///
var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 = {
init: function () {
this._afterLoadResources = function () {};
},
sprite: function () {
const sprites = {};
// 终于能用es6了(恼
class Sprite {
constructor(x, y, w, h, z, reference, name) {
this.x = x;
this.y = y;
this.width = w;
this.height = h;
this.zIndex = z;
this.reference = reference;
/** @type {HTMLCanvasElement} */
this.canvas = null;
/** @type {CanvasRenderingContext2D} */
this.context = null;
this.count = 0;
this.name = name;
this.key = [];
this.init();
}
init() {
const name = this.name || `_sprite_${Sprite.count}`;
this.name = name;
if (this.reference === 'window') {
const canvas = document.createElement('canvas');
this.canvas = canvas;
this.context = canvas.getContext('2d');
canvas.width = this.width;
canvas.height = this.height;
canvas.style.width = this.width + 'px';
canvas.style.height = this.height + 'px';
canvas.style.position = 'absolute';
canvas.style.top = this.y + 'px';
canvas.style.left = this.x + 'px';
canvas.style.zIndex = this.zIndex.toString();
document.body.appendChild(canvas);
} else {
this.context = core.createCanvas(
name,
this.x,
this.y,
this.width,
this.height,
this.zIndex
);
this.canvas = this.context.canvas;
this.count = Sprite.count;
this.canvas.style.pointerEvents = 'auto';
}
Sprite.count++;
sprites[this.name] = this;
}
setCss(css) {
css = css.replace('\n', ';').replace(';;', ';');
const effects = css.split(';');
const canvas = this.canvas;
effects.forEach(v => {
const content = v.split(':');
let name = content[0];
let value = content[1];
name = name
.trim()
.split('-')
.reduce((pre, curr, i, a) => {
if (i === 0 && curr !== '') return curr;
if (a[0] === '' && i === 1) return curr;
return pre + curr.toUpperCase()[0] + curr.slice(1);
}, '');
if (name in canvas.style) canvas.style[name] = value;
});
return this;
}
move(x, y, isDelta) {
if (x !== undefined && x !== null) this.x = x;
if (y !== undefined && y !== null) this.y = y;
if (this.reference === 'window') {
var ele = this.canvas;
ele.style.left =
x + (isDelta ? parseFloat(ele.style.left) : 0) + 'px';
ele.style.top =
y + (isDelta ? parseFloat(ele.style.top) : 0) + 'px';
} else core.relocateCanvas(this.context, x, y, isDelta);
return this;
}
resize(w, h, styleOnly) {
if (w !== undefined && w !== null) this.width = w;
if (h !== undefined && h !== null) this.height = h;
if (this.reference === 'window') {
const ele = this.canvas;
ele.style.width = w + 'px';
ele.style.height = h + 'px';
if (!styleOnly) {
ele.width = w;
ele.height = h;
}
} else core.resizeCanvas(this.context, w, h, styleOnly);
return this;
}
rotate(angle, cx, cy) {
if (this.reference === 'window') {
const left = this.x;
const top = this.y;
this.canvas.style.transformOrigin =
cx - left + 'px ' + (cy - top) + 'px';
if (angle === 0) {
canvas.style.transform = '';
} else {
canvas.style.transform = 'rotate(' + angle + 'deg)';
}
} else {
core.rotateCanvas(this.context, angle, cx, cy);
}
return this;
}
destroy() {
if (this.reference === 'window') {
if (this.canvas) document.body.removeChild(this.canvas);
} else {
core.deleteCanvas(this.name);
}
this.key?.forEach(v =>
document.removeEventListener(v[0], v[1])
);
sprites[this.name] = void 0;
}
/**
* 类似样板registerAction接口,但是是以该sprite的左上角为(0,0)计算的
* @param {keyof HTMLElementEventMap} type
* @param {(...param: any[]) => void} handler
*/
on(type, handler) {
if (this.reference !== 'game')
throw new ReferenceError(
`当sprite的reference为window时,不可使用该函数`
);
const mouse = [
'auxclick',
'click',
'contextmenu',
'dblclick',
'mousedown',
'mouseup',
'mouseenter',
'mouseleave',
'mousemove',
'mouseout',
'mouseover'
];
const key = ['keydown', 'keypress', 'keyup'];
const touch = [
'touchstart',
'touchend',
'touchcancel',
'touchmove'
];
if (mouse.includes(type)) {
this.addEventListener(type, e => {
const px = e.offsetX / core.domStyle.scale,
py = e.offsetY / core.domStyle.scale;
handler(px, py);
});
} else if (type === 'wheel') {
this.addEventListener('wheel', e => {
handler(e.deltaY, e.deltaX, e.deltaZ);
});
} else if (key.includes(type)) {
// 键盘事件只能加到document上
const listener = e => {
handler(
e.key,
e.keyCode,
e.altKey,
e.ctrlKey,
e.shiftKey
);
};
this.key.push([type, listener]);
document.addEventListener(type, listener);
} else if (touch.includes(type)) {
this.addEventListener(type, e => {
/** @type {TouchList} */
const touches = e.touches;
const locs = [];
for (let i = 0; i < touches.length; i++) {
const t = touches[i];
const { x, y } = core.actions._getClickLoc(
t.clientX,
t.clientY
);
const px = x / core.domStyle.scale,
py = y / core.domStyle.scale;
locs.push([px, py]);
}
handler(...locs);
});
}
}
addEventListener() {
this.canvas.addEventListener.apply(this.canvas, arguments);
}
removeEventListener() {
this.canvas.removeEventListener.apply(this.canvas, arguments);
}
}
this.getSprite = function (name) {
const s = sprites[name];
if (!s) throw new ReferenceError(`不能获得不存在的sprite`);
return sprites[name];
};
Sprite.count = 0;
window.Sprite = Sprite;
},
shop: function () {
// 【全局商店】相关的功能
//
// 打开一个全局商店
// shopId:要打开的商店id;noRoute:是否不计入录像
this.openShop = function (shopId, noRoute) {
var shop = core.status.shops[shopId];
// Step 1: 检查能否打开此商店
if (!this.canOpenShop(shopId)) {
core.drawTip('该商店尚未开启');
return false;
}
// Step 2: (如有必要)记录打开商店的脚本事件
if (!noRoute) {
core.status.route.push('shop:' + shopId);
}
// Step 3: 检查道具商店 or 公共事件
if (shop.item) {
if (core.openItemShop) {
core.openItemShop(shopId);
} else {
core.playSound('操作失败');
core.insertAction(
'道具商店插件不存在!请检查是否存在该插件!'
);
}
return;
}
if (shop.commonEvent) {
core.insertCommonEvent(shop.commonEvent, shop.args);
return;
}
// Step 4: 执行标准公共商店
core.insertAction(this._convertShop(shop));
return true;
};
////// 将一个全局商店转变成可预览的公共事件 //////
this._convertShop = function (shop) {
return [
{
type: 'function',
function: "() => {core.setFlag('@temp@shop', true);}"
},
{
type: 'while',
condition: 'true',
data: [
// 检测能否访问该商店
{
type: 'if',
condition: "core.isShopVisited('" + shop.id + "')",
true: [
// 可以访问,直接插入执行效果
{
type: 'function',
function:
"() => { core.plugin._convertShop_replaceChoices('" +
shop.id +
"', false) }"
}
],
false: [
// 不能访问的情况下:检测能否预览
{
type: 'if',
condition: shop.disablePreview,
true: [
// 不可预览,提示并退出
{ type: 'playSound', name: '操作失败' },
'当前无法访问该商店!',
{ type: 'break' }
],
false: [
// 可以预览:将商店全部内容进行替换
{
type: 'tip',
text: '当前处于预览模式,不可购买'
},
{
type: 'function',
function:
"() => { core.plugin._convertShop_replaceChoices('" +
shop.id +
"', true) }"
}
]
}
]
}
]
},
{
type: 'function',
function: "() => {core.removeFlag('@temp@shop');}"
}
];
};
this._convertShop_replaceChoices = function (shopId, previewMode) {
var shop = core.status.shops[shopId];
var choices = (shop.choices || [])
.filter(choice => {
if (choice.condition == null || choice.condition == '')
return true;
try {
return core.calValue(choice.condition);
} catch (e) {
return true;
}
})
.map(choice => {
var ableToBuy = core.calValue(choice.need);
return {
text: choice.text,
icon: choice.icon,
color:
ableToBuy && !previewMode
? choice.color
: [153, 153, 153, 1],
action:
ableToBuy && !previewMode
? [{ type: 'playSound', name: '确定' }].concat(
choice.action
)
: [
{ type: 'playSound', name: '操作失败' },
{
type: 'tip',
text: previewMode
? '预览模式下不可购买'
: '购买条件不足'
}
]
};
})
.concat({ text: '离开', action: [{ type: 'break' }] });
core.insertAction({
type: 'choices',
text: shop.text,
choices: choices
});
};
/// 是否访问过某个快捷商店
this.isShopVisited = function (id) {
if (!core.hasFlag('__shops__')) core.setFlag('__shops__', {});
var shops = core.getFlag('__shops__');
if (!shops[id]) shops[id] = {};
return shops[id].visited;
};
/// 当前应当显示的快捷商店列表
this.listShopIds = function () {
return Object.keys(core.status.shops).filter(id => {
return (
core.isShopVisited(id) || !core.status.shops[id].mustEnable
);
});
};
/// 是否能够打开某个商店
this.canOpenShop = function (id) {
if (this.isShopVisited(id)) return true;
var shop = core.status.shops[id];
if (shop.item || shop.commonEvent || shop.mustEnable) return false;
return true;
};
/// 启用或禁用某个快捷商店
this.setShopVisited = function (id, visited) {
if (!core.hasFlag('__shops__')) core.setFlag('__shops__', {});
var shops = core.getFlag('__shops__');
if (!shops[id]) shops[id] = {};
if (visited) shops[id].visited = true;
else delete shops[id].visited;
};
/// 能否使用快捷商店
this.canUseQuickShop = function (id) {
// 如果返回一个字符串,表示不能,字符串为不能使用的提示
// 返回null代表可以使用
// 检查当前楼层的canUseQuickShop选项是否为false
if (core.status.thisMap.canUseQuickShop === false)
return '当前楼层不能使用快捷商店。';
return null;
};
/// 允许商店X键退出
core.registerAction(
'keyUp',
'shops',
keycode => {
if (
!core.status.lockControl ||
!core.hasFlag('@temp@shop') ||
core.status.event.id != 'action'
)
return false;
if (core.status.event.data.type != 'choices') return false;
var data = core.status.event.data.current;
var choices = data.choices;
var topIndex =
core.actions.HSIZE -
parseInt((choices.length - 1) / 2) +
(core.status.event.ui.offset || 0);
if (keycode == 88 || keycode == 27) {
// X, ESC
core.actions._clickAction(
core.actions.HSIZE,
topIndex + choices.length - 1
);
return true;
}
if (keycode == 13 || keycode == 32) return true;
return false;
},
60
);
/// 允许长按空格或回车连续执行操作
core.registerAction(
'keyDown',
'shops',
keycode => {
if (
!core.status.lockControl ||
!core.hasFlag('@temp@shop') ||
core.status.event.id != 'action'
)
return false;
if (core.status.event.data.type != 'choices') return false;
var data = core.status.event.data.current;
var choices = data.choices;
var topIndex =
core.actions.HSIZE -
parseInt((choices.length - 1) / 2) +
(core.status.event.ui.offset || 0);
if (keycode == 13 || keycode == 32) {
// Space, Enter
core.actions._clickAction(
core.actions.HSIZE,
topIndex + core.status.event.selection
);
return true;
}
return false;
},
60
);
// 允许长按屏幕连续执行操作
core.registerAction(
'longClick',
'shops',
