param {HTMLCanvasElement} ele
|
|||
|
*/
|
|||
|
function addDrag (ele) {
|
|||
|
ele.addEventListener('wheel', wheel);
|
|||
|
ele.addEventListener('mousemove', drag);
|
|||
|
ele.addEventListener('touchmove', touchDrag);
|
|||
|
ele.addEventListener('click', clickMap);
|
|||
|
ele.addEventListener('mousedown', () => { clicking = true; });
|
|||
|
ele.addEventListener('mouseup', () => { clicking = false; });
|
|||
|
ele.addEventListener('touchend', () => { lastTouch = {}; lastLength = 0; });
|
|||
|
document.body.addEventListener('keyup', keyboard);
|
|||
|
}
|
|||
|
|
|||
|
maps.prototype._drawThumbnail_drawToTarget = function (floorId, options) {
|
|||
|
const ctx = core.getContextByName(options.ctx);
|
|||
|
if (ctx == null) return;
|
|||
|
const x = options.x || 0, y = options.y || 0, size = options.size || 1;
|
|||
|
// size的含义改为(0,1]范围的系数以适配长方形,默认为1,楼传为3/4,SL界面为0.3
|
|||
|
let w = Math.ceil(size * core._PX_), h = Math.ceil(size * core._PY_);
|
|||
|
// 特判是否为编辑器,编辑器中长宽均采用core.js的遗留正方形像素边长,以保证下面的绘制正常
|
|||
|
if (main.mode == 'editor') w = h = size * core.__PIXELS__;
|
|||
|
const width = core.floors[floorId].width, height = core.floors[floorId].height;
|
|||
|
let centerX = options.centerX, centerY = options.centerY;
|
|||
|
if (centerX == null) centerX = Math.floor(width / 2);
|
|||
|
if (centerY == null) centerY = Math.floor(height / 2);
|
|||
|
const tempCanvas = core.bigmap.tempCanvas;
|
|||
|
|
|||
|
if (options.all) {
|
|||
|
const tempWidth = tempCanvas.canvas.width, tempHeight = tempCanvas.canvas.height;
|
|||
|
// 绘制全景图
|
|||
|
if (tempWidth <= tempHeight) {
|
|||
|
const realHeight = h, realWidth = realHeight * tempWidth / tempHeight;
|
|||
|
const side = (w - realWidth) / 2;
|
|||
|
if (options.fromMap) {
|
|||
|
return core.drawImage(ctx, tempCanvas.canvas, 0, 0, tempWidth, tempHeight, x, y, realWidth, realHeight);
|
|||
|
}
|
|||
|
core.fillRect(ctx, x, y, side, realHeight, '#000000');
|
|||
|
core.fillRect(ctx, x + w - side, y, side, realHeight);
|
|||
|
core.drawImage(ctx, tempCanvas.canvas, 0, 0, tempWidth, tempHeight, x + side, y, realWidth, realHeight);
|
|||
|
}
|
|||
|
else {
|
|||
|
const realWidth = w, realHeight = realWidth * tempHeight / tempWidth;
|
|||
|
const side = (h - realHeight) / 2;
|
|||
|
if (options.fromMap) {
|
|||
|
return core.drawImage(ctx, tempCanvas.canvas, 0, 0, tempWidth, tempHeight, x, y, realWidth, realHeight);
|
|||
|
}
|
|||
|
core.fillRect(ctx, x, y, realWidth, side, '#000000');
|
|||
|
core.fillRect(ctx, x, y + h - side, realWidth, side);
|
|||
|
core.drawImage(ctx, tempCanvas.canvas, 0, 0, tempWidth, tempHeight, x, y + side, realWidth, realHeight);
|
|||
|
}
|
|||
|
}
|
|||
|
else {
|
|||
|
// 只绘制可见窗口
|
|||
|
let pw = core._PX_, ph = core._PY_, hw = core._HALF_WIDTH_, hh = core._HALF_HEIGHT_, W = core._WIDTH_, H = core._HEIGHT_;
|
|||
|
const ratio = core.domStyle.isVertical ? core.domStyle.ratio : core.domStyle.scale;
|
|||
|
if (main.mode == 'editor') { pw = ph = core.__PIXELS__; hw = hh = core.__HALF_SIZE__; W = H = core.__SIZE__; }
|
|||
|
if (options.v2) {
|
|||
|
core.drawImage(ctx, tempCanvas.canvas, 0, 0, pw * ratio, ph * ratio, x, y, w, h);
|
|||
|
} else {
|
|||
|
const offsetX = core.clamp(centerX - hw, 0, width - W),
|
|||
|
offsetY = core.clamp(centerY - hh, 0, height - H);
|
|||
|
if (options.noHD) {
|
|||
|
core.drawImage(ctx, tempCanvas.canvas, offsetX * 32, offsetY * 32, pw, ph, x, y, w, h);
|
|||
|
return;
|
|||
|
}
|
|||
|
core.drawImage(ctx, tempCanvas.canvas, offsetX * 32 * ratio, offsetY * 32 * ratio, pw * ratio, ph * ratio, x, y, w, h);
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
},
|
|||
|
"loopMap": function () {
|
|||
|
// 循环式地图相关
|
|||
|
// 防止重开游戏出问题
|
|||
|
////// 加载某个楼层(从剧本或存档中) //////
|
|||
|
maps.prototype.loadFloor = function (floorId, map, fromReset) {
|
|||
|
var floor = fromReset ? main.floors[floorId] : core.floors[floorId];
|
|||
|
if (!map) map = floor.map;
|
|||
|
if (map instanceof Array) {
|
|||
|
map = { "map": map };
|
|||
|
}
|
|||
|
if (!map.map) map.map = core.clone(floor.map);
|
|||
|
var content = {};
|
|||
|
var notCopy = this._loadFloor_doNotCopy();
|
|||
|
for (var name in floor) {
|
|||
|
if (notCopy.indexOf(name) == -1 && floor[name] != null)
|
|||
|
content[name] = core.clone(floor[name]);
|
|||
|
}
|
|||
|
for (var name in map) {
|
|||
|
if (notCopy.indexOf(name) == -1 && map[name] != null)
|
|||
|
content[name] = core.clone(map[name]);
|
|||
|
}
|
|||
|
content.map = map.map;
|
|||
|
if (main.mode == 'editor') {
|
|||
|
this.extractBlocks(content);
|
|||
|
}
|
|||
|
return content;
|
|||
|
};
|
|||
|
////// 自动存档 //////
|
|||
|
control.prototype.autosave = function (removeLast) {
|
|||
|
if (core.hasFlag('__forbidSave__') || core.status.floorId == 'tower6') return;
|
|||
|
var x = null;
|
|||
|
if (removeLast) {
|
|||
|
x = core.status.route.pop();
|
|||
|
core.status.route.push("turn:" + core.getHeroLoc('direction'));
|
|||
|
}
|
|||
|
if (core.status.event.id == 'action') // 事件中的自动存档
|
|||
|
core.setFlag("__events__", core.clone(core.status.event.data));
|
|||
|
if (core.saves.autosave.data == null) {
|
|||
|
core.saves.autosave.data = [];
|
|||
|
}
|
|||
|
core.saves.autosave.data.splice(core.saves.autosave.now, 0, core.saveData());
|
|||
|
core.saves.autosave.now += 1;
|
|||
|
if (core.saves.autosave.data.length > core.saves.autosave.max) {
|
|||
|
if (core.saves.autosave.now < core.saves.autosave.max / 2)
|
|||
|
core.saves.autosave.data.pop();
|
|||
|
else {
|
|||
|
core.saves.autosave.data.shift();
|
|||
|
core.saves.autosave.now = core.saves.autosave.now - 1;
|
|||
|
}
|
|||
|
}
|
|||
|
core.saves.autosave.updated = true;
|
|||
|
core.saves.ids[0] = true;
|
|||
|
core.removeFlag("__events__");
|
|||
|
if (removeLast) {
|
|||
|
core.status.route.pop();
|
|||
|
if (x) core.status.route.push(x);
|
|||
|
}
|
|||
|
};
|
|||
|
////// 重置地图 //////
|
|||
|
maps.prototype.resetMap = function (floorId) {
|
|||
|
floorId = floorId || core.status.floorId;
|
|||
|
if (!floorId) return;
|
|||
|
if (typeof floorId == 'string') floorId = [floorId];
|
|||
|
var needRefresh = false;
|
|||
|
floorId.forEach((t) => {
|
|||
|
core.status.maps[t] = core.maps.loadFloor(t, null, true);
|
|||
|
// 重置本层的全部独立事件
|
|||
|
Object.keys(core.status.hero.flags).forEach((one) => {
|
|||
|
if (one.startsWith(floorId + '@')) delete core.status.hero.flags[one];
|
|||
|
});
|
|||
|
// 重置本层的图块删除信息
|
|||
|
delete (flags.__disabled__ || {})[t];
|
|||
|
delete (core.status.mapBlockObjs || {})[t];
|
|||
|
if (t == core.status.floorId) needRefresh = true;
|
|||
|
['bg', 'bg2', 'fg', 'fg2'].forEach((layer) => {
|
|||
|
core.floors[floorId] = main.floors[floorId];
|
|||
|
})
|
|||
|
});
|
|||
|
if (needRefresh) this.drawMap();
|
|||
|
core.drawTip("地图重置成功");
|
|||
|
};
|
|||
|
// 勇士不动图层动
|
|||
|
control.prototype._moveAction_moving = function (callback) {
|
|||
|
core.setHeroMoveInterval(() => {
|
|||
|
if (core.status.floorId != "tower6") {
|
|||
|
core.setHeroLoc('x', core.nextX(), true);
|
|||
|
} else {
|
|||
|
if (core.status.hero.loc.direction != "down" && core.status.hero.loc.direction != "up") {
|
|||
|
core.setHeroLoc('x', 12, true);
|
|||
|
var block = core.getMapBlocksObj(core.status.floorId)[core.nextX() + "," + core.nextY];
|
|||
|
if (block) var trigger = block.event.trigger;
|
|||
|
else var trigger = "";
|
|||
|
if (trigger != "battle") {
|
|||
|
core.changeEventsBgFg(core.status.hero.loc.direction,
|
|||
|
"tower6", ["tower1", "tower2", "tower4", "tower5"]);
|
|||
|
}
|
|||
|
core.drawMap();
|
|||
|
}
|
|||
|
}
|
|||
|
core.setHeroLoc('y', core.nextY(), true);
|
|||
|
var direction = core.getHeroLoc('direction');
|
|||
|
core.control._moveAction_popAutomaticRoute();
|
|||
|
core.status.route.push(direction);
|
|||
|
core.moveOneStep();
|
|||
|
core.checkRouteFolding();
|
|||
|
if (callback) callback();
|
|||
|
});
|
|||
|
};
|
|||
|
////// 设置行走的效果动画 //////
|
|||
|
control.prototype.setHeroMoveInterval = function (callback) {
|
|||
|
if (core.status.heroMoving > 0) return;
|
|||
|
if (core.status.replay.speed == 24) {
|
|||
|
if (callback) callback();
|
|||
|
return;
|
|||
|
}
|
|||
|
core.status.heroMoving = 1;
|
|||
|
var toAdd = 1;
|
|||
|
if (core.status.replay.speed > 3) toAdd = 2;
|
|||
|
if (core.status.replay.speed > 6) toAdd = 4;
|
|||
|
if (core.status.replay.speed > 12) toAdd = 8;
|
|||
|
core.interval.heroMoveInterval = window.setInterval(() => {
|
|||
|
core.status.heroMoving += toAdd;
|
|||
|
if (core.status.floorId == "tower6")
|
|||
|
core.backgroundImage("tower6.jpeg");
|
|||
|
if (core.status.heroMoving >= 8) {
|
|||
|
clearInterval(core.interval.heroMoveInterval);
|
|||
|
core.status.heroMoving = 0;
|
|||
|
if (callback) callback();
|
|||
|
}
|
|||
|
}, core.values.moveSpeed / 8 * toAdd / core.status.replay.speed);
|
|||
|
};
|
|||
|
// 事件层前景层背景层平移
|
|||
|
this.changeEventsBgFg = function (direction, floorId, fromIds) {
|
|||
|
if (direction == "up" || direction == "down") return;
|
|||
|
var floor = core.floors[floorId];
|
|||
|
// 原始层楼层转换平移
|
|||
|
fromIds.forEach((id) => {
|
|||
|
var toChanges = {};
|
|||
|
for (var one in core.floors[id].changeFloor) {
|
|||
|
var data = core.floors[id].changeFloor[one];
|
|||
|
var x = data.loc[0],
|
|||
|
y = data.loc[1];
|
|||
|
var blocks = core.getMapBlocksObj(id);
|
|||
|
var toFloor = data.floorId;
|
|||
|
if (blocks[one] && !blocks[one].event.id.startsWith("A")) {
|
|||
|
toChanges[one] = { floorId: toFloor, loc: [x, y] };
|
|||
|
continue;
|
|||
|
} else {
|
|||
|
if (direction == "left") x = x >= floor.width - 1 ? 0 : x + 1;
|
|||
|
else x = x <= 0 ? floor.width - 1 : x - 1;
|
|||
|
toChanges[one] = { floorId: toFloor, loc: [x, y] };
|
|||
|
}
|
|||
|
}
|
|||
|
// 转换
|
|||
|
delete core.floors[id].changeFloor;
|
|||
|
core.floors[id].changeFloor = toChanges;
|
|||
|
delete core.status.maps[id].blocks;
|
|||
|
core.extractBlocks(id);
|
|||
|
core.getMapBlocksObj(id, true);
|
|||
|
});
|
|||
|
var list = ['events', 'changeFloor'];
|
|||
|
list.forEach((name) => {
|
|||
|
var toEvents = {};
|
|||
|
// 获得事件并删除原事件
|
|||
|
for (var one in floor[name]) {
|
|||
|
var loc = one.split(",");
|
|||
|
var x = parseInt(loc[0]),
|
|||
|
y = parseInt(loc[1]);
|
|||
|
if (direction == "left") {
|
|||
|
var toX = x == floor.width - 1 ? 0 : x + 1;
|
|||
|
toEvents[toX + "," + y] = floor[name][one];
|
|||
|
} else {
|
|||
|
var toX = x == 0 ? floor.width - 1 : x - 1;
|
|||
|
toEvents[toX + "," + y] = floor[name][one];
|
|||
|
}
|
|||
|
delete core.floors[floorId][name][one];
|
|||
|
}
|
|||
|
// 转换
|
|||
|
core.floors[floorId][name] = toEvents;
|
|||
|
});
|
|||
|
// 前景事件背景层图块平移
|
|||
|
list = ['bgmap', 'bg2map', 'map', 'fgmap', 'fg2map'];
|
|||
|
list.forEach((one) => {
|
|||
|
if (one == 'map') {
|
|||
|
var toBlocks = core.clone(core.status.maps[floorId].map);
|
|||
|
} else {
|
|||
|
var toBlocks = core.clone(floor[one]);
|
|||
|
}
|
|||
|
if (toBlocks.length == 0) return;
|
|||
|
for (var y = 0; y < toBlocks.length; y++) {
|
|||
|
for (var x = 0; x < toBlocks[y].length; x++) {
|
|||
|
if (direction == "left") {
|
|||
|
if (one != "map")
|
|||
|
floor[one][y][x] = toBlocks[y][x == 0 ? floor.width - 1 : x - 1];
|
|||
|
else core.status.maps[floorId].map[y][x] = toBlocks[y][x == 0 ? floor.width - 1 : x - 1];
|
|||
|
} else {
|
|||
|
if (one != "map")
|
|||
|
floor[one][y][x] = toBlocks[y][x == floor.width - 1 ? 0 : x + 1];
|
|||
|
else core.status.maps[floorId].map[y][x] = toBlocks[y][x == floor.width - 1 ? 0 : x + 1];
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
});
|
|||
|
delete core.status.maps[floorId].blocks;
|
|||
|
core.setMapBlockDisabled(floorId, core.nextX(), core.nextY(), false);
|
|||
|
core.extractBlocks(floorId);
|
|||
|
core.getMapBlocksObj(floorId, true);
|
|||
|
};
|
|||
|
// 背景图
|
|||
|
this.backgroundImage = function (image) {
|
|||
|
if (typeof image == 'string') {
|
|||
|
image = core.getMappedName(image);
|
|||
|
image = core.material.images.images[image];
|
|||
|
if (!image) return;
|
|||
|
}
|
|||
|
var h = image.height,
|
|||
|
w = image.width;
|
|||
|
// 裁剪
|
|||
|
var sx = w / 2 - 240,
|
|||
|
sy = core.bigmap.offsetY / (core.status.thisMap.height * 32 - 480) * (h - 480);
|
|||
|
// 背景层遮挡
|
|||
|
core.createCanvas("bImage", 0, 0, 480, 480, 25);
|
|||
|
// 事件层遮挡
|
|||
|
core.createCanvas("eImage", 0, 0, 480, 480, 70);
|
|||
|
core.clearMap("bImage");
|
|||
|
// 左半边
|
|||
|
core.drawImage("bImage", image, sx, sy, 96, 480, 0, 0, 96, 480);
|
|||
|
core.drawImage("eImage", image, sx, sy, 64, 480, 0, 0, 64, 480);
|
|||
|
// 右半边
|
|||
|
sx = w / 2 + 144;
|
|||
|
core.drawImage("bImage", image, sx, sy, 96, 480, 384, 0, 96, 480);
|
|||
|
core.drawImage("eImage", image, sx + 32, sy, 64, 480, 416, 0, 64, 480);
|
|||
|
};
|
|||
|
// 到达地图重定位
|
|||
|
this.relocateLoopMap = function (floorId, heroLoc, fromIds) {
|
|||
|
var floor = core.floors[floorId];
|
|||
|
var nowX = heroLoc.x;
|
|||
|
var toX = Math.floor(floor.width / 2);
|
|||
|
if (nowX == toX) return;
|
|||
|
// 设置勇士位置
|
|||
|
core.setHeroLoc("x", 12);
|
|||
|
// 计算偏移量
|
|||
|
var dx = toX - nowX;
|
|||
|
// 转换
|
|||
|
// 原始层楼层转换平移
|
|||
|
if (floorId == 'tower6') fromIds = ["tower1", "tower2", "tower4", "tower5"];
|
|||
|
fromIds.forEach((id) => {
|
|||
|
var toChanges = {};
|
|||
|
for (var one in core.floors[id].changeFloor) {
|
|||
|
var data = core.floors[id].changeFloor[one];
|
|||
|
var x = data.loc[0],
|
|||
|
y = data.loc[1];
|
|||
|
var blocks = core.getMapBlocksObj(id);
|
|||
|
var toFloor = data.floorId;
|
|||
|
if (blocks[one] && !blocks[one].event.id.startsWith("A")) {
|
|||
|
toChanges[one] = { floorId: toFloor, loc: [x, y] };
|
|||
|
continue;
|
|||
|
}
|
|||
|
if (dx > 0) x = x + dx > floor.width - 1 ? dx + x - floor.width : dx + x;
|
|||
|
else x = x + dx < 0 ? dx + x + floor.width : dx + x;
|
|||
|
toChanges[one] = { floorId: toFloor, loc: [x, y] };
|
|||
|
}
|
|||
|
// 转换
|
|||
|
delete core.floors[id].changeFloor;
|
|||
|
core.floors[id].changeFloor = toChanges;
|
|||
|
delete core.status.maps[id].blocks;
|
|||
|
core.extractBlocks(id);
|
|||
|
core.getMapBlocksObj(id, true);
|
|||
|
});
|
|||
|
var list = ['events', 'changeFloor'];
|
|||
|
list.forEach((name) => {
|
|||
|
var toEvents = {};
|
|||
|
// 获得事件并删除原事件
|
|||
|
for (var one in floor[name]) {
|
|||
|
var loc = one.split(",");
|
|||
|
var x = parseInt(loc[0]),
|
|||
|
y = parseInt(loc[1]);
|
|||
|
if (x + dx > floor.width - 1) {
|
|||
|
x = dx + x - floor.width;
|
|||
|
} else if (x + dx < 0) {
|
|||
|
x = x + dx + floor.width;
|
|||
|
} else {
|
|||
|
x += dx;
|
|||
|
}
|
|||
|
toEvents[x + "," + y] = floor[name][one];
|
|||
|
delete core.floors[floorId][name][one];
|
|||
|
}
|
|||
|
// 转换
|
|||
|
core.floors[floorId][name] = toEvents;
|
|||
|
});
|
|||
|
dx = -dx;
|
|||
|
// 前景事件背景层图块平移
|
|||
|
list = ['bgmap', 'bg2map', 'map', 'fgmap', 'fg2map'];
|
|||
|
list.forEach((one) => {
|
|||
|
if (one == 'map') {
|
|||
|
var toBlocks = core.clone(core.status.maps[floorId].map);
|
|||
|
} else {
|
|||
|
var toBlocks = core.clone(floor[one]);
|
|||
|
}
|
|||
|
if (toBlocks.length == 0) return;
|
|||
|
for (var y = 0; y < toBlocks.length; y++) {
|
|||
|
for (var x = 0; x < toBlocks[y].length; x++) {
|
|||
|
if (dx > 0) {
|
|||
|
if (one != "map")
|
|||
|
floor[one][y][x] = toBlocks[y][x + dx > floor.width - 1 ? dx + x - floor.width : dx + x];
|
|||
|
else core.status.maps[floorId].map[y][x] = toBlocks[y][x + dx > floor.width - 1 ? dx + x - floor.width : dx + x];
|
|||
|
} else {
|
|||
|
if (one != "map")
|
|||
|
floor[one][y][x] = toBlocks[y][x + dx < 0 ? dx + x + floor.width : dx + x];
|
|||
|
else core.status.maps[floorId].map[y][x] = toBlocks[y][x + dx < 0 ? dx + x + floor.width : dx + x];
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
});
|
|||
|
delete core.status.maps[floorId].blocks;
|
|||
|
core.extractBlocks(floorId);
|
|||
|
core.getMapBlocksObj(floorId, true);
|
|||
|
};
|
|||
|
////// 将当前地图重新变成数字,以便于存档 //////
|
|||
|
maps.prototype.saveMap = function (floorId) {
|
|||
|
if (floorId == 'tower6') return;
|
|||
|
var maps = core.status.maps;
|
|||
|
if (!floorId) {
|
|||
|
var map = {};
|
|||
|
for (var id in maps) {
|
|||
|
if (id == "tower6") continue;
|
|||
|
var obj = this.saveMap(id);
|
|||
|
if (Object.keys(obj).length > 0) map[id] = obj;
|
|||
|
}
|
|||
|
return map;
|
|||
|
}
|
|||
|
// 砍层状态:直接返回
|
|||
|
if ((flags.__removed__ || []).indexOf(floorId) >= 0) {
|
|||
|
return {};
|
|||
|
}
|
|||
|
|
|||
|
var map = maps[floorId];
|
|||
|
var thisFloor = this._compressFloorData(map, core.floors[floorId]);
|
|||
|
var mapArr = this.compressMap(map.blocks ? this._getMapArrayFromBlocks(map.blocks, map.width, map.height, true) : map.map, floorId);
|
|||
|
if (mapArr != null) thisFloor.map = mapArr;
|
|||
|
return thisFloor;
|
|||
|
};
|
|||
|
// 存档问题
|
|||
|
this.saveLoopMap = function (floorId, fromIds) {
|
|||
|
// 当前层
|
|||
|
var data = {};
|
|||
|
['bg2map', 'bgmap', 'changeFloor', 'fgmap', 'fg2map'].forEach((one) => {
|
|||
|
data[one] = core.floors[floorId][one];
|
|||
|
});
|
|||
|
// 可以到达该层的楼层转换
|
|||
|
data.map = core.status.maps[floorId].map;
|
|||
|
data.changes = {}
|
|||
|
