mirror of
https://github.com/unanmed/HumanBreak.git
synced 2025-01-19 12:49:25 +08:00
refactor: 循环式地图
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2bf0fbe781
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@ -370,7 +370,76 @@ events.prototype.doSystemEvent = function (type, data, callback) {
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////// 触发(x,y)点的事件 //////
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events.prototype.trigger = function (x, y, callback) {
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// see src/plugin/game/loopMap.js
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var _executeCallback = function () {
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// 因为trigger之后还有可能触发其他同步脚本(比如阻激夹域检测)
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// 所以这里强制callback被异步触发
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if (callback) {
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setTimeout(callback, 1); // +1是为了录像检测系统
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}
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return;
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};
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if (core.status.gameOver) return _executeCallback();
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if (core.status.event.id == 'action') {
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core.insertAction(
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{
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type: 'function',
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function:
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'function () { core.events._trigger_inAction(' +
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x +
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',' +
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y +
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'); }',
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async: true
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},
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void 0,
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void 0,
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void 0,
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true
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);
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return _executeCallback();
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}
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if (core.status.event.id) return _executeCallback();
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let block = core.getBlock(x, y);
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if (block == null) return _executeCallback();
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// 执行该点的脚本
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if (block.event.script) {
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core.clearRouteFolding();
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try {
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eval(block.event.script);
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} catch (ee) {
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console.error(ee);
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}
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}
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// 碰触事件
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if (block.event.event) {
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core.clearRouteFolding();
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core.insertAction(block.event.event, block.x, block.y);
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// 不再执行该点的系统事件
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return _executeCallback();
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}
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if (block.event.trigger && block.event.trigger !== 'null') {
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var noPass = block.event.noPass,
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trigger = block.event.trigger;
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if (noPass) core.clearAutomaticRouteNode(x, y);
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// 转换楼层能否穿透
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if (
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trigger == 'changeFloor' &&
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!noPass &&
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this._trigger_ignoreChangeFloor(block) &&
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!loop
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)
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return _executeCallback();
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// @ts-ignore
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core.status.automaticRoute.moveDirectly = false;
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this.doSystemEvent(trigger, block);
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}
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return _executeCallback();
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};
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events.prototype._trigger_inAction = function (x, y) {
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@ -687,7 +756,16 @@ events.prototype._getNextItem = function (direction, noRoute) {
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};
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events.prototype._sys_changeFloor = function (data, callback) {
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// see src/plugin/game/loopMap.js
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data = data.event.data;
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let heroLoc = {};
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if (data.loc) heroLoc = { x: data.loc[0], y: data.loc[1] };
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if (data.direction) heroLoc.direction = data.direction;
