mirror of
https://github.com/unanmed/HumanBreak.git
synced 2025-01-18 20:09:27 +08:00
追逐战
This commit is contained in:
parent
64a4fa05a8
commit
bdf47dae82
@ -3677,7 +3677,8 @@ control.prototype._playBgm_play = function (bgm, startTime) {
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// 如果当前正在播放,且和本BGM相同,直接忽略
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if (
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core.musicStatus.playingBgm == bgm &&
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!core.material.bgms[core.musicStatus.playingBgm].paused
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!core.material.bgms[core.musicStatus.playingBgm].paused &&
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!startTime
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) {
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return;
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}
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@ -20,7 +20,7 @@ main.floors.MT14=
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"name": "plot1.mp3"
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}
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],
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"parallelDo": "if (flags.chase) {\n\tcore.changeChaseView(true);\n}",
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"parallelDo": "",
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"events": {
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"24,7": {
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"trigger": "action",
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@ -101,7 +101,7 @@ main.floors.MT14=
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"data": [
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{
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"type": "if",
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"condition": "flag:finishChase",
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"condition": "flag:finishChase1",
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"true": [
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{
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"type": "function",
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@ -31,7 +31,7 @@ main.floors.MT15=
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"\t[野蛮人]\b[up,hero]山路开始崎岖多变了,要更小心一些"
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],
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"eachArrive": [],
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"parallelDo": "if (flags.chase) {\n\tcore.changeChaseView(true);\n}",
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"parallelDo": "",
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"events": {
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"44,0": [
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"不愧是你!!!"
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@ -12,7 +12,7 @@ main.floors.MT16=
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"images": [],
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"ratio": 1,
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"defaultGround": "T331",
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"bgm": null,
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"bgm": "mount.mp3",
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"color": null,
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"weather": [
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"cloud",
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@ -37,7 +37,7 @@ main.floors.MT16=
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"type": "pauseBgm"
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}
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],
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"parallelDo": "if (flags.chase) {\n\tcore.changeChaseView(true);\n}",
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"parallelDo": "",
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"events": {
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"23,19": [
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{
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@ -88,6 +88,9 @@ main.floors.MT16=
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],
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"no": [
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"追逐战后录像会进行自动修复,不用担心录像问题",
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{
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"type": "hideStatusBar"
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},
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{
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"type": "function",
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"function": "function(){\ncore.status.maps.MT15.canFlyFrom = false\n}"
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@ -360,11 +363,11 @@ main.floors.MT16=
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"time": 3000
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},
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{
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"type": "autoSave"
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"type": "function",
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"function": "function(){\ncore.startChase(1);\n}"
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},
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{
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"type": "function",
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"function": "function(){\ncore.startChase();\n}"
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"type": "autoSave"
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}
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],
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"2,23": [
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@ -378,18 +381,11 @@ main.floors.MT16=
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"即将开始追逐战,最好打开背景音乐,有耳机尽量佩戴耳机,这样游戏体验更佳",
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"为了防止你撞上不该开的门,现在会将所有门打开,并删除所有物品",
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"追逐的时候不能用2技能,不能用楼传,逃跑后要原路返回山洞",
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"逃跑方式:哪里爆炸走哪里",
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"注意,如果失败了必须要刷新页面才能重新开始,否则会出问题",
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"请认真跑,虽然开始追逐的时候有一个自动存档,但不能保证该存档不会出问题",
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"逃跑时的路线基本固定,但可能有一定难度,过不去就直接跳就行了",
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"注意!!!再说一遍!!!重新跑需要刷新页面!!!",
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"追逐战分为两个难度,简单难度会显示逃跑路径,困难模式不显示,困难模式逃跑成功可以获得成就",
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"前方会有大约40秒的剧情,之后开始追逐战并自动存档,如果逃跑失败需要重打,可以直接读自动存档",
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{
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"type": "hide",
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"remove": true
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},
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{
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"type": "function",
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"function": "function(){\ncore.initChase();\n}"
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}
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]
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},
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@ -121,6 +121,8 @@ 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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flags.floorChanging = true;
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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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@ -212,6 +214,13 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a = {