fromIds.forEach((id) => {
|
|||
|
data.changes[id] = core.floors[id].changeFloor;
|
|||
|
});
|
|||
|
return data;
|
|||
|
};
|
|||
|
// 读档
|
|||
|
this.loadLoopMap = function (data, floorId) {
|
|||
|
if (!data) return;
|
|||
|
for (var one in data) {
|
|||
|
// 非楼层转换
|
|||
|
if (one != 'changes') {
|
|||
|
core.floors[floorId][one] = data[one];
|
|||
|
} else {
|
|||
|
// 楼层转换
|
|||
|
for (var id in data.changes) {
|
|||
|
core.floors[id].changeFloor = data.changes[id];
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
// 解析图块
|
|||
|
if (data.changes)
|
|||
|
for (var id in data.changes) {
|
|||
|
core.extractBlocks(id);
|
|||
|
}
|
|||
|
};
|
|||
|
},
|
|||
|
"warning": function () {
|
|||
|
// warning
|
|||
|
// 初始化
|
|||
|
if (main.replayChecking) return;
|
|||
|
// 默认音效名
|
|||
|
var defaultSound = 'warning.mp3';
|
|||
|
// 默认字体名
|
|||
|
var defaultFont = 'normal';
|
|||
|
|
|||
|
var timeout;
|
|||
|
/** warning提示
|
|||
|
* @param {number} x 横坐标
|
|||
|
* @param {number} y 纵坐标
|
|||
|
* @param {string} text 显示的文字
|
|||
|
*/
|
|||
|
this.drawWarning = function (x, y, text) {
|
|||
|
if (timeout) return;
|
|||
|
x = x || 6;
|
|||
|
y = y || 6;
|
|||
|
text = text || 'boss';
|
|||
|
text += '</br>';
|
|||
|
for (var i = 0; i < 10; i++) text += ' ';
|
|||
|
text += 'danger';
|
|||
|
// 生成文字
|
|||
|
var elements = document.querySelectorAll('.gameCanvas');
|
|||
|
var t = document.createElement('p');
|
|||
|
t.innerHTML = text;
|
|||
|
t.style.position = 'absolute';
|
|||
|
t.style.fontSize = '4em';
|
|||
|
t.style.left = -(300 * core.domStyle.scale) + 'px';
|
|||
|
t.style.top = (parseInt(elements[0].style.height) / 2 - 100) + 'px';
|
|||
|
t.style.zIndex = '300';
|
|||
|
t.style.color = '#f11';
|
|||
|
t.style.fontFamily = defaultFont;
|
|||
|
t.style.overflow = 'none';
|
|||
|
t.style.width = '100%';
|
|||
|
t.classList.add('warning');
|
|||
|
core.dom.gameDraw.appendChild(t);
|
|||
|
setTimeout(() => { t.style.left = (416 * core.domStyle.scale) + 'px' }, 50);
|
|||
|
// 计算偏移量
|
|||
|
var px = (6 - x) / 12 * 50;
|
|||
|
var py = (6 - y) / 12 * 50;
|
|||
|
// 修改画布的scale和transform
|
|||
|
elements.forEach((v) => {
|
|||
|
if (v instanceof HTMLCanvasElement) {
|
|||
|
v.style.transform = 'scale(2)translate(' + px + '%, ' + py + '%)';
|
|||
|
}
|
|||
|
});
|
|||
|
core.playSound(defaultSound);
|
|||
|
// 拉回镜头
|
|||
|
timeout = setTimeout(() => {
|
|||
|
timeout = setTimeout(() => {
|
|||
|
timeout = void 0;
|
|||
|
core.dom.gameDraw.removeChild(t);
|
|||
|
}, 1500);
|
|||
|
elements.forEach((v) => {
|
|||
|
if (v instanceof HTMLCanvasElement) {
|
|||
|
v.style.transform = 'none';
|
|||
|
}
|
|||
|
});
|
|||
|
}, 1600);
|
|||
|
}
|
|||
|
},
|
|||
|
"towerBoss": function () {
|
|||
|
// 智慧boss
|
|||
|
// 变量们
|
|||
|
var stage = 1,
|
|||
|
hp = 10000,
|
|||
|
seconds = 0,
|
|||
|
boomLocs = [], // 随机轰炸
|
|||
|
heroHp;
|
|||
|
// 初始化
|
|||
|
this.initTowerBoss = function () {
|
|||
|
stage = 1;
|
|||
|
hp = 10000;
|
|||
|
seconds = 0;
|
|||
|
heroHp = core.status.hero.hp;
|
|||
|
core.dynamicChangeHp(0, 10000, 10000);
|
|||
|
core.autoFixRouteBoss(true);
|
|||
|
core.insertAction([
|
|||
|
{ "type": "sleep", "time": 1000, "noSkip": true },
|
|||
|
]);
|
|||
|
setTimeout(core.bossCore, 1000);
|
|||
|
};
|
|||
|
// 录像自动修正
|
|||
|
this.autoFixRouteBoss = function (isStart) {
|
|||
|
var route = core.status.route;
|
|||
|
if (isStart) { // 开始修正 记录当前录像长度
|
|||
|
flags.startFix = route.length - 1;
|
|||
|
return;
|
|||
|
}
|
|||
|
// 结束修正 删除录像 并追加跳过步骤
|
|||
|
route.splice(flags.startFix);
|
|||
|
route.push("choices:0");
|
|||
|
delete flags.startFix;
|
|||
|
};
|
|||
|
// 血条
|
|||
|
this.healthBar = function (now, total) {
|
|||
|
// 关闭小地图
|
|||
|
flags.__useMinimap__ = false;
|
|||
|
core.drawMinimap();
|
|||
|
var nowLength = now / total * 476; // 当前血量下绘制长度
|
|||
|
var color = [255 * 2 - now / total * 2 * 255, now / total * 2 * 255, 0, 1]; // 根据当前血量计算颜色
|
|||
|
// 建画布
|
|||
|
if (!core.dymCanvas.healthBar)
|
|||
|
core.createCanvas("healthBar", 0, 0, 480, 16, 140);
|
|||
|
else core.clearMap('healthBar');
|
|||
|
// 底
|
|||
|
core.fillRect("healthBar", 0, 0, 480, 16, "#bbbbbb");
|
|||
|
// css特效
|
|||
|
var style = document.getElementById("healthBar").getContext("2d");
|
|||
|
style.shadowColor = "rgba(0, 0, 0, 0.8)";
|
|||
|
style.shadowBlur = 5;
|
|||
|
style.shadowOffsetX = 10;
|
|||
|
style.shadowOffsetY = 5;
|
|||
|
style.filter = "blur(1px)";
|
|||
|
// 绘制
|
|||
|
core.fillRect("healthBar", 2, 2, nowLength, 12, color);
|
|||
|
// css特效
|
|||
|
style.shadowColor = "rgba(0, 0, 0, 0.5)";
|
|||
|
style.shadowOffsetX = 0;
|
|||
|
style.shadowOffsetY = 0;
|
|||
|
// 绘制边框
|
|||
|
core.strokeRect("healthBar", 1, 1, 478, 14, "#ffffff", 2);
|
|||
|
// 绘制文字
|
|||
|
style.shadowColor = "rgba(0, 0, 0, 1)";
|
|||
|
style.shadowBlur = 3;
|
|||
|
style.shadowOffsetX = 2;
|
|||
|
style.shadowOffsetY = 1;
|
|||
|
style.filter = "none";
|
|||
|
core.fillText("healthBar", now + "/" + total, 5, 13.5, "#ffffff", "16px normal");
|
|||
|
};
|
|||
|
// 血量变化
|
|||
|
this.dynamicChangeHp = function (from, to, total) {
|
|||
|
var frame = 0,
|
|||
|
speed = (to - from) / 50,
|
|||
|
now = from;
|
|||
|
var interval = window.setInterval(() => {
|
|||
|
frame++;
|
|||
|
if (frame == 50) {
|
|||
|
clearInterval(interval);
|
|||
|
core.healthBar(to, total);
|
|||
|
}
|
|||
|
now += speed;
|
|||
|
core.healthBar(now, total);
|
|||
|
}, 20);
|
|||
|
};
|
|||
|
// boss说话跳字
|
|||
|
this.skipWord = function (words, x, y, time) {
|
|||
|
x = x || 0;
|
|||
|
y = y || 16;
|
|||
|
time = time || 3000;
|
|||
|
// 创建画布
|
|||
|
if (!core.dymCanvas.words)
|
|||
|
core.createCanvas("words", x, y, 480, 24, 135);
|
|||
|
else core.clearMap("words");
|
|||
|
if (flags.wordsTimeOut) clearTimeout(flags.wordsTimeOut);
|
|||
|
core.dynamicCurtain(y, y + 24, time / 3);
|
|||
|
// css
|
|||
|
var style = document.getElementById("words").getContext("2d");
|
|||
|
style.shadowColor = "rgba(0, 0, 0, 1)";
|
|||
|
style.shadowBlur = 3;
|
|||
|
style.shadowOffsetX = 2;
|
|||
|
style.shadowOffsetY = 1;
|
|||
|
// 一个一个绘制
|
|||
|
skip1(0);
|
|||
|
// 跳字
|
|||
|
function skip1 (now) {
|
|||
|
if (parseInt(now) >= words.length) {
|
|||
|
flags.wordsTimeOut = setTimeout(() => {
|
|||
|
core.deleteCanvas("words");
|
|||
|
core.deleteCanvas("wordsBg");
|
|||
|
}, time);
|
|||
|
return;
|
|||
|
}
|
|||
|
var frame = 0,
|
|||
|
blur = 2,
|
|||
|
nx = 4 + now * 24;
|
|||
|
var skip2 = window.setInterval(() => {
|
|||
|
blur -= 0.4;
|
|||
|
frame++;
|
|||
|
core.clearMap("words", nx, 0, 24, 24);
|
|||
|
style.filter = "blur(" + blur + "px)";
|
|||
|
core.fillText("words", words[now], nx, 20, "#ffffff", "22px normal");
|
|||
|
if (frame == 5) {
|
|||
|
clearInterval(skip2);
|
|||
|
skip1(now + 1);
|
|||
|
}
|
|||
|
}, 20);
|
|||
|
|
|||
|
}
|
|||
|
};
|
|||
|
// 匀变速下降背景
|
|||
|
this.dynamicCurtain = function (from, to, time, width) {
|
|||
|
width = width || 480;
|
|||
|
if (!core.dymCanvas.wordsBg)
|
|||
|
core.createCanvas("wordsBg", 0, from, width, 24, 130);
|
|||
|
else core.clearMap("wordsBg");
|
|||
|
time /= 1000;
|
|||
|
var ny = from,
|
|||
|
frame = 0,
|
|||
|
a = 2 * (to - from) / Math.pow(time * 50, 2),
|
|||
|
speed = a * time * 50;
|
|||
|
var style = document.getElementById("wordsBg").getContext("2d");
|
|||
|
style.shadowColor = "rgba(0, 0, 0, 0.8)";
|
|||
|
var wordsInterval = window.setInterval(() => {
|
|||
|
frame++;
|
|||
|
speed -= a;
|
|||
|
ny += speed;
|
|||
|
core.clearMap("wordsBg");
|
|||
|
style.shadowBlur = 8;
|
|||
|
style.shadowOffsetY = 2;
|
|||
|
core.fillRect("wordsBg", 0, 0, width, ny - from, [180, 180, 180, 0.7]);
|
|||
|
style.shadowBlur = 3;
|
|||
|
style.shadowOffsetY = 0;
|
|||
|
core.strokeRect("wordsBg", 1, 1, width - 2, ny - from - 2, [255, 255, 255, 0.7], 2);
|
|||
|
if (frame >= time * 50) {
|
|||
|
clearInterval(wordsInterval);
|
|||
|
core.clearMap("wordsBg");
|
|||
|
style.shadowBlur = 8;
|
|||
|
style.shadowOffsetY = 2;
|
|||
|
core.fillRect("wordsBg", 0, 0, width, to - from, [180, 180, 180, 0.7]);
|
|||
|
style.shadowBlur = 3;
|
|||
|
style.shadowOffsetY = 0;
|
|||
|
core.strokeRect("wordsBg", 1, 1, width - 2, ny - from - 2, [255, 255, 255, 0.7], 2);
|
|||
|
}
|
|||
|
}, 20);
|
|||
|
};
|
|||
|
// 攻击boss
|
|||
|
this.attackBoss = function () {
|
|||
|
// 每秒钟地面随机出现伤害图块 踩上去攻击boss 500血
|
|||
|
if (flags.canAttack) return;
|
|||
|
if (Math.random() < 0.8) return;
|
|||
|
if (hp > 3500) {
|
|||
|
var nx = Math.floor(Math.random() * 13 + 1),
|
|||
|
ny = Math.floor(Math.random() * 13 + 1);
|
|||
|
} else if (hp > 2000) {
|
|||
|
var nx = Math.floor(Math.random() * 11 + 2),
|
|||
|
ny = Math.floor(Math.random() * 11 + 2);
|
|||
|
} else if (hp > 1000) {
|
|||
|
var nx = Math.floor(Math.random() * 9 + 3),
|
|||
|
ny = Math.floor(Math.random() * 9 + 3);
|
|||
|
} else {
|
|||
|
var nx = Math.floor(Math.random() * 7 + 4),
|
|||
|
ny = Math.floor(Math.random() * 7 + 4);
|
|||
|
}
|
|||
|
// 在地图上显示
|
|||
|
flags.canAttack = true;
|
|||
|
if (!core.dymCanvas.attackBoss)
|
|||
|
core.createCanvas("attackBoss", 0, 0, 480, 480, 35);
|
|||
|
else core.clearMap("attackBoss");
|
|||
|
var style = document.getElementById("attackBoss").getContext("2d");
|
|||
|
var frame1 = 0,
|
|||
|
blur = 3,
|
|||
|
scale = 2,
|
|||
|
speed = 0.04,
|
|||
|
a = 0.0008;
|
|||
|
var atkAnimate = window.setInterval(() => {
|
|||
|
core.clearMap("attackBoss");
|
|||
|
frame1++;
|
|||
|
speed -= a;
|
|||
|
scale -= speed;
|
|||
|
blur -= 0.06;
|
|||
|
style.filter = "blur(" + blur + "px)";
|
|||
|
core.strokeCircle("attackBoss", nx * 32 + 16, ny * 32 + 16, 16 * scale, [255, 150, 150, 0.7], 4);
|
|||
|
core.fillCircle("attackBoss", nx * 32 + 16, ny * 32 + 16, 3 * scale, [255, 150, 150, 0.7]);
|
|||
|
if (frame1 == 50) {
|
|||
|
clearInterval(atkAnimate);
|
|||
|
core.clearMap("attactkBoss");
|
|||
|
style.filter = "none";
|
|||
|
core.strokeCircle("attackBoss", nx * 32 + 16, ny * 32 + 16, 16, [255, 150, 150, 0.7], 4);
|
|||
|
core.fillCircle("attackBoss", nx * 32 + 16, ny * 32 + 16, 3, [255, 150, 150, 0.7]);
|
|||
|
}
|
|||
|
}, 20);
|
|||
|
// 实时检测勇士位置
|
|||
|
var frame2 = 0;
|
|||
|
var atkBoss = window.setInterval(() => {
|
|||
|
frame2++;
|
|||
|
var x = core.status.hero.loc.x,
|
|||
|
y = core.status.hero.loc.y;
|
|||
|
// 2秒超时
|
|||
|
if (frame2 > 100) {
|
|||
|
setTimeout(() => {
|
|||
|
delete flags.canAttack;
|
|||
|
}, 4000);
|
|||
|
clearInterval(atkBoss);
|
|||
|
core.deleteCanvas("attackBoss");
|
|||
|
return;
|
|||
|
}
|
|||
|
if (nx == x && ny == y) {
|
|||
|
setTimeout(() => {
|
|||
|
delete flags.canAttack;
|
|||
|
}, 4000);
|
|||
|
core.dynamicChangeHp(hp, hp - 500, 10000);
|
|||
|
hp -= 500;
|
|||
|
clearInterval(atkBoss);
|
|||
|
core.deleteCanvas("attackBoss");
|
|||
|
if (hp > 3500) core.drawAnimate("hand", 7, 1);
|
|||
|
else if (hp > 2000) core.drawAnimate("hand", 7, 2);
|
|||
|
else if (hp > 1000) core.drawAnimate("hand", 7, 3);
|
|||
|
else core.drawAnimate("hand", 7, 4);
|
|||
|
return;
|
|||
|
}
|
|||
|
}, 20);
|
|||
|
};
|
|||
|
// 核心函数
|
|||
|
this.bossCore = function () {
|
|||
|
var interval = window.setInterval(() => {
|
|||
|
if (stage == 1) {
|
|||
|
if (seconds == 8) core.skipWord("智慧之神:你和之前来的人不一样");
|
|||
|
if (seconds == 12) core.skipWord("智慧之神:他们只会一股脑地向前冲");
|
|||
|
if (seconds == 16) core.skipWord("智慧之神:而你却会躲避这些攻击");
|
|||
|
if (seconds == 20) core.skipWord("提示:踩在红圈上可以对智慧之神造成伤害");
|
|||
|
if (seconds > 10) core.attackBoss();
|
|||
|
if (seconds % 10 == 0) core.intelligentArrow();
|
|||
|
if (seconds % 7 == 0 && seconds != 0) core.intelligentDoor();
|
|||
|
if (seconds > 20 && seconds % 13 == 0) core.icyMomentem();
|
|||
|
}
|
|||
|
if (stage == 1 && hp <= 7000) {
|
|||
|
stage++;
|
|||
|
seconds = 0;
|
|||
|
core.skipWord("智慧之神:不错小伙子");
|
|||
|
core.pauseBgm();
|
|||
|
}
|
|||
|
if (stage == 2) {
|
|||
|
if (seconds == 4) core.skipWord("智慧之神:你很有潜力");
|
|||
|
if (seconds == 8) core.skipWord("智慧之神:看来你很可能成为改变历史的人");
|
|||
|
if (seconds == 12) core.skipWord("智慧之神:不过,这场战斗才刚刚开始");
|
|||
|
if (seconds == 25) core.skipWord("提示:方形区域均为危险区域");
|
|||
|
if (seconds == 15) setTimeout(() => { core.playSound("thunder.mp3"); }, 500);
|
|||
|
if (seconds == 16) core.startStage2();
|
|||
|
if (seconds > 20) core.attackBoss();
|
|||
|
if (seconds % 4 == 0 && seconds > 20) core.randomThunder();
|
|||
|
if (seconds > 30 && seconds % 12 == 0) core.ballThunder();
|
|||
|
}
|
|||
|
if (hp <= 3500 && stage == 2) {
|
|||
|
stage++;
|
|||
|
seconds = 0;
|
|||
|
core.skipWord("智慧之神:不得不说小伙子");
|
|||
|
core.pauseBgm();
|
|||
|
}
|
|||
|
if (stage >= 3) {
|
|||
|
if (seconds == 4) core.skipWord("智慧之神:我越来越欣赏你了");
|
|||
|
if (seconds == 8) core.skipWord("智慧之神:不过,你还得再过我一关!");
|
|||
|
if (seconds == 12) core.startStage3();
|
|||
|
if (seconds == 15) {
|
|||
|
flags.booming = true;
|
|||
|
core.randomBoom();
|
|||
|
}
|
|||
|
if (seconds > 20) core.attackBoss();
|
|||
|
if (seconds > 20 && seconds % 10 == 0) core.chainThunder();
|
|||
|
if (hp == 2000 && stage == 3) {
|
|||
|
stage++;
|
|||
|
flags.booming = false;
|
|||
|
core.skipWord("智慧之神:还没有结束!");
|
|||
|
core.startStage4();
|
|||
|
setTimeout(() => {
|
|||
|
flags.booming = true;
|
|||
|
core.randomBoom();
|
|||
|
}, 5000);
|
|||
|
}
|
|||
|
if (hp == 1000 && stage == 4) {
|
|||
|
stage++;
|
|||
|
flags.booming = false;
|
|||
|
core.skipWord("智慧之神:还没有结束!!!!!!");
|
|||
|
core.startStage5();
|
|||
|
setTimeout(() => {
|
|||
|
flags.booming = true;
|
|||
|
core.randomBoom();
|
|||
|
}, 5000);
|
|||
|
}
|
|||
|
}
|
|||
|
if (hp == 0) {
|
|||
|
clearInterval(interval);
|
|||
|
clearInterval(flags.boom);
|
|||
|
core.status.hero.hp = heroHp;
|
|||
|
core.autoFixRouteBoss(false);
|
|||
|
delete flags.__bgm__;
|
|||
|
core.pauseBgm();
|
|||
|
core.insertAction([
|
|||
|
"\t[智慧之神,E557]\b[down,7,4]不错不错,你确实可以成为改变历史的人",
|
|||
|
"\t[智慧之神,E557]\b[down,7,4]我的职责就到此结束了",
|
|||
|
"\t[智慧之神,E557]\b[down,7,4]之后还是要看你自己了,千万不要让我失望!",
|
|||
|
"\t[智慧之神,E557]\b[down,7,4]东边的机关门我已经替你打开了",
|
|||
|
{ "type": "openDoor", "loc": [13, 6], "floorId": "MT19" },
|
|||
|
"\t[智慧之神,E557]\b[down,7,4]我这就把你传送出去",
|
|||
|
{ "type": "setValue", "name": "flag:boss1", "value": "true" },
|
|||
|
{ "type": "changeFloor", "floorId": "MT20", "loc": [7, 9] },
|
|||
|
{ "type": "function", "function": "() => {\ncore.deleteAllCanvas();\n}" },
|
|||
|
{ "type": "forbidSave" },
|
|||
|
]);
|
|||
|
}
|
|||
|
seconds++;
|
|||
|
}, 1000);
|
|||
|
};
|
|||
|
// ------ 第一阶段 10000~7000血 ------ //
|
|||
|
// 技能1 智慧之箭 1000伤害
|
|||
|
this.intelligentArrow = function (fromSelf) {
|
|||
|
// 坐标
|
|||
|
var loc = Math.floor(Math.random() * 13 + 1);
|
|||
|
var direction = Math.random() > 0.5 ? "horizon" : "vertical";
|
|||
|
// 执行次数
|
|||
|
if (!fromSelf) {
|
|||
|
var times = Math.ceil(Math.random() * 8) + 4;
|
|||
|
var nowTime = 1;
|
|||
|
var times1 = window.setInterval(() => {
|
|||
|
core.intelligentArrow(true);
|
|||
|
nowTime++;
|
|||
|
if (nowTime >= times) {
|
|||
|
clearInterval(times1);
|
|||
|
}
|
|||
|
}, 200);
|
|||
|
}
|
|||
|
// 防重复
|
|||
|
if (core.dymCanvas["inteArrow" + loc + direction]) return core.intelligentArrow(true);
|
|||
|
// 危险区域
|
|||
|
if (!core.dymCanvas.danger1)
|
|||
|
core.createCanvas("danger1", 0, 0, 480, 480, 35);
|
|||
|
if (direction == "horizon") {
|
|||
|
for (var nx = 1; nx < 14; nx++) {
|
|||
|
core.fillRect("danger1", nx * 32 + 2, loc * 32 + 2, 28, 28, [255, 0, 0, 0.6]);
|
|||
|
}
|
|||
|
} else {
|
|||
|
for (var ny = 1; ny < 14; ny++) {
|
|||
|
core.fillRect("danger1", loc * 32 + 2, ny * 32 + 2, 28, 28, [255, 0, 0, 0.6]);
|
|||
|
}
|
|||
|
}
|
|||
|
// 箭
|
|||
|
if (!core.dymCanvas["inteArrow" + loc + direction])
|
|||
|
core.createCanvas("inteArrow" + loc + direction, 0, 0, 544, 544, 65);
|
|||
|
core.clearMap("inteArrow" + loc + direction);
|
|||
|
if (direction == "horizon")
|
|||
|
core.drawImage("inteArrow" + loc + direction, "arrow.png", 448, loc * 32, 102, 32);
|
|||
|
else
|
|||
|
core.drawImage("inteArrow" + loc + direction, "arrow.png", 0, 0, 259, 75, loc * 32 - 32, 480, 102, 32, Math.PI / 2);
|
|||
|
// 动画与伤害函数
|
|||
|
setTimeout(() => {
|
|||
|
core.playSound("arrow.mp3");
|
|||
|
core.deleteCanvas("danger1");
|
|||
|
// 动画效果
|
|||
|
var nloc = 0,
|
|||
|
speed = 0;
|
|||
|
var damaged = {}
|
|||
|
var skill1 = window.setInterval(() => {
|
|||
|
speed -= 1;
|
|||
|
nloc += speed;
|
|||
|
if (direction == "horizon")
|
|||
|
core.relocateCanvas("inteArrow" + loc + direction, nloc, 0);
|
|||
|
else
|
|||
|
core.relocateCanvas("inteArrow" + loc + direction, 0, nloc);
|
|||
|
if (nloc < -480) {
|
|||
|
core.deleteCanvas("inteArrow" + loc + direction);
|
|||
|
clearInterval(skill1);
|
|||
|
}
|
|||
|
// 伤害判定
|
|||
|
if (!damaged[loc + direction]) {
|
|||
|
var x = core.status.hero.loc.x,
|
|||
|
y = core.status.hero.loc.y;
|
|||
|
if (direction == "horizon") {
|
|||
|
if (y == loc && Math.floor((480 + nloc) / 32) == x) {
|
|||
|
damaged[loc + direction] = true;
|
|||
|
core.drawHeroAnimate("hand");
|
|||
|
core.status.hero.hp -= 1000;
|
|||
|
core.popupDamage(1000, x, y, false);
|
|||
|
core.updateStatusBar();
|
|||
|
if (core.status.hero.hp < 0) {
|
|||
|
clearInterval(skill1);
|
|||
|
core.status.hero.hp = 0;
|
|||
|
core.updateStatusBar();