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// @ts-ignore
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if (core.status.event.id != 'action') core.status.event.id = null;
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core.changeFloor(data.floorId, data.stair, heroLoc, data.time, function () {
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core.replay();
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if (callback) callback();
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});
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};
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////// 楼层切换 //////
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@ -715,8 +715,59 @@ maps.prototype.getMapBlocksObj = function (floorId, noCache) {
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};
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////// 将背景前景层变成二维数组的形式 //////
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maps.prototype._getBgFgMapArray = function (name, floorId, noCache) {
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// see src/plugin/game/loopMap.js
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floorId = floorId || core.status.floorId;
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if (!floorId) return [];
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var width = core.floors[floorId].width;
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var height = core.floors[floorId].height;
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// @ts-ignore
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if (!noCache && core.status[name + 'maps'][floorId])
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// @ts-ignore
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return core.status[name + 'maps'][floorId];
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var arr =
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main.mode == 'editor' &&
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// @ts-ignore
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!(window.editor && editor.uievent && editor.uievent.isOpen)
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? // @ts-ignore
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core.cloneArray(editor[name + 'map'])
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: null;
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if (arr == null)
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// @ts-ignore
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arr = core.cloneArray(core.floors[floorId][name + 'map'] || []);
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for (var y = 0; y < height; ++y) {
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if (arr[y] == null) arr[y] = Array(width).fill(0);
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}
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// @ts-ignore
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(core.getFlag('__' + name + 'v__', {})[floorId] || []).forEach(
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// @ts-ignore
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function (one) {
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arr[one[1]][one[0]] = one[2] || 0;
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}
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);
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// @ts-ignore
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(core.getFlag('__' + name + 'd__', {})[floorId] || []).forEach(
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// @ts-ignore
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function (one) {
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arr[one[1]][one[0]] = 0;
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}
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);
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if (main.mode == 'editor') {
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for (var x = 0; x < width; x++) {
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for (var y = 0; y < height; y++) {
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// @ts-ignore
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arr[y][x] = arr[y][x].idnum || arr[y][x] || 0;
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}
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}
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}
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// @ts-ignore
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if (core.status[name + 'maps'])
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// @ts-ignore
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core.status[name + 'maps'][floorId] = arr;
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return arr;
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};
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maps.prototype.getBgMapArray = function (floorId) {
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@ -120,8 +120,6 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a = {
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// 正在切换楼层过程中执行的操作;此函数的执行时间是“屏幕完全变黑“的那一刻
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// floorId为要切换到的楼层ID;heroLoc表示勇士切换到的位置
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const { checkLoopMap } = Mota.Plugin.require('loopMap_g');
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// ---------- 此时还没有进行切换,当前floorId还是原来的 ---------- //
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var currentId = core.status.floorId || null; // 获得当前的floorId,可能为null
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var fromLoad = core.hasFlag('__fromLoad__'); // 是否是读档造成的切换
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@ -178,7 +176,6 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a = {
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if (weather) core.setWeather(weather[0], weather[1]);
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else core.setWeather();
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checkLoopMap();