(x, y, px, py) => {
if (
!core.status.lockControl ||
!core.hasFlag('@temp@shop') ||
core.status.event.id != 'action'
)
return false;
if (core.status.event.data.type != 'choices') return false;
var data = core.status.event.data.current;
var choices = data.choices;
var topIndex =
core.actions.HSIZE -
parseInt((choices.length - 1) / 2) +
(core.status.event.ui.offset || 0);
if (
x >= core.actions.CHOICES_LEFT &&
x <= core.actions.CHOICES_RIGHT &&
y >= topIndex &&
y < topIndex + choices.length
) {
core.actions._clickAction(x, y);
return true;
}
return false;
},
60
);
},
removeMap: function () {
// 高层塔砍层插件,删除后不会存入存档,不可浏览地图也不可飞到。
// 推荐用法:
// 对于超高层或分区域塔,当在1区时将2区以后的地图删除;1区结束时恢复2区,进二区时删除1区地图,以此类推
// 这样可以大幅减少存档空间,以及加快存读档速度
// 删除楼层
// core.removeMaps("MT1", "MT300") 删除MT1~MT300之间的全部层
// core.removeMaps("MT10") 只删除MT10层
this.removeMaps = function (fromId, toId) {
toId = toId || fromId;
var fromIndex = core.floorIds.indexOf(fromId),
toIndex = core.floorIds.indexOf(toId);
if (toIndex < 0) toIndex = core.floorIds.length - 1;
flags.__visited__ = flags.__visited__ || {};
flags.__removed__ = flags.__removed__ || [];
flags.__disabled__ = flags.__disabled__ || {};
flags.__leaveLoc__ = flags.__leaveLoc__ || {};
for (var i = fromIndex; i <= toIndex; ++i) {
var floorId = core.floorIds[i];
if (core.status.maps[floorId].deleted) continue;
delete flags.__visited__[floorId];
flags.__removed__.push(floorId);
delete flags.__disabled__[floorId];
delete flags.__leaveLoc__[floorId];
(core.status.autoEvents || []).forEach(event => {
if (event.floorId == floorId && event.currentFloor) {
core.autoEventExecuting(event.symbol, false);
core.autoEventExecuted(event.symbol, false);
}
});
core.status.maps[floorId].deleted = true;
core.status.maps[floorId].canFlyTo = false;
core.status.maps[floorId].canFlyFrom = false;
core.status.maps[floorId].cannotViewMap = true;
}
};
// 恢复楼层
// core.resumeMaps("MT1", "MT300") 恢复MT1~MT300之间的全部层
// core.resumeMaps("MT10") 只恢复MT10层
this.resumeMaps = function (fromId, toId) {
toId = toId || fromId;
var fromIndex = core.floorIds.indexOf(fromId),
toIndex = core.floorIds.indexOf(toId);
if (toIndex < 0) toIndex = core.floorIds.length - 1;
flags.__removed__ = flags.__removed__ || [];
for (var i = fromIndex; i <= toIndex; ++i) {
var floorId = core.floorIds[i];
if (!core.status.maps[floorId].deleted) continue;
flags.__removed__ = flags.__removed__.filter(f => {
return f != floorId;
});
core.status.maps[floorId] = core.loadFloor(floorId);
}
};
// 分区砍层相关
var inAnyPartition = floorId => {
var inPartition = false;
(core.floorPartitions || []).forEach(floor => {
var fromIndex = core.floorIds.indexOf(floor[0]);
var toIndex = core.floorIds.indexOf(floor[1]);
var index = core.floorIds.indexOf(floorId);
if (fromIndex < 0 || index < 0) return;
if (toIndex < 0) toIndex = core.floorIds.length - 1;
if (index >= fromIndex && index <= toIndex) inPartition = true;
});
return inPartition;
};
// 分区砍层
this.autoRemoveMaps = function (floorId) {
if (main.mode != 'play' || !inAnyPartition(floorId)) return;
// 根据分区信息自动砍层与恢复
(core.floorPartitions || []).forEach(floor => {
var fromIndex = core.floorIds.indexOf(floor[0]);
var toIndex = core.floorIds.indexOf(floor[1]);
var index = core.floorIds.indexOf(floorId);
if (fromIndex < 0 || index < 0) return;
if (toIndex < 0) toIndex = core.floorIds.length - 1;
if (index >= fromIndex && index <= toIndex) {
core.resumeMaps(
core.floorIds[fromIndex],
core.floorIds[toIndex]
);
} else {
core.removeMaps(
core.floorIds[fromIndex],
core.floorIds[toIndex]
);
}
});
};
},
fiveLayers: function () {
// 是否启用五图层(增加背景2层和前景2层) 将__enable置为true即会启用;启用后请保存后刷新编辑器
// 背景层2将会覆盖背景层 被事件层覆盖 前景层2将会覆盖前景层
// 另外 请注意加入两个新图层 会让大地图的性能降低一些
// 插件作者:ad
var __enable = true;
if (!__enable) return;
// 创建新图层
function createCanvas(name, zIndex) {
if (!name) return;
var canvas = document.createElement('canvas');
canvas.id = name;
canvas.className = 'gameCanvas';
// 编辑器模式下设置zIndex会导致加入的图层覆盖优先级过高
if (main.mode != 'editor') canvas.style.zIndex = zIndex || 0;
// 将图层插入进游戏内容
document.getElementById('gameDraw').appendChild(canvas);
var ctx = canvas.getContext('2d');
core.canvas[name] = ctx;
if (core.domStyle.hdCanvas.indexOf('name') >= 0)
core.maps._setHDCanvasSize(
ctx,
core.__PIXELS__,
core.__PIXELS__
);
else {
canvas.width = core.__PIXELS__;
canvas.height = core.__PIXELS__;
}
return canvas;
}
var bg2Canvas = createCanvas('bg2', 20);
var fg2Canvas = createCanvas('fg2', 63);
// 大地图适配
core.bigmap.canvas = [
'bg2',
'fg2',
'bg',
'event',
'event2',
'fg',
'damage'
];
core.initStatus.bg2maps = {};
core.initStatus.fg2maps = {};
if (main.mode == 'editor') {
/*插入编辑器的图层 不做此步新增图层无法在编辑器显示*/
// 编辑器图层覆盖优先级 eui > efg > fg(前景层) > event2(48*32图块的事件层) > event(事件层) > bg(背景层)
// 背景层2(bg2) 插入事件层(event)之前(即bg与event之间)
document
.getElementById('mapEdit')
.insertBefore(bg2Canvas, document.getElementById('event'));
// 前景层2(fg2) 插入编辑器前景(efg)之前(即fg之后)
document
.getElementById('mapEdit')
.insertBefore(fg2Canvas, document.getElementById('ebm'));
// 原本有三个图层 从4开始添加
var num = 4;
// 新增图层存入editor.dom中
editor.dom.bg2c = core.canvas.bg2.canvas;
editor.dom.bg2Ctx = core.canvas.bg2;
editor.dom.fg2c = core.canvas.fg2.canvas;
editor.dom.fg2Ctx = core.canvas.fg2;
editor.dom.maps.push('bg2map', 'fg2map');
editor.dom.canvas.push('bg2', 'fg2');
// 创建编辑器上的按钮
var createCanvasBtn = name => {
// 电脑端创建按钮
var input = document.createElement('input');
// layerMod4/layerMod5
var id = 'layerMod' + num++;
// bg2map/fg2map
var value = name + 'map';
input.type = 'radio';
input.name = 'layerMod';
input.id = id;
input.value = value;
editor.dom[id] = input;
input.onchange = () => {
editor.uifunctions.setLayerMod(value);
};
return input;
};
var createCanvasBtn_mobile = name => {
// 手机端往选择列表中添加子选项
var input = document.createElement('option');
var id = 'layerMod' + num++;
var value = name + 'map';
input.name = 'layerMod';
input.value = value;
editor.dom[id] = input;
return input;
};
if (!editor.isMobile) {
var input = createCanvasBtn('bg2');
var input2 = createCanvasBtn('fg2');
// 获取事件层及其父节点
var child = document.getElementById('layerMod'),
parent = child.parentNode;
// 背景层2插入事件层前
parent.insertBefore(input, child);
// 不能直接更改背景层2的innerText 所以创建文本节点
var txt = document.createTextNode('背2');
// 插入事件层前(即新插入的背景层2前)
parent.insertBefore(txt, child);
// 向最后插入前景层2(即插入前景层后)
parent.appendChild(input2);
var txt2 = document.createTextNode('前2');
parent.appendChild(txt2);
} else {
var input = createCanvasBtn_mobile('bg2');
var input2 = createCanvasBtn_mobile('fg2');
// 手机端因为是选项 所以可以直接改innerText
input.innerText = '背景2';
input2.innerText = '前景2';
var parent = document.getElementById('layerMod');
parent.insertBefore(input, parent.children[1]);
parent.appendChild(input2);
}
}
core.maps._loadFloor_doNotCopy = function () {
return [
'firstArrive',
'eachArrive',
'blocks',
'parallelDo',
'map',
'bgmap',
'fgmap',
'bg2map',
'fg2map',
'events',
'changeFloor',
'afterBattle',
'afterGetItem',
'afterOpenDoor',
'cannotMove'
];
};
////// 绘制背景和前景层 //////
core.maps._drawBg_draw = function (
floorId,
toDrawCtx,
cacheCtx,
config
) {
config.ctx = cacheCtx;
core.maps._drawBg_drawBackground(floorId, config);
// ------ 调整这两行的顺序来控制是先绘制贴图还是先绘制背景图块;后绘制的覆盖先绘制的。
core.maps._drawFloorImages(
floorId,
config.ctx,
'bg',
null,
null,
config.onMap
);
core.maps._drawBgFgMap(floorId, 'bg', config);
if (config.onMap) {
core.drawImage(
toDrawCtx,
cacheCtx.canvas,
core.bigmap.v2 ? -32 : 0,
core.bigmap.v2 ? -32 : 0
);
core.clearMap('bg2');
core.clearMap(cacheCtx);
}
core.maps._drawBgFgMap(floorId, 'bg2', config);
if (config.onMap)
core.drawImage(
'bg2',
cacheCtx.canvas,
core.bigmap.v2 ? -32 : 0,
core.bigmap.v2 ? -32 : 0
);
config.ctx = toDrawCtx;
};
core.maps._drawFg_draw = function (
floorId,
toDrawCtx,
cacheCtx,
config
) {
config.ctx = cacheCtx;
// ------ 调整这两行的顺序来控制是先绘制贴图还是先绘制前景图块;后绘制的覆盖先绘制的。
core.maps._drawFloorImages(
floorId,
config.ctx,
'fg',
null,
null,
config.onMap
);
core.maps._drawBgFgMap(floorId, 'fg', config);
if (config.onMap) {
core.drawImage(
toDrawCtx,
cacheCtx.canvas,
core.bigmap.v2 ? -32 : 0,
core.bigmap.v2 ? -32 : 0
);
core.clearMap('fg2');
core.clearMap(cacheCtx);
}
core.maps._drawBgFgMap(floorId, 'fg2', config);
if (config.onMap)
core.drawImage(
'fg2',
cacheCtx.canvas,
core.bigmap.v2 ? -32 : 0,
core.bigmap.v2 ? -32 : 0
);
config.ctx = toDrawCtx;
};
////// 移动判定 //////
core.maps._generateMovableArray_arrays = function (floorId) {
return {
bgArray: this.getBgMapArray(floorId),
fgArray: this.getFgMapArray(floorId),
eventArray: this.getMapArray(floorId),
bg2Array: this._getBgFgMapArray('bg2', floorId),
fg2Array: this._getBgFgMapArray('fg2', floorId)
};
};
},
itemShop: function () {
// 道具商店相关的插件
// 可在全塔属性-全局商店中使用「道具商店」事件块进行编辑(如果找不到可以在入口方块中找)
var shopId = null; // 当前商店ID
var type = 0; // 当前正在选中的类型,0买入1卖出
var selectItem = 0; // 当前正在选中的道具
var selectCount = 0; // 当前已经选中的数量
var page = 0;
var totalPage = 0;
var totalMoney = 0;
var list = [];
var shopInfo = null; // 商店信息
var choices = []; // 商店选项
var use = 'money';
var useText = '金币';
var bigFont = core.ui._buildFont(20, false),
middleFont = core.ui._buildFont(18, false);
this._drawItemShop = function () {
// 绘制道具商店
// Step 1: 背景和固定的几个文字
core.ui._createUIEvent();
core.clearMap('uievent');
core.ui.clearUIEventSelector();
core.setTextAlign('uievent', 'left');
core.setTextBaseline('uievent', 'top');
core.fillRect('uievent', 0, 0, 480, 480, 'black');
core.drawWindowSkin('winskin.png', 'uievent', 0, 0, 480, 64);
core.drawWindowSkin('winskin.png', 'uievent', 0, 64, 360, 64);
core.drawWindowSkin('winskin.png', 'uievent', 0, 128, 360, 352);
core.drawWindowSkin('winskin.png', 'uievent', 360, 64, 120, 64);
core.drawWindowSkin('winskin.png', 'uievent', 360, 128, 120, 352);
core.setFillStyle('uievent', 'white');
core.setStrokeStyle('uievent', 'white');
core.fillText('uievent', '购买', 32, 84, 'white', bigFont);