|
|||
|
core.events.lose();
|
|||
|
return;
|
|||
|
}
|
|||
|
}
|
|||
|
} else {
|
|||
|
if (x == loc && Math.floor((480 + nloc) / 32) == y) {
|
|||
|
damaged[loc + direction] = true;
|
|||
|
core.drawHeroAnimate("hand");
|
|||
|
core.status.hero.hp -= 1000;
|
|||
|
core.popupDamage(1000, x, y, false);
|
|||
|
core.updateStatusBar();
|
|||
|
if (core.status.hero.hp < 0) {
|
|||
|
clearInterval(skill1);
|
|||
|
core.status.hero.hp = 0;
|
|||
|
core.updateStatusBar();
|
|||
|
core.events.lose();
|
|||
|
return;
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
}, 20);
|
|||
|
}, 3000);
|
|||
|
};
|
|||
|
// 技能2 智慧之门 随机传送
|
|||
|
this.intelligentDoor = function () {
|
|||
|
if (Math.random() < 0.5) return;
|
|||
|
// 随机位置
|
|||
|
var toX = Math.floor(Math.random() * 13) + 1,
|
|||
|
toY = Math.floor(Math.random() * 13) + 1;
|
|||
|
// 在勇士身上绘制动画
|
|||
|
core.drawHeroAnimate("magicAtk");
|
|||
|
// 在目标位置绘制动画
|
|||
|
if (!core.dymCanvas["door" + toX + "_" + toY])
|
|||
|
core.createCanvas("door" + toX + "_" + toY, 0, 0, 480, 480, 35);
|
|||
|
else core.clearMap("door" + toX + "_" + toY);
|
|||
|
var style = document.getElementById("door" + toX + "_" + toY).getContext("2d");
|
|||
|
var frame = 0,
|
|||
|
width = 0,
|
|||
|
a = 0.0128,
|
|||
|
speed = 0.64;
|
|||
|
// 动画
|
|||
|
var skill2 = window.setInterval(() => {
|
|||
|
frame++
|
|||
|
if (frame < 40) return;
|
|||
|
if (frame == 100) {
|
|||
|
clearInterval(skill2);
|
|||
|
// 执行传送
|
|||
|
core.insertAction([
|
|||
|
{ "type": "changePos", "loc": [toX, toY] },
|
|||
|
]);
|
|||
|
// 删除传送门
|
|||
|
setTimeout(() => {
|
|||
|
core.deleteCanvas("door" + toX + "_" + toY);
|
|||
|
}, 2000);
|
|||
|
return;
|
|||
|
}
|
|||
|
width += speed * 2;
|
|||
|
speed -= a;
|
|||
|
core.clearMap("door" + toX + "_" + toY);
|
|||
|
style.shadowColor = "rgba(255, 255, 255, 1)";
|
|||
|
style.shadowBlur = 7;
|
|||
|
style.filter = "blur(5px)";
|
|||
|
core.fillRect("door" + toX + "_" + toY, toX * 32, toY * 32 - 24, width, 48, [255, 255, 255, 0.7]);
|
|||
|
style.shadowColor = "rgba(0, 0, 0, 0.5)";
|
|||
|
style.filter = "blur(3px)";
|
|||
|
core.strokeRect("door" + toX + "_" + toY, toX * 32, toY * 32 - 24, width, 48, [255, 255, 255, 0.7], 3);
|
|||
|
}, 20);
|
|||
|
};
|
|||
|
// 技能3 万冰之势 全屏随机转换滑冰 如果转换时在滑冰上造成5000点伤害
|
|||
|
this.icyMomentem = function () {
|
|||
|
if (flags.haveIce) return;
|
|||
|
if (Math.random() < 0.5) return;
|
|||
|
var times = Math.floor(Math.random() * 100);
|
|||
|
// 防卡 就setInterval吧
|
|||
|
var locs = [],
|
|||
|
now = 0;
|
|||
|
flags.haveIce = true;
|
|||
|
if (!core.dymCanvas.icyMomentem)
|
|||
|
core.createCanvas("icyMomentem", 0, 0, 480, 480, 35);
|
|||
|
else core.clearMap("icyMomentem");
|
|||
|
var skill3 = window.setInterval(() => {
|
|||
|
var nx = Math.floor(Math.random() * 13) + 1,
|
|||
|
ny = Math.floor(Math.random() * 13) + 1;
|
|||
|
if (!locs.includes([nx, ny])) {
|
|||
|
locs.push([nx, ny]);
|
|||
|
core.fillRect("icyMomentem", locs[now][0] * 32 + 2, locs[now][1] * 32 + 2, 28, 28, [150, 150, 255, 0.6]);
|
|||
|
}
|
|||
|
if (now == times) {
|
|||
|
clearInterval(skill3);
|
|||
|
skill3Effect();
|
|||
|
}
|
|||
|
now++;
|
|||
|
}, 20);
|
|||
|
// 动画和伤害函数
|
|||
|
function skill3Effect () {
|
|||
|
// 防卡 setInterval
|
|||
|
var index = 0;
|
|||
|
var effect = window.setInterval(() => {
|
|||
|
var x = core.status.hero.loc.x,
|
|||
|
y = core.status.hero.loc.y;
|
|||
|
core.clearMap("icyMomentem", locs[index][0] * 32, locs[index][1] * 32, 32, 32);
|
|||
|
core.setBgFgBlock("bg", 167, locs[index][0], locs[index][1]);
|
|||
|
core.drawAnimate("ice", locs[index][0], locs[index][1]);
|
|||
|
if (x == locs[index][0] && y == locs[index][1]) {
|
|||
|
core.drawHeroAnimate("hand");
|
|||
|
core.status.hero.hp -= 5000;
|
|||
|
core.popupDamage(5000, x, y, false);
|
|||
|
core.updateStatusBar();
|
|||
|
if (core.status.hero.hp < 0) {
|
|||
|
core.status.hero.hp = 0;
|
|||
|
core.updateStatusBar();
|
|||
|
core.events.lose();
|
|||
|
clearInterval(effect);
|
|||
|
return;
|
|||
|
}
|
|||
|
}
|
|||
|
if (index >= locs.length - 1) {
|
|||
|
clearInterval(effect);
|
|||
|
setTimeout(() => {
|
|||
|
deleteIce(locs);
|
|||
|
}, 5000);
|
|||
|
}
|
|||
|
index++;
|
|||
|
}, 50);
|
|||
|
}
|
|||
|
// 删除函数
|
|||
|
function deleteIce (locs) {
|
|||
|
// 照样 setInterval
|
|||
|
var index = 0;
|
|||
|
var deleteIce = window.setInterval(() => {
|
|||
|
core.setBgFgBlock("bg", 0, locs[index][0], locs[index][1]);
|
|||
|
index++;
|
|||
|
if (index >= locs.length) {
|
|||
|
clearInterval(deleteIce);
|
|||
|
core.deleteCanvas("icyMomentem");
|
|||
|
setTimeout(() => {
|
|||
|
delete flags.haveIce;
|
|||
|
}, 5000);
|
|||
|
}
|
|||
|
}, 50);
|
|||
|
}
|
|||
|
};
|
|||
|
// ------ 第二阶段 7000~3500 ------ //
|
|||
|
// 开始第二阶段
|
|||
|
this.startStage2 = function () {
|
|||
|
// 闪烁
|
|||
|
core.createCanvas("flash", 0, 0, 480, 480, 160);
|
|||
|
var alpha = 0;
|
|||
|
var frame = 0;
|
|||
|
var start1 = window.setInterval(() => {
|
|||
|
core.clearMap("flash");
|
|||
|
frame++;
|
|||
|
if (frame <= 8) alpha += 0.125;
|
|||
|
else alpha -= 0.01;
|
|||
|
core.fillRect("flash", 0, 0, 480, 480, [255, 255, 255, alpha]);
|
|||
|
if (alpha == 0) {
|
|||
|
clearInterval(start1);
|
|||
|
core.deleteCanvas("flash");
|
|||
|
}
|
|||
|
if (frame == 8) {
|
|||
|
changeWeather();
|
|||
|
}
|
|||
|
});
|
|||
|
// 切换天气
|
|||
|
function changeWeather () {
|
|||
|
core.setWeather();
|
|||
|
core.setWeather("rain", 10);
|
|||
|
core.setWeather("fog", 8);
|
|||
|
// 色调也得换
|
|||
|
core.setCurtain([0, 0, 0, 0.3]);
|
|||
|
// bgm
|
|||
|
core.playBgm("towerBoss2.mp3");
|
|||
|
}
|
|||
|
};
|
|||
|
// ----- 打雷相关 ----- //
|
|||
|
// 随机打雷
|
|||
|
this.randomThunder = function () {
|
|||
|
var x = Math.floor(Math.random() * 13) + 1,
|
|||
|
y = Math.floor(Math.random() * 13) + 1,
|
|||
|
power = Math.ceil(Math.random() * 6);
|
|||
|
// 绘制危险区域
|
|||
|
if (!core.dymCanvas.thunderDanger)
|
|||
|
core.createCanvas("thunderDanger", 0, 0, 480, 480, 35);
|
|||
|
else core.clearMap("thunderDanger");
|
|||
|
// 3*3范围
|
|||
|
for (var nx = x - 1; nx <= x + 1; nx++) {
|
|||
|
for (var ny = y - 1; ny <= y + 1; ny++) {
|
|||
|
core.fillRect("thunderDanger", nx * 32 + 2, ny * 32 + 2, 28, 28, [255, 255, 255, 0.6]);
|
|||
|
}
|
|||
|
}
|
|||
|
core.deleteCanvas("flash");
|
|||
|
setTimeout(() => {
|
|||
|
core.playSound("thunder.mp3");
|
|||
|
}, 500);
|
|||
|
setTimeout(() => {
|
|||
|
core.deleteCanvas("thunderDanger");
|
|||
|
core.drawThunder(x, y, power);
|
|||
|
}, 1000);
|
|||
|
};
|
|||
|
// 绘制
|
|||
|
this.drawThunder = function (x, y, power) {
|
|||
|
var route = core.getThunderRoute(x * 32 + 16, y * 32 + 16, power);
|
|||
|
// 开始绘制
|
|||
|
if (!core.dymCanvas.thunder)
|
|||
|
core.createCanvas("thunder", 0, 0, 480, 480, 65);
|
|||
|
else core.clearMap("thunder");
|
|||
|
var style = core.dymCanvas.thunder;
|
|||
|
style.shadowColor = "rgba(220, 220, 255, 1)";
|
|||
|
style.shadowBlur = power;
|
|||
|
style.filter = "blur(2.5px)";
|
|||
|
for (var num in route) {
|
|||
|
// 一个个绘制
|
|||
|
for (var i = 0; i < route[num].length - 1; i++) {
|
|||
|
var now = route[num][i],
|
|||
|
next = route[num][i + 1];
|
|||
|
core.drawLine("thunder", now[0], now[1], next[0], next[1], "#ffffff", 2.5);
|
|||
|
}
|
|||
|
}
|
|||
|
// 伤害
|
|||
|
core.getThunderDamage(x, y, power);
|
|||
|
// 闪一下
|
|||
|
var frame1 = 0,
|
|||
|
alpha = 0.5;
|
|||
|
if (!core.dymCanvas.flash)
|
|||
|
core.createCanvas("flash", 0, 0, 480, 480, 160);
|
|||
|
else core.clearMap("flash");
|
|||
|
var thunderFlash = window.setInterval(() => {
|
|||
|
alpha -= 0.05;
|
|||
|
frame1++;
|
|||
|
core.clearMap("flash");
|
|||
|
core.fillRect("flash", 0, 0, 480, 480, [255, 255, 255, alpha]);
|
|||
|
if (frame1 >= 10) {
|
|||
|
clearInterval(thunderFlash);
|
|||
|
core.deleteCanvas("flash");
|
|||
|
// 删除闪电
|
|||
|
setTimeout(() => {
|
|||
|
core.deleteCanvas("thunder");
|
|||
|
}, 700);
|
|||
|
}
|
|||
|
}, 20);
|
|||
|
};
|
|||
|
// 获得雷电路径
|
|||
|
this.getThunderRoute = function (x, y, power) {
|
|||
|
var route = [];
|
|||
|
for (var num = 0; num < power; num++) {
|
|||
|
var nx = x,
|
|||
|
ny = y;
|
|||
|
route[num] = [];
|
|||
|
for (var i = 0; ny >= 0; i++) {
|
|||
|
if (i > 0) {
|
|||
|
nx += Math.random() * 30 - 15;
|
|||
|
ny -= Math.random() * 80 + 30;
|
|||
|
} else {
|
|||
|
nx += Math.random() * 16 - 8;
|
|||
|
ny += Math.random() * 16 - 8;
|
|||
|
}
|
|||
|
route[num].push([nx, ny]);
|
|||
|
}
|
|||
|
}
|
|||
|
return route;
|
|||
|
};
|
|||
|
// 打雷伤害判定
|
|||
|
this.getThunderDamage = function (x, y, power) {
|
|||
|
var hx = core.status.hero.loc.x,
|
|||
|
hy = core.status.hero.loc.y;
|
|||
|
if (Math.abs(hx - x) <= 1 && Math.abs(hy - y) <= 1) {
|
|||
|
core.status.hero.hp -= 3000 * power;
|
|||
|
core.popupDamage(3000 * power, x, y, false);
|
|||
|
core.updateStatusBar();
|
|||
|
if (core.status.hero.hp < 0) {
|
|||
|
core.status.hero.hp = 0;
|
|||
|
core.updateStatusBar();
|
|||
|
core.events.lose();
|
|||
|
return;
|
|||
|
}
|
|||
|
}
|
|||
|
};
|
|||
|
// ----- 打雷 END ----- //
|
|||
|
// 球形闪电 横竖
|
|||
|
this.ballThunder = function () {
|
|||
|
// 随机数量
|
|||
|
var times = Math.ceil(Math.random() * 12) + 6;
|
|||
|
var now = 0,
|
|||
|
locs = [];
|
|||
|
// setInterval执行
|
|||
|
var ballThunder = window.setInterval(() => {
|
|||
|
// 画布
|
|||
|
if (!core.dymCanvas["ballThunder" + now])
|
|||
|
core.createCanvas("ballThunder" + now, 0, 0, 480, 480, 35);
|
|||
|
else core.clearMap("ballThunder" + now);
|
|||
|
var nx = Math.floor(Math.random() * 13) + 1,
|
|||
|
ny = Math.floor(Math.random() * 13) + 1;
|
|||
|
// 添加位置 绘制危险区域
|
|||
|
if (!locs.includes([nx, ny])) {
|
|||
|
locs.push([nx, ny]);
|
|||
|
// 横竖都要画
|
|||
|
for (var mx = 1; mx < 14; mx++) {
|
|||
|
core.fillRect("ballThunder" + now, mx * 32 + 2, ny * 32 + 2, 28, 28, [190, 190, 255, 0.6]);
|
|||
|
}
|
|||
|
for (var my = 1; my < 14; my++) {
|
|||
|
core.fillRect("ballThunder" + now, nx * 32 + 2, my * 32 + 2, 28, 28, [190, 190, 255, 0.6]);
|
|||
|
}
|
|||
|
}
|
|||
|
now++;
|
|||
|
if (now >= times) {
|
|||
|
clearInterval(ballThunder);
|
|||
|
setTimeout(() => {
|
|||
|
thunderAnimate(locs);
|
|||
|
}, 1000);
|
|||
|
}
|
|||
|
}, 200);
|
|||
|
// 动画 伤害
|
|||
|
function thunderAnimate (locs) {
|
|||
|
var frame = 0;
|
|||
|
// 画布
|
|||
|
if (!core.dymCanvas.ballAnimate)
|
|||
|
core.createCanvas("ballAnimate", 0, 0, 480, 480, 65);
|
|||
|
else core.clearMap("ballAnimate");
|
|||
|
var style = core.dymCanvas.ballAnimate;
|
|||
|
style.shadowColor = "rgba(255, 255, 255, 1)";
|
|||
|
var damaged = [];
|
|||
|
var animate = window.setInterval(() => {
|
|||
|
core.clearMap("ballAnimate");
|
|||
|
for (var i = 0; i < locs.length; i++) {
|
|||
|
style.shadowBlur = 16 * Math.random();
|
|||
|
// 错开执行动画
|
|||
|
if (frame - 10 * i > 0) {
|
|||
|
var now = frame - 10 * i;
|
|||
|
if (now == 1) core.playSound("electron.mp3");
|
|||
|
// 动画
|
|||
|
var nx = locs[i][0] * 32 + 16,
|
|||
|
ny = locs[i][1] * 32 + 16;
|
|||
|
if (now <= 2) {
|
|||
|
core.fillCircle("ballAnimate", nx, ny, 16 + 3 * now, [255, 255, 255, 0.9]);
|
|||
|
} else {
|
|||
|
// 上
|
|||
|
core.fillCircle("ballAnimate", nx, ny - 4 * now, 7 + 2 * Math.random(), [255, 255, 255, 0.7]);
|
|||
|
// 下
|
|||
|
core.fillCircle("ballAnimate", nx, ny + 4 * now, 7 + 2 * Math.random(), [255, 255, 255, 0.7]);
|
|||
|
// 左
|
|||
|
core.fillCircle("ballAnimate", nx - 4 * now, ny, 7 + 2 * Math.random(), [255, 255, 255, 0.7]);
|
|||
|
// 右
|
|||
|
core.fillCircle("ballAnimate", nx + 4 * now, ny, 7 + 2 * Math.random(), [255, 255, 255, 0.7]);
|
|||
|
}
|
|||
|
// 清除危险区域
|
|||
|
core.clearMap("ballThunder" + i, nx - 16, ny - 16 - 4 * now, 32, 32);
|
|||
|
core.clearMap("ballThunder" + i, nx - 16, ny - 16 + 4 * now, 32, 32);
|
|||
|
core.clearMap("ballThunder" + i, nx - 16 - 4 * now, ny - 16, 32, 32);
|
|||
|
core.clearMap("ballThunder" + i, nx - 16 + 4 * now, ny - 16, 32, 32);
|
|||
|
// 伤害
|
|||
|
if (!damaged[i]) {
|
|||
|
var x = core.status.hero.loc.x,
|
|||
|
y = core.status.hero.loc.y;
|
|||
|
if (((Math.floor((nx - 16 - 4 * now) / 32) == x ||
|
|||
|
Math.floor((nx - 16 + 4 * now) / 32) == x) && locs[i][1] == y) ||
|
|||
|
((Math.floor((ny - 16 - 4 * now) / 32) == y ||
|
|||
|
Math.floor((ny - 16 + 4 * now) / 32) == y) && locs[i][0] == x)) {
|
|||
|
damaged[i] = true
|
|||
|
core.status.hero.hp -= 3000;
|
|||
|
core.popupDamage(3000, x, y, false);
|
|||
|
core.updateStatusBar();
|
|||
|
core.playSound("electron.mp3");
|
|||
|
if (core.status.hero.hp < 0) {
|
|||
|
core.status.hero.hp = 0;
|
|||
|
core.updateStatusBar();
|
|||
|
core.events.lose();
|
|||
|
clearInterval(animate);
|
|||
|
return;
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
// 结束
|
|||
|
if (i == locs.length - 1 && now > 120) {
|
|||
|
clearInterval(animate);
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
frame++;
|
|||
|
}, 20);
|
|||
|
};
|
|||
|
};
|
|||
|
// ------ 第三阶段 3500~0 ------ //
|
|||
|
this.startStage3 = function () {
|
|||
|
// 闪烁
|
|||
|
core.createCanvas("flash", 0, 0, 480, 480, 160);
|
|||
|
var alpha = 0;
|
|||
|
var frame = 0;
|
|||
|
var start1 = window.setInterval(() => {
|
|||
|
core.clearMap("flash");
|
|||
|
frame++;
|
|||
|
if (frame <= 8) alpha += 0.125;
|
|||
|
else alpha -= 0.01;
|
|||
|
core.fillRect("flash", 0, 0, 480, 480, [255, 255, 255, alpha]);
|
|||
|
if (alpha == 0) {
|
|||
|
clearInterval(start1);
|
|||
|
core.deleteCanvas("flash");
|
|||
|
}
|
|||
|
if (frame == 8) {
|
|||
|
core.playSound("thunder.mp3");
|
|||
|
changeTerra();
|
|||
|
core.insertAction([
|
|||
|
{ "type": "changePos", "loc": [7, 7] },
|
|||
|
]);
|
|||
|
}
|
|||
|
});
|
|||
|
// 改变地形
|
|||
|
function changeTerra () {
|
|||
|
for (var nx = 0; nx < 15; nx++) {
|
|||
|
for (var ny = 0; ny < 15; ny++) {
|
|||
|
if (nx == 0 || nx == 14 || ny == 0 || ny == 14) {
|
|||
|
core.removeBlock(nx, ny);
|
|||
|
}
|
|||
|
if ((nx == 1 || nx == 13 || ny == 1 || ny == 13) &&
|
|||
|
nx != 0 && nx != 14 && ny != 0 && ny != 14) {
|
|||
|
core.setBlock(527, nx, ny);
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
core.createCanvas("tower7", 0, 0, 480, 480, 15);
|
|||
|
// 画贴图
|
|||
|
core.drawImage("tower7", "tower7.jpeg", 360, 0, 32, 480, 0, 0, 32, 480);
|
|||
|
core.drawImage("tower7", "tower7.jpeg", 840, 0, 32, 480, 448, 0, 32, 480);
|
|||
|
core.drawImage("tower7", "tower7.jpeg", 392, 0, 416, 32, 32, 0, 416, 32);
|
|||
|
core.drawImage("tower7", "tower7.jpeg", 392, 448, 416, 32, 32, 448, 416, 32);
|
|||
|
core.setBlock("E557", 7, 2);
|
|||
|
core.playBgm("towerBoss3.mp3");
|
|||
|
}
|
|||
|
};
|
|||
|
// 进入第四阶段
|
|||
|
this.startStage4 = function () {
|
|||
|
// 闪烁
|
|||
|
core.createCanvas("flash", 0, 0, 480, 480, 160);
|
|||
|
var alpha = 0;
|
|||
|
var frame = 0;
|
|||
|
var start1 = window.setInterval(() => {
|
|||
|
core.clearMap("flash");
|
|||
|
frame++;
|
|||
|
if (frame <= 8) alpha += 0.125;
|
|||
|
else alpha -= 0.01;
|
|||
|
core.fillRect("flash", 0, 0, 480, 480, [255, 255, 255, alpha]);
|
|||
|
if (alpha == 0) {
|
|||
|
clearInterval(start1);
|
|||
|
core.deleteCanvas("flash");
|
|||
|
}
|
|||
|
if (frame == 8) {
|
|||
|
core.playSound("thunder.mp3");
|
|||
|
changeTerra();
|
|||
|
core.insertAction([
|
|||
|
{ "type": "changePos", "loc": [7, 7] },
|
|||
|
]);
|
|||
|
}
|
|||
|
});
|
|||
|
// 改变地形
|
|||
|
function changeTerra () {
|
|||
|
for (var nx = 1; nx < 14; nx++) {
|
|||
|
for (var ny = 1; ny < 14; ny++) {
|
|||
|
if (nx == 1 || nx == 13 || ny == 1 || ny == 13) {
|
|||
|
core.removeBlock(nx, ny);
|
|||
|
}
|
|||
|
if ((nx == 2 || nx == 12 || ny == 2 || ny == 12) &&
|
|||
|
nx != 1 && nx != 13 && ny != 1 && ny != 13) {
|
|||
|
core.setBlock(527, nx, ny);
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
core.createCanvas("tower7", 0, 0, 480, 480, 15);
|
|||
|
// 画贴图
|
|||
|
core.drawImage("tower7", "tower7.jpeg", 360, 0, 64, 480, 0, 0, 64, 480);
|
|||
|
core.drawImage("tower7", "tower7.jpeg", 776, 0, 64, 480, 416, 0, 64, 480);
|
|||
|
core.drawImage("tower7", "tower7.jpeg", 424, 0, 352, 64, 64, 0, 352, 64);
|
|||
|
core.drawImage("tower7", "tower7.jpeg", 424, 416, 352, 64, 64, 416, 352, 64);
|
|||
|
core.setBlock("E557", 7, 3);
|
|||
|
}
|
|||
|
};
|
|||
|
// 进入第五阶段
|
|||
|
this.startStage5 = function () {
|
|||
|
// 闪烁
|
|||
|
core.createCanvas("flash", 0, 0, 480, 480, 160);
|
|||
|
var alpha = 0;
|
|||
|
var frame = 0;
|
|||
|
var start1 = window.setInterval(() => {
|
|||
|
core.clearMap("flash");
|
|||
|
frame++;
|
|||
|
if (frame <= 8) alpha += 0.125;
|
|||
|
else alpha -= 0.01;
|
|||
|
core.fillRect("flash", 0, 0, 480, 480, [255, 255, 255, alpha]);
|
|||
|
if (alpha == 0) {
|
|||
|
clearInterval(start1);
|
|||
|
core.deleteCanvas("flash");
|
|||
|
}
|
|||
|
if (frame == 8) {
|
|||
|
core.playSound("thunder.mp3");
|
|||
|
changeTerra();
|
|||
|
core.insertAction([
|
|||
|
{ "type": "changePos", "loc": [7, 7] },
|
|||
|
]);
|
|||
|
}
|
|||
|
});
|
|||
|
// 改变地形
|
|||
|
function changeTerra () {
|
|||
|
for (var nx = 2; nx < 13; nx++) {
|
|||
|
for (var ny = 2; ny < 13; ny++) {
|
|||
|
if (nx == 2 || nx == 12 || ny == 2 || ny == 12) {
|
|||
|
core.removeBlock(nx, ny);
|
|||
|
}
|
|||
|
if ((nx == 3 || nx == 11 || ny == 3 || ny == 11) &&