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core.updateDamage();
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// ...可以新增一些其他内容,比如创建个画布在右上角显示什么内容等等
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@ -385,8 +382,6 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a = {
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// 2, 将楼层属性中的cannotMoveDirectly这个开关勾上,即禁止在该层楼使用瞬移。
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// 3. 将flag:cannotMoveDirectly置为true,即可使用flag控制在某段剧情范围内禁止瞬移。
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const { checkLoopMap } = Mota.Plugin.require('loopMap_g');
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// 增加步数
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core.status.hero.steps++;
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// 更新跟随者状态,并绘制
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@ -433,8 +428,6 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a = {
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);
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}
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checkLoopMap();
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// 如需强行终止行走可以在这里条件判定:
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// core.stopAutomaticRoute();
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Mota.require('var', 'hook').emit(
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@ -109,6 +109,12 @@ interface IRenderTickerSupport {
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* @returns 是否删除成功,比如对应ticker不存在,就是删除失败
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*/
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removeTicker(id: number, callEnd?: boolean): boolean;
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/**
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* 检查是否包含一个委托函数
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* @param id 函数id
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*/
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hasTicker(id: number): boolean;
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}
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export interface ERenderItemEvent {
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@ -373,9 +379,14 @@ export abstract class RenderItem<E extends ERenderItemEvent = ERenderItemEvent>
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RenderItem.ticker.remove(delegation.fn);
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window.clearTimeout(delegation.timeout);
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if (callEnd) delegation.endFn?.();
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RenderItem.tickerMap.delete(id);
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return true;
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}
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hasTicker(id: number): boolean {
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return RenderItem.tickerMap.has(id);
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}
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/**
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* 隐藏这个元素
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*/
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@ -197,9 +197,9 @@ export class HeroRenderer
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* 勇士移动定时器
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*/
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private moveTick(time: number) {
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if (!this.moving) return;
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if (!this.renderable) return;
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if (this.moving) {
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const progress = (time - this.lastStepTime) / this.speed;
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const { x: dx, y: dy } = this.stepDelta;
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@ -214,9 +214,10 @@ export class HeroRenderer
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this.renderable.x = rx;
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this.renderable.y = ry;
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}
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this.emit('moveTick', this.renderable.x, this.renderable.y);
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this.layer.update(this.layer);
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}
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this.emit('moveTick', this.renderable.x, this.renderable.y);
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}
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/**
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* 进行下一步的移动准备,设置移动信息
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@ -34,7 +34,8 @@ Mota.register('var', 'loading', loading);
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// ----- 模块注册
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Mota.register('module', 'Mechanism', {
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BluePalace: miscMechanism.BluePalace,
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NightSpecial: miscMechanism.NightSpecial
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NightSpecial: miscMechanism.NightSpecial,
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MiscData: miscMechanism.MiscData
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});
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Mota.register('module', 'State', {
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ItemState,
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@ -2,6 +2,14 @@ import { backDir, has } from '@/plugin/game/utils';
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import { loading } from '../game';
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import type { LayerDoorAnimate } from '@/core/render/preset/floor';
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/**
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* 一些零散机制的数据
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*/