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// 转换楼层结束的事件;此函数会在整个楼层切换完全结束后再执行
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// floorId是切换到的楼层
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if (flags.onChase) {
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flags.chaseTime ??= {};
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flags.chaseTime[floorId] = Date.now();
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}
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flags.floorChanging = false;
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// 如果是读档,则进行检查(是否需要恢复事件)
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if (core.hasFlag('__fromLoad__')) {
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core.events.recoverEvents(core.getFlag('__events__'));
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@ -1417,7 +1426,10 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a = {
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},
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loadData: function (data, callback) {
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// 读档操作;从存储中读取了内容后的行为
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if (window.flags && flags.onChase) {
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flags.chase.end();
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flags.onChase = true;
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}
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// 重置游戏和路线
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core.resetGame(
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data.hero,
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@ -1468,6 +1480,13 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a = {
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core.removeFlag('__fromLoad__');
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if (callback) callback();
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if (flags.onChase) {
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core.startChase(flags.chaseIndex);
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if (flags.chaseIndex === 1) {
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core.playBgm('escape.mp3', 43.5);
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}
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}
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});
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},
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getStatusLabel: function (name) {
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@ -3411,601 +3411,6 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 = {
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this._checkBlock_repulse(core.status.checkBlock.repulse[loc]);
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};
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},
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chase: function () {
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// 山野追逐战
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// 初始变量
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// 视野路线 x, y, frame
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var route = [
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[10, 10, 0],
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[0, 10, 100],
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[0, 10, 200],
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[49, 0, 500],
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[49, 0, 550],
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[45, 0, 640],
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[40, 0, 760],
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[40, 0, 820],
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[41, 0, 850],
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[37, 0, 950],
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[31, 0, 1000],
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[29, 0, 1020],
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[29, 0, 1210],
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[25, 0, 1270],
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[12, 0, 1330],
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[0, 0, 1470],
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[0, 0, 2000],
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[113, 0, 2500],
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[109, 0, 2580],
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[104, 0, 2600],
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[104, 0, 2830],
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[92, 0, 3000],
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[84, 0, 3120],
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[74, 0, 3300],
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[65, 0, 3480],
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[58, 0, 3600],
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[47, 0, 3800],
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[36, 0, 4000],
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[0, 0, 4600]
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];
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// 效果函数
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var funcs = [[0, wolfRun], [550, shake1], [10000000]];
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var parrallels = [para1, para2]; // 并行脚本
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var speed = 0; // 速度
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var index = 0; // 当前要到达的索引
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var fIndex = 0; // 函数索引
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var frame = 0; // 帧数
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var acc = 0; // 加速度
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var currX = route[0][1] * 32; // 当前x轴
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var inBlack = false;
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var x = core.getHeroLoc('x');
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var y = core.getHeroLoc('y'); // 勇士坐标
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// 初始化,删除门和道具
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this.initChase = function () {
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speed = 0; // 速度
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index = 0; // 当前要到达的索引
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fIndex = 0; // 函数索引
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frame = 0; // 帧数
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acc = 0; // 加速度
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currX = route[0][1] * 32; // 当前x轴
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inBlack = false;
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x = core.getHeroLoc('x');
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y = core.getHeroLoc('y'); // 勇士坐标
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// 循环删除
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for (var i = 13; i < 16; i++) {
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var floorId = 'MT' + i;
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// 不可瞬移
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core.status.maps[floorId].cannotMoveDirectly = true;
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core.extractBlocks(floorId);
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for (
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var j = 0;
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j < core.status.maps[floorId].blocks.length;
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j++
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) {