core.fillText('uievent', '卖出', 152, 84);
core.fillText('uievent', '离开', 272, 84);
core.fillText(
'uievent',
'当前' + useText,
374,
75,
null,
middleFont
);
core.setTextAlign('uievent', 'right');
core.fillText(
'uievent',
core.formatBigNumber(core.status.hero.money),
466,
100
);
core.setTextAlign('uievent', 'left');
core.ui.drawUIEventSelector(
1,
'winskin.png',
22 + 120 * type,
76,
60,
33
);
if (selectItem != null) {
core.setTextAlign('uievent', 'center');
core.fillText(
'uievent',
type == 0 ? '买入个数' : '卖出个数',
420,
360,
null,
bigFont
);
core.fillText(
'uievent',
'< ' + selectCount + ' >',
420,
390
);
core.fillText('uievent', '确定', 420, 420);
}
// Step 2:获得列表并展示
list = choices.filter(one => {
if (one.condition != null && one.condition != '') {
try {
if (!core.calValue(one.condition)) return false;
} catch (e) {}
}
return (
(type == 0 && one.money != null) ||
(type == 1 && one.sell != null)
);
});
var per_page = 7;
totalPage = Math.ceil(list.length / per_page);
page = Math.floor((selectItem || 0) / per_page) + 1;
// 绘制分页
if (totalPage > 1) {
var half = 180;
core.setTextAlign('uievent', 'center');
core.fillText(
'uievent',
page + ' / ' + totalPage,
half,
450,
null,
middleFont
);
if (page > 1)
core.fillText('uievent', '上一页', half - 80, 450);
if (page < totalPage)
core.fillText('uievent', '下一页', half + 80, 450);
}
core.setTextAlign('uievent', 'left');
// 绘制每一项
var start = (page - 1) * per_page;
for (var i = 0; i < per_page; ++i) {
var curr = start + i;
if (curr >= list.length) break;
var item = list[curr];
core.drawIcon('uievent', item.id, 10, 141 + i * 40);
core.setTextAlign('uievent', 'left');
core.fillText(
'uievent',
core.material.items[item.id].name,
50,
148 + i * 40,
null,
bigFont
);
core.setTextAlign('uievent', 'right');
core.fillText(
'uievent',
(type == 0
? core.calValue(item.money)
: core.calValue(item.sell)) +
useText +
'/个',
340,
149 + i * 40,
null,
middleFont
);
core.setTextAlign('uievent', 'left');
if (curr == selectItem) {
// 绘制描述,文字自动放缩
var text =
core.material.items[item.id].text || '该道具暂无描述';
try {
text = core.replaceText(text);
} catch (e) {}
for (var fontSize = 20; fontSize >= 8; fontSize -= 2) {
var config = {
left: 10,
fontSize: fontSize,
maxWidth: 467
};
var height = core.getTextContentHeight(text, config);
if (height <= 60) {
config.top = (64 - height) / 2;
core.drawTextContent('uievent', text, config);
break;
}
}
core.ui.drawUIEventSelector(
2,
'winskin.png',
8,
137 + i * 40,
343,
40
);
if (type == 0 && item.number != null) {
core.fillText(
'uievent',
'存货',
370,
152,
null,
bigFont
);
core.setTextAlign('uievent', 'right');
core.fillText(
'uievent',
item.number,
470,
152,
null,
null,
60
);
} else if (type == 1) {
core.fillText(
'uievent',
'数量',
370,
152,
null,
bigFont
);
core.setTextAlign('uievent', 'right');
core.fillText(
'uievent',
core.itemCount(item.id),
470,
152,
null,
null,
40
);
}
core.setTextAlign('uievent', 'left');
core.fillText('uievent', '预计' + useText, 370, 280);
core.setTextAlign('uievent', 'right');
totalMoney =
selectCount *
(type == 0
? core.calValue(item.money)
: core.calValue(item.sell));
core.fillText(
'uievent',
core.formatBigNumber(totalMoney),
470,
310
);
core.setTextAlign('uievent', 'left');
core.fillText(
'uievent',
type == 0 ? '已购次数' : '已卖次数',
370,
190
);
core.setTextAlign('uievent', 'right');
core.fillText(
'uievent',
(type == 0 ? item.money_count : item.sell_count) || 0,
470,
220
);
}
}
core.setTextAlign('uievent', 'left');
core.setTextBaseline('uievent', 'alphabetic');
};
var _add = (item, delta) => {
if (item == null) return;
selectCount = core.clamp(
selectCount + delta,
0,
Math.min(
type == 0
? Math.floor(
core.status.hero[use] / core.calValue(item.money)
)
: core.itemCount(item.id),
type == 0 && item.number != null
? item.number
: Number.MAX_SAFE_INTEGER
)
);
};
var _confirm = item => {
if (item == null || selectCount == 0) return;
if (type == 0) {
core.status.hero[use] -= totalMoney;
core.getItem(item.id, selectCount);
if (item.number != null) item.number -= selectCount;
item.money_count = (item.money_count || 0) + selectCount;
} else {
core.status.hero[use] += totalMoney;
core.removeItem(item.id, selectCount);
core.drawTip(
'成功卖出' +
selectCount +
'个' +
core.material.items[item.id].name,
item.id
);
if (item.number != null) item.number += selectCount;
item.sell_count = (item.sell_count || 0) + selectCount;
}
selectCount = 0;
};
this._performItemShopKeyBoard = function (keycode) {
var item = list[selectItem] || null;
// 键盘操作
switch (keycode) {
case 38: // up
if (selectItem == null) break;
if (selectItem == 0) selectItem = null;
else selectItem--;
selectCount = 0;
break;
case 37: // left
if (selectItem == null) {
if (type > 0) type--;
break;
}
_add(item, -1);
break;
case 39: // right
if (selectItem == null) {
if (type < 2) type++;
break;
}
_add(item, 1);
break;
case 40: // down
if (selectItem == null) {
if (list.length > 0) selectItem = 0;
break;
}
if (list.length == 0) break;
selectItem = Math.min(selectItem + 1, list.length - 1);
selectCount = 0;
break;
case 13:
case 32: // Enter/Space
if (selectItem == null) {
if (type == 2) core.insertAction({ type: 'break' });
else if (list.length > 0) selectItem = 0;
break;
}
_confirm(item);
break;
case 27: // ESC
if (selectItem == null) {
core.insertAction({ type: 'break' });
break;
}
selectItem = null;
break;
}
};
this._performItemShopClick = function (px, py) {
var item = list[selectItem] || null;
// 鼠标操作
if (px >= 22 && px <= 82 && py >= 81 && py <= 112) {
// 买
if (type != 0) {
type = 0;
selectItem = null;
selectCount = 0;
}
return;
}
if (px >= 142 && px <= 202 && py >= 81 && py <= 112) {
// 卖
if (type != 1) {
type = 1;
selectItem = null;
selectCount = 0;
}
return;
}
if (px >= 262 && px <= 322 && py >= 81 && py <= 112)
// 离开
return core.insertAction({ type: 'break' });
// <,>
if (px >= 370 && px <= 395 && py >= 392 && py <= 415)
return _add(item, -1);
if (px >= 445 && px <= 470 && py >= 302 && py <= 415)
return _add(item, 1);
// 确定
if (px >= 392 && px <= 443 && py >= 421 && py <= 446)
return _confirm(item);
// 上一页/下一页
if (px >= 70 && px <= 130 && py >= 450) {
if (page > 1) {
selectItem -= 7;
selectCount = 0;
}
return;
}
if (px >= 230 && px <= 290 && py >= 450) {
if (page < totalPage) {
selectItem = Math.min(selectItem + 7, list.length - 1);
selectCount = 0;
}
return;
}
// 实际区域
if (px >= 9 && px <= 351 && py >= 142 && py < 422) {
if (list.length == 0) return;
var index = parseInt((py - 142) / 40);
var newItem = 7 * (page - 1) + index;
if (newItem >= list.length) newItem = list.length - 1;
if (newItem != selectItem) {
selectItem = newItem;
selectCount = 0;
}
return;
}
};
this._performItemShopAction = function () {
if (flags.type == 0)
return this._performItemShopKeyBoard(flags.keycode);
else return this._performItemShopClick(flags.px, flags.py);
};
this.openItemShop = function (itemShopId) {
shopId = itemShopId;
type = 0;
page = 0;
selectItem = null;
selectCount = 0;
core.isShopVisited(itemShopId);
shopInfo = flags.__shops__[shopId];
if (shopInfo.choices == null)
shopInfo.choices = core.clone(
core.status.shops[shopId].choices
);
choices = shopInfo.choices;
use = core.status.shops[shopId].use;
if (use != 'exp') use = 'money';
useText = use == 'money' ? '金币' : '经验';
core.insertAction([
{
type: 'while',
condition: 'true',
data: [
{
type: 'function',
function: '() => { core.plugin._drawItemShop(); }'
},
{ type: 'wait' },
{
type: 'function',
function:
'() => { core.plugin._performItemShopAction(); }'
}
]
},
{
type: 'function',
function:
"() => { core.deleteCanvas('uievent'); core.ui.clearUIEventSelector(); }"
}
]);
};
},
heroFourFrames: function () {
// 样板的勇士/跟随者移动时只使用2、4两帧,观感较差。本插件可以将四帧全用上。
// 是否启用本插件
var __enable = true;
if (!__enable) return;
['up', 'down', 'left', 'right'].forEach(one => {
// 指定中间帧动画
core.material.icons.hero[one].midFoot = 2;
});
var heroMoving = timestamp => {
if (core.status.heroMoving <= 0) return;
if (
timestamp - core.animateFrame.moveTime >
core.values.moveSpeed
) {
core.animateFrame.leftLeg++;
core.animateFrame.moveTime = timestamp;
}
core.drawHero(
['stop', 'leftFoot', 'midFoot', 'rightFoot'][
core.animateFrame.leftLeg % 4
],
4 * core.status.heroMoving
);
};
core.registerAnimationFrame('heroMoving', true, heroMoving);
core.events._eventMoveHero_moving = function (step, moveSteps) {
var curr = moveSteps[0];
var direction = curr[0],
x = core.getHeroLoc('x'),
y = core.getHeroLoc('y');
// ------ 前进/后退
var o = direction == 'backward' ? -1 : 1;
if (direction == 'forward' || direction == 'backward')
direction = core.getHeroLoc('direction');
var faceDirection = direction;
if (direction == 'leftup' || direction == 'leftdown')
faceDirection = 'left';
if (direction == 'rightup' || direction == 'rightdown')
faceDirection = 'right';
core.setHeroLoc('direction', direction);
if (curr[1] <= 0) {
core.setHeroLoc('direction', faceDirection);
moveSteps.shift();
return true;
}
if (step <= 4) core.drawHero('stop', 4 * o * step);
else if (step <= 8) core.drawHero('leftFoot', 4 * o * step);
else if (step <= 12) core.drawHero('midFoot', 4 * o * (step - 8));
else if (step <= 16) core.drawHero('rightFoot', 4 * o * (step - 8)); // if (step == 8) {
if (step == 8 || step == 16) {
core.setHeroLoc(
'x',
x + o * core.utils.scan2[direction].x,
true
);
core.setHeroLoc(
'y',
y + o * core.utils.scan2[direction].y,
true
);
core.updateFollowers();
curr[1]--;
if (curr[1] <= 0) moveSteps.shift();
core.setHeroLoc('direction', faceDirection);
return step == 16;
}
return false;
};
},
minimap: function () {
// 该插件可自定义空间很大,自定义内容请看注释
// ------------------------- 安装说明 ------------------------- //
// 先安装基于canvas的sprite化插件(2.10.0以上自带)
// 确保自己的编辑器已安装造塔群内的编辑器升级压缩包(在HTML5魔塔样板文件夹内,2.10.1以上样板自带)
// 再将以下代码复制进插件中
// 提供的api请看以this.xxx = function开头的函数,函数前会有函数说明及参数说明,调用时只需core.plugin.xxx(参数)即可