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export namespace MiscData {
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/** 循环式地图 */
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export const loopMaps: Set<FloorIds> = new Set(['tower6']);
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}
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/**
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* 永夜/极昼
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*/
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@ -1,5 +1,5 @@
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import EventEmitter from 'eventemitter3';
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import { backDir, toDir } from './utils';
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import { backDir, checkCanMoveExtended, toDir } from './utils';
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import { loading } from '../game';
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import type { RenderAdapter } from '@/core/render/adapter';
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import type { HeroRenderer } from '@/core/render/preset/hero';
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@ -8,10 +8,11 @@ import type { HeroKeyMover } from '@/core/main/action/move';
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import type {
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FloorLayer,
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Layer,
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LayerGroup,
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LayerMovingRenderable
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} from '@/core/render/preset/layer';
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import type { LayerFloorBinder } from '@/core/render/preset/floor';
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import { BluePalace } from '../mechanism/misc';
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import { BluePalace, MiscData } from '../mechanism/misc';
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interface MoveStepDir {
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type: 'dir';
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@ -425,7 +426,9 @@ const enum HeroMoveCode {
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/** 不能移动,同时当前格有CannotOut,或目标格有CannotIn,不会触发前面一格的触发器 */
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CannotMove,
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/** 进入传送门 */
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Portal
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Portal,
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/** 循环式地图 */
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Loop
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}
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export class HeroMover extends ObjectMoverBase {
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@ -478,8 +481,10 @@ export class HeroMover extends ObjectMoverBase {
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protected async onMoveStart(controller: IMoveController): Promise<void> {
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this.beforeMoveSpeed = this.moveSpeed;
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const adapter = HeroMover.adapter;
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if (!adapter) return;
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const viewport = HeroMover.viewport;
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if (!adapter || !viewport) return;
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await adapter.all('readyMove');
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viewport.sync('startMove');
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adapter.sync('startAnimate');
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}
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@ -487,8 +492,10 @@ export class HeroMover extends ObjectMoverBase {
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this.moveSpeed = this.beforeMoveSpeed;
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this.onSetMoveSpeed(this.moveSpeed, controller);
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const adapter = HeroMover.adapter;
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if (!adapter) return;
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const viewport = HeroMover.viewport;
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if (!adapter || !viewport) return;
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await adapter.all('endMove');
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viewport.sync('endMove');
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adapter.sync('endAnimate');
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core.clearContinueAutomaticRoute();
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core.stopAutomaticRoute();
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@ -536,6 +543,25 @@ export class HeroMover extends ObjectMoverBase {
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if (!canMove) return HeroMoveCode.CannotMove;
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else return HeroMoveCode.Hit;
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}
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const floorId = core.status.floorId;
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if (MiscData.loopMaps.has(core.status.floorId)) {
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const floor = core.status.maps[floorId];
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const width = floor.width;
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if (x === 0 && dir === 'left') {
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await Promise.all([
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this.renderHeroLoop(),
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this.moveAnimate(nx, ny, showDir, dir)
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]);
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return HeroMoveCode.Loop;