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var block = core.status.maps[floorId].blocks[j];
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var cls = block.event.cls,
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id = block.event.id;
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if (
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(cls == 'animates' || cls == 'items') &&
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!id.endsWith('Portal')
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) {
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core.removeBlock(block.x, block.y, floorId);
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j--;
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}
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}
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}
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};
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// 函数们
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function wolfRun() {
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core.moveBlock(
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23,
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17,
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['down', 'down', 'down', 'down', 'down', 'down'],
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80
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);
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setTimeout(() => {
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core.setBlock(508, 23, 23);
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core.moveBlock(
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23,
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23,
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[
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'left',
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'left',
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'left',
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'left',
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'left',
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'left',
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'left',
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'left',
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'left',
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'left',
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'left',
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'left',
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'left',
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'left',
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'left',
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'left',
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'left'
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],
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80,
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true
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);
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}, 500);
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}
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// MT15函数1
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function shake1() {
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core.vibrate('vertical', 1000, 25, 2);
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for (var tx = 53; tx < 58; tx++) {
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for (var ty = 3; ty < 8; ty++) {
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core.setBlock(336, tx, ty);
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}
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}
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core.drawAnimate('explosion3', 55, 5);
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core.drawAnimate('stone', 55, 5);
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setTimeout(() => {
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core.setBlock(336, 58, 9);
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core.setBlock(336, 59, 9);
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core.drawAnimate('explosion1', 58, 9);
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core.drawAnimate('explosion1', 59, 9);
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}, 250);
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setTimeout(() => {
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core.setBlock(336, 53, 8);
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core.setBlock(336, 52, 8);
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core.drawAnimate('explosion1', 53, 8);
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core.drawAnimate('explosion1', 52, 8);
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}, 360);
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setTimeout(() => {
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core.setBlock(336, 51, 7);
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core.drawAnimate('explosion1', 51, 7);
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}, 750);
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setTimeout(() => {
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core.vibrate('vertical', 6000, 25, 1);
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core.setBlock(336, 47, 7);
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core.setBlock(336, 49, 9);
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core.drawAnimate('explosion1', 49, 9);
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core.drawAnimate('explosion1', 47, 7);
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}, 1000);
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}
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// 并行1
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function para1() {
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if (core.status.floorId != 'MT15') return;
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if (x == 45 && y == 8 && !flags.p11) {
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core.setBlock(336, 45, 9);
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core.drawAnimate('explosion1', 45, 9);
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flags.p11 = true;
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}
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if (x == 45 && y == 6 && !flags.p12) {
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core.setBlock(336, 44, 6);
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core.drawAnimate('explosion1', 44, 6);
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flags.p12 = true;
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}
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if (x == 45 && y == 4 && !flags.p13) {
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core.setBlock(336, 44, 4);
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core.drawAnimate('explosion1', 44, 4);
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core.drawAnimate('explosion1', 48, 6);
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core.removeBlock(48, 6);
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flags.p13 = true;
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}
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if (x == 41 && y == 3 && !flags.p14) {
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core.setBlock(336, 41, 4);
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core.setBlock(336, 32, 6);
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core.drawAnimate('explosion1', 41, 4);
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core.drawAnimate('explosion1', 32, 6);
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flags.p14 = true;
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}
