diff --git a/public/libs/control.js b/public/libs/control.js
index f5503f9..8c4f800 100644
--- a/public/libs/control.js
+++ b/public/libs/control.js
@@ -3677,7 +3677,8 @@ control.prototype._playBgm_play = function (bgm, startTime) {
// 如果当前正在播放,且和本BGM相同,直接忽略
if (
core.musicStatus.playingBgm == bgm &&
- !core.material.bgms[core.musicStatus.playingBgm].paused
+ !core.material.bgms[core.musicStatus.playingBgm].paused &&
+ !startTime
) {
return;
}
diff --git a/public/project/floors/MT14.js b/public/project/floors/MT14.js
index cc0db69..65be6af 100644
--- a/public/project/floors/MT14.js
+++ b/public/project/floors/MT14.js
@@ -20,7 +20,7 @@ main.floors.MT14=
"name": "plot1.mp3"
}
],
- "parallelDo": "if (flags.chase) {\n\tcore.changeChaseView(true);\n}",
+ "parallelDo": "",
"events": {
"24,7": {
"trigger": "action",
@@ -101,7 +101,7 @@ main.floors.MT14=
"data": [
{
"type": "if",
- "condition": "flag:finishChase",
+ "condition": "flag:finishChase1",
"true": [
{
"type": "function",
diff --git a/public/project/floors/MT15.js b/public/project/floors/MT15.js
index 602c927..a91ddc1 100644
--- a/public/project/floors/MT15.js
+++ b/public/project/floors/MT15.js
@@ -31,7 +31,7 @@ main.floors.MT15=
"\t[野蛮人]\b[up,hero]山路开始崎岖多变了,要更小心一些"
],
"eachArrive": [],
- "parallelDo": "if (flags.chase) {\n\tcore.changeChaseView(true);\n}",
+ "parallelDo": "",
"events": {
"44,0": [
"不愧是你!!!"
diff --git a/public/project/floors/MT16.js b/public/project/floors/MT16.js
index a0cd5c4..6497269 100644
--- a/public/project/floors/MT16.js
+++ b/public/project/floors/MT16.js
@@ -12,7 +12,7 @@ main.floors.MT16=
"images": [],
"ratio": 1,
"defaultGround": "T331",
- "bgm": null,
+ "bgm": "mount.mp3",
"color": null,
"weather": [
"cloud",
@@ -37,7 +37,7 @@ main.floors.MT16=
"type": "pauseBgm"
}
],
- "parallelDo": "if (flags.chase) {\n\tcore.changeChaseView(true);\n}",
+ "parallelDo": "",
"events": {
"23,19": [
{
@@ -88,6 +88,9 @@ main.floors.MT16=
],
"no": [
"追逐战后录像会进行自动修复,不用担心录像问题",
+ {
+ "type": "hideStatusBar"
+ },
{
"type": "function",
"function": "function(){\ncore.status.maps.MT15.canFlyFrom = false\n}"
@@ -360,11 +363,11 @@ main.floors.MT16=
"time": 3000
},
{
- "type": "autoSave"
+ "type": "function",
+ "function": "function(){\ncore.startChase(1);\n}"
},
{
- "type": "function",
- "function": "function(){\ncore.startChase();\n}"
+ "type": "autoSave"
}
],
"2,23": [
@@ -378,18 +381,11 @@ main.floors.MT16=
"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",
"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",
"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",
- "逃跑方式:哪里爆炸走哪里",
- "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",
- "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",
- "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",
- "注意!!!再说一遍!!!重新跑需要刷新页面!!!",
+ "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",
+ "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",
{
"type": "hide",
"remove": true
- },
- {
- "type": "function",
- "function": "function(){\ncore.initChase();\n}"
}
]
},
diff --git a/public/project/functions.js b/public/project/functions.js