// ------------------------- 使用说明 ------------------------- //
/*
* 直接复制进插件中,然后添加一个快捷键或道具效果为core.plugin.drawFlyMap()即可使用,不需额外设置
* 楼层id中不要出现下划线
* 该插件具体功能有:
* 1.绘制区域内的地图
* 2.可以拖动地图
* 3.点击地图可直接传送至目标地图,同时降低背景的不透明度,方便观察
* 4.滚轮或双指可以放缩绘制内容
* 5.放缩较大时,绘制地图的缩略图,可能会比较卡,但移动不会卡
* 6.整合漏怪检测,如果想忽略怪物,请在下方改动或用脚本修改core.plugin.ignoreEnemies,类型为数组
* 7.整合区域显示,所有单独或连在一起的地图会被视为一个区域
* 8.键盘操作,上下左右移动
*/
// ------------------------- 插件说明 ------------------------- //
/*
* 该插件注释极其详细,可以帮助那些想要提升代码力,但实力有不足的作者
* 注意!!!该插件难度极大,没有代码底力的不建议研究
* 该插件涉及部分较为高级的算法,如bfs
*/
// 录像验证直接干掉这个插件
if (main.replayChecking || main.mode === 'editor') return;
// ----- 不可自定义 杂七杂八的变量
/** @type {{[x: string]: BFSResult}} */
let mapCache = {}; // 地图缓存
let drawCache = {}; // 绘制信息缓存
let status = 'none'; // 当前的绘制状态
/** @type {{[x: string]: Sprite}} */
let sprites = {}; // 当前所有的sprite
/** @type {{[x: string]: Sprite}} */
let canDrag = {}; // 可以拖拽的sprite
/** @type {{[x: string]: Button}} */
let areaSprite = {}; // 区域列表对应的sprite
let clicking = false; // 是否正在点击,用于拖拽判定
let drawingMap = ''; // 正在绘制的中心楼层
let nowScale = 0; // 当前绘制的放缩比例
let lastTouch = {}; // 上一次的单点点击信息
let lastLength = 0; // 手机端缩放时上一次的两指间距离
let nowDepth = 0; // 当前的遍历深度
let drawedThumbnail = {}; // 已经绘制过的缩略图
let moved = false; // 鼠标按下后是否移动了
let noBorder = false; // 是否是无边框拼接模式
let lastScale = 0; // 上一次缩放,用于优化缩略图绘制
let showEnemy = false; // 是否显示漏怪
let areaPage = 0; // 区域显示的当前页数
let nowArea = 0; // 当前区域index
let selecting = ''; // 选择时当前正在选择的地图
// ---- 不可自定义,常量
/** @type {Area} */
let areas = []; // 区域信息
const perPage = Math.floor((core._PY_ - 60) / 30); // 区域的每页显示数量
// ---- 可自定义,默认的切换地图的图块id
const defaultChange = {
left: 'leftPortal', // 左箭头
up: 'upPortal', // 上箭头
right: 'rightPortal', // 右箭头
down: 'downPortal', // 下箭头
upFloor: 'upFloor', // 上楼
downFloor: 'downFloor' // 下楼
};
// ---- 可自定义,默认数值
const defaultValue = {
font: 'Verdana', // 默认字体
scale: 3, // 默认地图缩放比例
depth: Infinity // 默认的遍历深度
};
// ---- 不可自定义,计算数据
const dirData = {
up: [1, 0],
down: [-1, 0],
left: [0, 1],
right: [0, -1],
upFloor: [0, 0],
downFloor: [0, 0]
};
let ignoreEnemies = (this.ignoreEnemies = []);
let allChangeEntries = Object.entries(defaultChange);
const reset = core.events.resetGame;
core.events.resetGame = function () {
reset.apply(core.events, arguments);
areas = [];
// 获取所有分区,使用异步函数,保证不会卡顿
// 原理是用bfs扫,将所有连在一起的地图合并成一个区域
(async function () {
let all = core.floorIds.slice();
const scanned = { [all[0]]: true };
while (all.length > 0) {
let now = all.shift();
if (core.status.maps[now].deleted) continue;
if (!now) return;
await new Promise(res => {
const result = bfsSearch(now, Infinity, true);
mapCache[`${now}_Infinity_false`] = result;
areas.push({
name: core.floors[now].title,
maps: result.order
});
for (const map of result.order) {
scanned[map] = true;
all = all.filter(v => !result.order.includes(v));
}
res('success');
});
}
})();
};
/** 工具按钮 */
class Button extends Sprite {
constructor(
name,
x,
y,
w,
h,
text,
fontSize = '20px',
transition = true
) {
const btn = super(x, y, w, h, 1050, 'game', name);
this.css(transition);
setTimeout(() => btn.setCss(`opacity: 1;`), 50);
const ctx = btn.context;
ctx.textAlign = 'center';
ctx.textBaseline = 'middle';
core.fillText(
ctx,
text,
w / 2,
h / 2,
'#fff',
`${fontSize} normal`,
w - 10
);
sprites[name] = btn;
}
css(transition) {
this.setCss(
'transition: opacity 0.6s linear, transform 0.2s linear;' +
'background-color: #aaa;' +
'box-shadow: 0px 0px 0px black;' +
(transition ? 'opacity: 0;' : '') +
'filter: drop-shadow(1px 1px 2px black);' +
'box-shadow: 0px 0px 4px black;' +
'cursor: pointer;'
);
}
}
/** 背景 */
class Back extends Sprite {
constructor(name, x, y, w, h, z, color) {
const sprite = super(x, y, w, h, z, 'game', name);
sprites[name] = sprite;
this.setCss(`transition: all 0.6s linear;`);
setTimeout(() => {
this.setCss(`background-color: ${color};`);
}, 50);
}
}
/**
* 获取绘制信息
* @param {string?} center 中心地图id
* @param {number?} depth 搜索深度
* @param {boolean?} noCache 是否不使用缓存
* @returns {MapDrawInfo}
*/
this.getMapDrawInfo = function (
center = core.status.floorId,
depth = defaultValue.depth,
noCache = false
) {
nowDepth = depth;
drawingMap = center;
const id = `${center}_${depth}_${noBorder}`;
// 检查缓存
if (drawCache[id] && !noCache) return drawCache[id];
const map = bfsSearch(center, depth, noCache);
mapCache[id] = map;
const res = getDrawInfo(map.res, center, map.order);
res.upOrDown = map.upOrDown;
drawCache[id] = res;
return res;
};
/**
* 绘制大地图,可拖动、滚轮缩放、点击对应位置可以楼传等
* @param {string} floorId 中心地图的id
* @param {number} depth 遍历深度
* @param {boolean} noCache 是否不使用缓存
* @param {number} scale 绘制的缩放比例
*/
this.drawFlyMap = function (
floorId = core.status.floorId,
depth = defaultValue.depth,
noCache = false,
scale = defaultValue.scale
) {
if (core.isReplaying()) return;
// 把区域页码归零
nowArea = areas.findIndex(v =>
v.maps.includes(core.status.floorId)
);
areaPage = 0;
nowScale = scale;
selecting = floorId;
const info = this.getMapDrawInfo(floorId, depth, noCache);
if (status !== 'scale' && status !== 'border') {
drawBack();
drawTools();
}
drawMap(info, scale);
status = 'flyMap';
core.lockControl();
core.canvas.data.canvas.style.zIndex = '990';
};
/**
* 获得某个区域的剩余怪物
* @param {string} floorId 区域包含的地图或要扫描的地图
* @param {boolean} area 是否扫描整个区域
* @returns {RemainEnemy} 怪物总数、所在地图、位置
* 返回值格式:{
* rough: 每种怪物的数量及所有怪物的总数,为字符串,每个怪物独占一行
* detail: 每个怪物的所在位置,每个怪物独占一行,以每20个整合成字符串,为字符串数组形式
* data: 怪物数量的原始信息,格式为{ 楼层id: { 'x,y': 怪物id } }
* }
*/
this.getRemainEnemy = function (
floorId = core.status.floorId,
area = false
) {
const res = bfsSearch(floorId, Infinity, true);
// 整合怪物总数
/** @type {{[x: string]: number}} */
const category = {};
const toShow = area ? res.order : [floorId];
const strArr = [];
const add = (...num) => num.reduce((pre, cur) => pre + cur, 0);
const name = id => core.material.enemys[id].name;
const title = id => core.status.maps[id].title;
for (const id of toShow) {
const enemies = res.enemies[id];
Object.values(enemies).forEach(v => {
// 编辑器不支持 ??=,悲
category[v] = category[v] ?? 0;
category[v]++;
});
// 每个怪物的信息
strArr.push(
...Object.entries(enemies).map(
v =>
`${name(v[1])} 楼层:${title(
id
)},楼层id:${id},坐标:${v[0]}`
)
);
}
// 输出字符串
const all = `当前${area ? '区域' : '地图'}中剩余怪物数量:${add(
...Object.values(category)
)}`;
const classified = Object.entries(category).map(
v => `${name(v[0])} × ${v[1]}`
).join`\n`;
const detail = [];
while (strArr.length > 0) {
detail.push(strArr.splice(0, 20).join`\n`);
}
return {
rough: `${all}\n${classified}`,
detail,
data: res.enemies
};
};
/**
* 广度优先搜索搜索地图路径
* @param {string} center 中心地图的id
* @param {number} depth 搜索深度
* @param {boolean} noCache 是否不使用缓存
* @returns {BFSResult} 格式:floorId_x_y_dir: floorId_x_y
*/
function bfsSearch(center, depth, noCache) {
// 检查缓存
const id = `${center}_${depth}_${noBorder}`;
if (mapCache[id] && !noCache) return mapCache[id];
const used = { [center]: true }; // 搜索过的楼层
let queue = [];
let stack = [center]; // 当前栈
let nowDepth = -1;
const mapOrder = [center]; // 遍历顺序,顺便还能记录遍历了哪些楼层
const res = {}; // 输出结果,格式:floorId_x_y_dir: floorId_x_y
const enemies = {};
const upOrDown = {};
// 开始循环搜索
while (nowDepth < depth && stack.length > 0) {
const now = stack.shift(); // 当前id
if (core.status.maps[now].deleted) continue;
const blocks = core.getMapBlocksObj(now); // 获取当前地图的每点的事件
enemies[now] = {};
// 遍历,获取可以传送的点,只检测绿点事件,因此可用红点事件进行传送来实现分区功能
for (const i in blocks) {
const block = blocks[i];
// 整合漏怪检测,所以要检测怪物
if (block.event.trigger === 'battle') {
const id = block.event.id;
if (ignoreEnemies.includes(id)) continue;
else enemies[now][i] = block.event.id;
continue;
}
// 检测触发器是否为切换楼层,不是则直接跳过
if (block.event.trigger !== 'changeFloor') continue;
const dirEntries = allChangeEntries.find(
v => v[1] === block.event.id
);
// 如果不是那六种传送门,直接忽略
if (!dirEntries) continue;
const data = block.event.data;
const dir = dirEntries[0];
const route = `${now}_${i.replace(',', '_')}_${dir}`;
const target = `${data.floorId}_${data.loc.join('_')}`;
if (!used[data.floorId]) {
if (dir === 'upFloor' || dir === 'downFloor') {
upOrDown[now] = upOrDown[id] ?? [];
upOrDown[now].push(dir);
}
queue.push(data.floorId); // 没有搜索过,则加入栈中
mapOrder.push(data.floorId);
used[data.floorId] = true;
}
res[route] = target;
}
if (stack.length === 0) {
stack = queue;
queue = [];
nowDepth++;
}
if (stack.length === 0 && queue.length === 0) break;
}
return { res, order: mapOrder, enemies, upOrDown };
}
/**
* 提供地图的绘制信息
* @param {{[x: string]: string}} map 要绘制的地图,格式:floorId_x_y_dir: floorId_x_y
* @param {string} center 中心地图的id
* @param {string[]} order 遍历顺序
* @returns {MapDrawInfo} 地图的绘制信息
*/
function getDrawInfo(map, center, order) {
// 先根据地图id分类,从而确定每个地图连接哪些地图,同时方便处理
const links = {};
for (const i in map) {
const splitted = i.split('_');
const id = splitted[0];
if (!links[id]) links[id] = {};
links[id][i] = map[i];
}
// 分类完毕,然后根据连接点先计算出各个地图的坐标,然后再进行判断
const centerFloor = core.status.maps[center];
const visitedCenter = core.hasVisitedFloor(center);
const locs = {
// 格式:[中心x, 中心y, 宽, 高, 是否到达过]
[center]: [
0,
0,
centerFloor.width,
centerFloor.height,
visitedCenter
]
};
const lines = {}; // 地图间的连线
// 可以上楼下楼的地图
const upOrDown = {};
for (const id of order) {
const now = links[id];
// 遍历每一个地图的连接情况
for (const from in now) {
const to = now[from];
// 先根据from to计算物理位置
const fromData = from.split('_'),
toData = to.split('_');
const dir = fromData[3];
if (dir === 'upFloor' || dir === 'downFloor') continue;
if (!defaultChange[dir]) continue;
const v = dirData[dir][1], // 竖直数值
h = dirData[dir][0], // 水平数值
ha = Math.abs(h),
va = Math.abs(v);
const fx = parseInt(fromData[1]), // fromX
fy = parseInt(fromData[2]), // fromY
tx = parseInt(toData[1]), // toX
ty = parseInt(toData[2]), // toY
ff = id, // fromFloorId
tf = toData[0]; // toFloorId
const fromFloor = core.status.maps[ff],
toFloor = core.status.maps[tf];