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if (x == 35 && y == 3 && !flags.p15) {
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core.drawAnimate('explosion3', 37, 7);
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core.vibrate('vertical', 1000, 25, 10);
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for (var tx = 36; tx < 42; tx++) {
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for (var ty = 4; ty < 11; ty++) {
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core.setBlock(336, tx, ty);
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}
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}
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flags.p15 = true;
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}
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if (x == 31 && y == 5 && !flags.p16) {
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core.vibrate('vertical', 10000, 25, 1);
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core.removeBlock(34, 8);
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core.removeBlock(33, 8);
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core.drawAnimate('explosion1', 34, 8);
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core.drawAnimate('explosion1', 33, 8);
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flags.p16 = true;
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}
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if (x == 33 && y == 7 && !flags.p17) {
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core.setBlock(336, 32, 9);
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core.drawAnimate('explosion1', 32, 9);
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flags.p17 = true;
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}
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if ((x == 33 || x == 34 || x == 35) && y == 9 && !flags.p18) {
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core.removeBlock(32, 9);
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core.drawAnimate('explosion1', 32, 9);
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flags.p18 = true;
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}
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if (x > 18 && x < 31 && y == 11 && !flags['p19' + x]) {
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core.setBlock(336, x + 1, 11);
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core.drawAnimate('explosion1', x + 1, 11);
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flags['p19' + x] = true;
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}
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}
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// 并行2
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function para2() {
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if (core.status.floorId != 'MT14') return;
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if (x == 126 && y == 7 && !flags.p21) {
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core.setBlock(336, 126, 6);
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core.setBlock(336, 124, 6);
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core.setBlock(336, 124, 9);
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core.setBlock(336, 126, 9);
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core.drawAnimate('explosion1', 126, 6);
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core.drawAnimate('explosion1', 124, 6);
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core.drawAnimate('explosion1', 124, 9);
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core.drawAnimate('explosion1', 126, 9);
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flags.p21 = true;
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}
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if (x == 123 && y == 7 && !flags.p22) {
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core.setBlock(508, 127, 7);
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core.jumpBlock(127, 7, 112, 7, 500, true);
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setTimeout(() => {
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core.setBlock(509, 112, 7);
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}, 520);
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core.drawHeroAnimate('amazed');
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core.setBlock(336, 121, 6);
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core.setBlock(336, 122, 6);
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core.setBlock(336, 120, 8);
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core.setBlock(336, 121, 8);
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core.setBlock(336, 122, 8);
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core.drawAnimate('explosion1', 121, 6);
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core.drawAnimate('explosion1', 122, 6);
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core.drawAnimate('explosion1', 120, 8);
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core.drawAnimate('explosion1', 121, 8);
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core.drawAnimate('explosion1', 122, 8);
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flags.p22 = true;
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}
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if (x == 110 && y == 10 && !flags.p23) {
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core.setBlock(336, 109, 11);
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core.removeBlock(112, 8);
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core.drawAnimate('explosion1', 109, 11);
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core.drawAnimate('explosion1', 112, 8);
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core.insertAction([
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{ type: 'moveHero', time: 400, steps: ['backward:1'] }
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]);
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flags.p23 = true;
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}
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if (x == 112 && y == 8 && !flags.p24 && flags.p23) {
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core.jumpBlock(112, 7, 110, 4, 500, true);
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core.drawHeroAnimate('amazed');
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setTimeout(() => {
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core.setBlock(506, 110, 4);
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}, 540);
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flags.p24 = true;
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}
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if (x == 118 && y == 7 && !flags.p25) {
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core.setBlock(336, 117, 6);
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core.setBlock(336, 116, 6);
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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;
|
||||
}
|
||||
});
|
||||
};
|
||||
},
|
||||
hotReload: function () {
|
||||
if (main.mode !== 'play' || main.replayChecking) return;
|
||||
|
||||
|
@ -88,27 +88,27 @@ function draw() {
|
||||
* 计算元素总长度
|
||||
*/
|
||||
async function calHeight() {
|
||||
await new Promise(res => {
|
||||
const canvas = ctx.canvas;
|
||||
const style2 = getComputedStyle(canvas);
|
||||
canvas.style.width = `${width}px`;
|
||||
canvas.width = width * scale;
|
||||
canvas.height = parseFloat(style2.height) * scale;
|
||||
if (props.noScroll) canvas.style.width = `0px`;
|
||||
await sleep(20);
|
||||
const canvas = ctx.canvas;
|
||||
const style2 = getComputedStyle(canvas);
|
||||
canvas.style.width = `${width}px`;
|
||||
canvas.width = width * scale;
|
||||
canvas.height = parseFloat(style2.height) * scale;