index 17b4b98..2e90c3d 100644
--- a/public/project/functions.js
+++ b/public/project/functions.js
@@ -121,6 +121,8 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a = {
// 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
// floorId为要切换到的楼层ID;heroLoc表示勇士切换到的位置
+ flags.floorChanging = true;
+
// ---------- 此时还没有进行切换,当前floorId还是原来的 ---------- //
var currentId = core.status.floorId || null; // 获得当前的floorId,可能为null
var fromLoad = core.hasFlag('__fromLoad__'); // 是否是读档造成的切换
@@ -212,6 +214,13 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a = {
// 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
// floorId是切换到的楼层
+ if (flags.onChase) {
+ flags.chaseTime ??= {};
+ flags.chaseTime[floorId] = Date.now();
+ }
+
+ flags.floorChanging = false;
+
// 如果是读档,则进行检查(是否需要恢复事件)
if (core.hasFlag('__fromLoad__')) {
core.events.recoverEvents(core.getFlag('__events__'));
@@ -1417,7 +1426,10 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a = {
},
loadData: function (data, callback) {
// 读档操作;从存储中读取了内容后的行为
-
+ if (window.flags && flags.onChase) {
+ flags.chase.end();
+ flags.onChase = true;
+ }
// 重置游戏和路线
core.resetGame(
data.hero,
@@ -1468,6 +1480,13 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a = {
core.removeFlag('__fromLoad__');
if (callback) callback();
+
+ if (flags.onChase) {
+ core.startChase(flags.chaseIndex);
+ if (flags.chaseIndex === 1) {
+ core.playBgm('escape.mp3', 43.5);
+ }
+ }
});
},
getStatusLabel: function (name) {
diff --git a/public/project/plugins.js b/public/project/plugins.js
index 9e43239..ecaa78b 100644
--- a/public/project/plugins.js
+++ b/public/project/plugins.js
@@ -3411,601 +3411,6 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 = {
this._checkBlock_repulse(core.status.checkBlock.repulse[loc]);
};
},
- chase: function () {
- // 山野追逐战
- // 初始变量
- // 视野路线 x, y, frame
- var route = [
- [10, 10, 0],
- [0, 10, 100],
- [0, 10, 200],
- [49, 0, 500],
- [49, 0, 550],
- [45, 0, 640],
- [40, 0, 760],
- [40, 0, 820],
- [41, 0, 850],
- [37, 0, 950],
- [31, 0, 1000],
- [29, 0, 1020],
- [29, 0, 1210],
- [25, 0, 1270],
- [12, 0, 1330],
- [0, 0, 1470],
- [0, 0, 2000],
- [113, 0, 2500],
- [109, 0, 2580],
- [104, 0, 2600],
- [104, 0, 2830],
- [92, 0, 3000],
- [84, 0, 3120],
- [74, 0, 3300],
- [65, 0, 3480],
- [58, 0, 3600],
- [47, 0, 3800],
- [36, 0, 4000],
- [0, 0, 4600]
- ];
- // 效果函数
- var funcs = [[0, wolfRun], [550, shake1], [10000000]];
- var parrallels = [para1, para2]; // 并行脚本
- var speed = 0; // 速度
- var index = 0; // 当前要到达的索引
- var fIndex = 0; // 函数索引
- var frame = 0; // 帧数
- var acc = 0; // 加速度
- var currX = route[0][1] * 32; // 当前x轴
- var inBlack = false;
- var x = core.getHeroLoc('x');
- var y = core.getHeroLoc('y'); // 勇士坐标
- // 初始化,删除门和道具
- this.initChase = function () {
- speed = 0; // 速度
- index = 0; // 当前要到达的索引
- fIndex = 0; // 函数索引
- frame = 0; // 帧数
- acc = 0; // 加速度
- currX = route[0][1] * 32; // 当前x轴
- inBlack = false;
- x = core.getHeroLoc('x');
- y = core.getHeroLoc('y'); // 勇士坐标
- // 循环删除
- for (var i = 13; i < 16; i++) {
- var floorId = 'MT' + i;
- // 不可瞬移
- core.status.maps[floorId].cannotMoveDirectly = true;