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} else if (x === width - 1 && dir === 'right') {
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await Promise.all([
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this.renderHeroLoop(),
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this.moveAnimate(nx, ny, showDir, dir)
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]);
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return HeroMoveCode.Loop;
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}
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}
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}
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// 可以移动,显示移动动画
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@ -572,13 +598,21 @@ export class HeroMover extends ObjectMoverBase {
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}
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// 本次移动正常完成
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if (code === HeroMoveCode.Step || code === HeroMoveCode.Portal) {
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if (
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code === HeroMoveCode.Step ||
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code === HeroMoveCode.Portal ||
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code === HeroMoveCode.Loop
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) {
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if (code === HeroMoveCode.Portal) {
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const data = this.portalData;
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if (!data) return;
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core.setHeroLoc('x', data.x);
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core.setHeroLoc('y', data.y);
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core.setHeroLoc('direction', data.dir);
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} else if (code === HeroMoveCode.Loop) {
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const map = core.status.thisMap;
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if (x === 0) core.setHeroLoc('x', map.width - 1);
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else core.setHeroLoc('x', 0);
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} else {
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core.setHeroLoc('x', nx, true);
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core.setHeroLoc('y', ny, true);
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@ -644,6 +678,21 @@ export class HeroMover extends ObjectMoverBase {
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* @param dir 移动方向
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*/
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private checkCanMove(x: number, y: number, dir: Dir): CanMoveStatus {
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// 如果是循环式地图
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const floorId = core.status.floorId;
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if (MiscData.loopMaps.has(floorId)) {
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const floor = core.status.maps[floorId];
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const width = floor.width;
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if (x === 0 && dir === 'left') {
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const noPass = core.noPass(width - 1, y);
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const move = checkCanMoveExtended(0, y, width - 1, y, 'left');
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return { noPass, canMove: move };
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} else if (x === width - 1 && dir === 'right') {
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const noPass = core.noPass(0, y);
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const move = checkCanMoveExtended(width - 1, y, 0, y, 'right');
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return { noPass, canMove: move };
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}
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}
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const { x: nx, y: ny } = this.nextLoc(x, y, dir);
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const noPass = core.noPass(nx, ny);
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const canMove = core.canMoveHero(x, y, dir);
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@ -777,6 +826,64 @@ export class HeroMover extends ObjectMoverBase {
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return Promise.all(promises);
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}
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private renderHeroLoop() {
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const adapter = HeroMover.adapter;
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const viewport = HeroMover.viewport;
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if (!adapter || !viewport) return;
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const MotaRenderer = Mota.require('module', 'Render').MotaRenderer;
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const render = MotaRenderer.get('render-main');
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const group = render?.getElementById('layer-loop') as LayerGroup;
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const layer = group?.getLayer('event');
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const mainGroup = render?.getElementById('layer-main') as LayerGroup;
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const mainLayer = mainGroup?.getLayer('event');
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const hero = mainLayer?.getExtends('floor-hero') as HeroRenderer;
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const renderable = hero?.renderable;
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if (!layer || !hero || !renderable) return;
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const { x, y } = core.status.hero.loc;