|
||||
if (props.noScroll) canvas.style.width = `0px`;
|
||||
|
||||
if (props.type === 'horizontal') {
|
||||
main.style.flexDirection = 'column';
|
||||
canvas.style.height = `${width}px`;
|
||||
canvas.style.width = '98%';
|
||||
canvas.style.margin = '0 1% 0 1%';
|
||||
canvas.width = parseFloat(style2.width) * scale;
|
||||
canvas.height = width * scale;
|
||||
if (props.noScroll) canvas.style.height = `0px`;
|
||||
}
|
||||
if (props.type === 'horizontal') {
|
||||
main.style.flexDirection = 'column';
|
||||
canvas.style.height = `${width}px`;
|
||||
canvas.style.width = '98%';
|
||||
canvas.style.margin = '0 1% 0 1%';
|
||||
canvas.width = parseFloat(style2.width) * scale;
|
||||
canvas.height = width * scale;
|
||||
if (props.noScroll) canvas.style.height = `0px`;
|
||||
}
|
||||
await new Promise(res => {
|
||||
requestAnimationFrame(() => {
|
||||
const style = getComputedStyle(content);
|
||||
total = parseFloat(style[canvasAttr]);
|
||||
|
||||
res('');
|
||||
});
|
||||
});
|
||||
@ -193,7 +193,7 @@ onMounted(async () => {
|
||||
useWheel(content, (x, y) => {
|
||||
fromSelf = true;
|
||||
const d = x !== 0 ? x : y;
|
||||
if (Math.abs(d) > 50) {
|
||||
if (Math.abs(d) > 30) {
|
||||
content.style.transition = `${cssTarget} 0.2s ease-out`;
|
||||
} else {
|
||||
content.style.transition = '';
|
||||
|
@ -6,29 +6,183 @@
|
||||
"这里显示本塔中需要注意的事项。",
|
||||
"<br>",
|
||||
"<br>",
|
||||
"1. 本塔中<span style=\"color: gold\">几乎所有 ui </span>都可以纵向滚动,如果发现显示不全,",
|
||||
"1. 本百科全书字数很多,可以选择性地阅读。",
|
||||
"<br>",
|
||||
"<br>",
|
||||
"2. 本塔中<span style=\"color: gold\">几乎所有 ui </span>都可以纵向滚动,如果发现显示不全,",
|
||||
"可以尝试上下拖动,就像浏览网页一样。电脑端还可以使用滚轮上下滚动。",
|
||||
"大部分可以纵向滚动的 ui 都会在右方有一个滚动条,也可以拖动它进行滚动,例如本百科全书的条目列表和",
|
||||
"条目说明都是可以通过上述方式滚动的。",
|
||||
"<br>",
|
||||
"<br>",
|
||||
"2. 本百科全书的内容会<span style=\"color: gold\">随着游戏的推进而增加新内容</span>,",
|
||||
"3. 本百科全书的内容会<span style=\"color: gold\">随着游戏的推进而增加新内容</span>,",
|
||||
"同时每次增加新内容时都会有提示。",
|
||||
"<br>",
|
||||
"<br>",
|
||||
"3. 本塔主要面向电脑端设计,",
|
||||
"4. 本塔主要面向电脑端设计,",
|
||||
"<span style=\"color: gold\">建议使用电脑游玩以获得更好的游戏体验</span>。但是手机依然可以游玩本塔,",
|
||||
"但部分操作可能不是很方便,ui 也可能不是很美观,不过依然可以完整体验本游戏。",
|
||||
"<br>",
|
||||
"<br>",
|
||||
"4. 对于手机端,可以点击<span style=\"color: gold\">右下角的难度文字</span>来切换工具栏至数字键。",
|
||||
"5. 对于手机端,可以点击<span style=\"color: gold\">右下角的难度文字</span>来切换工具栏至数字键。",
|
||||
"这样,你可以更加方便地进行使用技能等操作。",
|
||||
"<br>",
|
||||
"<br>",
|
||||
"5. 本塔中几乎所有 ui 在打开时都会有一个0.6s的动画,如果不想要,可以在开头捡的系统设置里面关闭(默认关闭)。",
|
||||
"6. 本塔中几乎所有 ui 在打开时都会有一个0.6s的动画,如果不想要,可以在开头捡的系统设置里面关闭(默认关闭)。",
|
||||
"同时,几乎所有 ui 的退出按钮都在左上角。"
|
||||
]
|
||||
},
|
||||
"tutorial": {
|
||||
"text": "新手教程",
|
||||
"condition": "true",
|
||||
"desc": [
|
||||
"本条目是魔塔游戏的新手教程,如果对魔塔有一定的了解,可以直接忽略。",
|
||||
"<br>",
|
||||
"<br>",
|
||||
"魔塔是一种固定数值rpg游戏,在打怪的时候,遵循<span style=\"color: gold\">我打你一下,你打我一下</span>",
|
||||
"的原则,造成的伤害是己方攻击减去对方防御,最后怪物的伤害便是你在战斗中失去的生命值。当然,为了游戏体验,",
|
||||
"战斗过程会被省略。",
|
||||
"<br>",
|
||||
"<br>",
|
||||
"宝石可以增加你的属性,在大部分魔塔中,红宝石增加攻击,蓝宝石增加防御,本塔也不例外。血瓶可以增加你的生命值。",
|
||||
"一般情况下,拾取宝物的优先级是<span style=\"color: gold\">红宝石 > 蓝宝石 > 血瓶</span>,",
|
||||
"但部分情况可能不是这样,这需要你自己的游玩经验等。",
|
||||
"<br>",
|
||||
"<br>",
|
||||
"本塔还拥有升级机制,升级时能够给你增加大量的属性,因此,一般情况下当你接近升级时,需要尽快打怪升级。",
|
||||
"<br>",
|
||||
"<br>",
|
||||
"然后是门。在魔塔中,很多门都不是必开的门,它们的作用一般是可以躲开怪物拿宝石,或者门里面有血瓶等。",
|
||||
"当你血量足够时,这些门可以不用开,不然可能会有必开的门无法开启导致卡关。对于钥匙,每种颜色的钥匙开对应颜色的门,",
|
||||
"价值是<span style=\"color: gold\">红 > 蓝 > 黄</span>。",
|
||||
"<br>",
|
||||
"<br>",
|
||||
"为了更加方便,本塔增加了宝石血瓶显示数据的功能,这样你可以清晰地知道每个宝石增加了多少属性。",
|
||||
"<br>",
|
||||
"<br>",
|
||||
"下面是勇士基础属性的说明:",
|
||||
"<br>",
|
||||
"<span style=\"color: lightgreen\">1. 生命值</span>:",
|
||||
"勇士的血量,当它归零时,游戏结束",
|
||||
"<br>",
|
||||
"<span style=\"color: lightcoral\">2. 攻击</span>:",
|
||||
"勇士的攻击,攻击越高,每回合对怪物造成的伤害越高",
|
||||
"<br>",
|
||||
"<span style=\"color: lightblue\">3. 防御</span>:",
|
||||
"勇士的防御,防御越高,怪物每回合对你造成的伤害越低",
|
||||
"<br>",
|
||||
"<span style=\"color: green\">4. 经验</span>:",
|
||||
"勇士的经验,到达一定值后会升级。本塔在状态栏中显示为距离升级剩余的经验",
|
||||
"<br>",
|
||||
"<span style=\"color: gold\">5. 金币</span>:",
|
||||
"勇士的金币,可以用于购买物品。本塔中在进入第二章后会有用",
|
||||
"<br>",
|
||||
"<span style=\"color: lightgreen\">6. 护盾</span>:",
|
||||
"勇士的护盾,用处是能够在战后减少同等数值的伤害,可以使伤害变为负值。本塔中,在点开无上之盾技能后,",
|
||||
"智慧会充当护盾。更多信息可以查看“勇士属性”条目。"
|
||||
]
|
||||
},
|
||||
"noun": {
|
||||
"text": "名词解释",
|
||||
"condition": "true",
|
||||
"desc": [
|
||||
"本条目会解释诸如临界等魔塔术语,对魔塔有一定了解的可以直接忽略。",
|
||||
"<br>",
|
||||
"<br>",
|
||||
"<span style=\"color: lightcoral\">1. 临界</span>:",
|
||||
"在魔塔中,临界是一个非常重要的东西。首先,我们很容易可以得到,吃攻击时只有当减少了战斗回合数时怪物的伤害会减少,",
|
||||
"那么,吃攻击时怪物的减伤是不连续的。而<span style=\"color: gold\">距离下一次减少怪物的伤害需要加的攻击的量</span>",
|
||||
"便是临界。当我们吃一个攻击恰好使怪物伤害减少时,称为“踩临界”。一般情况下,踩临界的减伤要比吃防御要高,",
|
||||
"因此,当能踩到临界时,我们应当先踩临界,再吃防御。",
|
||||
"<br>",
|
||||
"<br>",
|
||||
"<span style=\"color: lightblue\">2. 加防</span>:",
|
||||
"加防指的是加防对怪物的减伤。在本塔中,会以“n防”的形式显示在怪物手册或其他地方。在本塔中,一般你不需要刻意计算",
|
||||
"临界与加防减伤,你可以在怪物手册中<span style=\"color: gold\">查看减伤折线图</span>,",
|
||||
"更多信息请查看“怪物手册”条目。",
|
||||
"<br>",
|
||||
"<br>",
|
||||
"<span style=\"color: gold\">3. 咸鱼</span>:",
|
||||
"一般来讲,开不必开的门,或者使用不必使用的道具被称为咸鱼,或者是咸门,咸道具。一般情况下,说“咸”便是指咸鱼。",
|
||||
"一般情况下,门后面有宝石且无法通过其他方式进入的都是必开门,而只有血瓶的都是咸鱼门。"
|
||||
]
|
||||
},
|
||||
"shortcut": {
|
||||
"text": "快捷键",
|
||||
"condition": "true",
|
||||
"desc": [
|
||||
"这里包含本塔中所有的快捷键。对于手机端,可以点击工具栏的难度的位置切换工具栏至数字键。",
|
||||
"<br>",
|
||||
"<br>",
|
||||
"下面是样板中的所有快捷键:",
|
||||
"<br>",
|
||||
"<span style=\"color: gold\">X</span>:打开怪物手册",
|
||||
"<br>",
|
||||
"<span style=\"color: gold\">S</span>:打开存档界面",
|
||||
"<br>",
|
||||
"<span style=\"color: gold\">D</span>:打开读档界面",
|
||||
"<br>",
|
||||
"<span style=\"color: gold\">A或5</span>:读取自动存档",
|
||||
"<br>",
|
||||
"<span style=\"color: gold\">W或6</span>:撤销读取的自动存档",
|
||||
"<br>",
|
||||
"<span style=\"color: gold\">Q</span>:打开装备栏",
|
||||
"<br>",
|
||||
"<span style=\"color: gold\">T</span>:打开道具栏",
|
||||
"<br>",
|
||||
"<span style=\"color: gold\">G</span>:打开楼层传送器",
|
||||
"<br>",
|
||||
"<span style=\"color: gold\">Z或单击勇士</span>:勇士转向",
|
||||
"<br>",
|
||||
"<span style=\"color: gold\">空格或双击勇士或7</span>:轻按(拾取勇士周围的宝物但不移动勇士)",
|
||||
"<br>",
|
||||
"<span style=\"color: gold\">Esc</span>:打开游戏菜单",
|
||||
"<br>",
|
||||
"<span style=\"color: gold\">R</span>:打开录像回放菜单",
|
||||
"<br>",
|
||||
"<span style=\"color: gold\">N</span>:询问是否返回游戏主菜单",
|
||||
"<br>",
|
||||
"<span style=\"color: gold\">V</span>:打开快捷商店",
|
||||
"<br>",
|
||||
"<span style=\"color: gold\">B</span>:打开数据统计界面",
|
||||
"<br>",
|
||||
"<span style=\"color: gold\">Alt + 数字键</span>:快速换装",
|
||||
"<br>",
|
||||
"<span style=\"color: gold\">PgUp或PgDn</span>:浏览地图",
|
||||
"<br>",
|
||||
"<span style=\"color: gold\">P</span>:打开评论区",
|
||||
"<br>",
|
||||
"<br>",
|
||||
"下面是本塔中新增的快捷键:",
|
||||
"<br>",
|
||||
"<span style=\"color: gold\">M</span>:快速标记怪物"
|
||||
]
|
||||
},
|
||||
"extraAttr": {
|
||||
"text": "勇士属性",
|
||||
"condition": "true",
|
||||
"desc": [
|
||||
"这里只对本塔中新增的勇士属性进行说明。",
|
||||
"<br>",
|
||||
"<br>",
|
||||
"<span style=\"color: lightblue\">1. 智慧</span>:",
|
||||
"智慧是该塔的核心属性之一。智慧可用于智慧加点,该功能会在进入第一章后开启。使用智慧可以点技能树。",
|
||||
"除此之外,智慧也有其它功能。例如点开无上之盾技能后智慧还可以充当护盾,第二章点开学习技能后可以使用智慧学习怪物技能等。",
|
||||
"<br>",
|
||||
"<br>",
|
||||
"<span style=\"color: lightgreen\">2. 生命回复</span>:",
|
||||
"生命回复指的是勇士每回合回复的生命值。当与怪物战斗时,勇士每回合都会回复对应量的生命值。因此,当吃攻击时,",
|
||||
"与怪物战斗的回合数可能会减少,导致生命回复的总回复量减少。不过大部分情况下不需要在意这一点,",
|
||||
"减少一回合并不会对吸的血造成很大的影响,除了一些特殊情况。",
|
||||
"该项会显示在状态栏的生命值右方偏下的位置。",
|
||||
"<br>",
|
||||
"<br>",
|
||||
"<span style=\"color: lightcoral\">3. 额外攻击</span>:",
|
||||
"额外攻击指的是勇士每回合的额外造成的伤害。一般情况下,当勇士破了怪物的防御时,该项便会起作用。",
|
||||
"额外攻击相当于魔攻,无法通过一般方式减免。当勇士攻击怪物时,每回合都会附加对应量的伤害,对坚固怪同样有效。",
|
||||
"额外攻击会显示在状态栏的攻击右方偏下的位置。"
|
||||
]
|
||||
},
|
||||
"statusBar": {
|
||||
"text": "状态栏",
|
||||
"condition": "true",
|
||||
@ -132,7 +286,7 @@
|
||||
"<br>",
|
||||
"点击一个怪物或者按下回车空格后,将进入怪物详细信息界面。这个界面分为多个栏,分别是特殊属性栏,详细临界栏,更多信息栏。",
|
||||
"进入怪物详细信息后默认在特殊属性栏,该栏可以查看怪物的特殊属性。<span style=\"color: gold\">",