const fhw = Math.floor(fromFloor.width / 2), // fromFloorHalfWidth
fhh = Math.floor(fromFloor.height / 2),
thw = Math.floor(toFloor.width / 2),
thh = Math.floor(toFloor.height / 2);
const fLoc = locs[id] ?? [0, 0];
if (!locs[ff]) continue;
let x, y;
const dis = noBorder ? 1 : 5;
if (locs && locs[tf]) {
x = locs[tf][0];
y = locs[tf][1];
} else {
// 计算坐标,公式可以通过画图推断出
x =
fLoc[0] -
ha * (fhw - fx + tx - thw) -
v * (fhw + thw + dis);
y =
fLoc[1] -
va * (fhh - fy + ty - thh) -
h * (fhh + thh + dis);
}
locs[tf] = locs[tf] ?? [
x,
y,
toFloor.width,
toFloor.height,
core.hasVisitedFloor(tf)
];
// 添加连线
lines[`${from}_${to}`] = [
[
fx - fhw + locs[ff][0],
fy - fhh + locs[ff][1],
x + tx - thw,
y + ty - thh
]
];
}
}
// 获取地图绘制需要的长宽
let width = 0,
height = 0;
let left, right, up, down;
for (const id in locs) {
const [x, y, w, h] = locs[id];
if (left === void 0) {
left = right = x;
up = down = y;
}
left = Math.min(x - w / 2 - 1, left);
right = Math.max(x + w / 2 + 1, right);
up = Math.min(y - h / 2 - 1, up);
down = Math.max(y + h / 2 + 1, down);
}
width = right - left;
height = down - up;
// 所有地图和连线向右下移动,避免绘制出现问题
for (const id in locs) {
const loc = locs[id];
loc[0] -= left; // 这时候left和up是负值,所以要减
loc[1] -= up;
}
for (const route in lines) {
const line = lines[route];
for (const node of line) {
node[0] -= left;
node[1] -= up;
node[2] -= left;
node[3] -= up;
}
}
return { locs, lines, width, height, layer: upOrDown };
}
/** 绘制背景 */
function drawBack() {
if (status !== 'none') return;
new Back(
'__map_back__',
0,
0,
core._PX_,
core._PY_,
175,
'rgba(0, 0, 0, 0.9)'
);
const listen = new Sprite(
0,
0,
core._PX_,
core._PY_,
1000,
'game',
'__map_listen__'
);
addDrag(listen);
const exit = new Button(
'__map_exit__',
core._PX_ - 64,
core._PY_ - 26,
60,
22,
'退出'
);
exit.addEventListener('click', close);
sprites.listen = listen;
}
/** 绘制工具栏 */
function drawTools() {
new Back(
'__map_toolback__',
0,
core._PY_ - 30,
core._PX_,
30,
600,
'rgba(200, 200, 200, 0.9)'
);
// 无边框
const border = new Button(
'__map_border__',
core._PX_ - 150,
core._PY_ - 26,
60,
22,
'边框'
);
border.addEventListener('click', changeBorder);
// 怪物数量
const enemy = new Button(
'__map_enemy__',
core._PX_ - 240,
core._PY_ - 26,
60,
22,
'怪物'
);
enemy.addEventListener('click', triggerEnemy);
// 区域显示
const area = new Back(
'__map_areasback__',
core._PX_ - 80,
0,
80,
core._PY_ - 30,
550,
'rgba(200, 200, 200, 0.9)'
);
drawAreaList();
core.drawLine(
area.context,
0,
core._PY_ - 30,
80,
core._PY_ - 30,
'#222',
2
);
}
/** 绘制区域列表 */
function drawAreaList(transition = true) {
const start = perPage * areaPage;
Object.values(areaSprite).forEach(v => v.destroy());
areaSprite = {};
for (let i = start; i < start + perPage && areas[i]; i++) {
const n = i % perPage;
const { name, maps } = areas[i];
const btn = new Button(
`_area_${maps[0]}`,
core._PX_ - 75,
4 + 30 * n,
70,
22,
name,
'16px',
transition
);
areaSprite[maps[0]] = btn;
if (i === nowArea) btn.setCss(`border: 2px solid gold;`);
btn.addEventListener('click', e => {
if (i === nowArea) return;
changeArea(i);
});
}
// 上一页下一页
if (areaPage > 0) {
const last = new Button(
'_area_last_',
core._PX_ - 75,
core._PY_ - 50,
30,
16,
'上一页',
'14px',
transition
);
areaSprite._area_last_ = last;
last.addEventListener('click', e => {
areaPage--;
drawAreaList(false);
});
}
if (areaPage < Math.floor(areas.length / perPage)) {
const next = new Button(
'_area_next_',
core._PX_ - 35,
core._PY_ - 50,
30,
16,
'下一页',
'14px',
transition
);
areaSprite._area_next_ = next;
next.addEventListener('click', e => {
areaPage++;
drawAreaList(false);
});
}
}
/**
* 绘制大地图
* @param {MapDrawInfo} info 地图绘制信息
* @param {number} scale 地图的绘制比例
*/
function drawMap(info, scale = defaultValue.scale) {
if (status === 'flyMap') return;
const PX = core._PX_,
PY = core._PY_;
const w = info.width * scale,
h = info.height * scale;
const id = `__flyMap__`;
const cx = PX / 2 - w / 2,
cy = PY / 2 - h / 2;
const map = new Sprite(cx, cy, w, h, 500, 'game', id);
sprites[id] = map;
canDrag[id] = map;
map.canvas.className = 'fly-map';
const ctx = map.context;
core.clearMap(ctx);
if (!noBorder) {
const drawed = {}; // 绘制过的线
// 先绘制连线
const lines = info.lines;
for (const route in lines) {
const line = lines[route];
for (const node of line) {
const from = `${node[0]},${node[1]}`,
to = `${node[2]},${node[3]}`;
if (drawed[`${from}-${to}`] || drawed[`${to}-${from}`])
continue;
drawed[`${from}-${to}`] = true;
let lineWidth = scale / 2;
core.drawLine(
ctx,
node[0] * scale,
node[1] * scale,
node[2] * scale,
node[3] * scale,
'#fff',
lineWidth
);
}
}
// 再绘制楼层
const locs = info.locs;
for (const id in locs) {
const loc = locs[id];
let color = '#000';
if (!loc[4]) color = '#f0f';
const [x, y, w, h] = loc.map(
v => typeof v === 'number' && v * scale
);
let dx = 0,
dy = 0; // 避免绘图误差
if (loc[2] % 2 === 0) dx = 0.5 * scale;
if (loc[3] % 2 === 0) dy = 0.5 * scale;
const fx = x - w / 2 - dx,
fy = y - h / 2 - dy;
core.fillRect(ctx, fx, fy, w, h, color);
if (id === selecting)
core.strokeRect(ctx, fx, fy, w, h, 'gold', scale / 2);
else core.strokeRect(ctx, fx, fy, w, h, '#fff', scale / 2);
const layer = info.upOrDown[id];
const min = Math.min(w, h);
if (layer?.includes('upFloor'))
core.drawIcon(
ctx,
defaultChange.upFloor,
fx,
fy,
min / 3,
min / 3
);
if (layer?.includes('downFloor'))
core.drawIcon(
ctx,
defaultChange.downFloor,
fx + w - min / 3,
fy + h - min / 3,
min / 3,
min / 3
);
// 显示漏怪数量
if (showEnemy) {
ctx.textAlign = 'center';
ctx.textBaseline = 'middle';
const c = `${drawingMap}_${nowDepth}_${noBorder}`;
const n = Object.keys(mapCache[c].enemies[id]).length;
color = '#3f3';
if (n > 0) color = '#fff';
if (n > 10) color = '#fc3';
if (n > 20) color = '#f22';
ctx.shadowBlur = 0.6 * nowScale;
ctx.shadowColor = '#000';
core.fillText(
ctx,
`怪物数量:${n}`,
x,
y,
color,
`${2 * nowScale}px normal`
);
ctx.shadowBlur = 0;
}
}
}
checkThumbnail();
}
/**
* 重新绘制缩略图
* @param {Sprite} sprite
* @param {string} floor
*/
function drawThumbnail(sprite, floor, x, y, w, h) {
const ctx = sprite.context;
const scale = nowScale;
core.drawThumbnail(floor, void 0, {
ctx: ctx,
x: x - w / 2,
y: y - h / 2,
damage: true,
all: true,
size: Math.max(w, h) / Math.max(core._PX_, core._PY_),
fromMap: true
});
const color = floor === core.status.floorId ? 'gold' : '#fff';
if (!noBorder)
core.strokeRect(
ctx,
x - w / 2,
y - h / 2,
w,
h,
color,
scale / 2
);
}
/** 检查是否需要绘制缩略图 */
function checkThumbnail() {
const id = `${drawingMap}_${nowDepth}_${noBorder}`;
const locs = drawCache[id].locs;
const map = canDrag[`__flyMap__`];
for (const id in locs) {
const loc = locs[id];
const scale = nowScale;
const [x, y, w, h] = loc.map(
v => typeof v === 'number' && v * scale
);
let dx = 0,
dy = 0; // 避免绘图误差
if (loc[2] % 2 === 0) dx = 0.5 * scale;
if (loc[3] % 2 === 0) dy = 0.5 * scale;
if (
!drawedThumbnail[id] &&
x + map.x > 0 &&
x + map.x < core._PX_ &&
y + map.y > 0 &&
y + map.y < core._PY_
) {
if (!noBorder && core.hasVisitedFloor(id) && scale > 5) {
drawThumbnail(map, id, x - dx, y - dy, w, h);
drawedThumbnail[id] = true;
}
if (noBorder) {
drawThumbnail(map, id, x - dx, y - dy, w, h);
drawedThumbnail[id] = true;
if (!core.hasVisitedFloor(id))
core.fillRect(
map.context,
x - dx - w / 2,
y - dy - h / 2,
w,
h,
'rgba(255,0,255,0.2)'
);
}
}
}
// 如果是无边框模式,那就只绘制当前地图的边框
if (noBorder) {
const loc = locs[selecting];
const scale = nowScale;
if (loc) {
const [x, y, w, h] = loc.map(
v => typeof v === 'number' && v * scale
);
core.strokeRect(
map.context,
x - w / 2,
y - h / 2,
w,
h,
'gold',
scale / 2
);
}
}
}
/** 检查点击点是否在以x,y为中心的某一矩形中 */
function inRect(x, y, w, h, px, py) {
x -= w / 2;
y -= h / 2;
return px > x && px < x + w && py > y && py < y + h;
}
/** 测试画布是否超过上限,摘自https://github.com/jhildenbiddle/canvas-size */
function canvasTest(size) {
const width = Math.max(Math.ceil(size[0]), 1);
const height = Math.max(Math.ceil(size[1]), 1);
if (width === 0 || height === 0) return true;
const fill = [width - 1, height - 1, 1, 1];
let cropCvs, testCvs;
cropCvs = document.createElement('canvas');
cropCvs.width = 1;
cropCvs.height = 1;
testCvs = document.createElement('canvas');
testCvs.width = width;
testCvs.height = height;
const cropCtx = cropCvs.getContext('2d');
const testCtx = testCvs.getContext('2d');
if (testCtx) {
testCtx.fillRect.apply(testCtx, fill);
cropCtx.drawImage(
testCvs,
width - 1,
height - 1,
1,
1,
0,
0,
1,
1
);
}
const isTestPass =
cropCtx && cropCtx.getImageData(0, 0, 1, 1).data[3] !== 0;
return isTestPass;
}
/** 检查浏览器限制 */
function checkMaximum(before, scale) {
for (const id in canDrag) {
const sprite = canDrag[id];
const rate = scale / before;
const w = sprite.width * rate * core.domStyle.scale,
h = sprite.height * rate * core.domStyle.scale;
const valid = canvasTest([w, h]);
if (!valid) {
core.drawTip('画布大小将超过浏览器限制!请勿继续放大!');
return true;
}
}
return false;
}
/** 关闭事件 */
function close() {
document.body.removeEventListener('keyup', keyboard);
Object.values(sprites).forEach(v => {
v.setCss('transition: opacity 0.6s linear;');
});
setTimeout(() => {
Object.values(sprites).forEach(v => {
v.setCss('opacity: 0;');
});
}, 50);
setTimeout(() => {
core.unlockControl();
Object.values(sprites).forEach(v => {
v.destroy();
});
drawedThumbnail = {};
sprites = {};
canDrag = {};
status = 'none';
core.canvas.data.canvas.style.zIndex = '170';
}, 650);
}
/**
* 点击地图事件,尝试楼层传送
* @param {MouseEvent} e
*/
function clickMap(e) {
if (moved) return (moved = false);
const { x, y } = core.actions._getClickLoc(e.clientX, e.clientY);
let px = x / core.domStyle.scale,
py = y / core.domStyle.scale;
const scale = nowScale;
const id = `${drawingMap}_${nowDepth}_${noBorder}`;
const locs = drawCache[id].locs;
const sprite = canDrag.__flyMap__;
px -= sprite.x;
py -= sprite.y;
for (const id in locs) {
const loc = locs[id];
const [x, y, w, h] = loc.map(