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const width = core.status.thisMap.width;
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const loopHero = { ...renderable };
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layer.moving.add(loopHero);
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let target: number;
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let from: number;
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if (x === 0) {
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from = width;
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target = width - 1;
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} else {
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from = -1;
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target = 0;
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}
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const delta = target - from;
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loopHero.x = from;
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layer.requestUpdateMoving();
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const startTime = Date.now();
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return new Promise<void>(res => {
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layer.delegateTicker(
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() => {
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const progress = (Date.now() - startTime) / this.moveSpeed;
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const dx = delta * progress;
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loopHero.x = dx + from;
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layer.update(layer);
|
||||
console.log(
|
||||
loopHero.x,
|
||||
loopHero.y,
|
||||
renderable.x,
|
||||
renderable.y
|
||||
);
|
||||
},
|
||||
this.moveSpeed,
|
||||
() => {
|
||||
layer.moving.delete(loopHero);
|
||||
layer.requestUpdateMoving();
|
||||
viewport.all('setPosition', x === 0 ? width - 1 : 0, y);
|
||||
res();
|
||||
}
|
||||
);
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
interface HeroMoveCollection {
|
||||
|
@ -33,3 +33,75 @@ export function backDir(dir: Dir2): Dir2;
|
||||
export function backDir(dir: Dir2): Dir2 {
|
||||
return backDirMap[dir];
|
||||
}
|
||||
|
||||
export function locInMap(x: number, y: number, floorId: FloorIds) {
|
||||
const { width, height } = core.status.maps[floorId];
|
||||
return x >= 0 && y >= 0 && x < width && y < height;
|
||||
}
|
||||
|
||||
/**
|
||||
* 广义检查能否移动,指定两个点以及行走方向,返回能否执行上述移动。
|
||||
* 可以传入地图之外的点,视为可以随意移动。仅检查 cannotIn 和 cannotOut,不检查 noPass
|
||||
* @param fx 出点横坐标
|
||||
* @param fy 出点纵坐标
|
||||
* @param tx 入点横坐标
|
||||
* @param ty 入点纵坐标
|
||||
* @param dir 行走方向
|
||||
* @param fromFloorId 出点楼层id
|
||||
* @param toFloorId 入点楼层id
|
||||
*/
|
||||
export function checkCanMoveExtended(
|
||||
fx: number,
|
||||
fy: number,
|
||||
tx: number,
|
||||
ty: number,
|
||||
dir: Dir,
|
||||
fromFloorId: FloorIds = core.status.floorId,
|
||||
toFloorId: FloorIds = core.status.floorId
|
||||
) {
|
||||
const fromInMap = locInMap(fx, fy, fromFloorId);
|
||||
const toInMap = locInMap(tx, ty, toFloorId);
|
||||
const map = maps_90f36752_8815_4be8_b32b_d7fad1d0542e;
|
||||
|
||||
if (fromInMap) {
|
||||
const cannotMove = core.floors[fromFloorId].cannotMove;
|
||||
const fromIndex: LocString = `${fx},${fy}`;
|
||||
// 检查当前点是否有不可出
|
||||
if (cannotMove[fromIndex]?.includes(dir)) return false;
|
||||
const blocks = getBlockForLoc(fx, fy, fromFloorId);
|
||||
const can = blocks.some(v => {
|
||||
if (v === 0) return false;
|
||||
const out = map[v as Exclude<AllNumbers, 0>]?.cannotOut;
|
||||
return out?.includes(dir);
|
||||
});
|
||||
if (can) return false;
|
||||
}
|
||||
if (toInMap) {
|
||||
const cannotMoveIn = core.floors[toFloorId].cannotMoveIn;
|
||||
const toIndex: LocString = `${tx},${ty}`;
|
||||
const back = backDir(dir);
|
||||
// 检查目标点是否有不可入
|
||||
if (cannotMoveIn[toIndex]?.includes(back)) return false;
|
||||
const blocks = getBlockForLoc(tx, ty, toFloorId);
|
||||
const can = blocks.some(v => {
|
||||
if (v === 0) return false;
|
||||
const out = map[v as Exclude<AllNumbers, 0>]?.cannotIn;
|
||||
return out?.includes(back);
|
||||
});
|
||||
if (can) return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
function getBlockForLoc(x: number, y: number, floorId: FloorIds) {
|
||||
const map = core.status.maps[floorId];
|
||||
const floor = core.floors[floorId];
|
||||
return [
|
||||
floor.bgmap[y][x],
|
||||
floor.bg2map[y][x],
|
||||
map.map[y][x],
|
||||
floor.bgmap[y][x],
|
||||
floor.bg2map[y][x]
|
||||
];
|
||||
}
|
||||
|
@ -106,13 +106,13 @@ interface ModuleInterface {
|
||||
Mechanism: {
|
||||
BluePalace: typeof misc.BluePalace;
|
||||
NightSpecial: typeof misc.NightSpecial;
|
||||
MiscData: typeof misc.MiscData;
|
||||
};
|
||||
Effect: {
|
||||
Portal: typeof portal;
|
||||
};
|
||||
Render: {
|
||||
texture: typeof texture;
|
||||
main: MotaRenderer;
|
||||
MotaRenderer: typeof MotaRenderer;
|
||||
Container: typeof Container;
|
||||
Sprite: typeof Sprite;
|
||||
@ -161,7 +161,6 @@ interface PluginInterface {
|
||||
frag_r: typeof import('../plugin/fx/frag');
|
||||
// 游戏进程定义的插件
|
||||
utils_g: typeof import('../plugin/game/utils');
|
||||
loopMap_g: typeof import('../plugin/game/loopMap');
|
||||
shop_g: typeof import('../plugin/game/shop');
|
||||
replay_g: typeof import('../plugin/game/replay');
|
||||
skillTree_g: typeof import('../plugin/game/skillTree');
|
||||
|
@ -3,7 +3,6 @@ import * as fiveLayer from './fiveLayer';
|
||||
import * as itemDetail from './fx/itemDetail';
|
||||
import * as replay from './replay';
|
||||
import * as ui from './ui';
|
||||
import * as loopMap from './loopMap';
|
||||
import * as removeMap from './removeMap';
|
||||
import * as shop from './shop';
|
||||
import * as skill from './skill';
|
||||
@ -17,7 +16,6 @@ import * as fallback from './fallback';
|
||||
import './hook';
|
||||
|
||||
Mota.Plugin.register('utils_g', utils);
|
||||
Mota.Plugin.register('loopMap_g', loopMap, loopMap.init);
|
||||
Mota.Plugin.register('shop_g', shop);
|
||||
Mota.Plugin.register('replay_g', replay, replay.init);
|
||||