|
||||
"同时也是唯一一个会在点击后返回到怪物手册界面的栏,更多信息请查看本条目的最后一段</span>。",
|
||||
"同时也是唯一一个会在点击屏幕后会返回到怪物手册界面的栏,更多信息请查看本条目的最后一段</span>。",
|
||||
"注意特殊属性依然可以纵向滚动。在特殊属性下方,",
|
||||
"是怪物的临界表,可以粗略地查看怪物的临界信息。在下方,你可以点击详细临界信息进入详细临界栏。",
|
||||
"<br>",
|
||||
@ -149,7 +303,7 @@
|
||||
"这一栏的核心功能是标记怪物。被标记的怪物会有一些非常方便的行为,这些行为可以在“标记怪物”条目中查看。",
|
||||
"<br>",
|
||||
"<br>",
|
||||
"注意,在怪物详细信息中,只有特殊属性栏可以通过点击返回到怪物手册界面,详细临界与更多信息栏均不行。",
|
||||
"注意,在怪物详细信息中,只有特殊属性栏可以通过点击屏幕返回到怪物手册界面,详细临界与更多信息栏均不行。",
|
||||
"如果你是电脑端,在任意栏目中<span style=\"color: gold\">按下X键</span>会退出怪物手册,返回游戏,",
|
||||
"<span style=\"color: gold\">按下回车(Enter)键</span>会回到怪物手册界面。"
|
||||
]
|
||||
@ -168,8 +322,8 @@
|
||||
"首先,对于电脑端,最左侧显示区域信息,手机端则在上方的左侧。",
|
||||
"<br>",
|
||||
"<br>",
|
||||
"然后,区域的右侧是小地图栏,这一栏会显示楼层的屏幕结构。你可以拖动,也可以使用滚轮或者双指放缩,当放缩到一定大小时,",
|
||||
"会显示地图的缩略图。直接点击地图也可以选中地图,再次点击会传送至目标地图",
|
||||
"然后,区域的右侧是小地图栏,这一栏会显示楼层的平面结构。你可以拖动,也可以使用滚轮或者双指放缩,当放缩到一定大小时,",
|
||||
"会显示地图的缩略图。直接点击地图也可以选中地图,再次点击会传送至目标地图。",
|
||||
"<br>",
|
||||
"<br>",
|
||||
"对于电脑端,最右侧是当前选中的地图的缩略图,手机则在下方,点击缩略图也可以传送。缩略图的下方是当前选中的地图名,",
|
||||
@ -204,31 +358,6 @@
|
||||
"还会直接在勇士属性栏显示增加或减少的属性。"
|
||||
]
|
||||
},
|
||||
"extraAttr": {
|
||||
"text": "勇士属性",
|
||||
"condition": "true",
|
||||
"desc": [
|
||||
"这里只对本塔中新增的勇士属性进行说明。",
|
||||
"<br>",
|
||||
"<br>",
|
||||
"<span style=\"color: lightblue\">1. 智慧</span>:",
|
||||
"智慧是该塔的核心属性之一。智慧可用于智慧加点,该功能会在进入第一章后开启。使用智慧可以点技能树。",
|
||||
"除此之外,智慧也有其它功能。例如点开无上之盾技能后智慧还可以充当护盾,第二章点开学习技能后可以使用智慧学习怪物技能等。",
|
||||
"<br>",
|
||||
"<br>",
|
||||
"<span style=\"color: lightgreen\">2. 生命回复</span>:",
|
||||
"生命回复指的是勇士每回合回复的生命值。当与怪物战斗时,勇士每回合都会回复对应量的生命值。因此,当吃攻击时,",
|
||||
"与怪物战斗的回合数可能会减少,导致生命回复的总回复量减少。不过大部分情况下不需要在意这一点,",
|
||||
"减少一回合并不会对吸的血造成很大的影响,除了一些特殊情况。",
|
||||
"该项会显示在状态栏的生命值右方偏下的位置。",
|
||||
"<br>",
|
||||
"<br>",
|
||||
"<span style=\"color: lightcoral\">3. 额外攻击</span>:",
|
||||
"额外攻击指的是勇士每回合的额外造成的伤害。一般情况下,当勇士破了怪物的防御时,该项便会起作用。",
|
||||
"额外攻击相当于魔攻,无法通过一般方式减免。当勇士攻击怪物时,每回合都会附加对应量的伤害,对坚固怪同样有效。",
|
||||
"额外攻击会显示在状态栏的攻击右方偏下的位置。"
|
||||
]
|
||||
},
|
||||
"skillTree": {
|
||||
"text": "技能树",
|
||||
"condition": "flags.chapter > 0",
|
||||
|
@ -9,6 +9,7 @@ import mark from './plugin/mark';
|
||||
import setting from './plugin/settings';
|
||||
import chapter from './plugin/ui/chapter';
|
||||
import fly from './plugin/ui/fly';
|
||||
import chase from './plugin/chase/chase';
|
||||
|
||||
function forward() {
|
||||
// 每个引入的插件都要在这里执行,否则不会被转发
|
||||
@ -22,7 +23,8 @@ function forward() {
|
||||
mark(),
|
||||
setting(),
|
||||
chapter(),
|
||||
fly()
|
||||
fly(),
|
||||
chase()
|
||||
];
|
||||
|
||||
// 初始化所有插件,并转发到core上
|
||||
|
224
src/plugin/chase/chase.ts
Normal file
224
src/plugin/chase/chase.ts
Normal file
@ -0,0 +1,224 @@
|
||||
import { Animation, sleep, TimingFn } from 'mutate-animate';
|
||||
import { has } from '../utils';
|
||||
import { ChaseCameraData, ChasePath, getChaseDataByIndex } from './data';
|
||||
|
||||
export default function init() {
|
||||
return { startChase };
|
||||
}
|
||||
|
||||
export function shake2(power: number, timing: TimingFn): TimingFn {
|
||||
let r = 0;
|
||||
return t => {
|
||||
r += Math.PI / 2;
|
||||
return Math.sin(r) * power * timing(t);
|
||||
};
|
||||
}
|
||||
|
||||
export class Chase {
|
||||
/**
|
||||
* 动画实例
|
||||
*/
|
||||
ani: Animation = new Animation();
|
||||
|
||||
/**
|
||||
* 追逐战的路径
|
||||
*/
|
||||
path: ChasePath;
|
||||
|
||||
/**
|
||||
* 是否展示路径
|
||||
*/
|
||||
showPath: boolean = false;
|
||||
|
||||
/**
|
||||
* 开始一个追逐战
|
||||
* @param index 追逐战索引
|
||||
* @param path 追逐战的路线
|
||||
* @param fn 开始时执行的函数
|
||||
*/
|
||||
constructor(
|
||||
path: ChasePath,
|
||||
fns: ((chase: Chase) => void)[],
|
||||
camera: ChaseCameraData[],
|
||||
showPath: boolean = false
|
||||
) {
|
||||
this.path = path;
|
||||
flags.__lockViewport__ = true;
|
||||
flags.onChase = true;
|
||||
flags.chaseTime = {
|
||||
[core.status.floorId]: Date.now()
|
||||
};
|
||||
this.ani
|
||||
.absolute()
|
||||
.time(0)
|
||||
.move(core.bigmap.offsetX / 32, core.bigmap.offsetY / 32);
|
||||
fns.forEach(v => v(this));
|
||||
const added: FloorIds[] = [];
|
||||
const ctx = core.createCanvas('chasePath', 0, 0, 0, 0, 35);
|
||||
|
||||
for (const [id, x, y, start, time, mode, path] of camera) {
|
||||
if (!added.includes(id)) {
|
||||
this.on(
|
||||
id,
|
||||
0,
|
||||
() => {
|
||||
flags.__lockViewport__ = false;
|
||||
core.drawHero();
|
||||
flags.__lockViewport__ = true;
|
||||
this.ani
|
||||
.time(0)
|
||||
.move(
|
||||
core.bigmap.offsetX / 32,
|
||||
core.bigmap.offsetY / 32
|
||||
);
|
||||
},
|
||||
true
|
||||
);
|
||||
added.push(id);
|
||||
}
|
||||
if (!has(path)) {
|
||||
this.on(id, start, () => {
|
||||
this.ani.time(time).mode(mode).move(x, y);
|
||||
});
|
||||
} else {
|
||||
this.on(id, start, () => {
|
||||
this.ani.time(time).mode(mode).moveAs(path);
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
this.ani.ticker.add(() => {
|
||||
if (!flags.floorChanging) {
|
||||
core.setViewport(this.ani.x * 32, this.ani.y * 32);
|
||||
core.relocateCanvas(ctx, -this.ani.x * 32, -this.ani.y * 32);
|
||||
}
|
||||
});
|
||||
|
||||
if (showPath) {
|
||||
for (const [id, p] of Object.entries(path) as [
|
||||
FloorIds,
|
||||
LocArr[]
|
||||
][]) {
|
||||
this.on(id, 0, () => {
|
||||
const floor = core.status.maps[id];
|
||||
core.resizeCanvas(ctx, floor.width * 32, floor.height * 32);
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(p[0][0] * 32 + 16, p[1][1] * 32 + 24);
|
||||
ctx.lineJoin = 'round';
|
||||
ctx.lineWidth = 4;
|
||||
ctx.strokeStyle = 'cyan';
|
||||
ctx.globalAlpha = 0.3;
|
||||
p.forEach((v, i, a) => {
|
||||
if (i === 0) return;
|
||||
const [x, y] = v;
|
||||
ctx.lineTo(x * 32 + 16, y * 32 + 24);
|
||||
});
|
||||
ctx.stroke();
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 在追逐战的某个时刻执行函数
|
||||
* @param floorId 楼层id
|
||||
* @param time 该楼层中经过的时间
|
||||
* @param fn 执行的函数
|
||||
*/
|
||||
on(
|
||||
floorId: FloorIds,
|
||||
time: number,
|
||||
fn: (chase: Chase) => void,
|
||||
first: boolean = false
|
||||
) {
|
||||
const func = () => {
|
||||
if (!flags.chaseTime?.[floorId]) return;
|
||||
if (Date.now() - (flags.chaseTime?.[floorId] ?? 0) >= time) {
|
||||
fn(this);
|
||||
this.ani.ticker.remove(func);
|
||||
}
|
||||
};
|
||||
this.ani.ticker.add(func, first);
|
||||
}
|
||||
|
||||
/**
|
||||
* 当勇士移动到某个点上时执行函数
|
||||
* @param x 横坐标
|
||||
* @param y 纵坐标
|
||||
* @param floorId 楼层id
|
||||
* @param fn 执行的函数
|
||||
* @param mode 为0时,当传入数组时表示勇士在任意一个位置都执行,否则是每个位置执行一次
|
||||
*/
|
||||
onHeroLoc(
|
||||
floorId: FloorIds,
|
||||
fn: (chase: Chase) => void,
|
||||
x?: number | number[],
|
||||
y?: number | number[],
|
||||
mode: 0 | 1 = 0
|
||||
) {
|
||||
if (mode === 1) {
|
||||
if (typeof x === 'number') x = [x];
|
||||
if (typeof y === 'number') y = [y];
|
||||
x!.forEach(v => {
|
||||
(y as number[]).forEach(vv => {
|
||||
this.onHeroLoc(floorId, fn, v, vv);
|
||||
});
|
||||
});
|
||||
return;
|
||||
}
|
||||
const judge = () => {
|
||||
if (core.status.floorId !== floorId) return false;
|
||||
if (has(x)) {
|
||||
if (typeof x === 'number') {
|
||||
if (core.status.hero.loc.x !== x) return false;
|
||||
} else {
|
||||
if (!x.includes(core.status.hero.loc.x)) return false;
|
||||
}
|
||||
}
|
||||
if (has(y)) {
|
||||
if (typeof y === 'number') {
|
||||
if (core.status.hero.loc.y !== y) return false;
|
||||
} else {
|
||||
if (!y.includes(core.status.hero.loc.y)) return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
};
|
||||
const func = () => {
|
||||
if (judge()) {
|
||||
fn(this);
|
||||
try {
|
||||
this.ani.ticker.remove(func);
|
||||
} catch {}
|
||||
}
|
||||
};
|
||||
this.ani.ticker.add(func);
|
||||
}
|
||||
|
||||
/**
|
||||
* 设置路径显示状态
|
||||
* @param show 是否显示路径
|
||||
*/
|
||||
setPathShowStatus(show: boolean) {
|
||||
this.showPath = show;
|
||||
}
|
||||
|
||||
/**
|
||||
* 结束这个追逐战
|
||||
*/
|
||||
end() {
|
||||
this.ani.ticker.destroy();
|
||||
delete flags.onChase;
|
||||