|
|||
|
nx != 2 && nx != 12 && ny != 2 && ny != 12) {
|
|||
|
core.setBlock(527, nx, ny);
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
core.createCanvas("tower7", 0, 0, 480, 480, 15);
|
|||
|
// 画贴图
|
|||
|
core.drawImage("tower7", "tower7.jpeg", 360, 0, 96, 480, 0, 0, 96, 480);
|
|||
|
core.drawImage("tower7", "tower7.jpeg", 744, 0, 96, 480, 384, 0, 96, 480);
|
|||
|
core.drawImage("tower7", "tower7.jpeg", 456, 0, 288, 96, 96, 0, 288, 96);
|
|||
|
core.drawImage("tower7", "tower7.jpeg", 456, 384, 288, 96, 96, 384, 288, 96);
|
|||
|
core.setBlock("E557", 7, 4);
|
|||
|
}
|
|||
|
};
|
|||
|
// 链状闪电 随机连接 碰到勇士则受伤
|
|||
|
this.chainThunder = function () {
|
|||
|
// 随机次数
|
|||
|
var times = Math.ceil(Math.random() * 6) + 3;
|
|||
|
// 画布
|
|||
|
if (!core.dymCanvas.chainDanger)
|
|||
|
core.createCanvas("chainDanger", 0, 0, 480, 480, 35);
|
|||
|
else core.clearMap("chainDanger");
|
|||
|
// setInterval执行
|
|||
|
var locs = [],
|
|||
|
now = 0;
|
|||
|
var chain = window.setInterval(() => {
|
|||
|
if (hp > 2000) {
|
|||
|
var nx = Math.floor(Math.random() * 11) + 2,
|
|||
|
ny = Math.floor(Math.random() * 11) + 2;
|
|||
|
} else if (hp > 1000) {
|
|||
|
var nx = Math.floor(Math.random() * 9) + 3,
|
|||
|
ny = Math.floor(Math.random() * 9) + 3;
|
|||
|
} else {
|
|||
|
var nx = Math.floor(Math.random() * 7) + 4,
|
|||
|
ny = Math.floor(Math.random() * 7) + 4;
|
|||
|
}
|
|||
|
if (!locs.includes([nx, ny])) {
|
|||
|
locs.push([nx, ny]);
|
|||
|
} else return;
|
|||
|
// 危险线
|
|||
|
if (now > 0) {
|
|||
|
core.drawLine("chainDanger", locs[now - 1][0] * 32 + 16, locs[now - 1][1] * 32 + 16,
|
|||
|
nx * 32 + 16, ny * 32 + 16, [220, 100, 255, 0.6], 3);
|
|||
|
}
|
|||
|
if (now >= times) {
|
|||
|
clearInterval(chain);
|
|||
|
setTimeout(() => {
|
|||
|
core.getChainRoute(locs);
|
|||
|
core.deleteCanvas("chainDanger");
|
|||
|
}, 1000);
|
|||
|
}
|
|||
|
now++;
|
|||
|
}, 100);
|
|||
|
};
|
|||
|
// 链状闪电 动画
|
|||
|
this.chainAnimate = function (route) {
|
|||
|
if (!route) return core.chainThunder();
|
|||
|
// 画布
|
|||
|
if (!core.dymCanvas.chain)
|
|||
|
core.createCanvas("chain", 0, 0, 480, 480, 65);
|
|||
|
else core.clearMap("chain");
|
|||
|
var style = core.dymCanvas.chain;
|
|||
|
style.shadowBlur = 3;
|
|||
|
style.shadowColor = "rgba(255, 255, 255, 1)";
|
|||
|
style.filter = "blur(2px)";
|
|||
|
// 当然还是setInterval
|
|||
|
var frame = 0,
|
|||
|
now = 0;
|
|||
|
var animate = window.setInterval(() => {
|
|||
|
if (now >= route.length - 1) {
|
|||
|
clearInterval(animate);
|
|||
|
setTimeout(() => { core.deleteCanvas("chain"); }, 1000);
|
|||
|
return;
|
|||
|
}
|
|||
|
frame++;
|
|||
|
if (frame % 2 != 0) return;
|
|||
|
core.drawLine("chain", route[now][0], route[now][1], route[now + 1][0], route[now + 1][1], "#ffffff", 3);
|
|||
|
// 节点
|
|||
|
if (now == 0) {
|
|||
|
core.fillCircle("chain", route[0][0], route[0][1], 7, "#ffffff");
|
|||
|
}
|
|||
|
if ((route[now + 1][0] - 16) % 32 == 0 && (route[now + 1][1] - 16) % 32 == 0) {
|
|||
|
core.fillCircle("chain", route[now + 1][0], route[now + 1][1], 7, "#ffffff");
|
|||
|
}
|
|||
|
// 判断伤害
|
|||
|
core.lineDamage(route[now][0], route[now][1], route[now + 1][0], route[now + 1][1], 4000);
|
|||
|
now++;
|
|||
|
}, 20);
|
|||
|
};
|
|||
|
// 链状闪电 获得闪电路径
|
|||
|
this.getChainRoute = function (locs) {
|
|||
|
// 照样用setInterval
|
|||
|
var now = 0,
|
|||
|
routes = [];
|
|||
|
var route = window.setInterval(() => {
|
|||
|
var nx = locs[now][0] * 32 + 16,
|
|||
|
ny = locs[now][1] * 32 + 16;
|
|||
|
var tx = locs[now + 1][0] * 32 + 16,
|
|||
|
ty = locs[now + 1][1] * 32 + 16;
|
|||
|
var dx = tx - nx,
|
|||
|
dy = ty - ny;
|
|||
|
var angle = Math.atan(dy / dx);
|
|||
|
if (dy < 0 && dx < 0) angle += Math.PI;
|
|||
|
if (dx < 0 && dy > 0) angle += Math.PI;
|
|||
|
// 循环 + 随机
|
|||
|
var times = 0;
|
|||
|
while (true) {
|
|||
|
times++;
|
|||
|
nx += Math.random() * 50 * Math.cos(angle);
|
|||
|
ny += Math.random() * 50 * Math.sin(angle);
|
|||
|
routes.push([nx, ny]);
|
|||
|
if (Math.sqrt(Math.pow(ny - ty, 2) + Math.pow(nx - tx, 2)) <= 100) {
|
|||
|
routes.push([tx, ty]);
|
|||
|
break;
|
|||
|
}
|
|||
|
if (times >= 20) {
|
|||
|
clearInterval(route);
|
|||
|
routes = null;
|
|||
|
return;
|
|||
|
}
|
|||
|
}
|
|||
|
now++;
|
|||
|
if (now >= locs.length - 1) {
|
|||
|
clearInterval(route);
|
|||
|
core.chainAnimate(routes);
|
|||
|
}
|
|||
|
}, 2);
|
|||
|
};
|
|||
|
// 随机轰炸
|
|||
|
this.randomBoom = function () {
|
|||
|
// 停止轰炸
|
|||
|
if (!flags.booming) {
|
|||
|
clearInterval(flags.boom);
|
|||
|
return;
|
|||
|
}
|
|||
|
// 根据阶段数 分攻击速率 和范围
|
|||
|
var boomTime;
|
|||
|
var range;
|
|||
|
if (hp > 2000) {
|
|||
|
boomTime = 500;
|
|||
|
range = 11;
|
|||
|
} else if (hp > 1000) {
|
|||
|
boomTime = 400;
|
|||
|
range = 9;
|
|||
|
} else {
|
|||
|
boomTime = 300;
|
|||
|
range = 7;
|
|||
|
}
|
|||
|
// setInterval
|
|||
|
flags.boom = window.setInterval(() => {
|
|||
|
var nx = Math.floor(Math.random() * range) + (15 - range) / 2,
|
|||
|
ny = Math.floor(Math.random() * range) + (15 - range) / 2;
|
|||
|
boomLocs.push([nx, ny, 0]);
|
|||
|
if (!flags.booming) clearInterval(flags.boom);
|
|||
|
}, boomTime);
|
|||
|
// 动画要在这里调用
|
|||
|
core.boomingAnimate();
|
|||
|
};
|
|||
|
// 随机轰炸 动画
|
|||
|
this.boomingAnimate = function () {
|
|||
|
// 直接setInterval
|
|||
|
if (!core.dymCanvas.boom)
|
|||
|
core.createCanvas("boom", 0, 0, 480, 480, 65);
|
|||
|
else core.clearMap("boom");
|
|||
|
var boomAnimate = window.setInterval(() => {
|
|||
|
if (boomLocs.length == 0) return;
|
|||
|
if (!flags.booming && boomLocs.length == 0) {
|
|||
|
clearInterval(boomAnimate);
|
|||
|
return;
|
|||
|
}
|
|||
|
core.clearMap("boom");
|
|||
|
boomLocs.forEach((loc, index) => {
|
|||
|
loc[2]++;
|
|||
|
var x = loc[0] * 32 + 16,
|
|||
|
y = loc[1] * 32 + 16;
|
|||
|
if (loc[2] >= 20) {
|
|||
|
var alpha = 1,
|
|||
|
radius = 12;
|
|||
|
} else {
|
|||
|
var radius = 0.12 * Math.pow(20 - loc[2], 2) + 12,
|
|||
|
alpha = Math.max(1, 2 - loc[2] * 0.1);
|
|||
|
}
|
|||
|
var angle = loc[2] * Math.PI / 50;
|
|||
|
// 开始绘制
|
|||
|
core.fillCircle("boom", x, y, 3, [255, 50, 50, alpha]);
|
|||
|
core.strokeCircle("boom", x, y, radius, [255, 50, 50, alpha], 2);
|
|||
|
// 旋转的线
|
|||
|
core.drawLine("boom", x + radius * Math.cos(angle), y + radius * Math.sin(angle),
|
|||
|
x + (radius + 15) * Math.cos(angle), y + (radius + 15) * Math.sin(angle), [255, 50, 50, alpha], 1);
|
|||
|
angle += Math.PI;
|
|||
|
core.drawLine("boom", x + radius * Math.cos(angle), y + radius * Math.sin(angle),
|
|||
|
x + (radius + 15) * Math.cos(angle), y + (radius + 15) * Math.sin(angle), [255, 50, 50, alpha], 1);
|
|||
|
// 炸弹 下落
|
|||
|
if (loc[2] > 70) {
|
|||
|
var h = y - (20 * (85 - loc[2]) + 2.8 * Math.pow(85 - loc[2], 2));
|
|||
|
core.drawImage("boom", "boom.png", x - 18, h - 80, 36, 80);
|
|||
|
}
|
|||
|
if (loc[2] == 85) {
|
|||
|
core.drawAnimate("explosion1", (x - 16) / 32, (y - 16) / 32);
|
|||
|
boomLocs.splice(index, 1);
|
|||
|
if (boomLocs.length == 0) core.deleteCanvas("boom");
|
|||
|
// 伤害判定
|
|||
|
var hx = core.status.hero.loc.x,
|
|||
|
hy = core.status.hero.loc.y;
|
|||
|
if (loc[0] == hx && loc[1] == hy) {
|
|||
|
core.status.hero.hp -= 3000;
|
|||
|
core.popupDamage(3000, hx, hy, false);
|
|||
|
core.updateStatusBar();
|
|||
|
if (core.status.hero.hp < 0) {
|
|||
|
core.status.hero.hp = 0;
|
|||
|
core.updateStatusBar();
|
|||
|
core.events.lose();
|
|||
|
clearInterval(boomAnimate);
|
|||
|
flags.booming = false;
|
|||
|
return;
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
});
|
|||
|
}, 20);
|
|||
|
};
|
|||
|
// 直线型伤害判定
|
|||
|
this.lineDamage = function (x1, y1, x2, y2, damage) {
|
|||
|
// 获得勇士坐标
|
|||
|
var x = core.status.hero.loc.x,
|
|||
|
y = core.status.hero.loc.y;
|
|||
|
// 是否可能碰到勇士
|
|||
|
if ((x1 < x * 32 - 12 && x2 < x * 32 - 12) || (x1 > x * 32 + 12 && x2 > x * 32 + 12) ||
|
|||
|
(y1 < y * 32 - 16 && y2 < y * 32 - 16) || (y1 > y * 32 + 16 && y2 > y * 32 + 16)) return;
|
|||
|
// 对角线的端点是否在直线异侧 勇士视为24 * 32
|
|||
|
for (var time = 1; time <= 2; time++) {
|
|||
|
// 左下右上
|
|||
|
if (time == 1) {
|
|||
|
var loc1 = [x * 32 - 12, y * 32 + 16],
|
|||
|
loc2 = [x * 32 + 12, y * 32 - 16];
|
|||
|
// 直线方程 y == (y2 - y1) / (x2 - x1) * (x - x1) + y1
|
|||
|
var n1 = (y2 - y1) / (x2 - x1) * (loc1[0] - x1) + y1 - loc1[1],
|
|||
|
n2 = (y2 - y1) / (x2 - x1) * (loc2[0] - x1) + y1 - loc2[1];
|
|||
|
if (n1 * n2 <= 0) {
|
|||
|
core.status.hero.hp -= damage;
|
|||
|
core.popupDamage(damage, x, y, false);
|
|||
|
core.updateStatusBar();
|
|||
|
core.playSound("electron.mp3");
|
|||
|
if (core.status.hero.hp < 0) {
|
|||
|
core.status.hero.hp = 0;
|
|||
|
core.updateStatusBar();
|
|||
|
core.events.lose();
|
|||
|
return;
|
|||
|
}
|
|||
|
return;
|
|||
|
}
|
|||
|
} else { // 左上右下
|
|||
|
var loc1 = [x * 32 - 12, y * 32 - 16],
|
|||
|
loc2 = [x * 32 + 12, y * 32 + 16];
|
|||
|
// 直线方程 y == (y2 - y1) / (x2 - x1) * (x - x1) + y1
|
|||
|
var n1 = (y2 - y1) / (x2 - x1) * (loc1[0] - x1) + y1 - loc1[1],
|
|||
|
n2 = (y2 - y1) / (x2 - x1) * (loc2[0] - x1) + y1 - loc2[1];
|
|||
|
if (n1 * n2 <= 0) {
|
|||
|
core.status.hero.hp -= damage;
|
|||
|
core.popupDamage(damage, x, y, false);
|
|||
|
core.updateStatusBar();
|
|||
|
core.playSound("electron.mp3");
|
|||
|
if (core.status.hero.hp < 0) {
|
|||
|
core.status.hero.hp = 0;
|
|||
|
core.updateStatusBar();
|
|||
|
core.events.lose();
|
|||
|
return;
|
|||
|
}
|
|||
|
return;
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
};
|
|||
|
},
|
|||
|
"weatherSuperimpose": function () {
|
|||
|
// 天气叠加功能
|
|||
|
////// 更改天气效果 //////
|
|||
|
control.prototype.setWeather = function (type, level) {
|
|||
|
// 非雨雪
|
|||
|
if (type == null) {
|
|||
|
Object.keys(core.control.weathers).forEach((one) => {
|
|||
|
core.deleteCanvas('weather' + one);
|
|||
|
});
|
|||
|
core.animateFrame.weather.type = [];
|
|||
|
core.animateFrame.weather.nodes = {};
|
|||
|
core.animateFrame.weather.level = {};
|
|||
|
core.animateFrame.weather.time = {};
|
|||
|
return;
|
|||
|
}
|
|||
|
if (!core.animateFrame.weather.level || level == null)
|
|||
|
core.animateFrame.weather.level = {};
|
|||
|
if (!core.animateFrame.weather.type) core.animateFrame.weather.type = [];
|
|||
|
level = core.clamp(parseInt(level) || 5, 1, 10);
|
|||
|
// 当前天气:则忽略
|
|||
|
if (core.animateFrame.weather.type.includes(type) && level == core.animateFrame.weather.level[type]) return;
|
|||
|
if (core.animateFrame.weather.nodes[type]) return;
|
|||
|
// 计算当前的宽高
|
|||
|
core.createCanvas('weather' + type, 0, 0, core.__PIXELS__, core.__PIXELS__, 80);
|
|||
|
core.animateFrame.weather.type.push(type);
|
|||
|
core.animateFrame.weather.level[type] = level;
|
|||
|
this._setWeather_createNodes(type, level);
|
|||
|
};
|
|||
|
control.prototype._setWeather_createNodes = function (type, level) {
|
|||
|
var number = level * parseInt(20 * core.bigmap.width * core.bigmap.height / (core.__SIZE__ * core.__SIZE__));
|
|||
|
if (!core.animateFrame.weather.nodes[type]) core.animateFrame.weather.nodes[type] = [];
|
|||
|
switch (type) {
|
|||
|
case 'rain':
|
|||
|
for (var a = 0; a < number; a++) {
|
|||
|
core.animateFrame.weather.nodes.rain.push({
|
|||
|
'x': Math.random() * core.bigmap.width * 32,
|
|||
|
'y': Math.random() * core.bigmap.height * 32,
|
|||
|
'l': Math.random() * 2.5,
|
|||
|
'xs': -4 + Math.random() * 4 + 2,
|
|||
|
'ys': Math.random() * 10 + 10
|
|||
|
})
|
|||
|
}
|
|||
|
break;
|
|||
|
case 'snow':
|
|||
|
for (var a = 0; a < number; a++) {
|
|||
|
core.animateFrame.weather.nodes.snow.push({
|
|||
|
'x': Math.random() * core.bigmap.width * 32,
|
|||
|
'y': Math.random() * core.bigmap.height * 32,
|
|||
|
'r': Math.random() * 5 + 1,
|
|||
|
'd': Math.random() * Math.min(level, 200),
|
|||
|
})
|
|||
|
}
|
|||
|
break;
|
|||
|
case 'fog':
|
|||
|
if (core.animateFrame.weather.fog) {
|
|||
|
core.animateFrame.weather.nodes[type] = [{
|
|||
|
'level': number,
|
|||
|
'x': 0,
|
|||
|
'y': -core.__PIXELS__ / 2,
|
|||
|
'dx': -Math.random() * 1.5,
|
|||
|
'dy': Math.random(),
|
|||
|
'delta': 0.001,
|
|||
|
}];
|
|||
|
}
|
|||
|
break;
|
|||
|
case 'cloud':
|
|||
|
if (core.animateFrame.weather.cloud) {
|
|||
|
core.animateFrame.weather.nodes[type] = [{
|
|||
|
'level': number,
|
|||
|
'x': 0,
|
|||
|
'y': -core.__PIXELS__ / 2,
|
|||
|
'dx': -Math.random() * 1.5,
|
|||
|
'dy': Math.random(),
|
|||
|
'delta': 0.001,
|
|||
|
}];
|
|||
|
}
|
|||
|
break;
|
|||
|
case 'sun':
|
|||
|
if (core.animateFrame.weather.sun) {
|
|||
|
// 直接绘制
|
|||
|
core.clearMap('weather' + type);
|
|||
|
core.setAlpha('weather' + type, level / 10);
|
|||
|
core.drawImage('weather' + type, core.animateFrame.weather.sun, 0, 0,
|
|||
|
core.animateFrame.weather.sun.width, core.animateFrame.weather.sun.height, 0, 0, core.__PIXELS__, core.__PIXELS__);
|
|||
|
core.setAlpha('weather' + type, 1);
|
|||
|
}
|
|||
|
break;
|
|||
|
}
|
|||
|
};
|
|||
|
core.registerAnimationFrame("weather", true, (timestamp) => {
|
|||
|
var weather = core.animateFrame.weather;
|
|||
|
if (!weather.type) return;
|
|||
|
weather.type.forEach((one) => {
|
|||
|
if (timestamp - weather.time[one] <= 30 || !core.dymCanvas["weather" + one]) return;
|
|||
|
core.control["_animationFrame_weather_" + one]();
|
|||
|
weather.time[one] = timestamp;
|
|||
|
});
|
|||
|
});
|
|||
|
// 雨
|
|||
|
control.prototype._animationFrame_weather_rain = function () {
|
|||
|
var ctx = core.dymCanvas.weatherrain,
|
|||
|
ox = core.bigmap.offsetX,
|
|||
|
oy = core.bigmap.offsetY;
|
|||
|
core.clearMap('weatherrain');
|
|||
|
ctx.strokeStyle = 'rgba(174,194,224,0.8)';
|
|||
|
ctx.lineWidth = 1;
|
|||
|
ctx.lineCap = 'round';
|
|||
|
core.animateFrame.weather.nodes.rain.forEach((p) => {
|
|||
|
ctx.beginPath();
|
|||
|
ctx.moveTo(p.x - ox, p.y - oy);
|
|||
|
ctx.lineTo(p.x + p.l * p.xs - ox, p.y + p.l * p.ys - oy);
|
|||
|
ctx.stroke();
|
|||
|
p.x += p.xs;
|
|||
|
p.y += p.ys;
|
|||
|
if (p.x > core.bigmap.width * 32 || p.y > core.bigmap.height * 32) {
|
|||
|
p.x = Math.random() * core.bigmap.width * 32;
|
|||
|
p.y = -10;
|
|||
|
}
|
|||
|
});
|
|||
|
ctx.fill();
|
|||
|
};
|
|||
|
// 雪
|
|||
|
control.prototype._animationFrame_weather_snow = function () {
|
|||
|
var ctx = core.dymCanvas.weathersnow,
|
|||
|
ox = core.bigmap.offsetX,
|
|||
|
oy = core.bigmap.offsetY;
|
|||
|
core.clearMap('weathersnow');
|
|||
|
ctx.fillStyle = "rgba(255, 255, 255, 0.8)";
|
|||
|
ctx.beginPath();
|
|||
|
if (!core.animateFrame.weather.data) core.animateFrame.weather.data = {};
|
|||
|
core.animateFrame.weather.data.snow = core.animateFrame.weather.data.snow || 0;
|
|||
|
core.animateFrame.weather.data.snow += 0.01;
|
|||
|
var angle = core.animateFrame.weather.data.snow;
|
|||
|
core.animateFrame.weather.nodes.snow.forEach((p) => {
|
|||
|
ctx.moveTo(p.x - ox, p.y - oy);
|
|||
|
ctx.arc(p.x - ox, p.y - oy, p.r, 0, Math.PI * 2, true);
|
|||
|
// update
|
|||
|
p.x += Math.sin(angle) * core.animateFrame.weather.level.snow;
|
|||
|
p.y += Math.cos(angle + p.d) + 1 + p.r / 2;
|
|||
|
if (p.x > core.bigmap.width * 32 + 5 || p.x < -5 || p.y > core.bigmap.height * 32) {
|
|||
|
if (Math.random() > 1 / 3) {
|
|||
|
p.x = Math.random() * core.bigmap.width * 32;
|
|||
|
p.y = -10;
|
|||
|
} else {
|
|||
|
if (Math.sin(angle) > 0)
|
|||
|
p.x = -5;
|
|||
|
else
|
|||
|
p.x = core.bigmap.width * 32 + 5;
|
|||
|
p.y = Math.random() * core.bigmap.height * 32;
|
|||
|
}
|
|||
|
}
|
|||
|
});
|
|||
|
ctx.fill();
|
|||
|
};
|
|||
|
// 图片天气
|
|||
|
control.prototype.__animateFrame_weather_image = function (image, type) {
|
|||
|
if (!image) return;
|
|||
|
var node = core.animateFrame.weather.nodes[type][0];
|
|||
|
core.setAlpha('weather' + type, node.level / 500);
|
|||
|
var wind = 1.5;
|
|||
|
var width = image.width,
|
|||
|
height = image.height;
|
|||
|
node.x += node.dx * wind;
|
|||
|
node.y += (2 * node.dy - 1) * wind;
|
|||
|
if (node.x + 3 * width <= core.__PIXELS__) {
|
|||
|
node.x += 4 * width;
|
|||
|
while (node.x > 0) node.x -= width;
|
|||
|
}
|
|||
|
node.dy += node.delta;
|
|||
|
if (node.dy >= 1) {
|
|||
|
node.delta = -0.001;
|
|||
|
} else if (node.dy <= 0) {
|
|||
|
node.delta = 0.001;
|
|||
|
}
|
|||
|
if (node.y + 3 * height <= core.__PIXELS__) {
|
|||
|
node.y += 4 * height;
|
|||
|
while (node.y > 0) node.y -= height;
|
|||
|
} else if (node.y >= 0) {
|
|||
|
node.y -= height;
|
|||
|
}
|
|||
|
for (var i = 0; i < 3; ++i) {
|
|||
|
for (var j = 0; j < 3; ++j) {
|
|||
|
if (node.x + (i + 1) * width <= 0 || node.x + i * width >= core.__PIXELS__ ||
|
|||
|
node.y + (j + 1) * height <= 0 || node.y + j * height >= core.__PIXELS__)
|
|||
|
continue;
|
|||
|
core.drawImage('weather' + type, image, node.x + i * width, node.y + j * height);
|
|||
|
}
|
|||
|
}
|
|||
|
core.setAlpha('weather' + type, 1);
|
|||
|
};
|
|||
|
// 雾
|
|||
|
control.prototype._animationFrame_weather_fog = function () {
|
|||
|
core.clearMap('weatherfog');
|
|||
|
this.__animateFrame_weather_image(core.animateFrame.weather.fog, 'fog');
|
|||
|
};
|
|||
|
// 云
|
|||
|
control.prototype._animationFrame_weather_cloud = function () {
|
|||
|
core.clearMap('weathercloud');
|
|||
