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怪物碎裂特效
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@ -19,6 +19,7 @@ import path from './plugin/fx/path';
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import gameCanvas from './plugin/fx/gameCanvas';
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import noise from './plugin/fx/noise';
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import smooth from './plugin/fx/smoothView';
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import frag from './plugin/fx/frag';
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function forward() {
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const toForward: any[] = [
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@ -42,7 +43,8 @@ function forward() {
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path(),
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gameCanvas(),
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noise(),
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smooth()
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smooth(),
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frag()
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];
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// 初始化所有插件,并转发到core上
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186
src/plugin/fx/frag.ts
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186
src/plugin/fx/frag.ts
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@ -0,0 +1,186 @@
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import { Animation, bezier, sleep } from 'mutate-animate';
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interface SplittedImage {
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canvas: HTMLCanvasElement;
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x: number;
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y: number;
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}
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interface FraggingImage extends SplittedImage {
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/** 横坐标增量 */
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deltaX: number;
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/** 纵坐标增量 */
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deltaY: number;
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endRad: number;
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}
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/** 最大移动距离,最终位置距离中心的距离变成原来的几倍 */
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const MAX_MOVE_LENGTH = 1.15;
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/** 移动距离波动,在最大移动距离的基础上加上多少倍距离的波动距离 */
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const MOVE_FLUSH = 0.2;
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/** 最大旋转角,单位是弧度 */
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const MAX_ROTATE = 0.4;
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/** 碎裂动画的速率曲线函数 */
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const FRAG_TIMING = bezier(0.75);
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export default function init() {
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return { applyFragWith };
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}
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export function applyFragWith(
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canvas: HTMLCanvasElement,
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length: number = 4,
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time: number = 4000
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) {
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// 先切分图片
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const imgs = splitCanvas(canvas, length);
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const cx = canvas.width / 2;
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const cy = canvas.height / 2;
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let maxX = 0;
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let maxY = 0;
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const toMove: FraggingImage[] = imgs.map(v => {
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const centerX = v.x + v.canvas.width / 2;
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const centerY = v.y + v.canvas.height / 2;
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const onX = centerX === cx;
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const onY = centerY === cy;
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const rate = MAX_MOVE_LENGTH - 1 + Math.random() * MOVE_FLUSH;
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let endX = onY ? 0 : (centerX - cx) * rate;
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let endY = onX ? 0 : (centerY - cy) * rate;
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const mx = Math.abs(endX + centerX) + Math.abs(v.canvas.width);
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const my = Math.abs(endY + centerY) + Math.abs(v.canvas.height);
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if (mx > maxX) maxX = mx;
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if (my > maxY) maxY = my;
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const endRad = Math.random() * MAX_ROTATE * 2 - MAX_ROTATE;
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return {
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deltaX: endX,
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deltaY: endY,
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endRad,
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x: centerX,
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y: centerY,
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canvas: v.canvas
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};
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});
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// 再执行动画
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const frag = document.createElement('canvas');
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const ctx = frag.getContext('2d')!;
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const ani = new Animation();
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ani.register('rate', 0);
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ani.absolute().time(time).mode(FRAG_TIMING).apply('rate', 1);
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frag.width = maxX * 2;
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frag.height = maxY * 2;
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ctx.save();
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const dw = maxX - canvas.width / 2;
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const dh = maxY - canvas.height / 2;
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const fragFn = () => {
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const rate = ani.value.rate;
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const opacity = 1 - rate;
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ctx.globalAlpha = opacity;
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ctx.clearRect(0, 0, frag.width, frag.height);
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toMove.forEach(v => {
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ctx.save();
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const nx = v.deltaX * rate;
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const ny = v.deltaY * rate;
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const rotate = v.endRad * rate;
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ctx.translate(nx + v.x + dw, ny + v.y + dh);
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ctx.rotate(rotate);
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ctx.drawImage(
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v.canvas,
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nx - v.canvas.width / 2,
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ny - v.canvas.height / 2
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);
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ctx.restore();
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});
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};
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const onEnd = () => {};
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ani.ticker.add(fragFn);
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return makeFragManager(frag, ani, time, onEnd);
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}
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function makeFragManager(
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canvas: HTMLCanvasElement,
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ani: Animation,
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time: number,
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onEnd: () => void
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) {
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const promise = sleep(time + 50);
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return {
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animation: ani,
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onEnd: promise.then(() => {
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ani.ticker.destroy();
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onEnd();
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}),
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canvas
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};
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}
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export function withImage(
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image: CanvasImageSource,
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sx: number,
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sy: number,
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sw: number,
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sh: number
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): SplittedImage {
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const canvas = document.createElement('canvas');
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const ctx = canvas.getContext('2d')!;
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canvas.width = sw;
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canvas.height = sh;
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ctx.drawImage(image, sx, sy, sw, sh, 0, 0, sw, sh);
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return { canvas, x: sx, y: sy };
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}
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/**
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* 切分画布
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* @param canvas 要被切分的画布
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* @param l 切分小块的边长
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*/
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function splitCanvas(canvas: HTMLCanvasElement, l: number): SplittedImage[] {
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if (canvas.width / l < 2 || canvas.height / l < 2) {
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console.warn('切分画布要求切分边长大于等于画布长宽的一半!');
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return [];
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}
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const w = canvas.width % l === 0 ? canvas.width : canvas.width - l;
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const h = canvas.height % l === 0 ? canvas.height : canvas.height - l;
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const numX = Math.floor(w / l);