- core.extractBlocks(floorId);
- for (
- var j = 0;
- j < core.status.maps[floorId].blocks.length;
- j++
- ) {
- var block = core.status.maps[floorId].blocks[j];
- var cls = block.event.cls,
- id = block.event.id;
- if (
- (cls == 'animates' || cls == 'items') &&
- !id.endsWith('Portal')
- ) {
- core.removeBlock(block.x, block.y, floorId);
- j--;
- }
- }
- }
- };
- // 函数们
- function wolfRun() {
- core.moveBlock(
- 23,
- 17,
- ['down', 'down', 'down', 'down', 'down', 'down'],
- 80
- );
- setTimeout(() => {
- core.setBlock(508, 23, 23);
- core.moveBlock(
- 23,
- 23,
- [
- 'left',
- 'left',
- 'left',
- 'left',
- 'left',
- 'left',
- 'left',
- 'left',
- 'left',
- 'left',
- 'left',
- 'left',
- 'left',
- 'left',
- 'left',
- 'left',
- 'left'
- ],
- 80,
- true
- );
- }, 500);
- }
- // MT15函数1
- function shake1() {
- core.vibrate('vertical', 1000, 25, 2);
- for (var tx = 53; tx < 58; tx++) {
- for (var ty = 3; ty < 8; ty++) {
- core.setBlock(336, tx, ty);
- }
- }
- core.drawAnimate('explosion3', 55, 5);
- core.drawAnimate('stone', 55, 5);
- setTimeout(() => {
- core.setBlock(336, 58, 9);
- core.setBlock(336, 59, 9);
- core.drawAnimate('explosion1', 58, 9);
- core.drawAnimate('explosion1', 59, 9);
- }, 250);
- setTimeout(() => {
- core.setBlock(336, 53, 8);
- core.setBlock(336, 52, 8);
- core.drawAnimate('explosion1', 53, 8);
- core.drawAnimate('explosion1', 52, 8);
- }, 360);
- setTimeout(() => {
- core.setBlock(336, 51, 7);
- core.drawAnimate('explosion1', 51, 7);
- }, 750);
- setTimeout(() => {
- core.vibrate('vertical', 6000, 25, 1);
- core.setBlock(336, 47, 7);
- core.setBlock(336, 49, 9);
- core.drawAnimate('explosion1', 49, 9);
- core.drawAnimate('explosion1', 47, 7);
- }, 1000);
- }
- // 并行1
- function para1() {
- if (core.status.floorId != 'MT15') return;
- if (x == 45 && y == 8 && !flags.p11) {
- core.setBlock(336, 45, 9);
- core.drawAnimate('explosion1', 45, 9);
- flags.p11 = true;
- }
- if (x == 45 && y == 6 && !flags.p12) {
- core.setBlock(336, 44, 6);
- core.drawAnimate('explosion1', 44, 6);
- flags.p12 = true;
- }
- if (x == 45 && y == 4 && !flags.p13) {
- core.setBlock(336, 44, 4);
- core.drawAnimate('explosion1', 44, 4);
- core.drawAnimate('explosion1', 48, 6);
- core.removeBlock(48, 6);
- flags.p13 = true;
- }
- if (x == 41 && y == 3 && !flags.p14) {
- core.setBlock(336, 41, 4);
- core.setBlock(336, 32, 6);
- core.drawAnimate('explosion1', 41, 4);
- core.drawAnimate('explosion1', 32, 6);
- flags.p14 = true;
- }
- if (x == 35 && y == 3 && !flags.p15) {
- core.drawAnimate('explosion3', 37, 7);
- core.vibrate('vertical', 1000, 25, 10);
- for (var tx = 36; tx < 42; tx++) {
- for (var ty = 4; ty < 11; ty++) {
- core.setBlock(336, tx, ty);
- }
- }
- flags.p15 = true;
- }
- if (x == 31 && y == 5 && !flags.p16) {
- core.vibrate('vertical', 10000, 25, 1);
- core.removeBlock(34, 8);
- core.removeBlock(33, 8);
- core.drawAnimate('explosion1', 34, 8);
- core.drawAnimate('explosion1', 33, 8);
- flags.p16 = true;
- }
- if (x == 33 && y == 7 && !flags.p17) {
- core.setBlock(336, 32, 9);
- core.drawAnimate('explosion1', 32, 9);
- flags.p17 = true;
- }