v => typeof v === 'number' && v * scale
);
if (inRect(x, y, w, h, px, py)) {
return flyTo(id);
}
}
}
/** 飞向某个楼层 */
function flyTo(id) {
if (!core.hasItem('fly')) return core.drawTip('你没有楼层传送器');
sprites.__map_back__.setCss('opacity: 0.2;');
return core.flyTo(id, () =>
setTimeout(() => {
if (sprites.__map_back__) core.lockControl();
}, 100)
);
}
/**
* 拖拽事件
* @param {MouseEvent} e
*/
function drag(e) {
if (!clicking) return;
const scale = core.domStyle.scale;
moveEle(e.movementX / scale, e.movementY / scale);
}
/**
* 手机端点击拖动事件
* @param {TouchEvent} e
* @this {HTMLCanvasElement}
*/
function touchDrag(e) {
moved = true;
const scale = core.domStyle.scale;
if (e.touches.length === 1) {
// 拖拽
const info = e.touches[0];
if (!lastTouch[this.id]) {
lastTouch[this.id] = [info.clientX, info.clientY];
return;
}
const { clientX: x, clientY: y } = info;
const dx = x - lastTouch[this.id][0],
dy = y - lastTouch[this.id][1];
moveEle(dx / scale, dy / scale);
lastTouch[this.id] = [info.clientX, info.clientY];
} else if (e.touches.length >= 2) {
// 双指放缩
const first = e.touches[0],
second = e.touches[1];
const dx = first.clientX - second.clientX,
dy = first.clientY - second.clientY;
if (lastLength === 0) {
lastLength = Math.sqrt(dx * dx + dy * dy);
return;
}
let cx = (first.clientX + second.clientX) / 2,
cy = (first.clientY + second.clientY) / 2;
const { x, y } = core.actions._getClickLoc(cx, cy);
const mx = x / scale;
const my = y / scale;
const length = Math.sqrt(dx * dx + dy * dy);
const delta = (lastLength / length) ** (1 / 3);
const info = {};
for (const id in canDrag) {
const sprite = canDrag[id];
const sx = sprite.x + sprite.width / 2,
sy = sprite.y + sprite.height / 2;
const dx = sx - mx,
dy = sy - my;
info[id] = [mx + dx * delta, my + dy * delta];
}
scaleMap(delta * nowScale, info);
}
}
/**
* 滚轮缩放
* @param {WheelEvent} e
*/
function wheel(e) {
const delta = 1 - Math.sign(e.deltaY) / 10;
const { x, y } = core.actions._getClickLoc(e.clientX, e.clientY);
const scale = core.domStyle.scale;
const mx = x / scale,
my = y / scale;
const info = {};
for (const id in canDrag) {
const sprite = canDrag[id];
const cx = sprite.x + sprite.width / 2,
cy = sprite.y + sprite.height / 2;
const dx = cx - mx,
dy = cy - my;
info[id] = [mx + dx * delta, my + dy * delta];
}
scaleMap(delta * nowScale, info);
}
/** 切换边框 */
function changeBorder() {
noBorder = !noBorder;
redraw('border');
}
/** 切换是否显示漏怪数量 */
function triggerEnemy() {
showEnemy = !showEnemy;
redraw('enemy');
}
/** 改变区域 */
function changeArea(index) {
nowArea = index;
drawAreaList(false);
drawedThumbnail = {};
status = 'area';
nowScale = defaultValue.scale;
drawMap(core.plugin.getMapDrawInfo(areas[index].maps[0]));
}
/** 重绘 */
function redraw(id, px, py, move = true) {
const { x, y } = canDrag.__flyMap__;
status = id;
drawedThumbnail = {};
drawMap(
core.plugin.getMapDrawInfo(drawingMap, nowDepth, true),
nowScale
);
if (move) canDrag.__flyMap__.move(px ?? x, py ?? y);
checkThumbnail();
}
/**
* 拖拽时移动需要元素
* @param {string} dx
* @param {string} dy
*/
function moveEle(dx, dy) {
moved = true;
for (const id in canDrag) {
const sprite = canDrag[id];
const ctx = sprite.context;
sprite.x += dx;
sprite.y += dy;
core.relocateCanvas(ctx, dx, dy, true);
}
checkThumbnail();
}
/**
* 缩放绘制地图
* @param {number} target 目标缩放比例
* @param {{[x: string]: [number, number]}} info 缩放后的sprite位置数据
*/
function scaleMap(target, info) {
// 检查浏览器限制
if (checkMaximum(nowScale, target)) return;
clearTimeout(lastScale);
const [x, y] = info.__flyMap__;
// 先直接修改style,延迟200ms再绘制,进行性能优化
const sprite = canDrag.__flyMap__;
const rate = target / nowScale;
nowScale = target;
sprite.resize(sprite.width * rate, sprite.height * rate, true);
sprite.move(x - sprite.width / 2, y - sprite.height / 2);
lastScale = setTimeout(() => {
redraw('scale', x - sprite.width / 2, y - sprite.height / 2);
}, 200);
}
/** 键盘操作
* @param {KeyboardEvent} e
*/
function keyboard(e) {
if (
e.key === 'Enter' ||
e.key === 'C' ||
e.key === 'c' ||
e.key === ' '
) {
return flyTo(selecting);
} else if (e.key === 'Escape' || e.key === 'x' || e.key === 'X') {
return close();
} else if (e.key.startsWith('Arrow')) {
const dir = e.key.slice(5).toLowerCase();
// 获取目标楼层
const res =
mapCache[`${drawingMap}_${nowDepth}_${noBorder}`].res;
const key = Object.keys(res).find(v => {
const [floorId, x, y, d] = v.split('_');
return floorId === selecting && d === dir;
});
if (!key) return;
const target = res[key].split('_')[0];
selecting = target;
redraw('key');
}
}
/**
* 给需要的元素添加拖拽等事件
* @param {HTMLCanvasElement} ele
*/
function addDrag(ele) {
ele.addEventListener('wheel', wheel);
ele.addEventListener('mousemove', drag);
ele.addEventListener('touchmove', touchDrag);
ele.addEventListener('click', clickMap);
ele.addEventListener('mousedown', () => {
clicking = true;
});
ele.addEventListener('mouseup', () => {
clicking = false;
});
ele.addEventListener('touchend', () => {
lastTouch = {};
lastLength = 0;
});
document.body.addEventListener('keyup', keyboard);
}
maps.prototype._drawThumbnail_drawToTarget = function (
floorId,
options
) {
const ctx = core.getContextByName(options.ctx);
if (ctx == null) return;
const x = options.x || 0,
y = options.y || 0,
size = options.size || 1;
// size的含义改为(0,1]范围的系数以适配长方形,默认为1,楼传为3/4,SL界面为0.3
let w = Math.ceil(size * core._PX_),
h = Math.ceil(size * core._PY_);
// 特判是否为编辑器,编辑器中长宽均采用core.js的遗留正方形像素边长,以保证下面的绘制正常
if (main.mode == 'editor') w = h = size * core.__PIXELS__;
const width = core.floors[floorId].width,
height = core.floors[floorId].height;
let centerX = options.centerX,
centerY = options.centerY;
if (centerX == null) centerX = Math.floor(width / 2);
if (centerY == null) centerY = Math.floor(height / 2);
const tempCanvas = core.bigmap.tempCanvas;
if (options.all) {
const tempWidth = tempCanvas.canvas.width,
tempHeight = tempCanvas.canvas.height;
// 绘制全景图
if (tempWidth <= tempHeight) {
const realHeight = h,
realWidth = (realHeight * tempWidth) / tempHeight;
const side = (w - realWidth) / 2;
if (options.fromMap) {
return core.drawImage(
ctx,
tempCanvas.canvas,
0,
0,
tempWidth,
tempHeight,
x,
y,
realWidth,
realHeight
);
}
core.fillRect(ctx, x, y, side, realHeight, '#000000');
core.fillRect(ctx, x + w - side, y, side, realHeight);
core.drawImage(
ctx,
tempCanvas.canvas,
0,
0,
tempWidth,
tempHeight,
x + side,
y,
realWidth,
realHeight
);
} else {
const realWidth = w,
realHeight = (realWidth * tempHeight) / tempWidth;
const side = (h - realHeight) / 2;
if (options.fromMap) {
return core.drawImage(
ctx,
tempCanvas.canvas,
0,
0,
tempWidth,
tempHeight,
x,
y,
realWidth,
realHeight
);
}
core.fillRect(ctx, x, y, realWidth, side, '#000000');
core.fillRect(ctx, x, y + h - side, realWidth, side);
core.drawImage(
ctx,
tempCanvas.canvas,
0,
0,
tempWidth,
tempHeight,
x,
y + side,
realWidth,
realHeight
);
}
} else {
// 只绘制可见窗口
let pw = core._PX_,
ph = core._PY_,
hw = core._HALF_WIDTH_,
hh = core._HALF_HEIGHT_,
W = core._WIDTH_,
H = core._HEIGHT_;
const ratio = core.domStyle.isVertical
? core.domStyle.ratio
: core.domStyle.scale;
if (main.mode == 'editor') {
pw = ph = core.__PIXELS__;
hw = hh = core.__HALF_SIZE__;
W = H = core.__SIZE__;
}
if (options.v2) {
core.drawImage(
ctx,
tempCanvas.canvas,
0,
0,
pw * ratio,
ph * ratio,
x,
y,
w,
h
);
} else {
const offsetX = core.clamp(centerX - hw, 0, width - W),
offsetY = core.clamp(centerY - hh, 0, height - H);
if (options.noHD) {
core.drawImage(
ctx,
tempCanvas.canvas,
offsetX * 32,
offsetY * 32,
pw,
ph,
x,
y,
w,
h
);
return;
}
core.drawImage(
ctx,
tempCanvas.canvas,
offsetX * 32 * ratio,
offsetY * 32 * ratio,
pw * ratio,
ph * ratio,
x,
y,
w,
h
);
}
}
};
},
fixed: function () {
return;
// 该插件可自定义空间很大,可自定义内容请看注释
// -------------------- 安装说明 -------------------- //
/* 1.安装基于canvas的sprite化插件(2.10以上样板自带)和响应式变量插件(不要使用vue原生版)
* 2.确保自己的编辑器已安装造塔群内的编辑器升级压缩包(在HTML5魔塔样板文件夹内,2.10.1以上样板自带)
* 3.将以下代码复制进插件
*/
// -------------------- 使用说明 -------------------- //
// -------------------- 插件说明 -------------------- //
// 录像验证忽略
if (main.replayChecking || main.mode === 'editor') return;
// ----- 不可自定义变量
/** @type {{[x: string]: Sprite}} */
let sprites = {}; // 所有的sprite
/** @type {{[x: string]: EnemyBox}} */
let enemyBoxes = {}; // 所有的enemyBox
/** @type {{[x: string]: TextBox}} */
let textBoxes = {}; // 所有的textBox
let timeout = 0; // 鼠标放到怪物上时setTimeout的id
let dblTimeout = 0; // 双击时判定双击的timeout的id
/** @type {EnemyCollection[]} */
let enemies = []; // 所有的怪物信息
// ----- 不可自定义常量
const specials = core.getSpecials(); // 所有怪物的属性
const originClick = main.dom.data.onmouseup;
// ----- 可自定义变量
let allowMap = true; // 是否允许直接在地图上移动鼠标显示怪物信息
let allowDbl = true; // 是否允许双击地图上的怪物显示其详细信息,当然在点击怪物时会发生约0.2s的卡顿,以判断双击
let guardsFirst = false; // 先攻击支援怪还是后攻击支援怪,用于计算每个怪物的伤害和回合数,请保证与getDamageInfo中相同
let nDefDamage = true; // 为true时,显示 当前地图宝石倍率 防减伤,为false时,显示1防减伤
// ----- 可自定义常量
const showStatus = ['name', 'hp', 'atk', 'def', 'money', 'exp']; // 粗略信息显示的项,伤害与特殊属性必显示
const font = 'normal'; // 默认字体
const op = 'c'; // 信息框背景的不透明度,范围 0-f 十六进制
// 属性名对应的颜色
const colorDict = {
name: '#fff',
hp: '#8f8',
atk: '#f88',
def: '#88f',
money: 'gold',
exp: '#7f7'
};
/** 背景 */
class Back extends Sprite {
constructor(name, color, z, time = 0.6) {
super(0, 0, core._PX_, core._PY_, z, 'game', name);
sprites[name] = this;
this.setCss(`
background-color: ${color};
opacity: 0;
transition: all ${time}s linear;
`);
setTimeout(() => this.setCss(`opacity: 1;`), 50);
}
destroy() {
this.setCss(`opacity: 0;`);
setTimeout(() => super.destroy(), 600);
delete sprites[this.name];
}
}
/** 怪物 */
class EnemyBox extends Sprite {
constructor(name, x, y, w, h, id, big, e) {
const scale = core.domStyle.scale;
const s = 1 / scale / 2;
super(x - s, y - s, w + 2 * s, h + 2 * s, 300, 'game', name);
this.id = id;
/** @type {EnemyCollection} */
this.enemy = e;
this.setCss(`
border: 1px solid #ddd;