Mota.Plugin.register('skillTree_g', skillTree);
|
||||
|
@ -1,256 +0,0 @@
|
||||
import { slide } from './utils';
|
||||
|
||||
const list = ['tower6'];
|
||||
|
||||
/**
|
||||
* 设置循环地图的偏移量
|
||||
* @param offset 横向偏移量
|
||||
*/
|
||||
function setLoopMap(offset: number, floorId: FloorIds) {
|
||||
const floor = core.status.maps[floorId];
|
||||
if (offset < 9) {
|
||||
moveMap(floor.width - 17, floorId);
|
||||
}
|
||||
if (offset > floor.width - 9) {
|
||||
moveMap(17 - floor.width, floorId);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 当勇士移动时自动设置循环地图
|
||||
*/
|
||||
function autoSetLoopMap(floorId: FloorIds) {
|
||||
setLoopMap(core.status.hero.loc.x, floorId);
|
||||
}
|
||||
|
||||
export function checkLoopMap() {
|
||||
if (isLoopMap(core.status.floorId)) {
|
||||
autoSetLoopMap(core.status.floorId);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 移动地图
|
||||
*/
|
||||
function moveMap(delta: number, floorId: FloorIds) {
|
||||
core.extractBlocks(floorId);
|
||||
const floor = core.status.maps[floorId];
|
||||
core.setHeroLoc('x', core.status.hero.loc.x + delta);
|
||||
flags[`loop_${floorId}`] += delta;
|
||||
flags[`loop_${floorId}`] %= floor.width;
|
||||
const origin = floor.blocks.slice();
|
||||
for (let i = 0; i < origin.length; i++) {
|
||||
core.removeBlockByIndex(0, floorId);
|
||||
core.removeGlobalAnimate(origin[i].x, origin[i].y);
|
||||
}
|
||||
origin.forEach(v => {
|
||||
let to = v.x + delta;
|
||||
if (to >= floor.width) to -= floor.width;
|
||||
if (to < 0) to += floor.width;
|
||||
core.setBlock(v.id, to, v.y, floorId, true);
|
||||
core.setMapBlockDisabled(floorId, to, v.y, false);
|
||||
});
|
||||
core.drawMap();
|
||||
core.drawHero();
|
||||
}
|
||||
|
||||
function isLoopMap(floorId: FloorIds) {
|
||||
return list.includes(floorId);
|
||||
}
|
||||
|
||||
export function init() {
|
||||
events.prototype._sys_changeFloor = function (
|
||||
data: any,
|
||||
callback: () => void
|
||||
) {
|
||||
data = data.event.data;
|
||||
let heroLoc: Partial<DiredLoc> = {};
|
||||
if (isLoopMap(data.floorId)) {
|
||||
const floor = core.status.maps[data.floorId as FloorIds] as Floor;
|
||||
flags[`loop_${data.floorId}`] ??= 0;
|
||||
let tx = data.loc[0] + flags[`loop_${data.floorId}`];
|
||||
tx %= floor.width;
|
||||
if (tx < 0) tx += floor.width;
|
||||
heroLoc = {
|
||||
x: tx,
|
||||
y: data.loc[1]
|
||||
};
|
||||
} else if (data.loc) heroLoc = { x: data.loc[0], y: data.loc[1] };
|
||||
if (data.direction) heroLoc.direction = data.direction;
|
||||
// @ts-ignore
|
||||
if (core.status.event.id != 'action') core.status.event.id = null;
|
||||
core.changeFloor(
|
||||
data.floorId,
|
||||
data.stair,
|
||||
heroLoc,
|
||||
data.time,
|
||||
function () {
|
||||
core.replay();
|
||||
if (callback) callback();
|
||||
}
|
||||
);
|
||||
};
|
||||
|
||||
events.prototype.trigger = function (
|
||||
x: number,
|
||||
y: number,
|
||||
callback: () => void
|
||||
) {
|
||||
var _executeCallback = function () {
|
||||
// 因为trigger之后还有可能触发其他同步脚本(比如阻激夹域检测)
|
||||
// 所以这里强制callback被异步触发
|
||||
if (callback) {
|
||||
setTimeout(callback, 1); // +1是为了录像检测系统
|
||||
}
|
||||
return;
|
||||
};
|
||||
if (core.status.gameOver) return _executeCallback();
|
||||
if (core.status.event.id == 'action') {
|
||||
core.insertAction(
|
||||
{
|
||||
type: 'function',
|
||||
function:
|
||||
'function () { core.events._trigger_inAction(' +
|
||||
x +
|
||||
',' +
|
||||
y +
|
||||
'); }',
|
||||
async: true
|
||||
},
|
||||
void 0,
|
||||
void 0,
|
||||
void 0,
|
||||
true
|
||||
);
|
||||
return _executeCallback();
|
||||
}
|
||||
if (core.status.event.id) return _executeCallback();
|
||||
|
||||
let block = core.getBlock(x, y);
|
||||
const id = core.status.floorId;
|
||||
const loop = isLoopMap(id);
|
||||
if (loop && flags[`loop_${id}`] !== 0) {
|
||||
if (block && block.event.trigger === 'changeFloor') {
|
||||
delete block.event.trigger;
|
||||
// @ts-ignore
|
||||
core.maps._addInfo(block);
|
||||
} else {
|
||||
const floor = core.status.maps[id];
|
||||
let tx = x - flags[`loop_${id}`];
|
||||
tx %= floor.width;
|
||||
if (tx < 0) tx += floor.width;
|
||||
const c = core.floors[id].changeFloor[`${tx},${y}`];
|
||||
if (c) {
|
||||
const b: DeepPartial<Block> = { event: {}, x: tx, y };
|
||||
b.event!.data = c;
|
||||
b.event!.trigger = 'changeFloor';
|
||||
block = b as Block;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (block == null) return _executeCallback();
|
||||
|
||||
// 执行该点的脚本
|
||||
if (block.event.script) {
|
||||
core.clearRouteFolding();
|
||||
try {
|
||||
eval(block.event.script);
|
||||
} catch (ee) {
|
||||
console.error(ee);
|
||||
}
|
||||
}
|
||||
|
||||
// 碰触事件
|
||||
if (block.event.event) {
|
||||
core.clearRouteFolding();
|
||||
core.insertAction(block.event.event, block.x, block.y);
|
||||
// 不再执行该点的系统事件
|
||||
return _executeCallback();
|
||||
}
|
||||
|
||||
if (block.event.trigger && block.event.trigger !== 'null') {
|
||||
var noPass = block.event.noPass,
|
||||
trigger = block.event.trigger;
|
||||
if (noPass) core.clearAutomaticRouteNode(x, y);
|
||||
|
||||
// 转换楼层能否穿透
|
||||
if (
|
||||
trigger == 'changeFloor' &&
|
||||
!noPass &&
|
||||
this._trigger_ignoreChangeFloor(block) &&
|
||||
!loop
|
||||
)
|
||||
return _executeCallback();
|
||||
// @ts-ignore
|
||||
core.status.automaticRoute.moveDirectly = false;
|
||||
this.doSystemEvent(trigger, block);
|
||||
}
|
||||
return _executeCallback();
|
||||
};
|
||||
|
||||
maps.prototype._getBgFgMapArray = function (
|
||||
name: string,
|
||||
floorId: FloorIds,
|
||||
noCache: boolean = false
|
||||
) {
|
||||
floorId = floorId || core.status.floorId;
|
||||
if (!floorId) return [];
|
||||
var width = core.floors[floorId].width;
|
||||
var height = core.floors[floorId].height;
|
||||
|
||||
// @ts-ignore
|
||||
if (!noCache && core.status[name + 'maps'][floorId])
|
||||
// @ts-ignore
|
||||
return core.status[name + 'maps'][floorId];
|
||||
|
||||
var arr: number[][] =
|
||||
main.mode == 'editor' &&
|
||||
// @ts-ignore
|
||||
!(window.editor && editor.uievent && editor.uievent.isOpen)
|
||||
? // @ts-ignore
|
||||
core.cloneArray(editor[name + 'map'])
|
||||
: null;
|
||||