|
this.__animateFrame_weather_image(core.animateFrame.weather.cloud, 'cloud');
|
|||
|
}
|
|||
|
},
|
|||
|
"popupDamage": function () {
|
|||
|
// 伤害弹出
|
|||
|
// 复写阻激夹域检测
|
|||
|
control.prototype.checkBlock = function () {
|
|||
|
var x = core.getHeroLoc('x'),
|
|||
|
y = core.getHeroLoc('y'),
|
|||
|
loc = x + "," + y;
|
|||
|
var damage = core.status.checkBlock.damage[loc];
|
|||
|
if (damage) {
|
|||
|
core.addPop(x * 32 + 12, y * 32 + 20, damage, '#f00', '#000');
|
|||
|
core.status.hero.hp -= damage;
|
|||
|
var text = (Object.keys(core.status.checkBlock.type[loc] || {}).join(",")) || "伤害";
|
|||
|
core.drawTip("受到" + text + damage + "点");
|
|||
|
core.drawHeroAnimate("zone");
|
|||
|
this._checkBlock_disableQuickShop();
|
|||
|
core.status.hero.statistics.extraDamage += damage;
|
|||
|
if (core.status.hero.hp <= 0) {
|
|||
|
core.status.hero.hp = 0;
|
|||
|
core.updateStatusBar();
|
|||
|
core.events.lose();
|
|||
|
return;
|
|||
|
} else {
|
|||
|
core.updateStatusBar();
|
|||
|
}
|
|||
|
}
|
|||
|
this._checkBlock_ambush(core.status.checkBlock.ambush[loc]);
|
|||
|
this._checkBlock_repulse(core.status.checkBlock.repulse[loc]);
|
|||
|
};
|
|||
|
|
|||
|
/** 血量弹出 */
|
|||
|
function pop () {
|
|||
|
var ctx = core.getContextByName('pop');
|
|||
|
if (!ctx) ctx = core.createCanvas('pop', 0, 0, 416, 416, 90);
|
|||
|
core.clearMap(ctx);
|
|||
|
var list = core.status.pop || [];
|
|||
|
var count = 0;
|
|||
|
list.forEach((one) => {
|
|||
|
// 由frame计算出dy
|
|||
|
var dy = 6 - one.frame * 0.2;
|
|||
|
var dx = 1;
|
|||
|
one.py -= dy;
|
|||
|
one.px += dx;
|
|||
|
one.frame++;
|
|||
|
// 绘制
|
|||
|
if (one.frame >= 60) core.setAlpha(ctx, 3 - one.frame / 30);
|
|||
|
else core.setAlpha(ctx, 1);
|
|||
|
core.fillBoldText(ctx, one.value, one.px, one.py, one.color || 'red', one.boldColor || 'black', '20px normal');
|
|||
|
if (one.frame >= 90) count++;
|
|||
|
});
|
|||
|
if (count > 0) list.splice(0, count);
|
|||
|
}
|
|||
|
if (!main.replayChecking) core.registerAnimationFrame('pop', true, pop);
|
|||
|
|
|||
|
/** 添加弹出内容 */
|
|||
|
this.addPop = function (px, py, value, color, boldColor) {
|
|||
|
var data = { px: px, py: py, value: value, color: color, boldColor: boldColor, frame: 0 };
|
|||
|
if (!core.status.pop) core.status.pop = [data];
|
|||
|
else core.status.pop.push(data);
|
|||
|
}
|
|||
|
},
|
|||
|
"bgms": function () {
|
|||
|
// bgm查看界面
|
|||
|
////// 播放背景音乐 //////
|
|||
|
control.prototype.playBgm = function (bgm, startTime) {
|
|||
|
core.listenBgm(bgm);
|
|||
|
bgm = core.getMappedName(bgm);
|
|||
|
if (main.mode != 'play' || !core.material.bgms[bgm]) return;
|
|||
|
// 如果不允许播放
|
|||
|
if (!core.musicStatus.bgmStatus) {
|
|||
|
try {
|
|||
|
core.musicStatus.playingBgm = bgm;
|
|||
|
core.musicStatus.lastBgm = bgm;
|
|||
|
core.material.bgms[bgm].pause();
|
|||
|
} catch (e) {
|
|||
|
main.log(e);
|
|||
|
}
|
|||
|
return;
|
|||
|
}
|
|||
|
this.setMusicBtn();
|
|||
|
try {
|
|||
|
this._playBgm_play(bgm, startTime);
|
|||
|
} catch (e) {
|
|||
|
console.log("无法播放BGM " + bgm);
|
|||
|
main.log(e);
|
|||
|
core.musicStatus.playingBgm = null;
|
|||
|
}
|
|||
|
};
|
|||
|
// 索引 名称 中文名 是否听过
|
|||
|
var bgms = [
|
|||
|
[0, "title.mp3", "标题界面", true],
|
|||
|
[1, "cave.mp3", "山洞", false],
|
|||
|
[2, "grass.mp3", "草原", false],
|
|||
|
[3, "mount.mp3", "山路", false],
|
|||
|
[4, "escape.mp3", "逃脱", false],
|
|||
|
[5, "plot1.mp3", "勇气之路", false],
|
|||
|
[6, "tower.mp3", "智慧之塔", false],
|
|||
|
[7, "beforeBoss.mp3", "战前独白", false],
|
|||
|
[8, "towerBoss.mp3", "Boss战一", false],
|
|||
|
[9, "towerBoss2.mp3", "Boss战二", false],
|
|||
|
[10, "towerBoss3.mp3", "Boss战三", false],
|
|||
|
];
|
|||
|
var selector = 0; // 光标
|
|||
|
// 获得听歌信息
|
|||
|
this.getListenedBgm = function () {
|
|||
|
var listened = core.getLocalStorage("listening", []);
|
|||
|
listened.forEach((bgm, index) => {
|
|||
|
if (bgm) {
|
|||
|
bgms[index][3] = true;
|
|||
|
} else {
|
|||
|
bgms[index][3] = false;
|
|||
|
}
|
|||
|
});
|
|||
|
return bgms;
|
|||
|
};
|
|||
|
// 听bgm
|
|||
|
this.listenBgm = function (bgm) {
|
|||
|
for (var i in bgms) {
|
|||
|
if (bgms[i][1] == bgm) {
|
|||
|
var listened = core.getLocalStorage("listening", []);
|
|||
|
listened[i] = true;
|
|||
|
core.setLocalStorage("listening", listened);
|
|||
|
return;
|
|||
|
}
|
|||
|
}
|
|||
|
};
|
|||
|
// 获得每一项bgm的文字描述
|
|||
|
this.getBgmContent = function (index) {
|
|||
|
switch (index) {
|
|||
|
case 0:
|
|||
|
return ["川井憲次 —— 破裂足音", "出自 永远的七日之都",
|
|||
|
"人类不断地超越自己,突破极限",
|
|||
|
"他们无穷的智慧推动着社会的发展和科技的进步",
|
|||
|
"而这一次,我们要上演的是 人类:开天辟地"
|
|||
|
];
|
|||
|
case 1:
|
|||
|
return ["Faodial —— Wren",
|
|||
|
"为躲避危险,人们进入了山洞,便成就了今日我们的主角 —— 山顶洞人",
|
|||
|
"作为初始山洞的bgm,该bgm既有略微紧张的氛围,也有山顶洞人踏出山洞的勇气"
|
|||
|
];
|
|||
|
case 2:
|
|||
|
return ["李伟伟 —— 大树与鹿",
|
|||
|
"草原嘛,就要欢快一点,这个bgm完美地表现出了草原的自然情景",
|
|||
|
"而作为人类踏出山洞的第一步,这个bgm也展示出了人们的踏出山洞的积极"
|
|||
|
];
|
|||
|
case 3:
|
|||
|
return ["Epistra —— Dream Of A Dream",
|
|||
|
"三段完全重复的旋律,演绎出了人们在挫折中一次次跌倒,又一次次爬起的坚强的毅力,他们绝对不会失败,因为,他们有探索未知的勇气"
|
|||
|
];
|
|||
|
case 4:
|
|||
|
return ["Gareth Coker —— Escaping a Foul Presence", "出自 Ori and the Will of the Wisps (奥日与萤火意志)",
|
|||
|
"作为奥日2里面的“横向银之树”追逐战,这个bgm充分展示了对方的强大和自身的弱小,放在这里也再合适不过"
|
|||
|
];
|
|||
|
case 5:
|
|||
|
return ["英雄联盟等 —— Rags To Rings", "出自 英雄联盟全球总决赛BP音乐",
|
|||
|
"作为总决赛的BP音乐,该音乐绝佳地体现出了选手禁用/选择英雄时的紧张与勇气,而用在这里,充分地体现出了人们探索未知的勇气"
|
|||
|
];
|
|||
|
case 6:
|
|||
|
return ["Falcom Sound Team jdk —— A Light Illuminating The Depths", "出自 英雄传说:零之轨迹",
|
|||
|
"一个紧张刺激的音乐,作为boss战前一个区域的bgm,可以极大程度地激励玩家的斗志,也体现出了将要面对的敌人的强大"
|
|||
|
];
|
|||
|
case 7:
|
|||
|
return ["Evan LE NY —— Some Calm", "出自 SpaceChem (太空化学)",
|
|||
|
"作为战前boss的独白bgm,充分体现出了未来的人们的穷奢极恶造成的结局的悲惨,同时又展现出智慧之神忠于责任,改变历史的决心"
|
|||
|
];
|
|||
|
case 8:
|
|||
|
return ["Evan LE NY —— Opening", "出自 SpaceChem (太空化学)",
|
|||
|
"boss战第一阶段,战斗还不是很激烈,用这个不太振奋,同时又能展现出boss的强大的bgm,再合适不过"
|
|||
|
];
|
|||
|
case 9:
|
|||
|
return ["Laura Shigihara —— Brainiac Maniac", "出自 Plants Vs Zombies (植物大战僵尸)",
|
|||
|
"植物大战僵尸的僵王bgm,作为boss战的第二阶段,充分体现出了智慧之神改变历史的决心"
|
|||
|
];
|
|||
|
case 10:
|
|||
|
return ["Epic Score —— MechaDragon",
|
|||
|
"智慧,可以抵御恐惧,可以引向光明,智慧之神为改变历史付出一切,借助科技之力磨练人才,为拯救人类做出历史性贡献,更为人类开天辟地画上绝佳一笔"
|
|||
|
];
|
|||
|
}
|
|||
|
};
|
|||
|
// 绘制
|
|||
|
this.drawBgms = function () {
|
|||
|
this.getListenedBgm();
|
|||
|
if (!core.dymCanvas.bgms)
|
|||
|
core.createCanvas("bgms", 0, 0, 480, 480, 150);
|
|||
|
else core.clearMap("bgms");
|
|||
|
core.playBgm(bgms[selector][1]);
|
|||
|
var style = core.dymCanvas.bgms;
|
|||
|
style.shadowBlur = 0;
|
|||
|
// 背景
|
|||
|
core.fillRect("bgms", 0, 0, 480, 480, [0, 0, 0, 0.9]);
|
|||
|
core.drawLine("bgms", 128, 0, 128, 480, "#ffffff", 1);
|
|||
|
core.drawLine("bgms", 128, 458, 480, 458, "#ffffff", 1);
|
|||
|
core.drawLine("bgms", 0, 420, 128, 420, "#ffffff", 1);
|
|||
|
core.drawLine("bgms", 0, 450, 128, 450, "#ffffff", 1);
|
|||
|
// 绘制bgm
|
|||
|
core.setTextAlign("bgms", "center");
|
|||
|
style.shadowColor = "rgba(200, 200, 50, 1)";
|
|||
|
style.shadowBlur = 5;
|
|||
|
var text;
|
|||
|
bgms.forEach((bgm, index) => {
|
|||
|
if (!bgm[3]) text = "?????";
|
|||
|
else text = bgm[2];
|
|||
|
// 绘制
|
|||
|
core.fillText("bgms", text, 64, 32 * index + 28, "#ffffff", "24px normal");
|
|||
|
});
|
|||
|
// 绘制光标
|
|||
|
core.drawUIEventSelector(1, "winskin.png", 0, 32 * selector + 4, 128, 30, 160);
|
|||
|
// 绘制说明文字
|
|||
|
core.fillText("bgms", bgms[selector][2], 304, 32, "#ffffff", "28px normal");
|
|||
|
core.fillText("bgms", "点击右侧任意位置退出", 304, 475, "#ffffff", "18px normal");
|
|||
|
core.fillText("bgms", "设为BGM", 64, 444, "#ffffff", "24px normal");
|
|||
|
core.fillText("bgms", "还原BGM", 64, 474, "#ffffff", "24px normal");
|
|||
|
style.shadowBlur = 2;
|
|||
|
var content = this.getBgmContent(selector).join("\n");
|
|||
|
core.drawTextContent("bgms", content, { top: 350, left: 132, maxWidth: 344, fontSize: 16, align: "center" });
|
|||
|
// 图片
|
|||
|
style.shadowColor = "rgba(255, 255, 255, 1)";
|
|||
|
style.shadowBlur = 10;
|
|||
|
core.drawImage("bgms", bgms[selector][1].split(".")[0] + ".jpg", 138, 42, 332, 305);
|
|||
|
};
|
|||
|
// 键盘操作
|
|||
|
this.keyBoardBgms = function (keycode, loop, origin) {
|
|||
|
if (!origin) origin = selector;
|
|||
|
loop = loop || false;
|
|||
|
switch (keycode) {
|
|||
|
case 40:
|
|||
|
if (loop && selector == bgms.length - 1) {
|
|||
|
selector = origin;
|
|||
|
return;
|
|||
|
}
|
|||
|
if (selector < bgms.length - 1) {
|
|||
|
selector++;
|
|||
|
if (!bgms[selector][3]) return this.keyBoardBgms(keycode, true, origin);
|
|||
|
core.playSound("光标移动");
|
|||
|
}
|
|||
|
return;
|
|||
|
case 38:
|
|||
|
if (loop && selector == bgms.length - 1) {
|
|||
|
selector = origin;
|
|||
|
return;
|
|||
|
}
|
|||
|
if (selector > 0) {
|
|||
|
selector--;
|
|||
|
if (!bgms[selector][3]) return this.keyBoardBgms(keycode, true, origin);
|
|||
|
core.playSound("光标移动");
|
|||
|
}
|
|||
|
return;
|
|||
|
}
|
|||
|
core.playSound("取消");
|
|||
|
core.insertAction({ "type": "break" });
|
|||
|
return;
|
|||
|
};
|
|||
|
// 点击操作
|
|||
|
this.clickBgms = function (px, py) {
|
|||
|
if (px >= 128) {
|
|||
|
core.playSound("取消");
|
|||
|
core.insertAction({ "type": "break" });
|
|||
|
return;
|
|||
|
}
|
|||
|
if (py > 420 && py <= 450) {
|
|||
|
core.playSound("光标移动");
|
|||
|
core.drawTip("成功设置为默认bgm,还原后将会恢复地图bgm");
|
|||
|
flags.__bgm__ = bgms[selector][1];
|
|||
|
return;
|
|||
|
}
|
|||
|
if (py > 450) {
|
|||
|
core.playSound("光标移动");
|
|||
|
core.drawTip("成功恢复地图bgm");
|
|||
|
delete flags.__bgm__;
|
|||
|
return;
|
|||
|
}
|
|||
|
// 获得点击索引
|
|||
|
if (py <= 420) {
|
|||
|
if (bgms[Math.floor(py / 32)] && bgms[Math.floor(py / 32)][3]) {
|
|||
|
selector = Math.floor(py / 32);
|
|||
|
core.playSound("光标移动");
|
|||
|
}
|
|||
|
return;
|
|||
|
}
|
|||
|
};
|
|||
|
// 操作
|
|||
|
this.actionInBgms = function () {
|
|||
|
if (flags.type == 0) return this.keyBoardBgms(flags.keycode);
|
|||
|
else return this.clickBgms(flags.px, flags.py);
|
|||
|
};
|
|||
|
// 开启
|
|||
|
this.openBgms = function () {
|
|||
|
// 插入事件
|
|||
|
core.playSound("打开界面");
|
|||
|
core.insertAction([{
|
|||
|
"type": "while",
|
|||
|
"condition": "true",
|
|||
|
"data": [
|
|||
|
{ "type": "function", "function": "() => { core.plugin.drawBgms(); }" },
|
|||
|
{ "type": "wait" },
|
|||
|
{ "type": "function", "function": "() => { core.plugin.actionInBgms(); }" }
|
|||
|
]
|
|||
|
},
|
|||
|
{
|
|||
|
"type": "function",
|
|||
|
"function": "() => { core.playBgm(flags.__bgm__ || core.status.maps[core.status.floorId].bgm || '');core.deleteCanvas('bgms');core.ui.clearUIEventSelector();}"
|
|||
|
}
|
|||
|
]);
|
|||
|
};
|
|||
|
},
|
|||
|
"drawSkills": function () {
|
|||
|
// 技能查看界面 0索引 1名称 2快捷键 3拥有情况 4简介
|
|||
|
var skills = [
|
|||
|
[0, "断灭之刃", "1", false, "开启后会在战斗时会额外增加一定量的攻击, 但同时减少一定量的防御,具体属性请在技能树界面查看"],
|
|||
|
[1, "跳跃", "2", false, "消耗200点生命值,困难消耗400点,每个地图最多使用3次\n1.人物前方一格是怪物,那么将怪物踢至面前第一个不能通行的图块后\n2.前方是不可通行的图块,那么将会跳至面前第一个可以通行的图块\n3.跳跃时物品视为不可通行,但使用技能时不能对着物品使用"]
|
|||
|
];
|
|||
|
// 获得拥有的技能
|
|||
|
this.getHadSkills = function () {
|
|||
|
skills[0][3] = flags.bladeOn || false;
|
|||
|
skills[1][3] = flags.skill2 || false;
|
|||
|
};
|
|||
|
// 绘制
|
|||
|
this.drawSkills = function () {
|
|||
|
this.getHadSkills();
|
|||
|
if (!core.dymCanvas.skills)
|
|||
|
core.createCanvas("skills", 0, 0, 480, 480, 150);
|
|||
|
else core.clearMap("skills");
|
|||
|
var style = core.dymCanvas.skills;
|
|||
|
style.shadowBlur = 0;
|
|||
|
// 分栏绘制
|
|||
|
core.fillRect("skills", 0, 0, 480, 480, [0, 0, 0, 0.9]);
|
|||
|
core.drawLine("skills", 0, 80, 480, 80, "#ffffff", 1);
|
|||
|
core.drawLine("skills", 0, 260, 480, 260, "#ffffff", 1);
|
|||
|
core.drawLine("skills", 80, 0, 80, 480, [255, 255, 255, 0.5], 1);
|
|||
|
core.drawLine("skills", 400, 0, 400, 480, [255, 255, 255, 0.5], 1);
|
|||
|
// 绘制技能
|
|||
|
style.shadowColor = "rgba(200, 200, 50, 1)";
|
|||
|
core.setTextAlign("skills", "center");
|
|||
|
style.shadowBlur = 5;
|
|||
|
if (skills[0][3])
|
|||
|
core.fillText("skills", skills[0][1], 40, 50, "#ffffff", "20px normal");
|
|||
|
if (skills[1][3])
|
|||
|
core.fillText("skills", skills[1][1], 40, 180, "#ffffff", "20px normal");
|
|||
|
if (skills[0][3])
|
|||
|
core.fillText("skills", "快捷键" + skills[0][2], 440, 50, "#ffffff", "20px normal");
|
|||
|
if (skills[1][3])
|
|||
|
core.fillText("skills", "快捷键" + skills[1][2], 440, 180, "#ffffff", "20px normal");
|
|||
|
style.shadowBlur = 2;
|
|||
|
if (skills[0][3])
|
|||
|
core.drawTextContent("skills", skills[0][4], { left: 90, maxWidth: 300, fontSize: 16, top: 10 });
|
|||
|
if (skills[1][3])
|
|||
|
core.drawTextContent("skills", skills[1][4], { left: 90, maxWidth: 300, fontSize: 16, top: 90 });
|
|||
|
};
|
|||
|
// 操作 都是直接退出
|
|||
|
this.actionInSkills = function () {
|
|||
|
core.insertAction({ "type": "break" });
|
|||
|
};
|
|||
|
// 开启
|
|||
|
this.openSkills = function () {
|
|||
|
// 插入事件
|
|||
|
core.playSound("打开界面");
|
|||
|
core.insertAction([{
|
|||
|
"type": "while",
|
|||
|
"condition": "true",
|
|||
|
"data": [
|
|||
|
{ "type": "function", "function": "() => { core.plugin.drawSkills(); }" },
|
|||
|
{ "type": "wait" },
|
|||
|
{ "type": "function", "function": "() => { core.plugin.actionInSkills(); }" }
|
|||
|
]
|
|||
|
},
|
|||
|
{
|
|||
|
"type": "function",
|
|||
|
"function": "() => { core.deleteCanvas('skills');}"
|
|||
|
}
|
|||
|
]);
|
|||
|
};
|
|||
|
},
|
|||
|
"equipBox": function () {
|
|||
|
// 注:///// *** 裹起来的区域: 该区域内参数可以随意更改调整ui绘制 不会影响总体布局
|
|||
|
// 请尽量修改该区域而不是其他区域 修改的时候最好可以对照现有ui修改
|
|||
|
|
|||
|
///// *** 道具类型
|
|||
|
// cls对应name
|
|||
|
var itemClsName = {
|
|||
|
"constants": "永久道具",
|
|||
|
"tools": "消耗道具",
|
|||
|
}
|
|||
|
// 一页最大放的道具数量 将把整个道具左栏分成num份 每份是一个道具项
|
|||
|
var itemNum = 12;
|
|||
|
///// ***
|
|||
|
|
|||
|
// 背景设置
|
|||
|
this.drawBoxBackground = function (ctx) {
|
|||
|
core.setTextAlign(ctx, "left");
|
|||
|
core.clearMap(ctx);
|
|||
|
core.deleteCanvas("_selector");
|
|||
|
var info = core.status.thisUIEventInfo || {};
|
|||
|
|
|||
|
///// *** 背景设置
|
|||
|
var max = core.__PIXELS__;
|
|||
|
var x = 2,
|
|||
|
y = x,
|
|||
|
w = max - x * 2,
|
|||
|
h = w;
|
|||
|
var borderWidth = 2,
|
|||
|
borderRadius = 5, // radius:圆角矩形的圆角半径
|
|||
|
borderStyle = "#fff";
|
|||
|
var backgroundColor = "gray";
|
|||
|
// 设置背景不透明度(0.85)
|
|||
|
var backgroundAlpha = 0.85;
|
|||
|
///// ***
|
|||
|
|
|||
|
var start_x = x + borderWidth / 2,
|
|||
|
start_y = y + borderWidth / 2,
|
|||
|
width = max - start_x * 2,
|
|||
|
height = max - start_y * 2;
|
|||
|
|
|||
|
// 渐变色背景的一个例子(黑色渐变白色):
|
|||
|
// 有关渐变色的具体知识请网上搜索canvas createGradient了解
|
|||
|
|
|||
|
var grd = ctx.createLinearGradient(x, y, x + w, y);
|
|||
|
grd.addColorStop(0, "#555555");
|
|||
|
grd.addColorStop(1, "#cccccc");
|
|||
|
backgroundColor = grd;
|
|||
|
|
|||
|
// 使用图片背景要注释掉下面的strokeRect和fillRoundRect
|
|||
|
// 图片背景的一个例子:
|
|||
|
/*
|
|||
|
core.drawImage(ctx, "xxx.png", x, y, w, h);
|
|||
|
core.strokeRect(ctx, x, y, w, h, borderStyle, borderWidth);
|
|||
|
*/
|
|||
|
core.setAlpha(ctx, backgroundAlpha);
|
|||
|
core.strokeRoundRect(ctx, x, y, w, h, borderRadius, borderStyle, borderWidth);
|
|||
|
core.fillRoundRect(ctx, start_x, start_y, width, height, borderRadius, backgroundColor);
|
|||
|
core.setAlpha(ctx, 1);
|
|||
|
|
|||
|
///// *** 左栏配置
|
|||
|
var leftbar_height = height;
|
|||
|
// 左边栏宽度(width*0.6) 本身仅为坐标使用 需要与底下的rightbar_width(width*0.4)同时更改
|
|||
|
var leftbar_width = width * 0.6;
|
|||
|
///// ***
|
|||
|
|
|||
|
// xxx_right参数 代表最右侧坐标
|
|||
|
var leftbar_right = start_x + leftbar_width - borderWidth / 2;
|
|||
|
var leftbar_bottom = start_y + leftbar_height;
|
|||
|
var leftbar_x = start_x;
|
|||
|
var leftbar_y = start_y;
|
|||
|
|
|||
|
///// *** 道具栏配置
|
|||
|
var boxName_color = "#fff";
|
|||
|
var boxName_fontSize = 15;
|
|||
|
var boxName_font = core.ui._buildFont(boxName_fontSize, true);
|
|||
|
var arrow_x = 10 + start_x;
|
|||
|
var arrow_y = 10 + start_y;
|
|||
|
var arrow_width = 20;
|
|||
|
var arrow_style = "white";
|
|||
|
// 暂时只能是1 否则不太行 等待新样板(2.7.3)之后对drawArrow做优化
|
|||
|
var arrow_lineWidth = 1;
|
|||
|
// 右箭头
|
|||
|
var rightArrow_right = leftbar_right - 10;
|
|||
|
// 道具内栏顶部坐标 本质是通过该项 控制(道具栏顶部文字和箭头)与道具内栏顶部的间隔
|
|||
|
var itembar_top = arrow_y + 15;
|
|||
|
///// ***
|
|||
|
|
|||
|
var itembar_right = rightArrow_right;
|
|||
|
var boxName = core.status.event.id == "toolbox" ? "\r[yellow]道具栏\r | 装备栏" : "道具栏 | \r[yellow]装备栏\r";
|
|||
|
core.drawArrow(ctx, arrow_x + arrow_width, arrow_y, arrow_x, arrow_y, arrow_style, arrow_lineWidth);
|
|||
|
core.drawArrow(ctx, rightArrow_right - arrow_width, arrow_y, rightArrow_right, arrow_y, arrow_style, arrow_lineWidth);
|
|||
|
core.setTextAlign(ctx, "center");
|
|||
|
core.setTextBaseline(ctx, "middle");
|
|||
|
var changeBox = () => {
|
|||
|
var id = core.status.event.id;
|
|||
|
core.closePanel();
|
|||
|
if (id == "toolbox") core.openEquipbox();
|
|||
|
else core.openToolbox();
|
|||
|
}
|
|||
|
core.fillText(ctx, boxName, (leftbar_right + leftbar_x) / 2, arrow_y + 2, boxName_color, boxName_font);
|
|||
|
|
|||
|
///// *** 底栏按钮
|
|||
|
var pageBtn_radius = 8;