- if ((x == 33 || x == 34 || x == 35) && y == 9 && !flags.p18) {
- core.removeBlock(32, 9);
- core.drawAnimate('explosion1', 32, 9);
- flags.p18 = true;
- }
- if (x > 18 && x < 31 && y == 11 && !flags['p19' + x]) {
- core.setBlock(336, x + 1, 11);
- core.drawAnimate('explosion1', x + 1, 11);
- flags['p19' + x] = true;
- }
- }
- // 并行2
- function para2() {
- if (core.status.floorId != 'MT14') return;
- if (x == 126 && y == 7 && !flags.p21) {
- core.setBlock(336, 126, 6);
- core.setBlock(336, 124, 6);
- core.setBlock(336, 124, 9);
- core.setBlock(336, 126, 9);
- core.drawAnimate('explosion1', 126, 6);
- core.drawAnimate('explosion1', 124, 6);
- core.drawAnimate('explosion1', 124, 9);
- core.drawAnimate('explosion1', 126, 9);
- flags.p21 = true;
- }
- if (x == 123 && y == 7 && !flags.p22) {
- core.setBlock(508, 127, 7);
- core.jumpBlock(127, 7, 112, 7, 500, true);
- setTimeout(() => {
- core.setBlock(509, 112, 7);
- }, 520);
- core.drawHeroAnimate('amazed');
- core.setBlock(336, 121, 6);
- core.setBlock(336, 122, 6);
- core.setBlock(336, 120, 8);
- core.setBlock(336, 121, 8);
- core.setBlock(336, 122, 8);
- core.drawAnimate('explosion1', 121, 6);
- core.drawAnimate('explosion1', 122, 6);
- core.drawAnimate('explosion1', 120, 8);
- core.drawAnimate('explosion1', 121, 8);
- core.drawAnimate('explosion1', 122, 8);
- flags.p22 = true;
- }
- if (x == 110 && y == 10 && !flags.p23) {
- core.setBlock(336, 109, 11);
- core.removeBlock(112, 8);
- core.drawAnimate('explosion1', 109, 11);
- core.drawAnimate('explosion1', 112, 8);
- core.insertAction([
- { type: 'moveHero', time: 400, steps: ['backward:1'] }
- ]);
- flags.p23 = true;
- }
- if (x == 112 && y == 8 && !flags.p24 && flags.p23) {
- core.jumpBlock(112, 7, 110, 4, 500, true);
- core.drawHeroAnimate('amazed');
- setTimeout(() => {
- core.setBlock(506, 110, 4);
- }, 540);
- flags.p24 = true;
- }
- if (x == 118 && y == 7 && !flags.p25) {
- core.setBlock(336, 117, 6);
- core.setBlock(336, 116, 6);
- core.setBlock(336, 115, 6);
- core.setBlock(336, 114, 6);
- core.setBlock(336, 117, 8);
- core.setBlock(336, 116, 8);
- core.drawAnimate('explosion1', 117, 6);
- core.drawAnimate('explosion1', 116, 6);
- core.drawAnimate('explosion1', 115, 6);
- core.drawAnimate('explosion1', 114, 6);
- core.drawAnimate('explosion1', 116, 8);
- core.drawAnimate('explosion1', 117, 8);
- flags.p25 = true;
- }
- if (x == 112 && y == 7 && !flags.p26) {
- core.setBlock(336, 112, 8);
- core.setBlock(336, 113, 7);
- core.drawAnimate('explosion1', 112, 8);
- core.drawAnimate('explosion1', 113, 7);
- flags.p26 = true;
- }
- if (x == 115 && y == 7 && !flags.p39) {
- for (var tx = 111; tx <= 115; tx++) {
- core.setBlock(336, tx, 10);
- core.drawAnimate('explosion1', tx, 10);
- }
- core.setBlock(336, 112, 8);
- core.drawAnimate('explosion1', 112, 8);
- flags.p39 = true;
- }
- if (x == 110 && y == 7 && !flags.p27) {
- core.jumpBlock(97, 4, 120, -3, 2000);
- for (var tx = 109; tx <= 120; tx++) {
- for (var ty = 3; ty <= 11; ty++) {
- if (ty == 7) continue;
- core.setBlock(336, tx, ty);
- }
- }
- core.vibrate('vertical', 3000, 25, 10);
- core.drawAnimate('explosion2', 119, 7);