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const numY = Math.floor(h / l);
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const rw = (w - numX * l) / 2;
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const rh = (h - numY * l) / 2;
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const res: SplittedImage[] = [];
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if (rw > 0) {
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if (rh > 0) {
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res.push(
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withImage(canvas, 0, 0, rw, rh),
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withImage(canvas, 0, canvas.height - rh, rw, rh),
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withImage(canvas, canvas.width - rw, 0, rw, rh),
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withImage(canvas, canvas.width - rw, canvas.height - rh, rw, rh)
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);
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}
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for (const x of [0, canvas.width - rw]) {
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for (let ny = 0; ny < numY; ny++) {
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res.push(withImage(canvas, x, rh + l * ny, rw, l));
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}
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}
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}
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if (rh > 0) {
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for (const y of [0, canvas.height - rh]) {
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for (let nx = 0; nx < numX; nx++) {
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res.push(withImage(canvas, rw + l * nx, y, l, rh));
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}
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}
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}
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for (let nx = 0; nx < numX; nx++) {
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for (let ny = 0; ny < numY; ny++) {
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res.push(withImage(canvas, rw + l * nx, rh + l * ny, l, l));
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}
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}
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return res;
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}
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@ -183,11 +183,37 @@ core.events.afterBattle = function (
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// 如果已有事件正在处理中
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if (core.status.event.id == null) core.continueAutomaticRoute();
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else core.clearContinueAutomaticRoute();
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// 打怪特效
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if (has(x) && has(y)) {
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const frame = core.status.globalAnimateStatus % 2;
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const canvas = document.createElement('canvas');
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canvas.width = 32;
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canvas.height = 32;
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core.drawIcon(canvas, enemy.id, 0, 0, 32, 32, frame);
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const manager = core.applyFragWith(canvas);
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const frag = manager.canvas;
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frag.style.imageRendering = 'pixelated';
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frag.style.width = `${frag.width * core.domStyle.scale}px`;
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frag.style.height = `${frag.height * core.domStyle.scale}px`;
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const left =
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(x * 32 + 16 - frag.width / 2 - core.bigmap.offsetX) *
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core.domStyle.scale;
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const top =
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(y * 32 + 16 - frag.height / 2 - core.bigmap.offsetY) *
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core.domStyle.scale;
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frag.style.left = `${left}px`;
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frag.style.top = `${top}px`;
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frag.style.zIndex = '45';
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frag.style.position = 'absolute';
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core.dom.gameDraw.appendChild(frag);
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manager.onEnd.then(() => {
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frag.remove();
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});
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}
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};
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core.events._sys_battle = function (data: Block, callback?: () => void) {
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// todo: 重写这个函数的一部分
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// 检查战前事件
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const floor = core.floors[core.status.floorId];
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const beforeBattle: MotaEvent = [];
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@ -21,15 +21,6 @@ interface BookDetailInfo {
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export const detailInfo: BookDetailInfo = {};
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export const specials = Object.fromEntries(
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core.getSpecials().map(v => {
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return [v[0], v.slice(1)];
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})
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) as Record<
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string,
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EnemySpecialDeclaration extends [number, ...infer F] ? F : never
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>;
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/**
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* 获取怪物的特殊技能描述
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* @param enemy 怪物实例
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@ -1,7 +1,7 @@
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import { cloneDeep, debounce } from 'lodash-es';
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import { ref } from 'vue';
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import { getDamageColor } from '../utils';
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import { ToShowEnemy, detailInfo, specials } from './book';
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import { ToShowEnemy, detailInfo } from './book';
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import { DamageEnemy } from '../game/enemy/damage';
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export const showFixed = ref(false);
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@ -54,8 +54,15 @@ export function getDetailedEnemy(
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enemy: DamageEnemy,
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floorId: FloorIds = core.status.floorId
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): ToShowEnemy {
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// todo: 删除 getDamageInfo
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// todo: 不使用 nextCriticals
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const specials = Object.fromEntries(
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core.getSpecials().map(v => {
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return [v[0], v.slice(1)];
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})
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) as Record<
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string,
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EnemySpecialDeclaration extends [number, ...infer F] ? F : never
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>;
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const ratio = core.status.maps[floorId].ratio;
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const dam = enemy.calEnemyDamage(core.status.hero, 'none')[0].damage;
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10
src/types/plugin.d.ts
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10
src/types/plugin.d.ts
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@ -99,6 +99,16 @@ interface PluginDeclaration
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* @param value 要判断的值
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*/
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has<T>(value: T): value is NonNullable<T>;
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applyFragWith(
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canvas: HTMLCanvasElement,
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length?: number,
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time?: number
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): {
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canvas: HTMLCanvasElement;
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onEnd: Promise<void>;
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animation: import('mutate-animate').Animation;
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};
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}
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interface GamePluginUtils {
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@ -47,12 +47,21 @@ import BookDetail from './bookDetail.vue';
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import { LeftOutlined } from '@ant-design/icons-vue';
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import { KeyCode } from '../plugin/keyCodes';
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import { noClosePanel } from '../plugin/uiController';
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import { ToShowEnemy, detailInfo, specials } from '../plugin/ui/book';
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import { ToShowEnemy, detailInfo } from '../plugin/ui/book';
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const floorId =
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// @ts-ignore
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core.floorIds[core.status.event?.ui?.index] ?? core.status.floorId;
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const specials = Object.fromEntries(
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core.getSpecials().map(v => {
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return [v[0], v.slice(1)];
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})
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) as Record<
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string,
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EnemySpecialDeclaration extends [number, ...infer F] ? F : never
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>;
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const enemy = core.getCurrentEnemys(floorId);
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const toShow: ToShowEnemy[] = enemy.map(v => {
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const cri = v.enemy.calCritical(1, 'none')[0];
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