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https://github.com/unanmed/HumanBreak.git
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feat: 删除移动路线绘制
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6b98ba90cf
commit
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@ -315,13 +315,13 @@ control.prototype._initStatistics = function (totalTime) {
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////// 清除自动寻路路线 //////
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////// 清除自动寻路路线 //////
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control.prototype.clearAutomaticRouteNode = function (x, y) {
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control.prototype.clearAutomaticRouteNode = function (x, y) {
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core.clearMap(
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// core.clearMap(
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'route',
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// 'route',
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x * 32 + 5 - core.status.automaticRoute.offsetX,
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// x * 32 + 5 - core.status.automaticRoute.offsetX,
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y * 32 + 5 - core.status.automaticRoute.offsetY,
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// y * 32 + 5 - core.status.automaticRoute.offsetY,
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27,
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// 27,
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27
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// 27
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);
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// );
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};
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};
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////// 停止自动寻路操作 //////
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////// 停止自动寻路操作 //////
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@ -336,8 +336,8 @@ control.prototype.stopAutomaticRoute = function () {
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core.status.automaticRoute.destY = null;
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core.status.automaticRoute.destY = null;
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core.status.automaticRoute.lastDirection = null;
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core.status.automaticRoute.lastDirection = null;
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core.status.heroStop = true;
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core.status.heroStop = true;
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if (core.status.automaticRoute.moveStepBeforeStop.length == 0)
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// if (core.status.automaticRoute.moveStepBeforeStop.length == 0)
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core.deleteCanvas('route');
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// core.deleteCanvas('route');
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};
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};
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////// 保存剩下的寻路,并停止 //////
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////// 保存剩下的寻路,并停止 //////
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@ -371,7 +371,7 @@ control.prototype.continueAutomaticRoute = function () {
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////// 清空剩下的自动寻路列表 //////
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////// 清空剩下的自动寻路列表 //////
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control.prototype.clearContinueAutomaticRoute = function (callback) {
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control.prototype.clearContinueAutomaticRoute = function (callback) {
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core.deleteCanvas('route');
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// core.deleteCanvas('route');
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core.status.automaticRoute.moveStepBeforeStop = [];
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core.status.automaticRoute.moveStepBeforeStop = [];
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if (callback) callback();
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if (callback) callback();
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};
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};
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@ -470,57 +470,7 @@ control.prototype._setAutomaticRoute_clickMoveDirectly = function (
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};
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};
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control.prototype._setAutomaticRoute_drawRoute = function (moveStep) {
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control.prototype._setAutomaticRoute_drawRoute = function (moveStep) {
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// 计算绘制区域的宽高,并尽可能小的创建route层
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// Deprecated.
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var sx = core.bigmap.width * 32,
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sy = core.bigmap.height * 32,
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dx = 0,
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dy = 0;
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moveStep.forEach(function (t) {
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sx = Math.min(sx, t.x * 32);
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dx = Math.max(dx, t.x * 32);
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sy = Math.min(sy, t.y * 32);
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dy = Math.max(dy, t.y * 32);
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});
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core.status.automaticRoute.offsetX = sx;
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core.status.automaticRoute.offsetY = sy;
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var ctx = core.createCanvas(
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'route',
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sx - core.bigmap.offsetX,
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sy - core.bigmap.offsetY,
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dx - sx + 32,
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dy - sy + 32,
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95
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);
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ctx.fillStyle = '#bfbfbf';
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ctx.strokeStyle = '#bfbfbf';
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ctx.lineWidth = 8;
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for (var m = 0; m < moveStep.length; m++) {
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if (m == moveStep.length - 1) {
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core.fillRect(
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ctx,
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moveStep[m].x * 32 + 10 - sx,
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moveStep[m].y * 32 + 10 - sy,
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12,
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12
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);
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} else {
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ctx.beginPath();
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var cx = moveStep[m].x * 32 + 16 - sx,
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cy = moveStep[m].y * 32 + 16 - sy;
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var currDir = moveStep[m].direction,
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nextDir = moveStep[m + 1].direction;
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ctx.moveTo(
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cx - core.utils.scan[currDir].x * 11,
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cy - core.utils.scan[currDir].y * 11
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);
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ctx.lineTo(cx, cy);
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ctx.lineTo(
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cx + core.utils.scan[nextDir].x * 11,
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cy + core.utils.scan[nextDir].y * 11
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);
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ctx.stroke();
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}
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}
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};
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};
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control.prototype._setAutomaticRoute_setAutoSteps = function (moveStep) {
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control.prototype._setAutomaticRoute_setAutoSteps = function (moveStep) {
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@ -992,11 +942,11 @@ control.prototype.updateViewport = function () {
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core.control.setGameCanvasTranslate(cn, offsetX, offsetY);
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core.control.setGameCanvasTranslate(cn, offsetX, offsetY);
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});
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});
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// ------ 路线
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// ------ 路线
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core.relocateCanvas(
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// core.relocateCanvas(
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'route',
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// 'route',
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core.status.automaticRoute.offsetX - core.bigmap.offsetX,
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// core.status.automaticRoute.offsetX - core.bigmap.offsetX,
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core.status.automaticRoute.offsetY - core.bigmap.offsetY
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// core.status.automaticRoute.offsetY - core.bigmap.offsetY
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);
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// );
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// ------ 所有的大怪物也都需要重定位
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// ------ 所有的大怪物也都需要重定位
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for (var one in core.dymCanvas) {
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for (var one in core.dymCanvas) {
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if (one.startsWith('_bigImage_')) {
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if (one.startsWith('_bigImage_')) {
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