- core.insertAction([
- {
- type: 'autoText',
- text: '\t[原始人]\b[down,hero]卧槽!!吓死我了!!',
- time: 600
- }
- ]);
- core.removeBlock(105, 7);
- core.drawAnimate('explosion1', 105, 7);
- flags.p27 = true;
- }
- if (x == 97 && y == 3 && !flags.p28) {
- core.setBlock(336, 95, 3);
- core.setBlock(336, 93, 6);
- core.drawAnimate('explosion1', 95, 3);
- core.drawAnimate('explosion1', 93, 6);
- flags.p28 = true;
- }
- if (x == 88 && y == 6 && !flags.p29) {
- core.setBlock(336, 87, 4);
- core.setBlock(336, 88, 5);
- core.drawAnimate('explosion1', 87, 4);
- core.drawAnimate('explosion1', 88, 5);
- flags.p29 = true;
- }
- if (x == 86 && y == 6 && !flags.p30) {
- core.setBlock(336, 84, 6);
- core.setBlock(336, 85, 5);
- core.setBlock(336, 86, 8);
- core.drawAnimate('explosion1', 84, 6);
- core.drawAnimate('explosion1', 85, 5);
- core.drawAnimate('explosion1', 86, 8);
- flags.p30 = true;
- }
- if (x == 81 && y == 9 && !flags.p31) {
- core.setBlock(336, 81, 8);
- core.setBlock(336, 82, 11);
- core.drawAnimate('explosion1', 81, 8);
- core.drawAnimate('explosion1', 82, 11);
- flags.p31 = true;
- }
- if (x == 72 && y == 11 && !flags.p32) {
- core.setBlock(336, 73, 8);
- core.setBlock(336, 72, 4);
- core.drawAnimate('explosion1', 73, 8);
- core.drawAnimate('explosion1', 72, 4);
- flags.p32 = true;
- }
- if (x == 72 && y == 7 && !flags.p33) {
- for (var tx = 74; tx < 86; tx++) {
- for (var ty = 3; ty < 12; ty++) {
- core.setBlock(336, tx, ty);
- }
- }
- core.drawAnimate('explosion2', 79, 7);
- core.vibrate('vertical', 4000, 25, 15);
- setTimeout(() => {
- core.vibrate(10000, null, 4);
- });
- flags.p33 = true;
- }
- if (x == 68 && y == 5 && !flags.p34) {
- core.setBlock(336, 68, 4);
- core.setBlock(336, 67, 6);
- core.drawAnimate('explosion1', 68, 4);
- core.drawAnimate('explosion1', 67, 6);
- flags.p34 = true;
- }
- if (x == 67 && y == 10 && !flags.p35) {
- for (var tx = 65; tx <= 72; tx++) {
- for (var ty = 3; ty <= 9; ty++) {
- core.setBlock(336, tx, ty);
- }
- }
- core.setBlock(336, 72, 10);
- core.setBlock(336, 72, 11);
- core.drawAnimate('explosion3', 69, 5);
- core.vibrate('vertical', 2000, 25, 7);
- flags.p35 = true;
- }
- if (x == 64 && y == 11 && !flags.p36) {
- core.setBlock(336, 63, 9);
- core.setBlock(336, 60, 8);
- core.setBlock(336, 56, 11);
- core.drawAnimate('explosion1', 63, 9);
- core.drawAnimate('explosion1', 60, 8);
- core.drawAnimate('explosion1', 56, 11);
- flags.p36 = true;
- }
- if (x == 57 && y == 9 && !flags.p37) {
- for (tx = 58; tx <= 64; tx++) {
- for (var ty = 3; ty <= 11; ty++) {
- core.setBlock(336, tx, ty);
- }
- }
- core.drawAnimate('explosion2', 61, 7);
- core.vibrate('vertical', 3000, 25, 12);
- setTimeout(() => {
- core.vibrate(20000, null, 4);
- }, 3000);
- flags.p37 = true;
- }
- if (x <= 48 && !flags['p38' + x] && x >= 21) {
- for (var ty = 3; ty <= 11; ty++) {
- core.setBlock(336, x + 4, ty);
- core.drawAnimate('explosion1', x + 4, ty);
- }
- flags['p38' + x] = true;
- }
- if (x == 21 && flags.p37) {
- core.endChase();
- }
- }
- // 开始追逐
- this.startChase = function () {
- flags.__lockViewport__ = true;
- flags.chase = true;
- speed = 0; // 速度