|
|||
|
// xxx_left 最左侧坐标
|
|||
|
var pageBtn_left = leftbar_x + 3;
|
|||
|
var pageBtn_right = leftbar_right - 3;
|
|||
|
// xxx_bottom 最底部坐标
|
|||
|
var pageBtn_bottom = leftbar_bottom - 2;
|
|||
|
var pageBtn_borderStyle = "#fff";
|
|||
|
var pageBtn_borderWidth = 2;
|
|||
|
var pageText_color = "#fff";
|
|||
|
// 底部按钮与上面的道具内栏的间隔大小
|
|||
|
var bottomSpace = 8;
|
|||
|
///// ***
|
|||
|
|
|||
|
core.drawItemListbox_setPageBtn(ctx, pageBtn_left, pageBtn_right, pageBtn_bottom, pageBtn_radius, pageBtn_borderStyle, pageBtn_borderWidth);
|
|||
|
var page = info.page || 1;
|
|||
|
var pageFontSize = pageBtn_radius * 2 - 4;
|
|||
|
var pageFont = core.ui._buildFont(pageFontSize);
|
|||
|
core.setPageItems(page);
|
|||
|
var num = itemNum;
|
|||
|
if (core.status.event.id == "equipbox") num -= 5;
|
|||
|
var maxPage = info.maxPage;
|
|||
|
var pageText = page + " / " + maxPage;
|
|||
|
core.setTextAlign(ctx, "center");
|
|||
|
core.setTextBaseline(ctx, "bottom");
|
|||
|
core.fillText(ctx, pageText, (leftbar_x + leftbar_right) / 2, pageBtn_bottom, pageText_color, pageFont);
|
|||
|
core.addUIEventListener(start_x, start_y, leftbar_right - start_x, arrow_y - start_y + 13, changeBox);
|
|||
|
var itembar_height = Math.ceil(pageBtn_bottom - pageBtn_radius * 2 - pageBtn_borderWidth / 2 - bottomSpace - itembar_top);
|
|||
|
var oneItemHeight = (itembar_height - 4) / itemNum;
|
|||
|
return {
|
|||
|
x: start_x,
|
|||
|
y: start_y,
|
|||
|
width: width,
|
|||
|
height: height,
|
|||
|
leftbar_right: leftbar_right,
|
|||
|
obj: {
|
|||
|
x: arrow_x,
|
|||
|
y: itembar_top,
|
|||
|
width: itembar_right - arrow_x,
|
|||
|
height: itembar_height,
|
|||
|
oneItemHeight: oneItemHeight
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
this.drawItemListbox = function (ctx, obj) {
|
|||
|
ctx = ctx || core.canvas.ui;
|
|||
|
var itembar_x = obj.x,
|
|||
|
itembar_y = obj.y,
|
|||
|
itembar_width = obj.width,
|
|||
|
itembar_height = obj.height,
|
|||
|
itemNum = obj.itemNum,
|
|||
|
oneItemHeight = obj.oneItemHeight;
|
|||
|
var itembar_right = itembar_x + itembar_width;
|
|||
|
var info = core.status.thisUIEventInfo || {};
|
|||
|
var obj = {};
|
|||
|
var page = info.page || 1,
|
|||
|
index = info.index,
|
|||
|
select = info.select || {};
|
|||
|
|
|||
|
///// *** 道具栏内栏配置
|
|||
|
var itembar_style = "black";
|
|||
|
var itembar_alpha = 0.7;
|
|||
|
// 一个竖屏下减少道具显示的例子:
|
|||
|
// if (core.domStyle.isVertical) itemNum = 10;
|
|||
|
// 每个道具项的上下空隙占总高度的比例
|
|||
|
var itembar_marginHeightRatio = 0.2;
|
|||
|
// 左右间隔空隙
|
|||
|
var item_marginLeft = 2;
|
|||
|
var item_x = itembar_x + 2,
|
|||
|
item_y = itembar_y + 2,
|
|||
|
item_right = itembar_right - 2,
|
|||
|
itemName_color = "#fff";
|
|||
|
// 修改此项以更换闪烁光标
|
|||
|
var item_selector = "winskin.png";
|
|||
|
///// ***
|
|||
|
|
|||
|
core.setAlpha(ctx, itembar_alpha);
|
|||
|
core.fillRect(ctx, itembar_x, itembar_y, itembar_width, itembar_height, itembar_style);
|
|||
|
core.setAlpha(ctx, 1);
|
|||
|
var pageItems = core.setPageItems(page);
|
|||
|
var marginHeight = itembar_marginHeightRatio * oneItemHeight;
|
|||
|
core.setTextBaseline(ctx, "middle");
|
|||
|
var originColor = itemName_color;
|
|||
|
for (var i = 0; i < pageItems.length; i++) {
|
|||
|
itemName_color = originColor;
|
|||
|
var item = pageItems[i];
|
|||
|
// 设置某个的字体颜色的一个例子
|
|||
|
// if (item.id == "xxx") itemName_color = "green";
|
|||
|
core.drawItemListbox_drawItem(ctx, item_x, item_right, item_y, oneItemHeight, item_marginLeft, marginHeight, itemName_color, pageItems[i]);
|
|||
|
if (index == i + 1) core.ui._drawWindowSelector(item_selector, item_x + 1, item_y - 1, item_right - item_x - 2, oneItemHeight - 2);
|
|||
|
item_y += oneItemHeight;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
this.drawToolboxRightbar = function (ctx, obj) {
|
|||
|
ctx = ctx || core.canvas.ui;
|
|||
|
var info = core.status.thisUIEventInfo || {};
|
|||
|
var page = info.page || 1,
|
|||
|
index = info.index || 1,
|
|||
|
select = info.select || {};
|
|||
|
var start_x = obj.x,
|
|||
|
start_y = obj.y,
|
|||
|
width = obj.width,
|
|||
|
height = obj.height;
|
|||
|
var toolboxRight = start_x + width,
|
|||
|
toolboxBottom = start_y + height;
|
|||
|
|
|||
|
|
|||
|
///// *** 侧边栏(rightbar)背景设置(物品介绍)
|
|||
|
var rightbar_width = width * 0.4;
|
|||
|
var rightbar_height = height;
|
|||
|
var rightbar_lineWidth = 2;
|
|||
|
var rightbar_lineStyle = "#fff";
|
|||
|
///// ***
|
|||
|
|
|||
|
var rightbar_x = toolboxRight - rightbar_width - rightbar_lineWidth / 2;
|
|||
|
var rightbar_y = start_y;
|
|||
|
core.drawLine(ctx, rightbar_x, rightbar_y, rightbar_x, rightbar_y + rightbar_height, rightbar_lineStyle, rightbar_lineWidth);
|
|||
|
|
|||
|
// 获取道具id(有可能为null)
|
|||
|
var itemId = select.id;
|
|||
|
var item = core.material.items[itemId];
|
|||
|
|
|||
|
///// *** 侧边栏物品Icon信息
|
|||
|
var iconRect_y = rightbar_y + 10;
|
|||
|
// space:间距
|
|||
|
// 这里布局设定iconRect与侧边栏左边框 itemName与工具栏右边框 itemRect与itemName的间距均为space
|
|||
|
var space = 15;
|
|||
|
var iconRect_x = rightbar_x + space;
|
|||
|
var iconRect_radius = 2,
|
|||
|
iconRect_width = 32,
|
|||
|
iconRect_height = 32,
|
|||
|
iconRect_style = "#fff",
|
|||
|
iconRect_lineWidth = 2;
|
|||
|
///// ***
|
|||
|
|
|||
|
var iconRect_bottom = iconRect_y + iconRect_height,
|
|||
|
iconRect_right = iconRect_x + iconRect_width;
|
|||
|
|
|||
|
///// *** 侧边栏各项信息
|
|||
|
var itemTextFontSize = 15,
|
|||
|
itemText_x = iconRect_x - 4,
|
|||
|
itemText_y = Math.floor(start_y + rightbar_height * 0.25), // 坐标取整防止模糊
|
|||
|
itemClsFontSize = 15,
|
|||
|
itemClsFont = core.ui._buildFont(itemClsFontSize),
|
|||
|
itemClsColor = "#fff",
|
|||
|
itemCls_x = itemText_x - itemClsFontSize / 2,
|
|||
|
itemCls_middle = (iconRect_bottom + itemText_y) / 2, //_middle代表文字的中心y坐标
|
|||
|
itemNameFontSize = 18,
|
|||
|
itemNameColor = "#fff",
|
|||
|
itemNameFont = core.ui._buildFont(itemNameFontSize, true);
|
|||
|
var itemName_x = iconRect_right + space;
|
|||
|
var itemName_middle = iconRect_y + iconRect_height / 2 + iconRect_lineWidth;
|
|||
|
// 修改这里可以编辑未选中道具时的默认值
|
|||
|
var defaultItem = {
|
|||
|
cls: "constants",
|
|||
|
name: "未知道具",
|
|||
|
text: "没有道具最永久"
|
|||
|
}
|
|||
|
var defaultEquip = {
|
|||
|
cls: "equips",
|
|||
|
name: "未知装备",
|
|||
|
text: "一无所有,又何尝不是一种装备",
|
|||
|
equip: {
|
|||
|
type: "装备"
|
|||
|
}
|
|||
|
}
|
|||
|
///// ***
|
|||
|
|
|||
|
var originItem = item;
|
|||
|
if (core.status.event.id == "equipbox") item = item || defaultEquip;
|
|||
|
item = item || defaultItem;
|
|||
|
var itemCls = item.cls,
|
|||
|
itemName = item.name,
|
|||
|
itemText = item.text;
|
|||
|
/* 一个根据道具id修改道具名字(右栏)的例子
|
|||
|
* if (item.id == "xxx") itemNameColor = "red";
|
|||
|
*/
|
|||
|
var itemClsName = core.getItemClsName(item);
|
|||
|
var itemNameMaxWidth = rightbar_width - iconRect_width - iconRect_lineWidth * 2 - space * 2;
|
|||
|
core.strokeRoundRect(ctx, iconRect_x, iconRect_y, iconRect_width, iconRect_height, iconRect_radius, iconRect_style, iconRect_lineWidth);
|
|||
|
if (item.id)
|
|||
|
core.drawIcon(ctx, item.id, iconRect_x + iconRect_lineWidth / 2, iconRect_y + iconRect_lineWidth / 2, iconRect_width - iconRect_lineWidth, iconRect_height - iconRect_lineWidth);
|
|||
|
core.setTextAlign(ctx, "left");
|
|||
|
core.setTextBaseline(ctx, "middle");
|
|||
|
core.fillText(ctx, itemName, itemName_x, itemName_middle, itemNameColor, itemNameFont, itemNameMaxWidth);
|
|||
|
core.fillText(ctx, "【" + itemClsName + "】", itemCls_x, itemCls_middle, itemClsColor, itemClsFont);
|
|||
|
var statusText = "";
|
|||
|
if (core.status.event.id == "equipbox") {
|
|||
|
var type = item.equip.type;
|
|||
|
if (typeof type == "string") type = core.getEquipTypeByName(type);
|
|||
|
var compare = core.compareEquipment(item.id, core.getEquip(type));
|
|||
|
if (info.select.action == "unload") compare = core.compareEquipment(null, item.id);
|
|||
|
// --- 变化值...
|
|||
|
for (var name in core.status.hero) {
|
|||
|
if (typeof core.status.hero[name] != 'number') continue;
|
|||
|
var nowValue = core.getRealStatus(name);
|
|||
|
// 查询新值
|
|||
|
var newValue = Math.floor((core.getStatus(name) + (compare.value[name] || 0)) *
|
|||
|
(core.getBuff(name) * 100 + (compare.percentage[name] || 0)) / 100);
|
|||
|
if (nowValue == newValue) continue;
|
|||
|
var color = newValue > nowValue ? '#00FF00' : '#FF0000';
|
|||
|
nowValue = core.formatBigNumber(nowValue);
|
|||
|
newValue = core.formatBigNumber(newValue);
|
|||
|
statusText += core.getStatusLabel(name) + " " + nowValue + "->\r[" + color + "]" + newValue + "\r\n";
|
|||
|
}
|
|||
|
}
|
|||
|
itemText = statusText + itemText;
|
|||
|
core.drawTextContent(ctx, itemText, {
|
|||
|
left: itemText_x,
|
|||
|
top: itemText_y,
|
|||
|
bold: false,
|
|||
|
color: "white",
|
|||
|
align: "left",
|
|||
|
fontSize: itemTextFontSize,
|
|||
|
maxWidth: rightbar_width - (itemText_x - rightbar_x) * 2 + itemTextFontSize / 2
|
|||
|
});
|
|||
|
|
|||
|
///// *** 退出按钮设置
|
|||
|
var btnRadius = 10;
|
|||
|
var btnBorderWidth = 2;
|
|||
|
var btnRight = toolboxRight - 2;
|
|||
|
var btnBottom = toolboxBottom - 2;
|
|||
|
var btnBorderStyle = "#fff";
|
|||
|
///// ***
|
|||
|
|
|||
|
// 获取圆心位置
|
|||
|
var btn_x = btnRight - btnRadius - btnBorderWidth / 2;
|
|||
|
btn_y = btnBottom - btnRadius - btnBorderWidth / 2;
|
|||
|
core.drawToolbox_setExitBtn(ctx, btn_x, btn_y, btnRadius, btnBorderStyle, btnBorderWidth);
|
|||
|
|
|||
|
///// *** 使用按钮设置
|
|||
|
var useBtnHeight = btnRadius * 2;
|
|||
|
// 这里不设置useBtnWidth而是根据各项数据自动得出width
|
|||
|
var useBtnRadius = useBtnHeight / 2;
|
|||
|
var useBtn_x = rightbar_x + 4,
|
|||
|
useBtn_y = btnBottom - useBtnHeight;
|
|||
|
var useBtnBorderStyle = "#fff";
|
|||
|
var useBtnBorderWidth = btnBorderWidth;
|
|||
|
///// ***
|
|||
|
|
|||
|
core.drawToolbox_setUseBtn(ctx, useBtn_x, useBtn_y, useBtnRadius, useBtnHeight, useBtnBorderStyle, useBtnBorderWidth);
|
|||
|
}
|
|||
|
|
|||
|
this.drawEquipbox_drawOthers = function (ctx, obj) {
|
|||
|
var info = core.status.thisUIEventInfo;
|
|||
|
|
|||
|
///// *** 装备格设置
|
|||
|
var equipList_lineWidth = 2;
|
|||
|
var equipList_boxSize = 32;
|
|||
|
var equipList_borderWidth = 2;
|
|||
|
var equipList_borderStyle = "#fff";
|
|||
|
var equipList_nameColor = "#fff";
|
|||
|
///// ***
|
|||
|
|
|||
|
var equipList_x = obj.x + 4,
|
|||
|
equipList_bottom = obj.obj.y - equipList_lineWidth,
|
|||
|
equipList_y = equipList_bottom - obj.obj.oneItemHeight * reduceItem - 2,
|
|||
|
equipList_height = equipList_bottom - equipList_y;
|
|||
|
var equipList_right = obj.leftbar_right,
|
|||
|
equipList_width = equipList_right - equipList_x;
|
|||
|
core.drawLine(ctx, obj.x, equipList_bottom + equipList_lineWidth / 2, equipList_right, equipList_bottom + equipList_lineWidth / 2, equipList_borderStyle, equipList_lineWidth);
|
|||
|
var toDrawList = core.status.globalAttribute.equipName,
|
|||
|
len = toDrawList.length;
|
|||
|
|
|||
|
///// *** 装备格设置
|
|||
|
var maxItem = 4;
|
|||
|
var box_width = 32,
|
|||
|
box_height = 32,
|
|||
|
box_borderStyle = "#fff",
|
|||
|
box_selectBorderStyle = "gold", // 选中的装备格的颜色
|
|||
|
box_borderWidth = 2;
|
|||
|
var boxName_fontSize = 14,
|
|||
|
boxName_space = 2,
|
|||
|
boxName_color = "#fff"; // 装备格名称与上面的装备格框的距离
|
|||
|
var maxLine = Math.ceil(len / maxItem);
|
|||
|
///// ***
|
|||
|
var l = Math.sqrt(len)
|
|||
|
if (Math.pow(l) == len && len != 4) {
|
|||
|
if (l <= maxItem) maxItem = l;
|
|||
|
}
|
|||
|
maxItem = Math.min(toDrawList.length, maxItem);
|
|||
|
info.equips = maxItem;
|
|||
|
|
|||
|
var boxName_font = core.ui._buildFont(boxName_fontSize);
|
|||
|
// 总宽高减去所有装备格宽高得到空隙大小
|
|||
|
var oneBoxWidth = box_width + box_borderWidth * 2;
|
|||
|
var oneBoxHeight = box_height + boxName_fontSize + boxName_space + 2 * box_borderWidth;
|
|||
|
var space_y = (equipList_height - maxLine * oneBoxHeight) / (1 + maxLine),
|
|||
|
space_x = (equipList_width - maxItem * oneBoxWidth) / (1 + maxItem);
|
|||
|
var box_x = equipList_x + space_x,
|
|||
|
box_y = equipList_y + space_y;
|
|||
|
for (var i = 0; i < len; i++) {
|
|||
|
var id = core.getEquip(i),
|
|||
|
name = toDrawList[i];
|
|||
|
var selectBorder = false;
|
|||
|
if (core.status.thisUIEventInfo.select.type == i) selectBorder = true;
|
|||
|
var borderStyle = selectBorder ? box_selectBorderStyle : box_borderStyle;
|
|||
|
core.drawEquipbox_drawOne(ctx, name, id, box_x, box_y, box_width, box_height, boxName_space, boxName_font, boxName_color, borderStyle, box_borderWidth);
|
|||
|
var todo = new Function("core.clickOneEquipbox('" + id + "'," + i + ")");
|
|||
|
core.addUIEventListener(box_x - box_borderWidth / 2, box_y - box_borderWidth / 2, oneBoxWidth, oneBoxHeight, todo);
|
|||
|
box_x += space_x + oneBoxWidth;
|
|||
|
if ((i + 1) % maxItem == 0) {
|
|||
|
box_x = equipList_x + space_x;
|
|||
|
box_y += space_y + oneBoxHeight;
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
this.drawToolbox = function (ctx) {
|
|||
|
ctx = ctx || core.canvas.ui;
|
|||
|
core.status.thisEventClickArea = [];
|
|||
|
|
|||
|
var info = core.drawBoxBackground(ctx);
|
|||
|
info.itemNum = itemNum;
|
|||
|
core.drawItemListbox(ctx, info.obj);
|
|||
|
core.drawToolboxRightbar(ctx, info);
|
|||
|
core.setTextBaseline(ctx, "alphabetic");
|
|||
|
core.setTextAlign("left");
|
|||
|
}
|
|||
|
|
|||
|
var reduceItem = 4;
|
|||
|
this.drawEquipbox = function (ctx) {
|
|||
|
ctx = ctx || core.canvas.ui;
|
|||
|
core.status.thisEventClickArea = [];
|
|||
|
var info = core.drawBoxBackground(ctx);
|
|||
|
info.itemNum = itemNum - reduceItem;
|
|||
|
info.obj.y += info.obj.oneItemHeight * reduceItem;
|
|||
|
info.obj.height -= info.obj.oneItemHeight * reduceItem;
|
|||
|
core.drawItemListbox(ctx, info.obj);
|
|||
|
core.drawEquipbox_drawOthers(ctx, info);
|
|||
|
core.drawToolboxRightbar(ctx, info);
|
|||
|
core.setTextBaseline(ctx, "alphabetic");
|
|||
|
core.setTextAlign("left");
|
|||
|
}
|
|||
|
|
|||
|
this.drawEquipbox_drawOne = function (ctx, name, id, x, y, width, height, space, font, color, style, lineWidth) {
|
|||
|
if (id) core.drawIcon(ctx, id, x + lineWidth / 2, y + lineWidth / 2, width, height);
|
|||
|
core.strokeRect(ctx, x, y, width + lineWidth, height + lineWidth, style, lineWidth);
|
|||
|
core.setTextAlign(ctx, "center");
|
|||
|
core.setTextBaseline(ctx, "top");
|
|||
|
var tx = (x + x + lineWidth / 2 + width) / 2,
|
|||
|
ty = y + height + lineWidth / 2 * 3 + space;
|
|||
|
core.fillText(ctx, name, tx, ty, color, font);
|
|||
|
core.setTextBaseline(ctx, "alphabetic");
|
|||
|
core.setTextAlign("left");
|
|||
|
}
|
|||
|
|
|||
|
this.drawItemListbox_drawItem = function (ctx, left, right, top, height, marginLeft, marginHeight, style, id) {
|
|||
|
var info = core.status.thisUIEventInfo;
|
|||
|
var nowClick = info.index;
|
|||
|
var item = core.material.items[id] || {};
|
|||
|
var name = item.name || "???";
|
|||
|
var num = core.itemCount(id) || 0;
|
|||
|
var fontSize = Math.floor(height - marginHeight * 2);
|
|||
|
core.setTextAlign(ctx, "right");
|
|||
|
var numText = "x" + num;
|
|||
|
core.fillText(ctx, numText, right - marginLeft, top + height / 2, style, core.ui._buildFont(fontSize));
|
|||
|
if (name != "???") core.drawIcon(ctx, id, left + marginLeft, top + marginHeight, fontSize, fontSize);
|
|||
|
var text_x = left + marginLeft + fontSize + 2;
|
|||
|
var maxWidth = right - core.calWidth(ctx, numText) - text_x;
|
|||
|
core.setTextAlign(ctx, "left");
|
|||
|
core.fillText(ctx, name, text_x, top + height / 2, style, core.ui._buildFont(fontSize), maxWidth);
|
|||
|
var todo = new Function("var id = '" + id + "';\ncore.clickItemFunc(id)");
|
|||
|
core.addUIEventListener(left, top, right - left, height, todo);
|
|||
|
}
|
|||
|
|
|||
|
this.setPageItems = function (page) {
|
|||
|
var num = itemNum;
|
|||
|
if (core.status.event.id == "equipbox") num -= reduceItem;
|
|||
|
var info = core.status.thisUIEventInfo;
|
|||
|
if (!info) return;
|
|||
|
page = page || info.page;
|
|||
|
var items = core.getToolboxItems(core.status.event.id == "toolbox" ? "all" : "equips");
|
|||
|
info.allItems = items;
|
|||
|
var maxPage = Math.ceil(items.length / num);
|
|||
|
info.maxPage = maxPage;
|
|||
|
var pageItems = items.slice((page - 1) * num, page * num);
|
|||
|
info.pageItems = pageItems;
|
|||
|
info.maxItem = pageItems.length;
|
|||
|
if (items.length == 0 && pageItems.length == 0) info.index = null;
|
|||
|
if (pageItems.length == 0 && info.page > 1) {
|
|||
|
info.page = Math.max(1, info.page - 1);
|
|||
|
return core.setPageItems(info.page);
|
|||
|
}
|
|||
|
return pageItems;
|
|||
|
}
|
|||
|
|
|||
|
this.drawToolbox_setExitBtn = function (ctx, x, y, r, style, lineWidth) {
|
|||
|
core.strokeCircle(ctx, x, y, r, style, lineWidth);
|
|||
|
ctx.textAlign = "center";
|
|||
|
ctx.textBaseline = "middle";
|
|||
|
var textSize = Math.sqrt(2) * r;
|
|||
|
core.fillText(ctx, "x", x, y, style, core.ui._buildFont(textSize), textSize);
|
|||
|
core.setTextAlign(ctx, "start");
|
|||
|
core.setTextBaseline(ctx, "top");
|
|||
|
|
|||
|
var todo = () => {
|
|||
|
core.closePanel();
|
|||
|
}
|
|||
|