delete flags.chase;
|
||||
flags.__lockViewport__ = false;
|
||||
core.deleteCanvas('chasePath');
|
||||
}
|
||||
}
|
||||
|
||||
export async function startChase(index: number) {
|
||||
const data = getChaseDataByIndex(index);
|
||||
flags.chaseIndex = index;
|
||||
flags.onChase = true;
|
||||
await sleep(20);
|
||||
flags.chase = new Chase(data.path, data.fns, data.camera);
|
||||
}
|
587
src/plugin/chase/chase1.ts
Normal file
587
src/plugin/chase/chase1.ts
Normal file
@ -0,0 +1,587 @@
|
||||
import { Animation, bezier, hyper, linear, shake, sleep } from 'mutate-animate';
|
||||
import { Chase, shake2 } from './chase';
|
||||
import { ChaseCameraData } from './data';
|
||||
|
||||
const ani = new Animation();
|
||||
ani.register('rect', 0);
|
||||
|
||||
export const path1: Partial<Record<FloorIds, LocArr[]>> = {
|
||||
MT16: [
|
||||
[23, 23],
|
||||
[0, 23]
|
||||
],
|
||||
MT15: [
|
||||
[63, 4],
|
||||
[61, 4],
|
||||
[61, 5],
|
||||
[58, 5],
|
||||
[58, 8],
|
||||
[54, 8],
|
||||
[54, 11],
|
||||
[51, 11],
|
||||
[51, 8],
|
||||
[45, 8],
|
||||
[45, 4],
|
||||
[47, 4],
|
||||
[47, 6],
|
||||
[51, 6],
|
||||
[51, 5],
|
||||
[52, 5],
|
||||
[52, 3],
|
||||
[50, 3],
|
||||
[50, 5],
|
||||
[48, 5],
|
||||
[48, 3],
|
||||
[35, 3],
|
||||
[35, 5],
|
||||
[31, 5],
|
||||
[31, 7],
|
||||
[34, 7],
|
||||
[34, 9],
|
||||
[31, 9],
|
||||
[31, 11],
|
||||
[12, 11],
|
||||
[12, 8],
|
||||
[1, 8],
|
||||
[1, 7],
|
||||
[0, 7]
|
||||
],
|
||||
MT14: [
|
||||
[127, 7],
|
||||
[126, 7],
|
||||
[126, 8],
|
||||
[124, 8],
|
||||
[124, 7],
|
||||
[115.2, 7],
|
||||
[115.2, 9.2],
|
||||
[110.2, 9.2],
|
||||
[110.2, 11],
|
||||
[109.8, 11],
|
||||
[109.8, 8.8],
|
||||
[111.8, 8.8],
|
||||
[111.8, 7],
|
||||
[104, 7],
|
||||
[104, 3],
|
||||
[100, 3],
|
||||
[100, 4],
|
||||
[98, 4],
|
||||
[98, 3],
|
||||
[96, 3],
|
||||
[96, 6],
|
||||
[95, 6],
|
||||
[95, 7],
|
||||
[88, 7],
|
||||
[88, 6],
|
||||
[85, 6],
|
||||
[85, 8],
|
||||
[83, 8],
|
||||
[83, 9],
|
||||
[81, 9],
|
||||
[81, 11],
|
||||
[72, 11],
|
||||
[72, 5],
|
||||
[68, 5],
|
||||
[68, 8],
|
||||
[67, 8],
|
||||
[67, 10],
|
||||
[65, 10],
|
||||
[65, 11],
|
||||
[62, 11],
|
||||
[62, 9],
|
||||
[60, 9],
|
||||
[60, 11],
|
||||
[57, 11],
|
||||
[57, 9],
|
||||
[54, 9]
|
||||
]
|
||||
};
|
||||
|
||||
export const camera1: ChaseCameraData[] = [
|
||||
['MT16', 0, 10, 0, 1600, hyper('sin', 'in')],
|
||||
['MT15', 45, 0, 0, 2324, hyper('sin', 'in')],
|
||||
['MT15', 40, 0, 2324, 1992, hyper('sin', 'out')],
|
||||
['MT15', 41, 0, 5312, 498, hyper('sin', 'in-out')],
|
||||
['MT15', 37, 0, 5810, 1660, hyper('sin', 'in')],
|
||||
['MT15', 29, 0, 7470, 830, hyper('sin', 'out')],
|
||||
['MT15', 25, 0, 11454, 996, hyper('sin', 'in')],
|
||||
['MT15', 12, 0, 12450, 996, linear()],
|
||||
['MT15', 0, 0, 13446, 1470, hyper('sin', 'out')],
|
||||
['MT14', 109, 0, 0, 1328, hyper('sin', 'in')],
|
||||
['MT14', 104, 0, 1328, 332, hyper('sin', 'out')],
|
||||
['MT14', 92, 0, 5478, 2822, hyper('sin', 'in')],
|
||||
['MT14', 84, 0, 8300, 1992, linear()],
|
||||
['MT14', 74, 0, 10292, 2988, linear()],
|
||||
['MT14', 65, 0, 13280, 2988, linear()],
|
||||
['MT14', 58, 0, 16268, 1992, linear()],
|
||||
['MT14', 47, 0, 18260, 3320, linear()],
|
||||
['MT14', 36, 0, 21580, 3320, linear()],
|
||||
['MT14', 0, 0, 24900, 9960, linear()]
|
||||
];
|
||||
|
||||
/**
|
||||
* 追逐战开始前的初始化函数,移除所有血瓶和门等
|
||||
*/
|
||||
export function init1() {
|
||||
const ids: FloorIds[] = ['MT13', 'MT14', 'MT15'];
|
||||
const toRemove: [number, number, FloorIds][] = [];
|
||||
ids.forEach(v => {
|
||||
core.status.maps[v].cannotMoveDirectly = true;
|
||||
core.extractBlocks(v);
|
||||
core.status.maps[v].blocks.forEach(vv => {
|
||||
if (
|
||||
['animates', 'items'].includes(vv.event.cls) &&
|
||||
!vv.event.id.endsWith('Portal')
|
||||
) {
|
||||
toRemove.push([vv.x, vv.y, v]);
|
||||
}
|
||||
});
|
||||
});
|
||||
toRemove.forEach(v => {
|
||||
core.removeBlock(...v);
|
||||
});
|
||||
}
|
||||
|
||||
export function chaseShake(chase: Chase) {
|
||||
chase.ani
|
||||
.mode(shake2(2 / 32, bezier(1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1)), true)
|
||||
.time(50000)
|
||||
.shake(1, 0);
|
||||
}
|
||||
|
||||
export async function wolfMove(chase: Chase) {
|
||||
core.moveBlock(23, 17, Array(6).fill('down'), 80);
|
||||
await sleep(550);
|
||||
core.setBlock(508, 23, 23);
|
||||
}
|
||||
|
||||
export function judgeFail1(chase: Chase) {
|
||||
chase.ani.ticker.add(() => {
|
||||
if (core.status.hero.loc.x > core.bigmap.offsetX / 32 + 17) {
|
||||
chase.end();
|
||||
ani.time(750).apply('rect', 0);
|
||||
core.lose('逃跑失败');
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
export function drawBack(chase: Chase) {
|
||||
chase.on('MT15', 0, () => {
|
||||
ani.mode(hyper('sin', 'out')).time(1500).absolute().apply('rect', 64);
|
||||
const ctx = core.createCanvas('chaseBack', 0, 0, 480, 480, 120);
|
||||
ctx.fillStyle = '#000';
|
||||
const fn = () => {
|
||||
if (!ctx) ani.ticker.remove(fn);
|
||||
core.clearMap(ctx);
|
||||
ctx.fillRect(0, 0, 480, ani.value.rect);
|
||||
ctx.fillRect(0, 480, 480, -ani.value.rect);
|
||||
};
|
||||
ani.ticker.add(fn);
|
||||
});
|
||||
}
|
||||
|
||||
export function para1(chase: Chase) {
|
||||
chase.on('MT15', 830, () => {
|
||||
for (let tx = 53; tx < 58; tx++) {
|
||||
for (let ty = 3; ty < 8; ty++) {
|
||||
core.setBlock(336, tx, ty);
|
||||
}
|
||||
}
|
||||
core.drawAnimate('explosion3', 55, 5);
|
||||
core.drawAnimate('stone', 55, 5);
|
||||
});
|
||||
chase.on('MT15', 1080, () => {
|
||||
core.setBlock(336, 58, 9);
|
||||
core.setBlock(336, 59, 9);
|
||||
core.drawAnimate('explosion1', 58, 9);
|
||||
core.drawAnimate('explosion1', 59, 9);
|
||||
});
|
||||
chase.on('MT15', 1190, () => {
|
||||
core.setBlock(336, 53, 8);
|
||||
core.setBlock(336, 52, 8);
|
||||
core.drawAnimate('explosion1', 53, 8);
|
||||
core.drawAnimate('explosion1', 52, 8);
|
||||
});
|
||||
chase.on('MT15', 1580, () => {
|
||||
core.setBlock(336, 51, 7);
|
||||
core.drawAnimate('explosion1', 51, 7);
|
||||
});
|
||||
chase.on('MT15', 1830, () => {
|
||||
core.setBlock(336, 47, 7);
|
||||
core.setBlock(336, 49, 9);
|
||||
core.drawAnimate('explosion1', 49, 9);
|
||||
core.drawAnimate('explosion1', 47, 7);
|
||||
});
|
||||
}
|
||||
|
||||
export function para2(chase: Chase) {
|
||||
chase.onHeroLoc(
|
||||
'MT15',
|
||||
() => {
|
||||
core.setBlock(336, 45, 9);
|
||||
core.drawAnimate('explosion1', 45, 9);
|
||||
},
|
||||
45,
|
||||
8
|
||||
);
|
||||
chase.onHeroLoc(
|
||||
'MT15',
|
||||
() => {
|
||||
core.setBlock(336, 44, 6);
|
||||
core.drawAnimate('explosion1', 44, 6);
|
||||
},
|
||||
45,
|
||||
6
|
||||
);
|
||||
chase.onHeroLoc(
|
||||
'MT15',
|
||||
() => {
|
||||
core.setBlock(336, 44, 4);
|
||||
core.drawAnimate('explosion1', 44, 4);
|
||||
core.drawAnimate('explosion1', 48, 6);
|
||||
core.removeBlock(48, 6);
|
||||
},
|
||||
45,
|
||||
4
|
||||
);
|
||||
chase.onHeroLoc(
|
||||
'MT15',
|
||||
() => {
|
||||
core.setBlock(336, 41, 4);
|
||||
core.setBlock(336, 32, 6);
|
||||
core.drawAnimate('explosion1', 41, 4);
|
||||
core.drawAnimate('explosion1', 32, 6);
|
||||
},
|
||||
41,
|
||||
3
|
||||
);
|
||||
chase.onHeroLoc(
|
||||
'MT15',
|
||||
() => {
|
||||
core.drawAnimate('explosion3', 37, 7);
|
||||
core.vibrate('vertical', 1000, 25, 10);
|
||||
for (let tx = 36; tx < 42; tx++) {
|
||||
for (let ty = 4; ty < 11; ty++) {
|
||||
core.setBlock(336, tx, ty);
|
||||
}
|
||||
}
|
||||
},
|
||||
35,
|
||||
3
|
||||
);
|
||||
chase.onHeroLoc(
|
||||
'MT15',
|
||||
() => {
|
||||
core.vibrate('vertical', 10000, 25, 1);
|
||||
core.removeBlock(34, 8);
|
||||
core.removeBlock(33, 8);
|
||||
core.drawAnimate('explosion1', 34, 8);
|
||||
core.drawAnimate('explosion1', 33, 8);
|
||||
},
|
||||
31,
|
||||
5
|
||||
);
|
||||
chase.onHeroLoc(
|
||||
'MT15',
|
||||
() => {
|
||||
core.setBlock(336, 32, 9);
|
||||
core.drawAnimate('explosion1', 32, 9);
|
||||
},
|
||||
33,
|
||||
7
|
||||
);
|
||||
chase.onHeroLoc(