- index = 0; // 当前要到达的索引
- fIndex = 0; // 函数索引
- frame = 0; // 帧数
- acc = 0; // 加速度
- currX = route[0][1] * 32; // 当前x轴
- inBlack = false;
- x = core.getHeroLoc('x');
- y = core.getHeroLoc('y'); // 勇士坐标
- core.values.moveSpeed = 100;
- core.loadOneSound('quake.mp3');
- core.drawHero();
- core.pauseBgm();
- core.playBgm('escape.mp3', 43.5);
- };
- // 视野变化 useAcc:是否匀变速
- this.changeChaseView = function (useAcc) {
- if (flags.haveLost) return;
- var floorId = core.status.floorId;
- if (frame >= 3600) useAcc = false;
- // 刚进MT15时
- if (floorId === 'MT15' && !inBlack) {
- frame = 500;
- index = 3;
- fIndex = 1;
- speed = 0;
- acc = 0;
- currX = 32 * 49;
- inBlack = true;
- core.setGameCanvasTranslate('hero', 224, 0);
- flags.startShake = true;
- core.playSound('地震');
- core.insertAction([{ type: 'sleep', time: 500, noSkip: true }]);
- var interval = setInterval(() => {
- core.playSound('地震');
- if (index >= route.length - 1) clearInterval(interval);
- }, 15000);
- core.vibrate('vertical', 1000, 25);
- setTimeout(() => {
- core.blackEdge();
- core.insertAction([
- {
- type: 'autoText',
- text: '\t[原始人]\b[down,hero]糟糕,还地震了!',
- time: 1500
- },
- {
- type: 'autoText',
- text: '\t[原始人]\b[down,hero]快跑!',
- time: 1000
- }
- ]);
- flags.startShake = false;
- }, 500);
- }
- // 超范围失败
- if (x * 32 > currX + 480 + 64) {
- flags.haveLost = true;
- core.lose('逃跑失败');
- return;
- }
- // 刚进MT14
- if (floorId == 'MT14' && !flags.first14) {
- frame = 2500;
- index = 17;
- fIndex = 2;
- speed = 0;
- acc = 0;
- currX = 117 * 32;
- core.vibrate('vertical', 10000, 25, 2);
- core.setGameCanvasTranslate('hero', 224, 0);
- flags.first14 = true;
- }
- // 停止运行
- if (index >= route.length) return;
- // 切换索引
- if (frame > route[index][2]) {
- index++;
- if (index == 3 && floorId == 'MT16') {
- core.lose('逃跑失败');
- }
- if (index >= route.length) {
- return;
- }
- core.changeChaseIndex(useAcc);
- }
- // 碰到狼就死
- if (floorId == 'MT16') {
- if (x >= 6) {
- if (x > 25 - (frame - 29) / 5) {
- flags.haveLost = true;
- core.lose('逃跑失败');
- return;
- }
- }
- }
- // 执行函数
- if (frame == funcs[fIndex][0]) {
- funcs[fIndex][1]();
- fIndex++;
- }
- // 并行
- for (var i in parrallels) {
- parrallels[i]();
- }
- if (useAcc) speed += acc;
- currX += speed;
- if (floorId == 'MT16') core.setViewport(currX, 320);
- else core.setViewport(currX, 0);
- x = core.getHeroLoc('x');
- y = core.getHeroLoc('y');
- frame++;
- };
- // 路线索引切换
- this.changeChaseIndex = function (useAcc) {
- var fromR = route[index - 1],
- toR = route[index];
- var dt = toR[2] - fromR[2],
- dx = (toR[0] - fromR[0]) * 32;
- if (dx == 0) {
- acc = 0;
- speed = 0;
- }
- if (useAcc) {
- acc = (2 * (dx - speed * dt)) / (dt * dt);
- } else {
- speed = dx / dt;
- }
- };
- // 黑边
- this.blackEdge = function () {
- core.createCanvas('edge', 0, 0, 480, 480, 100);
- var f = 0;
- var h = 0,
- s = 2.56;
- // 初始动画
- function start() {
- core.clearMap('edge');
- core.fillRect('edge', 0, 0, 480, h);
- core.fillRect('edge', 0, 480, 480, -h);
- f++;
- s -= 0.0512;
- h += s;
- if (f == 50) clearInterval(interval);
- }
- var interval = setInterval(start, 20);
- };
- // 结束追逐