core.addUIEventListener(x - r, y - r, r * 2, r * 2, todo);
|
|||
|
}
|
|||
|
|
|||
|
this.drawToolbox_setUseBtn = function (ctx, x, y, r, h, style, lineWidth) {
|
|||
|
core.setTextAlign(ctx, "left");
|
|||
|
core.setTextBaseline(ctx, "top");
|
|||
|
var fontSize = h - 4;
|
|||
|
var font = core.ui._buildFont(fontSize);
|
|||
|
var text = core.status.event.id == "toolbox" ? "使用" : "装备";
|
|||
|
if (core.status.thisUIEventInfo.select.action == "unload") text = "卸下";
|
|||
|
var w = core.calWidth(ctx, text, font) + 2 * r + lineWidth / 2;
|
|||
|
|
|||
|
core.strokeRoundRect(ctx, x, y, w, h, r, style, lineWidth);
|
|||
|
core.fillText(ctx, text, x + r, y + lineWidth / 2 + 2, style, font);
|
|||
|
|
|||
|
var todo = () => {
|
|||
|
core.useSelectItemInBox();
|
|||
|
}
|
|||
|
core.addUIEventListener(x, y, w, h, todo);
|
|||
|
}
|
|||
|
|
|||
|
this.drawItemListbox_setPageBtn = function (ctx, left, right, bottom, r, style, lineWidth) {
|
|||
|
var offset = lineWidth / 2 + r;
|
|||
|
|
|||
|
var x = left + offset;
|
|||
|
var y = bottom - offset;
|
|||
|
var pos = Math.sqrt(2) / 2 * (r - lineWidth / 2);
|
|||
|
core.fillPolygon(ctx, [
|
|||
|
[x - pos, y],
|
|||
|
[x + pos - 2, y - pos],
|
|||
|
[x + pos - 2, y + pos]
|
|||
|
], style);
|
|||
|
core.strokeCircle(ctx, x, y, r, style, lineWidth);
|
|||
|
var todo = () => {
|
|||
|
core.addItemListboxPage(-1);
|
|||
|
}
|
|||
|
core.addUIEventListener(x - r - 2, y - r - 2, r * 2 + 4, r * 2 + 4, todo);
|
|||
|
|
|||
|
x = right - offset;
|
|||
|
core.fillPolygon(ctx, [
|
|||
|
[x + pos, y],
|
|||
|
[x - pos + 2, y - pos],
|
|||
|
[x - pos + 2, y + pos]
|
|||
|
], style);
|
|||
|
core.strokeCircle(ctx, x, y, r, style, lineWidth);
|
|||
|
var todo = () => {
|
|||
|
core.addItemListboxPage(1);
|
|||
|
}
|
|||
|
core.addUIEventListener(x - r - 2, y - r - 2, r * 2 + 4, r * 2 + 4, todo);
|
|||
|
}
|
|||
|
|
|||
|
this.clickItemFunc = function (id) {
|
|||
|
var info = core.status.thisUIEventInfo;
|
|||
|
if (!info) return;
|
|||
|
if (info.select.id == id) return core.useSelectItemInBox();
|
|||
|
info.select = {};
|
|||
|
info.select.id = id;
|
|||
|
core.setIndexAndSelect('index');
|
|||
|
core.refreshBox();
|
|||
|
}
|
|||
|
|
|||
|
this.clickOneEquipbox = function (id, type) {
|
|||
|
var info = core.status.thisUIEventInfo;
|
|||
|
if (!info) return;
|
|||
|
if (info.select.id == id && info.select.type == type) core.useSelectItemInBox();
|
|||
|
else core.status.thisUIEventInfo.select = {
|
|||
|
id: id,
|
|||
|
type: type,
|
|||
|
action: "unload"
|
|||
|
}
|
|||
|
return core.refreshBox();
|
|||
|
}
|
|||
|
|
|||
|
core.ui.getToolboxItems = function (cls) {
|
|||
|
var list = Object.keys(core.status.hero.items[cls] || {});
|
|||
|
if (cls == "all") {
|
|||
|
for (var name in core.status.hero.items) {
|
|||
|
if (name == "equips") continue;
|
|||
|
list = list.concat(Object.keys(core.status.hero.items[name]));
|
|||
|
}
|
|||
|
return list.filter((id) => {
|
|||
|
return !core.material.items[id].hideInToolbox;
|
|||
|
}).sort();
|
|||
|
}
|
|||
|
|
|||
|
if (this.uidata.getToolboxItems) {
|
|||
|
return this.uidata.getToolboxItems(cls);
|
|||
|
}
|
|||
|
return list.filter((id) => {
|
|||
|
return !core.material.items[id].hideInToolbox;
|
|||
|
}).sort();
|
|||
|
}
|
|||
|
|
|||
|
this.useSelectItemInBox = function () {
|
|||
|
var info = core.status.thisUIEventInfo;
|
|||
|
if (!info) return;
|
|||
|
if (!info.select.id) return;
|
|||
|
var id = info.select.id;
|
|||
|
if (core.status.event.id == "toolbox") {
|
|||
|
core.events.tryUseItem(id);
|
|||
|
// core.closePanel();
|
|||
|
} else if (core.status.event.id == "equipbox") {
|
|||
|
var action = info.select.action || "load";
|
|||
|
info.index = 1;
|
|||
|
if (action == "load") {
|
|||
|
var type = core.getEquipTypeById(id);
|
|||
|
core.loadEquip(id, () => {
|
|||
|
core.status.route.push("equip:" + id);
|
|||
|
info.select.type = type;
|
|||
|
core.setIndexAndSelect("select");
|
|||
|
core.drawEquipbox();
|
|||
|
});
|
|||
|
} else {
|
|||
|
var type = info.select.type;
|
|||
|
core.unloadEquip(type, () => {
|
|||
|
core.status.route.push("unEquip:" + type);
|
|||
|
core.setIndexAndSelect("select");
|
|||
|
core.drawEquipbox();
|
|||
|
});
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
this.setIndexAndSelect = function (toChange) {
|
|||
|
var info = core.status.thisUIEventInfo;
|
|||
|
if (!info) return;
|
|||
|
core.setPageItems(info.page);
|
|||
|
var index = info.index || 1;
|
|||
|
var items = info.pageItems;
|
|||
|
if (info.select.type) {
|
|||
|
var type = info.select.type;
|
|||
|
id = core.getEquip(type);
|
|||
|
info.index = null;
|
|||
|
info.select = {
|
|||
|
id: id,
|
|||
|
action: "unload",
|
|||
|
type: type
|
|||
|
};
|
|||
|
return;
|
|||
|
} else {
|
|||
|
info.select.type = null;
|
|||
|
}
|
|||
|
if (toChange == "index") info.index = items.indexOf(info.select.id) + 1;
|
|||
|
else {
|
|||
|
var id = info.pageItems[index - 1];
|
|||
|
info.select.id = id;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
this.addItemListboxPage = function (num) {
|
|||
|
var info = core.status.thisUIEventInfo;
|
|||
|
if (!info) return;
|
|||
|
var maxPage = info.maxPage || 1;
|
|||
|
info.page = info.page || 1;
|
|||
|
info.page += num;
|
|||
|
if (info.page <= 0) info.page = maxPage;
|
|||
|
if (info.page > maxPage) info.page = 1;
|
|||
|
info.index = 1;
|
|||
|
core.setPageItems(info.page);
|
|||
|
core.setIndexAndSelect("select");
|
|||
|
core.refreshBox();
|
|||
|
}
|
|||
|
|
|||
|
this.addItemListboxIndex = function (num) {
|
|||
|
var info = core.status.thisUIEventInfo;
|
|||
|
if (!info) return;
|
|||
|
var maxItem = info.maxItem || 0;
|
|||
|
info.index = info.index || 0;
|
|||
|
info.index += num;
|
|||
|
if (info.index <= 0) info.index = 1;
|
|||
|
if (info.index > maxItem) info.index = maxItem;
|
|||
|
core.setIndexAndSelect("select");
|
|||
|
core.refreshBox();
|
|||
|
}
|
|||
|
|
|||
|
this.addEquipboxType = function (num) {
|
|||
|
var info = core.status.thisUIEventInfo;
|
|||
|
var type = info.select.type;
|
|||
|
if (type == null && num > 0) info.select.type = 0;
|
|||
|
else info.select.type = type + num;
|
|||
|
var max = core.status.globalAttribute.equipName.length;
|
|||
|
if (info.select.type >= max) {
|
|||
|
info.select = {};
|
|||
|
return core.addItemListboxPage(0);
|
|||
|
} else {
|
|||
|
var m = Math.abs(info.select.type);
|
|||
|
if (info.select.type < 0) info.select.type = max - m;
|
|||
|
core.refreshBox();
|
|||
|
return;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
core.actions._keyDownToolbox = function (keycode) {
|
|||
|
if (!core.status.thisEventClickArea) return;
|
|||
|
if (keycode == 37) { // left
|
|||
|
core.addItemListboxPage(-1);
|
|||
|
return;
|
|||
|
}
|
|||
|
if (keycode == 38) { // up
|
|||
|
core.addItemListboxIndex(-1);
|
|||
|
return;
|
|||
|
}
|
|||
|
if (keycode == 39) { // right
|
|||
|
core.addItemListboxPage(1);
|
|||
|
return;
|
|||
|
}
|
|||
|
if (keycode == 40) { // down
|
|||
|
core.addItemListboxIndex(1);
|
|||
|
return;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
////// 工具栏界面时,放开某个键的操作 //////
|
|||
|
core.actions._keyUpToolbox = function (keycode) {
|
|||
|
if (keycode == 81) {
|
|||
|
core.ui.closePanel();
|
|||
|
if (core.isReplaying())
|
|||
|
core.control._replay_equipbox();
|
|||
|
else
|
|||
|
core.openEquipbox();
|
|||
|
return;
|
|||
|
}
|
|||
|
if (keycode == 84 || keycode == 27 || keycode == 88) {
|
|||
|
core.closePanel();
|
|||
|
return;
|
|||
|
}
|
|||
|
if (keycode == 13 || keycode == 32 || keycode == 67) {
|
|||
|
var info = core.status.thisUIEventInfo;
|
|||
|
if (info.select) {
|
|||
|
core.useSelectItemInBox();
|
|||
|
}
|
|||
|
return;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
core.actions._keyDownEquipbox = function (keycode) {
|
|||
|
if (!core.status.thisEventClickArea) return;
|
|||
|
if (keycode == 37) { // left
|
|||
|
var info = core.status.thisUIEventInfo;
|
|||
|
if (info.index != null) return core.addItemListboxPage(-1);
|
|||
|
return core.addEquipboxType(-1);
|
|||
|
}
|
|||
|
if (keycode == 38) { // up
|
|||
|
var info = core.status.thisUIEventInfo;
|
|||
|
if (info.index == 1) {
|
|||
|
info.select.type = core.status.globalAttribute.equipName.length - 1;
|
|||
|
core.setIndexAndSelect();
|
|||
|
return core.refreshBox();
|
|||
|
}
|
|||
|
if (info.index) return core.addItemListboxIndex(-1);
|
|||
|
return core.addEquipboxType(-1 * info.equips);
|
|||
|
}
|
|||
|
if (keycode == 39) { // right
|
|||
|
var info = core.status.thisUIEventInfo;
|
|||
|
if (info.index != null) return core.addItemListboxPage(1);
|
|||
|
return core.addEquipboxType(1);
|
|||
|
}
|
|||
|
if (keycode == 40) { // down
|
|||
|
var info = core.status.thisUIEventInfo;
|
|||
|
if (info.index) return core.addItemListboxIndex(1);
|
|||
|
return core.addEquipboxType(info.equips);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
core.actions._keyUpEquipbox = function (keycode, altKey) {
|
|||
|
if (altKey && keycode >= 48 && keycode <= 57) {
|
|||
|
core.items.quickSaveEquip(keycode - 48);
|
|||
|
return;
|
|||
|
}
|
|||
|
if (keycode == 84) {
|
|||
|
core.ui.closePanel();
|
|||
|
if (core.isReplaying())
|
|||
|
core.control._replay_toolbox();
|
|||
|
else
|
|||
|
core.openToolbox();
|
|||
|
return;
|
|||
|
}
|
|||
|
if (keycode == 81 || keycode == 27 || keycode == 88) {
|
|||
|
core.closePanel();
|
|||
|
return;
|
|||
|
}
|
|||
|
if (keycode == 13 || keycode == 32 || keycode == 67) {
|
|||
|
var info = core.status.thisUIEventInfo;
|
|||
|
if (info.select) core.useSelectItemInBox();
|
|||
|
return;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
core.registerAction("ondown", "inEventClickAction", (x, y, px, py) => {
|
|||
|
if (!core.status.thisEventClickArea) return false;
|
|||
|
// console.log(px + "," + py);
|
|||
|
var info = core.status.thisEventClickArea;
|
|||
|
for (var i = 0; i < info.length; i++) {
|
|||
|
var obj = info[i];
|
|||
|
if (px >= obj.x && px <= obj.x + obj.width && py > obj.y && py < obj.y + obj.height) {
|
|||
|
if (obj.todo) obj.todo();
|
|||
|
break;
|
|||
|
}
|
|||
|
}
|
|||
|
return true;
|
|||
|
}, 51);
|
|||
|
core.registerAction("onclick", "stopClick", () => {
|
|||
|
if (core.status.thisEventClickArea) return true;
|
|||
|
}, 51);
|
|||
|
|
|||
|
this.addUIEventListener = function (x, y, width, height, todo) {
|
|||
|
if (!core.status.thisEventClickArea) return;
|
|||
|
var obj = {
|
|||
|
x: x,
|
|||
|
y: y,
|
|||
|
width: width,
|
|||
|
height: height,
|
|||
|
todo: todo
|
|||
|
}
|
|||
|
core.status.thisEventClickArea.push(obj);
|
|||
|
}
|
|||
|
|
|||
|
this.initThisEventInfo = function () {
|
|||
|
core.status.thisUIEventInfo = {
|
|||
|
page: 1,
|
|||
|
select: {}
|
|||
|
};
|
|||
|
core.status.thisEventClickArea = [];
|
|||
|
}
|
|||
|
|
|||
|
this.refreshBox = function () {
|
|||
|
if (!core.status.event.id) return;
|
|||
|
if (core.status.event.id == "toolbox") core.drawToolbox();
|
|||
|
else core.drawEquipbox();
|
|||
|
}
|
|||
|
|
|||
|
core.ui.closePanel = function () {
|
|||
|
if (core.status.hero && core.status.hero.flags) {
|
|||
|
// 清除全部临时变量
|
|||
|
Object.keys(core.status.hero.flags).forEach((name) => {
|
|||
|
if (name.startsWith("@temp@") || /^arg\d+$/.test(name)) {
|
|||
|
delete core.status.hero.flags[name];
|
|||
|
}
|
|||
|
});
|
|||
|
}
|
|||
|
this.clearUI();
|
|||
|
core.maps.generateGroundPattern();
|
|||
|
core.updateStatusBar(true);
|
|||
|
core.unlockControl();
|
|||
|
core.status.event.data = null;
|
|||
|
core.status.event.id = null;
|
|||
|
core.status.event.selection = null;
|
|||
|
core.status.event.ui = null;
|
|||
|
core.status.event.interval = null;
|
|||
|
core.status.thisUIEventInfo = null;
|
|||
|
core.status.thisEventClickArea = null
|
|||
|
}
|
|||
|
|
|||
|
this.getItemClsName = function (item) {
|
|||
|
if (item == null) return itemClsName;
|
|||
|
if (item.cls == "equips") {
|
|||
|
if (typeof item.equip.type == "string") return item.equip.type;
|
|||
|
var type = core.getEquipTypeById(item.id);
|
|||
|
return core.status.globalAttribute.equipName[type];
|
|||
|
} else return itemClsName[item.cls] || item.cls;
|
|||
|
}
|
|||
|
|
|||
|
core.events.openToolbox = function (fromUserAction) {
|
|||
|
if (core.isReplaying()) return;
|
|||
|
if (!this._checkStatus('toolbox', fromUserAction)) return;
|
|||
|
core.initThisEventInfo();
|
|||
|
core.drawToolbox();
|
|||
|
}
|
|||
|
|
|||
|
core.events.openEquipbox = function (fromUserAction) {
|
|||
|
if (core.isReplaying()) return;
|
|||
|
if (!this._checkStatus('equipbox', fromUserAction)) return;
|
|||
|
core.initThisEventInfo();
|
|||
|
core.drawEquipbox();
|
|||
|
}
|
|||
|
|
|||
|
core.control._replay_toolbox = function () {
|
|||
|
if (!core.isPlaying() || !core.isReplaying()) return;
|
|||
|
if (!core.status.replay.pausing) return core.drawTip("请先暂停录像");
|
|||
|
if (core.isMoving() || core.status.replay.animate || core.status.event.id)
|
|||
|
return core.drawTip("请等待当前事件的处理结束");
|
|||
|
|
|||
|
core.lockControl();
|
|||
|
core.status.event.id = 'toolbox';
|
|||
|
core.drawToolbox();
|
|||
|
}
|
|||
|
|
|||
|
core.control._replay_equipbox = function () {
|
|||
|
if (!core.isPlaying() || !core.isReplaying()) return;
|
|||
|
if (!core.status.replay.pausing) return core.drawTip("请先暂停录像");
|
|||
|
if (core.isMoving() || core.status.replay.animate || core.status.event.id)
|
|||
|
return core.drawTip("请等待当前事件的处理结束");
|
|||
|
|
|||
|
core.lockControl();
|
|||
|
core.status.event.id = 'equipbox';
|
|||
|
core.drawEquipbox();
|
|||
|
}
|
|||
|
|
|||
|
core.control._replayAction_item = function (action) {
|
|||
|
if (action.indexOf("item:") != 0) return false;
|
|||
|
var itemId = action.substring(5);
|
|||
|
if (!core.canUseItem(itemId)) return false;
|
|||
|
if (core.material.items[itemId].hideInReplay || core.status.replay.speed == 24) {
|
|||
|
core.useItem(itemId, false, core.replay);
|
|||
|
return true;
|
|||
|
}
|
|||
|
core.status.event.id = "toolbox";
|
|||
|
core.initThisEventInfo();
|
|||
|
var info = core.status.thisUIEventInfo;
|
|||
|
var items = core.getToolboxItems("all");
|
|||
|
core.setPageItems(1);
|
|||
|
var index = items.indexOf(itemId) + 1;
|
|||
|
info.page = Math.ceil(index / info.maxItem);
|
|||
|
info.index = index % info.maxItem || info.maxItem;
|
|||
|
core.setIndexAndSelect("select");
|
|||
|
core.setPageItems(info.page);
|
|||
|
core.drawToolbox();
|
|||
|
setTimeout(() => {
|
|||
|
core.ui.closePanel();
|
|||
|
core.useItem(itemId, false, core.replay);
|
|||
|
}, core.control.__replay_getTimeout());
|
|||
|
return true;
|
|||
|
}
|
|||
|
|
|||
|
core.control._replayAction_equip = function (action) {
|
|||
|
if (action.indexOf("equip:") != 0) return false;
|
|||
|
var itemId = action.substring(6);
|
|||
|
var items = core.getToolboxItems('equips');
|
|||
|
var index = items.indexOf(itemId) + 1;
|
|||
|
if (index < 1) return false;
|
|||
|
core.status.route.push(action);
|
|||
|
if (core.material.items[itemId].hideInReplay || core.status.replay.speed == 24) {
|
|||
|
core.loadEquip(itemId, core.replay);
|
|||
|
return true;
|
|||
|
}
|
|||
|
core.status.event.id = "equipbox";
|
|||
|
core.initThisEventInfo();
|
|||
|
var info = core.status.thisUIEventInfo;
|
|||
|
core.setPageItems(1);
|
|||
|
info.page = Math.ceil(index / info.maxItem);
|
|||
|
info.index = index % info.maxItem || info.maxItem;
|
|||
|
core.setIndexAndSelect("select");
|
|||
|
core.setPageItems(info.page);
|
|||
|
core.drawEquipbox();
|
|||
|
setTimeout(() => {
|
|||
|
core.ui.closePanel();
|
|||
|
core.loadEquip(itemId, core.replay);
|
|||
|
}, core.control.__replay_getTimeout());
|
|||
|
return true;
|
|||
|
}
|
|||
|
|
|||
|
core.control._replayAction_unEquip = function (action) {
|
|||
|
if (action.indexOf("unEquip:") != 0) return false;
|
|||
|
var equipType = parseInt(action.substring(8));
|
|||
|
if (!core.isset(equipType)) return false;
|
|||
|
core.status.route.push(action);
|
|||
|
if (core.status.replay.speed == 24) {
|
|||
|
core.unloadEquip(equipType, core.replay);
|
|||
|
return true;
|
|||
|
}
|
|||
|
core.status.event.id = "equipbox";
|
|||
|
core.initThisEventInfo();
|
|||
|
var info = core.status.thisUIEventInfo;
|
|||
|
core.setPageItems(1);
|
|||
|
info.select.type = equipType;
|
|||
|
core.setIndexAndSelect();
|
|||
|
core.drawEquipbox();
|
|||
|
setTimeout(() => {
|
|||
|
core.ui.closePanel();
|
|||
|
core.unloadEquip(equipType, core.replay);
|
|||
|
}, core.control.__replay_getTimeout());
|
|||
|
return true;
|
|||
|
}
|
|||
|
core.registerReplayAction("item", core.control._replayAction_item);
|
|||
|
core.registerReplayAction("equip", core.control._replayAction_equip);
|
|||
|
core.registerReplayAction("unEquip", core.control._replayAction_unEquip);
|
|||
|
},
|
|||
|
"chase": function () {
|
|||
|
// 山野追逐战
|
|||
|
// 初始变量
|
|||
|
// 视野路线 x, y, frame
|
|||
|
var route = [
|
|||
|
[10, 10, 0],
|
|||
|
[0, 10, 100],
|
|||
|
[0, 10, 200],
|
|||
|
[49, 0, 500],
|
|||
|
[49, 0, 550],
|
|||
|
[45, 0, 640],
|
|||
|
[40, 0, 760],
|
|||
|
[40, 0, 820],
|
|||
|
[41, 0, 850],
|
|||
|
[37, 0, 950],
|
|||
|
[31, 0, 1000],
|
|||
|
[29, 0, 1020],
|
|||
|
[29, 0, 1210],
|
|||
|
[25, 0, 1270],
|
|||
|