background-color: #222;
opacity: 0;
transition: all 0.6s ease-out, transform 0.2s linear;
`);
setTimeout(() => this.setCss(`opacity: 1;`), 50);
this.animate(big);
this.frame = 0;
enemyBoxes[this.name] = sprites[this.name] = this;
this.listen();
}
/** 播放动画 */
animate(big) {
const ctx = this.context;
this.interval = setInterval(() => {
const size = big ? 32 : void 0;
this.frame++;
this.frame %= 2;
// 用drawBlock还不如用drawIcon呢
core.clearMap(ctx);
core.drawIcon(ctx, this.id, 0, 0, size, size, this.frame);
}, core.values.animateSpeed);
}
destroy() {
clearInterval(this.interval);
delete enemyBoxes[this.name];
super.destroy();
}
/** 监听 */
listen() {
this.addEventListener('mouseenter', () => {
this.setCss(`transform: scale(1.1);`);
drawRough(this.enemy);
});
this.addEventListener('mouseleave', () => {
this.setCss(`transform: none;`);
textBoxes[
`_text_${this.enemy.loc.x}_${this.enemy.loc.y}_`
].destroy();
});
}
}
/** 文字框 */
class TextBox extends Sprite {
constructor(x, y, w, h, text, fontSize, ex, ey) {
const id = `_text_${ex}_${ey}_`;
super(x, y, w, h, 310, 'game', id);
this.setCss(`
opacity: 0;
border: thick double #32a1ce;
transition: opacity 0.2s linear;
background-color: #333${op};
box-shadow: 0px 0px 3px #000;
`);
setTimeout(() => this.setCss(`opacity: 1;`), 50);
setTimeout(() => {
clearInterval(core.status.event.interval);
this.render(text, fontSize);
}, 250);
textBoxes[id] = sprites[id] = this;
this.ex = ex;
this.ey = ey;
}
render(text, fontSize) {
/** @type {TextContentConfig} */
const config = {
left: 10,
top: 10,
maxWidth: this.width - 20,
time: 10,
fontSize,
font
};
core.drawTextContent(this.context, text, config);
}
destroy() {
this.setCss(`opacity: 0;`);
setTimeout(() => super.destroy(), 200);
delete textBoxes[`_text_${this.ex}_${this.ey}_`];
}
}
/** 打开定点查看界面 */
this.openFixed = function () {
if (core.isReplaying()) return;
const info = getEnemies();
enemies = info;
drawFixed(info);
core.lockControl();
};
// 监听 & 复写
main.dom.data.addEventListener('mousemove', moveOnPlaying);
main.dom.data.addEventListener('dblclick', dblClick);
main.dom.data.onmouseup = e => {
if (allowDbl) {
clearTimeout(dblTimeout);
dblTimeout = setTimeout(() => {
originClick.call(main.dom.data, e);
}, 200);
} else {
originClick.call(main.dom.data, e);
}
};
/**
* 获取怪物位置和其属性
* @param {string} floorId 地图id
* @returns {EnemyCollection[]} 怪物信息数组
*/
function getEnemies(floorId = core.status.floorId) {
const res = [];
// 遍历所有图块,然后找出在显示范围内的怪物,异步执行,
core.extractBlocks(floorId);
const blocks = core.status.maps[floorId].blocks;
for (const block of blocks) {
const x = block.x,
y = block.y;
// 判断是否为怪物
if (block.event.trigger !== 'battle') continue;
// 判断是否在范围内
if (!inView(x, y)) continue;
res.push(generateCollection(block.event.id, x, y, floorId));
}
return res;
}
function generateCollection(id, x, y, floorId) {
const enemy = core.material.enemys[id];
const info = core.getEnemyInfo(id, void 0, x, y, floorId);
const data = Object.assign({}, enemy);
for (const key in info) data[key] = info[key];
return { loc: { x, y }, data };
}
/**
* 根据属性名获得颜色
* @param {string} status
*/
function color(status) {
return colorDict[status] ?? 'white';
}
/**
* 根据伤害获得伤害颜色
* @param {number} damage
*/
function colorDamage(damage) {
if (typeof damage === 'string' || !damage) return '#f00';
const hp = core.status.hero.hp;
const n = ~~((damage / hp) * 255);
return `rgb(${n}, ${255 - n}, 0)`;
}
/**
* 获取怪物的粗略信息
* @param {Enemy} info
*/
function getRough(info, x, y) {
// 先获得常量中明确指定的
const text = showStatus.map(v => {
return `\\r[${color(v)}]${core.getStatusLabel(v)}\\r[]:${
info[v]
}`;
});
// 特殊属性
if (info.special?.length > 0) {
const names = core.getSpecialText(info);
const color = core.getSpecialColor(info);
const all = names.map((v, i) => `\\r[${color[i]}]${v}\\r[]`);
text.push(`\\r[#f8f]特殊属性\\r[]:${all.join` `}`);
}
// 伤害
const damage = core.getDamageInfo(info, void 0, x, y)?.damage;
const d = core.formatBigNumber(damage);
text.push(
`\\r[#f44]伤害\\r[]:\\r[${colorDamage(damage)}]${
d === '???' ? '无法战胜' : d
}\\r[]`
);
// 支援
if (info.guards?.length > 0) {
const guards = getGuards(info, x, y);
text.push(
`\\r[#3cf]支援\\r[]:${guards.map(v => `\\i[${v.id}]`)
.join` `}`
);
text.push(`支援怪攻击顺序 -->`);
}
if (allowDbl) text.push('双击怪物查看详细信息');
return text.join`\n`;
}
/**
* 获得特殊属性说明、名称、颜色
* @param {SpecialCollection} data
* @param {Enemy} enemy
*/
function executeSpecial(data, enemy) {
let name = '';
if (typeof data[1] === 'string') name = data[1];
else name = data[1](enemy);
let text = '';
if (typeof data[2] === 'string') text = data[2];
else text = data[2](enemy);
return { name, text, color: data[3] };
}
/**
* 获得某个怪物的详细信息,包括特殊属性说明、支援怪攻击顺序
* @param {EnemyCollection} info getEnemies获取的怪物信息
*/
function getDetail(info) {
// ----- status
const status = {};
showStatus.forEach(v => {
status[v] = {
id: v,
name: core.getStatusLabel(v),
value: info.data[v]
};
});
// ----- special
const text = [];
const special = info.data.special;
if (special?.length > 0) {
for (const n of special) {
const data = specials.find(v => v[0] === n);
if (!data)
throw new ReferenceError(
`'${info.data.name}'拥有不存在的特殊属性'${n}'`
);
const {
name,
text: desc,
color
} = executeSpecial(data, info.data);
text.push(`\\r[${color}]${name}\\r[]:${desc}`);
}
}
// ---- damage & turn
const damageInfo = core.getDamageInfo(
info.data,
void 0,
info.loc.x,
info.loc.y
);
let damage = core.formatBigNumber(damageInfo?.damage);
if (damage === '???') damage = '无法战胜';
const color = colorDamage(damageInfo?.damage);
const turn = damageInfo?.turn ?? 0;
// ----- 4 criticals & n def
const criticals = core.nextCriticals(
info.data,
4,
info.loc.x,
info.loc.y
);
const n = nDefDamage ? core.status.thisMap.ratio : 1;
const def = core.getDefDamage(info.data, n, info.loc.x, info.loc.y);
return {
status,
text,
damage: { damage, color, turn },
criticals,
def
};
}
/**
* 获取支援怪信息,攻击顺序
* @param {Enemy} info 怪物信息
* @param {EnemyCollection[]} all 所有的怪物信息
* @returns {GuardCollection[]} 支援怪的顺序信息
*/
function getGuards(info, all) {
/** @type {[number, number, string][]} */
const guards = info.guards;
if (!guards) return;
return guards.map(([x, y, id]) => {
const res = {
loc: { x, y },
id
};
// 寻找符合条件的怪物
const enemy = all.find(v => v.loc.x === x && v.loc.y === y);
res.enemy = enemy;
return res;
});
}
/**
* 获取每个支援怪造成的伤害、回合数等
* @param {EnemyCollection} info
*/
function getGuardsDetail(info) {
// 很神秘的一个功能
const guards = getGuards(info, enemies); // 这时候获得的已经是按顺序排好的了
const col = { enemy: info.data, loc: info.loc };
if (guardsFirst) guards.push(col);
else guards.unshift(col);
const turn = ref(0);
const res = [];
watch(turn, v => (flags.__extraTurn__ = v)); // 使用样板的额外回合flag
const status = ['atk', 'def', 'hp'].map(v => ({
[v]: core.getRealStatus(v)
}));
const hero = Object.assign({}, ...status, { mdef: 0 });
for (let i = 0; i < guards.length; i++) {
const e = guards[i];
const data = core.getDamageInfo(
e.enemy,
i === 0 ? void 0 : hero,
e.loc.x,
e.loc.y
);
if (!data) {
res.push({ battlable: false });
continue;
}
turn.value += data.turn;
res.push({
battlable: true,
damage: data.damage,
turn: data.turn
});
}
return res;
}
/**
* 是否在视野范围内
* @param {number} x 要判断的格子
* @param {number} y
*/
function inView(x, y) {
const { x: hx, y: hy } = core.status.hero.loc;
const w = core._WIDTH_,
h = core._HEIGHT_;
return x <= hx + w && x >= hx - w && y <= hy + h && y >= hy - h;
}
/**
* 计算像素位置
* @param {number} x
* @param {number} y
* @param {number} w
* @param {number} h
*/
function calPixel(x, y, w, h) {
const px = x * 32 + 16 - w / 2,
py = (y + 1) * 32 - h;
return { px, py, w, h };
}
/**
* 根据鼠标位置获得矩形的绘制信息
* @param {number} px
* @param {number} py
*/
function calRect(px, py, text) {
const onRight = px >= core._PX_ / 2;
let x = px + 32;
const width = Math.min(
core._PX_ / 2 - 32,
onRight ? px - 32 : core._PX_ - x
);
if (onRight) x = px - width - 32;
const config = {
maxWidth: width - 20,
font,
fontSize: 19,
left: 10
};
let height = 500;
while (height > core._PY_ - 20) {
config.fontSize--;
height = core.getTextContentHeight(text, config) + 20;
}
const y = core.clamp(py - height / 2, 10, core._PY_ - 20 - height);
return { x, y, width, height, font: config.fontSize };
}
/**
* 绘制定点查看界面
* @param {EnemyCollection[]} info 怪物信息
*/
function drawFixed(info) {
// 绘制,当然还有动画
new Back('_fixed_sback_', 'rgba(0, 0, 0, 0.9)', 200);
drawChoice(info);
const exit = new Sprite(
core._PX_ - 60,
4,
56,
24,
400,
'game',
'_exit_'
);
exit.setCss(`
background-color: #aaa;
box-shadow: 0px 0px 3px #000;
cursor: pointer;
transition: all 0.6s linear;
opacity: 0;
`);
setTimeout(() => exit.setCss(`opacity: 1;`), 50);
const ctx = exit.context;
ctx.shadowBlur = 3;
ctx.shadowColor = '#000';
ctx.textAlign = 'center';
ctx.textBaseline = 'middle';
core.fillText(ctx, '退出', 28, 12, '#fff', '18px normal');
exit.addEventListener('click', close);
sprites['_exit_'] = exit;
}
/**
* 绘制每个怪物
* @param {EnemyCollection[]} info
*/
function drawChoice(info) {
for (const e of info) {
const { x, y } = e.loc;
const data = e.data;
const { bigImage, height } = core.getBlockInfo(data.id);
const w = bigImage?.width ?? 32,
h = bigImage?.height ?? height;
const { px, py } = calPixel(x, y, w, h);
new EnemyBox(
`_enemybox_${x}_${y}_`,
px,
py,
w,
h,
data.id,
!!bigImage,
e
);
}
}
/**
* 绘制怪物的粗略信息
* @param {EnemyCollection} info
*/
function drawRough(info) {
const { x, y } = info.loc;
const text = getRough(info.data, x, y);
const rect = calRect(x * 32 + 16, y * 32 + 16, text);
new TextBox(
rect.x,
rect.y,
rect.width,
rect.height,
text,
rect.font,
x,
y
);
}
/**
* 绘制详细信息的主界面
* @param {EnemyCollection} info
* @param {EnemyBox} enemyBox
*/
function drawMain(info, enemyBox) {
const { bigImage, height } = core.getBlockInfo(info.data.id);
const w = bigImage?.width ?? 32,
h = bigImage?.height ?? height;
const box =
enemyBox ??