- this.endChase = function () {
- flags.chase = false;
- flags.__lockViewport__ = false;
- core.autoFixRouteBoss(false);
- // 黑边消失
- clearInterval(interval);
- var f = 0;
- var h = 64,
- s = 0;
- var interval = setInterval(() => {
- core.clearMap('edge');
- core.fillRect('edge', 0, 0, 480, h);
- core.fillRect('edge', 0, 480, 480, -h);
- f++;
- s += 0.0512;
- h -= s;
- if (f == 50) {
- clearInterval(interval);
- core.deleteCanvas('edge');
- flags.finishChase = true;
- }
- });
- };
- },
hotReload: function () {
if (main.mode !== 'play' || main.replayChecking) return;
diff --git a/src/components/scroll.vue b/src/components/scroll.vue
index 7ce3db4..206d69c 100644
--- a/src/components/scroll.vue
+++ b/src/components/scroll.vue
@@ -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 = '';
diff --git a/src/data/desc.json b/src/data/desc.json
index 2c5d79d..ff7672d 100644
--- a/src/data/desc.json
+++ b/src/data/desc.json
@@ -6,29 +6,183 @@
"这里显示本塔中需要注意的事项。",
"
",
"
",
- "1. 本塔中几乎所有 ui 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。",
+ "
",
+ "
",
+ "2. 本塔中几乎所有 ui 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。",
"
",
"
",
- "2. 本百科全书的内容会随着游戏的推进而增加新内容,",
+ "3. 本百科全书的内容会随着游戏的推进而增加新内容,",
"同时每次增加新内容时都会有提示。",
"
",
"
",
- "3. 本塔主要面向电脑端设计,",
+ "4. 本塔主要面向电脑端设计,",
"建议使用电脑游玩以获得更好的游戏体验。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。",
"
",
"
",
- "4. 对于手机端,可以点击右下角的难度文字来切换工具栏至数字键。",
+ "5. 对于手机端,可以点击右下角的难度文字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。",
"
",
"
",
- "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。",
+ "
",
+ "
",
+ "魔塔是一种固定数值rpg游戏,在打怪的时候,遵循我打你一下,你打我一下",
+ "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。",
+ "
",
+ "
",
+ "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红宝石 > 蓝宝石 > 血瓶,",
+ "但部分情况可能不是这样,这需要你自己的游玩经验等。",
+ "
",
+ "
",
+ "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。",
+ "
",
+ "
",
+ "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,",
+ "价值是红 > 蓝 > 黄。",
+ "
",
+ "
",
+ "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。",
+ "
",
+ "
",
+ "下面是勇士基础属性的说明:",
+ "
",
+ "1. 生命值:",
+ "勇士的血量,当它归零时,游戏结束",
+ "
",
+ "2. 攻击:",
+ "勇士的攻击,攻击越高,每回合对怪物造成的伤害越高",
+ "
",
+ "3. 防御:",
+ "勇士的防御,防御越高,怪物每回合对你造成的伤害越低",
+ "
",
+ "4. 经验:",
+ "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",
+ "
",
+ "5. 金币:",
+ "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",
+ "
",
+ "6. 护盾:",
+ "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。",
+ "
",
+ "
",
+ "1. 临界:",
+ "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。而距离下一次减少怪物的伤害需要加的攻击的量",
+ "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。",
+ "
",
+ "
",
+ "2. 加防:",
+ "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查看减伤折线图,",
+ "更多信息请查看“怪物手册”条目。",
+ "
",
+ "
",
+ "3. 咸鱼:",
+ "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。",
+ "
",
+ "
",
+ "下面是样板中的所有快捷键:",
+ "
",
+ "X:打开怪物手册",
+ "
",
+ "S:打开存档界面",
+ "
",
+ "D:打开读档界面",
+ "
",
+ "A或5:读取自动存档",
+ "
",
+ "W或6:撤销读取的自动存档",
+ "
",
+ "Q:打开装备栏",
+ "
",
+ "T:打开道具栏",
+ "
",
+ "G:打开楼层传送器",
+ "
",
+ "Z或单击勇士:勇士转向",
+ "
",
+ "空格或双击勇士或7:轻按(拾取勇士周围的宝物但不移动勇士)",
+ "
",
+ "Esc:打开游戏菜单",
+ "
",