|
||||
'MT15',
|
||||
() => {
|
||||
core.removeBlock(32, 9);
|
||||
core.drawAnimate('explosion1', 32, 9);
|
||||
},
|
||||
[33, 34, 34],
|
||||
9
|
||||
);
|
||||
for (let x = 19; x < 31; x++) {
|
||||
const xx = x;
|
||||
chase.onHeroLoc(
|
||||
'MT15',
|
||||
() => {
|
||||
core.setBlock(336, xx + 1, 11);
|
||||
core.drawAnimate('explosion1', xx + 1, 11);
|
||||
},
|
||||
xx,
|
||||
11
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
export function para3(chase: Chase) {
|
||||
chase.onHeroLoc(
|
||||
'MT14',
|
||||
() => {
|
||||
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);
|
||||
},
|
||||
126,
|
||||
7
|
||||
);
|
||||
chase.onHeroLoc(
|
||||
'MT14',
|
||||
() => {
|
||||
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);
|
||||
},
|
||||
123,
|
||||
7
|
||||
);
|
||||
chase.onHeroLoc(
|
||||
'MT14',
|
||||
() => {
|
||||
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'] }
|
||||
]);
|
||||
chase.onHeroLoc(
|
||||
'MT14',
|
||||
() => {
|
||||
core.jumpBlock(112, 7, 110, 4, 500, true);
|
||||
core.drawHeroAnimate('amazed');
|
||||
setTimeout(() => {
|
||||
core.setBlock(506, 110, 4);
|
||||
}, 540);
|
||||
},
|
||||
112,
|
||||
8
|
||||
);
|
||||
},
|
||||
110,
|
||||
10
|
||||
);
|
||||
chase.onHeroLoc(
|
||||
'MT14',
|
||||
() => {
|
||||
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);
|
||||
},
|
||||
118,
|
||||
7
|
||||
);
|
||||
chase.onHeroLoc(
|
||||
'MT14',
|
||||
() => {
|
||||
core.setBlock(336, 112, 8);
|
||||
core.setBlock(336, 113, 7);
|
||||
core.drawAnimate('explosion1', 112, 8);
|
||||
core.drawAnimate('explosion1', 113, 7);
|
||||
},
|
||||
112,
|
||||
7
|
||||
);
|
||||
chase.onHeroLoc(
|
||||
'MT14',
|
||||
() => {
|
||||
for (let 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);
|
||||
},
|
||||
115,
|
||||
7
|
||||
);
|
||||
chase.onHeroLoc(
|
||||
'MT14',
|
||||
() => {
|
||||
core.jumpBlock(97, 4, 120, -3, 2000);
|
||||
for (let tx = 109; tx <= 120; tx++) {
|
||||
for (let ty = 3; ty <= 11; ty++) {
|
||||
if (ty == 7) continue;
|
||||
core.setBlock(336, tx, ty);
|
||||
}
|
||||
}
|
||||
core.drawAnimate('explosion2', 119, 7);
|
||||
core.removeBlock(105, 7);
|
||||
core.drawAnimate('explosion1', 105, 7);
|
||||
},
|
||||
110,
|
||||
7
|
||||
);
|
||||
chase.onHeroLoc(
|
||||
'MT14',
|
||||
() => {
|
||||
core.setBlock(336, 95, 3);
|
||||
core.setBlock(336, 93, 6);
|
||||
core.drawAnimate('explosion1', 95, 3);
|
||||
core.drawAnimate('explosion1', 93, 6);
|
||||
},
|
||||
97,
|
||||
3
|
||||
);
|
||||
chase.onHeroLoc(
|
||||
'MT14',
|
||||
() => {
|
||||
core.setBlock(336, 87, 4);
|
||||
core.setBlock(336, 88, 5);
|
||||
core.drawAnimate('explosion1', 87, 4);
|
||||
core.drawAnimate('explosion1', 88, 5);
|
||||
},
|
||||
88,
|
||||
6
|
||||
);
|
||||
chase.onHeroLoc(
|
||||
'MT14',
|
||||
() => {
|
||||
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);
|
||||
},
|
||||
86,
|
||||
6
|
||||
);
|
||||
chase.onHeroLoc(
|
||||
'MT14',
|
||||
() => {
|
||||
core.setBlock(336, 81, 8);
|
||||
core.setBlock(336, 82, 11);
|
||||
core.drawAnimate('explosion1', 81, 8);
|
||||
core.drawAnimate('explosion1', 82, 11);
|
||||
},
|
||||
81,
|
||||
9
|
||||
);
|
||||
chase.onHeroLoc(
|
||||
'MT14',
|
||||
() => {
|
||||
core.setBlock(336, 73, 8);
|
||||
core.setBlock(336, 72, 4);
|
||||
core.drawAnimate('explosion1', 73, 8);
|
||||
core.drawAnimate('explosion1', 72, 4);
|
||||
},
|
||||
72,
|
||||
11
|
||||
);
|
||||
chase.onHeroLoc(
|
||||
'MT14',
|
||||
() => {
|
||||
for (let tx = 74; tx < 86; tx++) {
|
||||
for (let ty = 3; ty < 12; ty++) {
|
||||
core.setBlock(336, tx, ty);
|
||||
}
|
||||
}
|
||||
core.drawAnimate('explosion2', 79, 7);
|
||||
core.vibrate('vertical', 4000, 25, 15);
|
||||
},
|
||||
71,
|
||||
7
|
||||
);
|
||||
chase.onHeroLoc(
|
||||
'MT14',
|
||||
() => {
|
||||
core.setBlock(336, 68, 4);
|
||||
core.setBlock(336, 67, 6);
|
||||
core.drawAnimate('explosion1', 68, 4);
|
||||
core.drawAnimate('explosion1', 67, 6);
|
||||
},
|
||||
68,
|
||||
5
|
||||
);
|
||||
chase.onHeroLoc(
|
||||
'MT14',
|
||||
() => {
|
||||
for (let tx = 65; tx <= 72; tx++) {
|
||||
for (let 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);
|
||||
},
|
||||
67,
|
||||
10
|
||||
);
|
||||
chase.onHeroLoc(
|
||||
'MT14',
|
||||
() => {
|
||||
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);
|
||||
},
|
||||
64,
|
||||
11
|
||||
);
|
||||
chase.onHeroLoc(
|
||||
'MT14',
|
||||
() => {
|
||||
for (let tx = 58; tx <= 64; tx++) {
|
||||
for (let ty = 3; ty <= 11; ty++) {
|
||||
core.setBlock(336, tx, ty);
|
||||
}
|
||||
}
|
||||
core.drawAnimate('explosion2', 61, 7);
|
||||
},
|
||||
57,
|
||||
9
|
||||
);
|
||||
for (let x = 21; x < 49; x++) {
|
||||
chase.onHeroLoc(
|
||||
'MT14',
|
||||
() => {
|
||||
for (let ty = 3; ty <= 11; ty++) {
|
||||
core.setBlock(336, x + 4, ty);
|
||||
core.drawAnimate('explosion1', x + 4, ty);
|
||||
}
|
||||
},
|
||||
x
|
||||
);
|
||||
}
|
||||
chase.onHeroLoc(
|
||||
'MT14',
|
||||
async () => {
|
||||
flags.finishChase1 = true;
|
||||
ani.time(750).apply('rect', 0);
|
||||
chase.end();
|
||||
await sleep(750);
|
||||
ani.ticker.destroy();
|
||||
core.deleteCanvas('chaseBack');
|
||||
},
|
||||
21
|
||||
);
|
||||
}
|
52
src/plugin/chase/data.ts
Normal file
52
src/plugin/chase/data.ts
Normal file
@ -0,0 +1,52 @@
|
||||
import { PathFn, TimingFn } from 'mutate-animate';
|
||||
import { Chase } from './chase';
|
||||
import {
|
||||
camera1,
|
||||
para1,
|
||||
para2,
|
||||
para3,
|
||||
path1,
|
||||
chaseShake,
|
||||
wolfMove,
|
||||
init1,
|
||||
judgeFail1,
|
||||
drawBack
|
||||
} from './chase1';
|
||||
|
||||
export type ChaseCameraData = [
|
||||
floorId: FloorIds, // 楼层
|
||||
x: number, // 目标横坐标
|
||||
y: number, // 目标纵坐标
|
||||
start: number, // 开始时间
|
||||
time: number, // 持续时间
|
||||
mode: TimingFn, // 渐变函数
|
||||
path?: PathFn // 路径函数
|
||||
];
|
||||
|
||||
export type ChasePath = Partial<Record<FloorIds, LocArr[]>>;
|
||||
|
||||
interface ChaseData {
|
||||
camera: ChaseCameraData[];
|
||||
fns: ((chase: Chase) => void)[];
|
||||
path: ChasePath;
|
||||
}
|
||||
|
||||
export function getChaseDataByIndex(index: number): ChaseData {
|
||||
if (index === 1) {
|
||||
init1();
|
||||
return {
|
||||
camera: camera1,
|
||||
fns: [
|
||||
para1,
|
||||
para2,
|
||||
para3,
|
||||
chaseShake,
|
||||
wolfMove,
|
||||
drawBack,
|
||||
judgeFail1
|
||||
],
|
||||
path: path1
|
||||
};
|
||||
}
|
||||
throw new ReferenceError(`Deliver wrong chase index.`);
|
||||
}
|
7
src/types/map.d.ts
vendored
7
src/types/map.d.ts
vendored
@ -146,6 +146,11 @@ interface FloorBase<T extends FloorIds = FloorIds> {
|
||||
*/
|
||||
cannotViewMap?: boolean;
|
||||
|
||||
/**
|
||||
* 是否不能瞬移
|
||||
*/
|
||||
cannotMoveDirectly?: boolean;
|
||||
|
||||
/**
|
||||
* 是否是地下层
|
||||
*/
|
||||
@ -1347,7 +1352,7 @@ interface Maps {
|
||||
name: AnimationIds | NameMapIn<AnimationIds>,
|
||||
x: number,
|
||||
y: number,
|
||||
alignWindow: boolean,
|
||||
alignWindow?: boolean,
|
||||
callback?: () => void
|
||||
): number;
|
||||
|
||||
|
6
src/types/plugin.d.ts
vendored
6
src/types/plugin.d.ts
vendored
@ -108,6 +108,12 @@ interface PluginUtils {
|
||||
type: 'warn' | 'info' | 'success' | 'error' | 'warning' | 'loading',
|
||||
text: string
|
||||
): void;
|
||||
|
||||
/**
|
||||
* 开始一个追逐战
|
||||
* @param index 追逐战索引
|
||||
*/
|
||||
startChase(index: number): Promise<void>;
|
||||
}
|
||||
|
||||
interface PluginUis {
|
||||
|
4
src/types/ui.d.ts
vendored
4
src/types/ui.d.ts
vendored
@ -784,7 +784,7 @@ interface Ui {
|
||||
* 重新定位一个自定义画布
|
||||
*/
|
||||
relocateCanvas(
|
||||
name: string,
|
||||
name: CtxRefer,
|
||||
x: number,
|
||||
y: number,
|
||||
useDelta?: boolean
|
||||
@ -806,7 +806,7 @@ interface Ui {
|
||||
* @param isTempCanvas 是否是临时画布,如果填true,会将临时画布修改为高清画布
|
||||
*/
|
||||
resizeCanvas(
|
||||
name: string,
|
||||
name: CtxRefer,
|
||||
x?: number,
|
||||
y?: number,
|
||||
styleOnly?: boolean,
|
||||
|
Loading…
Reference in New Issue
Block a user