if (arr == null)
|
||||
// @ts-ignore
|
||||
arr = core.cloneArray(core.floors[floorId][name + 'map'] || []);
|
||||
|
||||
if (isLoopMap(floorId) && window.flags) {
|
||||
flags[`loop_${floorId}`] ??= 0;
|
||||
arr.forEach(v => {
|
||||
slide(v, flags[`loop_${floorId}`] % width);
|
||||
});
|
||||
}
|
||||
|
||||
for (var y = 0; y < height; ++y) {
|
||||
if (arr[y] == null) arr[y] = Array(width).fill(0);
|
||||
}
|
||||
// @ts-ignore
|
||||
(core.getFlag('__' + name + 'v__', {})[floorId] || []).forEach(
|
||||
// @ts-ignore
|
||||
function (one) {
|
||||
arr[one[1]][one[0]] = one[2] || 0;
|
||||
}
|
||||
);
|
||||
// @ts-ignore
|
||||
(core.getFlag('__' + name + 'd__', {})[floorId] || []).forEach(
|
||||
// @ts-ignore
|
||||
function (one) {
|
||||
arr[one[1]][one[0]] = 0;
|
||||
}
|
||||
);
|
||||
if (main.mode == 'editor') {
|
||||
for (var x = 0; x < width; x++) {
|
||||
for (var y = 0; y < height; y++) {
|
||||
// @ts-ignore
|
||||
arr[y][x] = arr[y][x].idnum || arr[y][x] || 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
// @ts-ignore
|
||||
if (core.status[name + 'maps'])
|
||||
// @ts-ignore
|
||||
core.status[name + 'maps'][floorId] = arr;
|
||||
return arr;
|
||||
};
|
||||
}
|
@ -6,6 +6,7 @@ import * as frag from './fx/frag';
|
||||
import * as use from './use';
|
||||
import * as gameCanvas from './fx/gameCanvas';
|
||||
import * as animateController from './animateController';
|
||||
import './loopMap';
|
||||
|
||||
Mota.Plugin.register('fly_r', fly);
|
||||
Mota.Plugin.register('chase_r', chase);
|
||||
|
104
src/plugin/loopMap.ts
Normal file
104
src/plugin/loopMap.ts
Normal file
@ -0,0 +1,104 @@
|
||||
import { Container } from '@/core/render/container';
|
||||
import { FloorDamageExtends } from '@/core/render/preset/damage';
|
||||
import { LayerGroupFloorBinder } from '@/core/render/preset/floor';
|
||||
import { HeroRenderer } from '@/core/render/preset/hero';
|
||||
import { FloorLayer, LayerGroup } from '@/core/render/preset/layer';
|
||||
import { FloorViewport } from '@/core/render/preset/viewport';
|
||||
import { MotaRenderer } from '@/core/render/render';
|
||||
import { Transform } from '@/core/render/transform';
|
||||
import { FloorItemDetail } from '@/plugin/fx/itemDetail';
|
||||
|
||||
const loopMaps = Mota.require('module', 'Mechanism').MiscData.loopMaps;
|
||||
|
||||
let loopLayer: LayerGroup;
|
||||
let show: boolean = false;
|
||||
/** 循环式地图中,更新视角的委托ticker */
|
||||
let delegation: number = -1;
|
||||
|
||||
const hook = Mota.require('var', 'hook');
|
||||
hook.on('changingFloor', (floorId, heroLoc) => {
|
||||
enableLoopMapElement(floorId);
|
||||
});
|
||||
|
||||
function createLayer() {
|
||||
const group = new LayerGroup();
|
||||
['bg', 'bg2', 'event', 'fg', 'fg2'].forEach(v => {
|
||||
group.addLayer(v as FloorLayer);
|
||||
});
|
||||
|
||||
const damage = new FloorDamageExtends();
|
||||
const detail = new FloorItemDetail();
|
||||
group.extends(damage);
|
||||
group.extends(detail);
|
||||
|
||||
loopLayer = group;
|
||||
group.setZIndex(20);
|
||||
group.id = 'layer-loop';
|
||||
}
|
||||
|
||||
function enableLoopMapElement(floorId: FloorIds) {
|
||||
if (!loopMaps.has(floorId)) {
|
||||
disableLoopMapElement();
|
||||
return;
|
||||
}
|
||||
if (!loopLayer) createLayer();
|
||||
const render = MotaRenderer.get('render-main');
|
||||
const draw = render?.getElementById('map-draw') as Container;
|
||||
const group = render?.getElementById('layer-main') as LayerGroup;
|
||||
if (!draw || !group) return;
|
||||
const ex = loopLayer.getExtends('floor-binder') as LayerGroupFloorBinder;
|
||||
const viewport = group.getExtends('viewport') as FloorViewport;
|
||||
if (!ex || !viewport) return;
|
||||
ex.bindFloor(floorId);
|
||||
|
||||
draw.appendChild(loopLayer);
|
||||
show = true;
|
||||
|
||||
const floor = core.status.maps[floorId];
|
||||
viewport.setAutoBound(false);
|
||||
const transform = group.camera;
|
||||
const width = floor.width;
|
||||
const testPos = width * loopLayer.cellSize;
|
||||
|
||||
loopLayer.removeTicker(delegation);
|
||||
delegation = loopLayer.delegateTicker(() => {
|
||||
const [x1] = Transform.transformed(transform, 0, 0);
|
||||
const camera = loopLayer.camera;
|
||||
if (x1 > 0) {
|
||||
// 这个是计算循环地图应该显示在哪
|
||||
const [, y2] = Transform.transformed(transform, x1 - testPos, 0);
|
||||
camera.reset();
|
||||
camera.translate(core._PX_ - testPos, y2);
|
||||
loopLayer.pos(transform.x - core._PX_, 0);
|
||||
loopLayer.show();
|
||||
loopLayer.update(loopLayer);
|
||||
} else {
|
||||
const [x2, y2] = Transform.transformed(transform, testPos, 0);
|
||||
if (x2 < core._PX_) {
|
||||
// 这个不用做其他运算,可以直接显示
|
||||
camera.reset();
|
||||
camera.translate(0, y2);
|
||||
loopLayer.pos(x2, 0);
|
||||
loopLayer.show();
|
||||
loopLayer.update(loopLayer);
|
||||
} else {
|
||||
loopLayer.hide();
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
function disableLoopMapElement() {
|
||||
if (!show) return;
|
||||
show = false;
|
||||
loopLayer.remove();
|
||||
|
||||
const render = MotaRenderer.get('render-main');
|
||||
const group = render?.getElementById('layer-main') as LayerGroup;
|
||||
if (!group) return;
|
||||
const viewport = group.getExtends('viewport') as FloorViewport;
|
||||
if (!viewport) return;
|
||||
|
||||
viewport.setAutoBound(true);
|
||||
loopLayer.removeTicker(delegation);
|
||||
}
|
2
src/types/core.d.ts
vendored
2
src/types/core.d.ts
vendored
@ -1422,6 +1422,8 @@ interface MapDataOf<T extends keyof NumberToId> {
|
||||
faceIds?: Record<Dir, AllIds>;
|
||||
animate?: number;
|
||||
autotileConnection?: (AllIds | AllNumbers)[];
|
||||
cannotOut?: Dir[];
|
||||
cannotIn?: Dir[];
|
||||
}
|
||||
|
||||
/**
|
||||
|
10
src/types/map.d.ts
vendored
10
src/types/map.d.ts
vendored
@ -251,11 +251,21 @@ interface ResolvedFloor<T extends FloorIds = FloorIds> extends FloorBase<T> {
|
||||
*/
|
||||
bgmap: number[][];
|
||||
|
||||
/**
|
||||
* 背景2层
|
||||
*/
|
||||
bg2map: number[][];
|
||||
|
||||
/**
|
||||
* 前景层
|
||||
*/
|
||||
fgmap: number[][];
|
||||
|
||||
/**
|
||||
* 前景2层
|
||||
*/
|
||||
fg2map: number[][];
|
||||
|
||||
/**
|
||||
* 楼层切换
|
||||
*/
|
||||
|
Loading…
Reference in New Issue
Block a user