+ "R:打开录像回放菜单",
+ "
",
+ "N:询问是否返回游戏主菜单",
+ "
",
+ "V:打开快捷商店",
+ "
",
+ "B:打开数据统计界面",
+ "
",
+ "Alt + 数字键:快速换装",
+ "
",
+ "PgUp或PgDn:浏览地图",
+ "
",
+ "P:打开评论区",
+ "
",
+ "
",
+ "下面是本塔中新增的快捷键:",
+ "
",
+ "M: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。",
+ "
",
+ "
",
+ "1. 智慧:",
+ "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。",
+ "
",
+ "
",
+ "2. 生命回复:",
+ "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。",
+ "
",
+ "
",
+ "3. 额外攻击:",
+ "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 @@
"
",
"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。",
- "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。",
+ "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。",
"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。",
"
",
@@ -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。",
"
",
"
",
- "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,在任意栏目中按下X键会退出怪物手册,返回游戏,",
"按下回车(Enter)键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。",
"
",
"
",
- "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。",
"
",
"
",
"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。",
- "
",
- "
",
- "1. 智慧:",
- "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。",
- "
",
- "
",
- "2. 生命回复:",
- "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。",
- "
",
- "
",
- "3. 额外攻击:",
- "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",
diff --git a/src/initPlugin.ts b/src/initPlugin.ts
index ea69e0f..8f9749d 100644
--- a/src/initPlugin.ts
+++ b/src/initPlugin.ts
@@ -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
diff --git a/src/plugin/chase/chase.ts b/src/plugin/chase/chase.ts
new file mode 100644
index 0000000..4f6248a
--- /dev/null
+++ b/src/plugin/chase/chase.ts
@@ -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);
+}
diff --git a/src/plugin/chase/chase1.ts b/src/plugin/chase/chase1.ts
new file mode 100644
index 0000000..a232ef2
--- /dev/null
+++ b/src/plugin/chase/chase1.ts
@@ -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> = {
+ 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
+ );
+}
diff --git a/src/plugin/chase/data.ts b/src/plugin/chase/data.ts
new file mode 100644
index 0000000..0a79ff5
--- /dev/null
+++ b/src/plugin/chase/data.ts
@@ -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>;
+
+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.`);
+}
diff --git a/src/types/map.d.ts b/src/types/map.d.ts
index dc9df48..fdff9f1 100644
--- a/src/types/map.d.ts
+++ b/src/types/map.d.ts
@@ -146,6 +146,11 @@ interface FloorBase {
*/
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,
x: number,
y: number,
- alignWindow: boolean,
+ alignWindow?: boolean,
callback?: () => void
): number;
diff --git a/src/types/plugin.d.ts b/src/types/plugin.d.ts
index 9a0a934..d521aa7 100644
--- a/src/types/plugin.d.ts
+++ b/src/types/plugin.d.ts
@@ -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;
}
interface PluginUis {
diff --git a/src/types/ui.d.ts b/src/types/ui.d.ts
index 73b05f8..5a2bd2c 100644
--- a/src/types/ui.d.ts
+++ b/src/types/ui.d.ts
@@ -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,