[12, 0, 1330],
|
|||
|
[0, 0, 1470],
|
|||
|
[0, 0, 2000],
|
|||
|
[113, 0, 2500],
|
|||
|
[109, 0, 2580],
|
|||
|
[104, 0, 2600],
|
|||
|
[104, 0, 2830],
|
|||
|
[92, 0, 3000],
|
|||
|
[84, 0, 3120],
|
|||
|
[74, 0, 3300],
|
|||
|
[65, 0, 3480],
|
|||
|
[58, 0, 3600],
|
|||
|
[47, 0, 3800],
|
|||
|
[36, 0, 4000],
|
|||
|
[0, 0, 4600],
|
|||
|
];
|
|||
|
// 效果函数
|
|||
|
var funcs = [
|
|||
|
[0, wolfRun],
|
|||
|
[550, shake1],
|
|||
|
[10000000]
|
|||
|
];
|
|||
|
var parrallels = [para1, para2]; // 并行脚本
|
|||
|
var speed = 0; // 速度
|
|||
|
var index = 0; // 当前要到达的索引
|
|||
|
var fIndex = 0; // 函数索引
|
|||
|
var frame = 0; // 帧数
|
|||
|
var acc = 0; // 加速度
|
|||
|
var currX = route[0][1] * 32; // 当前x轴
|
|||
|
var inBlack = false;
|
|||
|
var x = core.getHeroLoc('x');
|
|||
|
var y = core.getHeroLoc('y'); // 勇士坐标
|
|||
|
// 初始化,删除门和道具
|
|||
|
this.initChase = function () {
|
|||
|
speed = 0; // 速度
|
|||
|
index = 0; // 当前要到达的索引
|
|||
|
fIndex = 0; // 函数索引
|
|||
|
frame = 0; // 帧数
|
|||
|
acc = 0; // 加速度
|
|||
|
currX = route[0][1] * 32; // 当前x轴
|
|||
|
inBlack = false;
|
|||
|
x = core.getHeroLoc('x');
|
|||
|
y = core.getHeroLoc('y'); // 勇士坐标
|
|||
|
// 循环删除
|
|||
|
for (var i = 13; i < 16; i++) {
|
|||
|
var floorId = "MT" + i;
|
|||
|
// 不可瞬移
|
|||
|
core.status.maps[floorId].cannotMoveDirectly = true;
|
|||
|
core.extractBlocks(floorId);
|
|||
|
for (var j = 0; j < core.status.maps[floorId].blocks.length; j++) {
|
|||
|
var block = core.status.maps[floorId].blocks[j];
|
|||
|
var cls = block.event.cls,
|
|||
|
id = block.event.id;
|
|||
|
if ((cls == "animates" || cls == "items") && !id.endsWith("Portal")) {
|
|||
|
core.removeBlock(block.x, block.y, floorId);
|
|||
|
j--;
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
};
|
|||
|
// 函数们
|
|||
|
function wolfRun () {
|
|||
|
core.moveBlock(23, 17, ['down', 'down', 'down', 'down', 'down', 'down'], 80);
|
|||
|
setTimeout(() => {
|
|||
|
core.setBlock(508, 23, 23);
|
|||
|
core.moveBlock(23, 23, ['left', 'left', 'left', 'left', 'left', 'left', 'left', 'left', 'left', 'left',
|
|||
|
'left', 'left', 'left', 'left', 'left', 'left', 'left',
|
|||
|
], 80, true);
|
|||
|
}, 500);
|
|||
|
}
|
|||
|
// MT15函数1
|
|||
|
function shake1 () {
|
|||
|
core.vibrate("vertical", 1000, 25, 2);
|
|||
|
for (var tx = 53; tx < 58; tx++) {
|
|||
|
for (var ty = 3; ty < 8; ty++) {
|
|||
|
core.setBlock(336, tx, ty);
|
|||
|
}
|
|||
|
}
|
|||
|
core.drawAnimate("explosion3", 55, 5);
|
|||
|
core.drawAnimate("stone", 55, 5);
|
|||
|
setTimeout(() => {
|
|||
|
core.setBlock(336, 58, 9);
|
|||
|
core.setBlock(336, 59, 9);
|
|||
|
core.drawAnimate("explosion1", 58, 9);
|
|||
|
core.drawAnimate("explosion1", 59, 9);
|
|||
|
}, 250);
|
|||
|
setTimeout(() => {
|
|||
|
core.setBlock(336, 53, 8);
|
|||
|
core.setBlock(336, 52, 8);
|
|||
|
core.drawAnimate("explosion1", 53, 8);
|
|||
|
core.drawAnimate("explosion1", 52, 8);
|
|||
|
}, 360);
|
|||
|
setTimeout(() => {
|
|||
|
core.setBlock(336, 51, 7);
|
|||
|
core.drawAnimate("explosion1", 51, 7);
|
|||
|
}, 750);
|
|||
|
setTimeout(() => {
|
|||
|
core.vibrate("vertical", 6000, 25, 1);
|
|||
|
core.setBlock(336, 47, 7);
|
|||
|
core.setBlock(336, 49, 9);
|
|||
|
core.drawAnimate("explosion1", 49, 9);
|
|||
|
core.drawAnimate("explosion1", 47, 7);
|
|||
|
}, 1000);
|
|||
|
}
|
|||
|
// 并行1
|
|||
|
function para1 () {
|
|||
|
if (core.status.floorId != "MT15") return;
|
|||
|
if (x == 45 && y == 8 && !flags.p11) {
|
|||
|
core.setBlock(336, 45, 9);
|
|||
|
core.drawAnimate("explosion1", 45, 9);
|
|||
|
flags.p11 = true;
|
|||
|
}
|
|||
|
if (x == 45 && y == 6 && !flags.p12) {
|
|||
|
core.setBlock(336, 44, 6);
|
|||
|
core.drawAnimate("explosion1", 44, 6);
|
|||
|
flags.p12 = true;
|
|||
|
}
|
|||
|
if (x == 45 && y == 4 && !flags.p13) {
|
|||
|
core.setBlock(336, 44, 4);
|
|||
|
core.drawAnimate("explosion1", 44, 4);
|
|||
|
core.drawAnimate("explosion1", 48, 6);
|
|||
|
core.removeBlock(48, 6);
|
|||
|
flags.p13 = true;
|
|||
|
}
|
|||
|
if (x == 41 && y == 3 && !flags.p14) {
|
|||
|
core.setBlock(336, 41, 4);
|
|||
|
core.setBlock(336, 32, 6);
|
|||
|
core.drawAnimate("explosion1", 41, 4);
|
|||
|
core.drawAnimate("explosion1", 32, 6);
|
|||
|
flags.p14 = true;
|
|||
|
}
|
|||
|
if (x == 35 && y == 3 && !flags.p15) {
|
|||
|
core.drawAnimate("explosion3", 37, 7);
|
|||
|
core.vibrate("vertical", 1000, 25, 10);
|
|||
|
for (var tx = 36; tx < 42; tx++) {
|
|||
|
for (var ty = 4; ty < 11; ty++) {
|
|||
|
core.setBlock(336, tx, ty);
|
|||
|
}
|
|||
|
}
|
|||
|
flags.p15 = true;
|
|||
|
}
|
|||
|
if (x == 31 && y == 5 && !flags.p16) {
|
|||
|
core.vibrate("vertical", 10000, 25, 1);
|
|||
|
core.removeBlock(34, 8);
|
|||
|
core.removeBlock(33, 8);
|
|||
|
core.drawAnimate("explosion1", 34, 8);
|
|||
|
core.drawAnimate("explosion1", 33, 8);
|
|||
|
flags.p16 = true;
|
|||
|
}
|
|||
|
if (x == 33 && y == 7 && !flags.p17) {
|
|||
|
core.setBlock(336, 32, 9);
|
|||
|
core.drawAnimate("explosion1", 32, 9);
|
|||
|
flags.p17 = true;
|
|||
|
}
|
|||
|
if ((x == 33 || x == 34 || x == 35) && y == 9 && !flags.p18) {
|
|||
|
core.removeBlock(32, 9);
|
|||
|
core.drawAnimate("explosion1", 32, 9);
|
|||
|
flags.p18 = true;
|
|||
|
}
|
|||
|
if (x > 18 && x < 31 && y == 11 && !flags["p19" + x]) {
|
|||
|
core.setBlock(336, x + 1, 11);
|
|||
|
core.drawAnimate("explosion1", x + 1, 11);
|
|||
|
flags["p19" + x] = true;
|
|||
|
}
|
|||
|
}
|
|||
|
// 并行2
|
|||
|
function para2 () {
|
|||
|
if (core.status.floorId != "MT14") return;
|
|||
|
if (x == 126 && y == 7 && !flags.p21) {
|
|||
|
core.setBlock(336, 126, 6);
|
|||
|
core.setBlock(336, 124, 6);
|
|||
|
core.setBlock(336, 124, 9);
|
|||
|
core.setBlock(336, 126, 9);
|
|||
|
core.drawAnimate("explosion1", 126, 6);
|
|||
|
core.drawAnimate("explosion1", 124, 6);
|
|||
|
core.drawAnimate("explosion1", 124, 9);
|
|||
|
core.drawAnimate("explosion1", 126, 9);
|
|||
|
flags.p21 = true;
|
|||
|
}
|
|||
|
if (x == 123 && y == 7 && !flags.p22) {
|
|||
|
core.setBlock(508, 127, 7);
|
|||
|
core.jumpBlock(127, 7, 112, 7, 500, true);
|
|||
|
setTimeout(() => { core.setBlock(509, 112, 7); }, 520);
|
|||
|
core.drawHeroAnimate("amazed");
|
|||
|
core.setBlock(336, 121, 6);
|
|||
|
core.setBlock(336, 122, 6);
|
|||
|
core.setBlock(336, 120, 8);
|
|||
|
core.setBlock(336, 121, 8);
|
|||
|
core.setBlock(336, 122, 8);
|
|||
|
core.drawAnimate("explosion1", 121, 6);
|
|||
|
core.drawAnimate("explosion1", 122, 6);
|
|||
|
core.drawAnimate("explosion1", 120, 8);
|
|||
|
core.drawAnimate("explosion1", 121, 8);
|
|||
|
core.drawAnimate("explosion1", 122, 8);
|
|||
|
flags.p22 = true;
|
|||
|
}
|
|||
|
if (x == 110 && y == 10 && !flags.p23) {
|
|||
|
core.setBlock(336, 109, 11);
|
|||
|
core.removeBlock(112, 8);
|
|||
|
core.drawAnimate("explosion1", 109, 11);
|
|||
|
core.drawAnimate("explosion1", 112, 8);
|
|||
|
core.insertAction([
|
|||
|
{ "type": "moveHero", "time": 400, "steps": ["backward:1"] },
|
|||
|
]);
|
|||
|
flags.p23 = true;
|
|||
|
}
|
|||
|
if (x == 112 && y == 8 && !flags.p24 && flags.p23) {
|
|||
|
core.jumpBlock(112, 7, 110, 4, 500, true);
|
|||
|
core.drawHeroAnimate("amazed");
|
|||
|
setTimeout(() => { core.setBlock(506, 110, 4); }, 540);
|
|||
|
flags.p24 = true;
|
|||
|
}
|
|||
|
if (x == 118 && y == 7 && !flags.p25) {
|
|||
|
core.setBlock(336, 117, 6);
|
|||
|
core.setBlock(336, 116, 6);
|
|||
|
core.setBlock(336, 115, 6);
|
|||
|
core.setBlock(336, 114, 6);
|
|||
|
core.setBlock(336, 117, 8);
|
|||
|
core.setBlock(336, 116, 8);
|
|||
|
core.drawAnimate("explosion1", 117, 6);
|
|||
|
core.drawAnimate("explosion1", 116, 6);
|
|||
|
core.drawAnimate("explosion1", 115, 6);
|
|||
|
core.drawAnimate("explosion1", 114, 6);
|
|||
|
core.drawAnimate("explosion1", 116, 8);
|
|||
|
core.drawAnimate("explosion1", 117, 8);
|
|||
|
flags.p25 = true;
|
|||
|
}
|
|||
|
if (x == 112 && y == 7 && !flags.p26) {
|
|||
|
core.setBlock(336, 112, 8);
|
|||
|
core.setBlock(336, 113, 7);
|
|||
|
core.drawAnimate("explosion1", 112, 8);
|
|||
|
core.drawAnimate("explosion1", 113, 7);
|
|||
|
flags.p26 = true;
|
|||
|
}
|
|||
|
if (x == 115 && y == 7 && !flags.p39) {
|
|||
|
for (var tx = 111; tx <= 115; tx++) {
|
|||
|
core.setBlock(336, tx, 10);
|
|||
|
core.drawAnimate("explosion1", tx, 10);
|
|||
|
}
|
|||
|
core.setBlock(336, 112, 8);
|
|||
|
core.drawAnimate("explosion1", 112, 8);
|
|||
|
flags.p39 = true;
|
|||
|
}
|
|||
|
if (x == 110 && y == 7 && !flags.p27) {
|
|||
|
core.jumpBlock(97, 4, 120, -3, 2000);
|
|||
|
for (var tx = 109; tx <= 120; tx++) {
|
|||
|
for (var ty = 3; ty <= 11; ty++) {
|
|||
|
if (ty == 7) continue;
|
|||
|
core.setBlock(336, tx, ty);
|
|||
|
}
|
|||
|
}
|
|||
|
core.vibrate("vertical", 3000, 25, 10);
|
|||
|
core.drawAnimate("explosion2", 119, 7);
|
|||
|
core.insertAction(
|
|||
|
[{ "type": "autoText", "text": "\t[原始人]\b[down,hero]卧槽!!吓死我了!!", "time": 600 },]);
|
|||
|
core.removeBlock(105, 7);
|
|||
|
core.drawAnimate("explosion1", 105, 7);
|
|||
|
flags.p27 = true;
|
|||
|
}
|
|||
|
if (x == 97 && y == 3 && !flags.p28) {
|
|||
|
core.setBlock(336, 95, 3);
|
|||
|
core.setBlock(336, 93, 6);
|
|||
|
core.drawAnimate("explosion1", 95, 3);
|
|||
|
core.drawAnimate("explosion1", 93, 6);
|
|||
|
flags.p28 = true;
|
|||
|
}
|
|||
|
if (x == 88 && y == 6 && !flags.p29) {
|
|||
|
core.setBlock(336, 87, 4);
|
|||
|
core.setBlock(336, 88, 5);
|
|||
|
core.drawAnimate("explosion1", 87, 4);
|
|||
|
core.drawAnimate("explosion1", 88, 5);
|
|||
|
flags.p29 = true;
|
|||
|
}
|
|||
|
if (x == 86 && y == 6 && !flags.p30) {
|
|||
|
core.setBlock(336, 84, 6);
|
|||
|
core.setBlock(336, 85, 5);
|
|||
|
core.setBlock(336, 86, 8);
|
|||
|
core.drawAnimate("explosion1", 84, 6);
|
|||
|
core.drawAnimate("explosion1", 85, 5);
|
|||
|
core.drawAnimate("explosion1", 86, 8);
|
|||
|
flags.p30 = true;
|
|||
|
}
|
|||
|
if (x == 81 && y == 9 && !flags.p31) {
|
|||
|
core.setBlock(336, 81, 8);
|
|||
|
core.setBlock(336, 82, 11);
|
|||
|
core.drawAnimate("explosion1", 81, 8);
|
|||
|
core.drawAnimate("explosion1", 82, 11);
|
|||
|
flags.p31 = true;
|
|||
|
}
|
|||
|
if (x == 72 && y == 11 && !flags.p32) {
|
|||
|
core.setBlock(336, 73, 8);
|
|||
|
core.setBlock(336, 72, 4);
|
|||
|
core.drawAnimate("explosion1", 73, 8);
|
|||
|
core.drawAnimate("explosion1", 72, 4);
|
|||
|
flags.p32 = true;
|
|||
|
}
|
|||
|
if (x == 72 && y == 7 && !flags.p33) {
|
|||
|
for (var tx = 74; tx < 86; tx++) {
|
|||
|
for (var ty = 3; ty < 12; ty++) {
|
|||
|
core.setBlock(336, tx, ty);
|
|||
|
}
|
|||
|
}
|
|||
|
core.drawAnimate("explosion2", 79, 7);
|
|||
|
core.vibrate("vertical", 4000, 25, 15);
|
|||
|
setTimeout(() => { core.vibrate(10000, null, 4) });
|
|||
|
flags.p33 = true;
|
|||
|
}
|
|||
|
if (x == 68 && y == 5 && !flags.p34) {
|
|||
|
core.setBlock(336, 68, 4);
|
|||
|
core.setBlock(336, 67, 6);
|
|||
|
core.drawAnimate("explosion1", 68, 4);
|
|||
|
core.drawAnimate("explosion1", 67, 6);
|
|||
|
flags.p34 = true;
|
|||
|
}
|
|||
|
if (x == 67 && y == 10 && !flags.p35) {
|
|||
|
for (var tx = 65; tx <= 72; tx++) {
|
|||
|
for (var ty = 3; ty <= 9; ty++) {
|
|||
|
core.setBlock(336, tx, ty);
|
|||
|
}
|
|||
|
}
|
|||
|
core.setBlock(336, 72, 10);
|
|||
|
core.setBlock(336, 72, 11);
|
|||
|
core.drawAnimate("explosion3", 69, 5);
|
|||
|
core.vibrate("vertical", 2000, 25, 7);
|
|||
|
flags.p35 = true;
|
|||
|
}
|
|||
|
if (x == 64 && y == 11 && !flags.p36) {
|
|||
|
core.setBlock(336, 63, 9);
|
|||
|
core.setBlock(336, 60, 8);
|
|||
|
core.setBlock(336, 56, 11);
|
|||
|
core.drawAnimate("explosion1", 63, 9);
|
|||
|
core.drawAnimate("explosion1", 60, 8);
|
|||
|
core.drawAnimate("explosion1", 56, 11);
|
|||
|
flags.p36 = true;
|
|||
|
}
|
|||
|
if (x == 57 && y == 9 && !flags.p37) {
|
|||
|
for (tx = 58; tx <= 64; tx++) {
|
|||
|
for (var ty = 3; ty <= 11; ty++) {
|
|||
|
core.setBlock(336, tx, ty);
|
|||
|
}
|
|||
|
}
|
|||
|
core.drawAnimate("explosion2", 61, 7);
|
|||
|
core.vibrate("vertical", 3000, 25, 12);
|
|||
|
setTimeout(() => { core.vibrate(20000, null, 4); }, 3000);
|
|||
|
flags.p37 = true;
|
|||
|
}
|
|||
|
if (x <= 48 && !flags["p38" + x] && x >= 21) {
|
|||
|
for (var ty = 3; ty <= 11; ty++) {
|
|||
|
core.setBlock(336, x + 4, ty);
|
|||
|
core.drawAnimate("explosion1", x + 4, ty);
|
|||
|
}
|
|||
|
flags["p38" + x] = true;
|
|||
|
}
|
|||
|
if (x == 21 && flags.p37) {
|
|||
|
core.endChase();
|
|||
|
}
|
|||
|
}
|
|||
|
// 开始追逐
|
|||
|
this.startChase = function () {
|
|||
|
flags.__lockViewport__ = true;
|
|||
|
flags.chase = true;
|
|||
|
speed = 0; // 速度
|
|||
|
index = 0; // 当前要到达的索引
|
|||
|
fIndex = 0; // 函数索引
|
|||
|
frame = 0; // 帧数
|
|||
|
acc = 0; // 加速度
|
|||
|
currX = route[0][1] * 32; // 当前x轴
|
|||
|
inBlack = false;
|
|||
|
x = core.getHeroLoc('x');
|
|||
|
y = core.getHeroLoc('y'); // 勇士坐标
|
|||
|
core.values.moveSpeed = 100;
|
|||
|
core.loadOneSound("quake.mp3");
|
|||
|
core.drawHero();
|
|||
|
core.pauseBgm();
|
|||
|
core.playBgm("escape.mp3", 43.5);
|
|||
|
|
|||
|
};
|
|||
|
// 视野变化 useAcc:是否匀变速
|
|||
|
this.changeChaseView = function (useAcc) {
|
|||
|
if (flags.haveLost) return;
|
|||
|
var floorId = core.status.floorId;
|
|||
|
if (frame >= 3600) useAcc = false;
|
|||
|
// 刚进MT15时
|
|||
|
if (floorId === "MT15" && !inBlack) {
|
|||
|
frame = 500;
|
|||
|
index = 3;
|
|||
|
fIndex = 1;
|
|||
|
speed = 0;
|
|||
|
acc = 0;
|
|||
|
currX = 32 * 49;
|
|||
|
inBlack = true;
|
|||
|
core.setGameCanvasTranslate("hero", 224, 0);
|
|||
|
flags.startShake = true;
|
|||
|
core.playSound("地震");
|
|||
|
core.insertAction([
|
|||
|
{ "type": "sleep", "time": 500, "noSkip": true },
|
|||
|
]);
|
|||
|
var interval = setInterval(() => {
|
|||
|
core.playSound("地震");
|
|||
|
if (index >= route.length - 1) clearInterval(interval);
|
|||
|
}, 15000);
|
|||
|
core.vibrate("vertical", 1000, 25);
|
|||
|
setTimeout(() => {
|
|||
|
core.blackEdge();
|
|||
|
core.insertAction(
|
|||
|
[{ "type": "autoText", "text": "\t[原始人]\b[down,hero]糟糕,还地震了!", "time": 1500 },
|
|||
|
{ "type": "autoText", "text": "\t[原始人]\b[down,hero]快跑!", "time": 1000 },
|
|||
|
]);
|
|||
|
flags.startShake = false;
|
|||
|
}, 500);
|
|||
|
}
|
|||
|
// 超范围失败
|
|||
|
if (x * 32 > currX + 480 + 64) {
|
|||
|
flags.haveLost = true;
|
|||
|
core.lose("逃跑失败");
|
|||
|
return;
|
|||
|
}
|
|||
|
// 刚进MT14
|
|||
|
if (floorId == "MT14" && !flags.first14) {
|
|||
|
frame = 2500;
|
|||
|
index = 17;
|
|||
|
fIndex = 2;
|
|||
|
speed = 0;
|
|||
|
acc = 0;
|
|||
|
currX = 117 * 32;
|
|||
|
core.vibrate("vertical", 10000, 25, 2);
|
|||
|
core.setGameCanvasTranslate("hero", 224, 0);
|
|||
|
flags.first14 = true;
|
|||
|
}
|
|||
|
// 停止运行
|
|||
|
if (index >= route.length) return;
|
|||
|
// 切换索引
|
|||
|
if (frame > route[index][2]) {
|
|||
|
index++;
|
|||
|
if (index == 3 && floorId == "MT16") {
|
|||
|
core.lose("逃跑失败");
|
|||
|
}
|
|||
|
if (index >= route.length) {
|
|||
|
return;
|
|||
|
}
|
|||
|
core.changeChaseIndex(useAcc);
|
|||
|
}
|
|||
|
// 碰到狼就死
|
|||
|
if (floorId == "MT16") {
|
|||
|
if (x >= 6) {
|
|||
|
if (x > 25 - (frame - 29) / 5) {
|
|||
|
flags.haveLost = true;
|
|||
|
core.lose("逃跑失败");
|
|||
|
return;
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
// 执行函数
|
|||
|
if (frame == funcs[fIndex][0]) {
|
|||
|
funcs[fIndex][1]();
|
|||
|
fIndex++;
|
|||
|
}
|
|||
|
// 并行
|
|||
|
for (var i in parrallels) {
|
|||
|
parrallels[i]();
|
|||
|
}
|
|||
|
if (useAcc) speed += acc;
|
|||
|
currX += speed;
|
|||
|
if (floorId == "MT16") core.setViewport(currX, 320);
|
|||
|
else core.setViewport(currX, 0);
|
|||
|
x = core.getHeroLoc('x');
|
|||
|
y = core.getHeroLoc('y');
|
|||
|
frame++;
|
|||
|
};
|
|||
|
// 路线索引切换
|
|||
|
this.changeChaseIndex = function (useAcc) {
|
|||
|
var fromR = route[index - 1],
|
|||
|
toR = route[index];
|
|||
|
var dt = toR[2] - fromR[2],
|
|||
|
dx = (toR[0] - fromR[0]) * 32;
|
|||
|
if (dx == 0) {
|
|||
|
acc = 0;
|
|||
|
speed = 0;
|
|||
|
}
|
|||
|
if (useAcc) {
|
|||
|
acc = (2 * (dx - speed * dt)) / (dt * dt);
|
|||
|
} else {
|
|||
|
speed = dx / dt;
|
|||
|
}
|
|||
|
};
|
|||
|
// 黑边
|
|||
|
this.blackEdge = function () {
|
|||
|
core.createCanvas("edge", 0, 0, 480, 480, 100);
|
|||
|
var f = 0;
|
|||
|
var h = 0,
|
|||
|
s = 2.56;
|
|||
|
// 初始动画
|
|||
|
function start () {
|
|||
|
core.clearMap("edge");
|
|||
|
core.fillRect("edge", 0, 0, 480, h);
|
|||
|
core.fillRect("edge", 0, 480, 480, -h);
|
|||
|
f++;
|
|||
|
s -= 0.0512;
|
|||
|
h += s;
|
|||
|
if (f == 50) clearInterval(interval);
|
|||
|
}
|
|||
|
var interval = setInterval(start, 20);
|
|||
|
};
|
|||
|
// 结束追逐
|
|||
|
this.endChase = function () {
|
|||
|
flags.chase = false;
|
|||
|
flags.__lockViewport__ = false;
|
|||
|
core.autoFixRouteBoss(false);
|
|||
|
// 黑边消失
|
|||
|
clearInterval(interval);
|
|||
|
var f = 0;
|
|||
|
var h = 64,
|
|||
|
s = 0;
|
|||
|
var interval = setInterval(() => {
|
|||
|
core.clearMap("edge");
|
|||
|
core.fillRect("edge", 0, 0, 480, h);
|
|||
|
core.fillRect("edge", 0, 480, 480, -h);
|
|||
|
f++;
|
|||
|
s += 0.0512;
|
|||
|
h -= s;
|
|||
|
if (f == 50) {
|
|||
|
clearInterval(interval);
|
|||
|
core.deleteCanvas("edge");
|
|||
|
flags.finishChase = true;
|
|||
|
}
|
|||
|
});
|
|||
|
}
|
|||
|
}
|
|||
|
}
|