new EnemyBox(
`_enemy_main_`,
16,
16,
w,
h,
info.data.id,
!!bigImage,
info
);
box.move(16, 16);
box.setCss(`
border: 0;
background-color: transparent;
transform: none;
z-index: 1000;
`);
const { status, text, damage, criticals, def } = getDetail(info);
const back = new Back(
`_detail_back_`,
'linear-gradient(to bottom, #333, #777)',
600,
0.2
);
// draw
const sv = Object.values(status);
sv.forEach(e => {});
}
/**
* 绘制怪物详细信息界面
* @param {EnemyCollection} info 怪物的信息
* @param {boolean} animate 是否要有动画
*/
function drawDetail(info, animate) {
const { x, y } = info.loc;
const box = enemyBoxes[`_enemybox_${x}_${y}_`];
if (!animate) box?.destroy();
drawMain(info, box);
}
/** 关闭界面 */
function close() {
Object.values(sprites).forEach(v => v.destroy());
setTimeout(core.unlockControl, 600);
}
function getEnemy(px, py) {
const evenX = core._WIDTH_ % 2 === 0 ? 0.5 : 0,
evenY = core._HEIGHT_ % 2 === 0 ? 0.5 : 0;
const bx = Math.round(
~~(px / 32) - core.bigmap.offsetX / 32 + evenX
),
by = Math.round(~~(py / 32) - core.bigmap.offsetY / 32 + evenY);
const loc = `${bx},${by}`;
const blocks = core.getMapBlocksObj();
const block = blocks[loc];
if (!block) return;
if (block?.event?.trigger === 'battle')
return generateCollection(block.event.id, bx, by);
}
/**
* 在游戏时移动鼠标,延迟500ms显示怪物信息
* @param {MouseEvent} e
*/
function moveOnPlaying(e) {
if (!allowMap) return;
if (!core.isPlaying()) return;
const { x, y } = core.actions._getClickLoc(e.clientX, e.clientY);
const px = x / core.domStyle.scale,
py = y / core.domStyle.scale;
clearTimeout(timeout);
// 清空所有的信息栏
Object.values(textBoxes).forEach(v => v.destroy());
const enemy = getEnemy(px, py);
if (block?.event?.trigger !== 'battle') return;
lastLoc = loc;
timeout = setTimeout(() => {
drawRough(enemy);
}, 500);
}
/**
* 双击鼠标时
* @param {MouseEvent} e
*/
function dblClick(e) {
if (!allowDbl) return;
if (!core.isPlaying()) return;
if (e.detail !== 2) return;
clearTimeout(dblTimeout);
clearTimeout(timeout);
const { x, y } = core.actions._getClickLoc(e.clientX, e.clientY);
const px = x / core.domStyle.scale,
py = y / core.domStyle.scale;
const enemy = getEnemy(px, py);
drawDetail(enemy);
}
},
itemDetail: function () {
/* 宝石血瓶左下角显示数值
* 需要将 变量:itemDetail改为true才可正常运行
* 请尽量减少勇士的属性数量,否则可能会出现严重卡顿
* 注意:这里的属性必须是core.status.hero里面的,flag无法显示
* 如果不想显示,可以core.setFlag("itemDetail", false);
* 然后再core.getItemDetail();
* 如有bug在大群或造塔群@古祠
*/
// 谁tm在即捡即用效果里面调用带有含刷新状态栏的函数
var origin = core.control.updateStatusBar;
core.updateStatusBar = core.control.updateStatusBar = function () {
if (core.getFlag('__statistics__')) return;
else return origin.apply(core.control, arguments);
};
core.bigmap.threshold = 256;
core.control.updateDamage = function (floorId, ctx) {
floorId = floorId || core.status.floorId;
if (!floorId || core.status.gameOver || main.mode != 'play') return;
var onMap = ctx == null;
// 没有怪物手册
if (!core.hasItem('book')) return;
core.status.damage.posX = core.bigmap.posX;
core.status.damage.posY = core.bigmap.posY;
if (!onMap) {
var width = core.floors[floorId].width,
height = core.floors[floorId].height;
// 地图过大的缩略图不绘制显伤
if (width * height > core.bigmap.threshold) return;
}
this._updateDamage_damage(floorId, onMap);
this._updateDamage_extraDamage(floorId, onMap);
core.getItemDetail(floorId); // 宝石血瓶详细信息
this.drawDamage(ctx);
};
// 绘制地图显示
control.prototype._drawDamage_draw = function (ctx, onMap) {
if (!core.hasItem('book')) return;
// *** 下一句话可以更改你想要的显示字体
core.setFont(ctx, '14px normal');
// ***
core.setTextAlign(ctx, 'left');
core.status.damage.data.forEach(function (one) {
var px = one.px,
py = one.py;
if (onMap && core.bigmap.v2) {
px -= core.bigmap.posX * 32;
py -= core.bigmap.posY * 32;
if (
px < -32 * 2 ||
px > core.__PX__ + 32 ||
py < -32 ||
py > core.__PY__ + 32
)
return;
}
core.fillBoldText(ctx, one.text, px, py, one.color);
});
core.setTextAlign(ctx, 'center');
core.status.damage.extraData.forEach(function (one) {
var px = one.px,
py = one.py;
if (onMap && core.bigmap.v2) {
px -= core.bigmap.posX * 32;
py -= core.bigmap.posY * 32;
if (
px < -32 ||
px > core.__PX__ + 32 ||
py < -32 ||
py > core.__PY__ + 32
)
return;
}
core.fillBoldText(ctx, one.text, px, py, one.color);
});
};
// 获取宝石信息 并绘制
this.getItemDetail = function (floorId) {
if (!core.getFlag('itemDetail')) return;
floorId = floorId || core.status.thisMap.floorId;
core.status.maps[floorId].blocks.forEach(function (block) {
if (
block.event.cls !== 'items' ||
block.event.id === 'superPotion'
)
return;
var x = block.x,
y = block.y;
// v2优化,只绘制范围内的部分
if (core.bigmap.v2) {
if (
x < core.bigmap.posX - core.bigmap.extend ||
x >
core.bigmap.posX +
core.__SIZE__ +
core.bigmap.extend ||
y < core.bigmap.posY - core.bigmap.extend ||
y >
core.bigmap.posY +
core.__SIZE__ +
core.bigmap.extend
) {
return;
}
}
var id = block.event.id;
var item = core.material.items[id];
if (item.cls === 'equips') {
// 装备也显示
var diff = core.clone(item.equip.value || {});
var per = item.equip.percentage;
for (var name in per) {
diff[name + 'per'] = per[name].toString() + '%';
}
drawItemDetail(diff, x, y);
return;
}
var before = core.clone(core.status.hero);
// 跟数据统计原理一样 执行效果 前后比较
core.setFlag('__statistics__', true);
try {
eval(item.itemEffect);
} catch (error) {}
var diff = compareObject(before, core.status.hero);
core.status.hero = hero = before;
flags = core.status.hero.flags;
drawItemDetail(diff, x, y);
});
};
// 比较两个对象之间每一项的数值差异(弱等于) 返回数值差异
function compareObject(a, b) {
a = a || {};
b = b || {};
var diff = {}; // 差异
for (var name in a) {
diff[name] = b[name] - (a[name] || 0);
if (!diff[name]) diff[name] = void 0;
}
return diff;
}
// 绘制
function drawItemDetail(diff, x, y) {
var px = 32 * x + 2,
py = 32 * y + 30;
var content = '';
// 获得数据和颜色
var i = 0;
for (var name in diff) {
if (!diff[name]) continue;
var color = '#ffffff';
if (typeof diff[name] === 'number')
diff[name] = core.formatBigNumber(diff[name], true);
switch (name) {
case 'atk':
case 'atkper':
color = '#FF7A7A';
break;
case 'def':
case 'defper':
color = '#00E6F1';
break;
case 'mdef':
case 'mdefper':
color = '#6EFF83';
break;
case 'hp':
color = '#A4FF00';
break;
case 'hpmax':
case 'hpmaxper':
color = '#F9FF00';
break;
case 'mana':
color = '#cc6666';
break;
}
content = diff[name];
// 绘制
core.status.damage.data.push({
text: content,
px: px,
py: py - 10 * i,
color: color
});
i++;
}
}
},
chapter: function () {
// 章节显示
var chapter = '',
description = '';
// 显示章节
this.displayChapter = function (index) {
if (core.isReplaying()) return;
var number = core.replaceNumberWithChinese(index);
// 获取第几章
chapter = '第' + number + '章';
if (index == 0) chapter = '序章';
// 获取描述
switch (index) {
case 0:
description = '起源';
break;
case 1:
description = '勇气';
break;
case 2:
description = '智慧';
break;
}
core.coreChapterAnimate(chapter, description);
};
// 替换数字大小写
this.replaceNumberWithChinese = function (number) {
if (number == 0) return '零';
if (number == 1) return '一';
if (number == 2) return '二';
if (number == 3) return '三';
if (number == 4) return '四';
if (number == 5) return '五';
if (number == 6) return '六';
if (number == 7) return '七';
if (number == 8) return '八';
if (number == 9) return '九';
if (number == 10) return '十';
};
// 核心动画运算
this.coreChapterAnimate = function (chapter, description) {
// 先建画布
if (core.isReplaying()) return;
core.createCanvas('chapter', 0, 0, 480, 480, 100);
var frame = 0,
speed = 0,
left = -480,
down = 240;
// 一秒50帧
core.lockControl();
var interval = setInterval(() => {
core.clearMap('chapter');
speed = core.hyperbolicCosine((frame - 84) * 0.05);
left += speed / 2;
// 背景
if (frame <= 110) {
core.fillRect(
'chapter',
0,
-240 - left,
480,
left + 480,
'#000000'
);
core.fillRect(
'chapter',
0,
240,
480,
left + 480,
'#000000'
);
} else {
core.fillRect('chapter', 0, 0, 480, down, '#000000');
core.fillRect(
'chapter',
0,
480 - down,
480,
down,
'#000000'
);
down -= speed / 2;
}
// 中间矩形
if (frame <= 100) {
core.fillRect(
'chapter',
0,
240 - frame / 5,
480,
frame / 2.5,
[255, 255, 255, 0.5 + frame / 200]
);
} else {
core.fillRect(
'chapter',
0,
240 - 2100 / (205 - frame),
480,
4200 / (205 - frame),
[255, 255, 255, (175 - frame) / 75]
);
}
// 上下方线
core.fillRect('chapter', left, 210, 300, 10, '#FF4D00');
core.fillRect('chapter', 180 - left, 260, 300, 10, '#2DFFFC');
core.fillRect('chapter', left + 310, 210, 10, 10, '#FF4D00');
core.fillRect('chapter', 160 - left, 260, 10, 10, '#2DFFFC');
core.fillPolygon(
'chapter',
[
[left + 330, 210],
[left + 330, 220],
[left + 340, 220]
],
'#FF4D00'
);
core.fillPolygon(
'chapter',
[
[150 - left, 260],
[140 - left, 260],
[150 - left, 270]
],
'#2DFFFC'
);
// 闪光条
for (var i = 5; i > 0; i--) {
if (frame <= 150) {
core.drawLine(
'chapter',
0,
220,
left + 320,
220,
[255, 255, 255, 0.4],
i
);
core.drawLine(
'chapter',
480,
260,
160 - left,
260,
[255, 255, 255, 0.4],
i
);
} else {
core.drawLine(
'chapter',
0,
220,
left + 320,
220,
[255, 255, 255, 0.4 - (frame - 150) / 125],
i
);
core.drawLine(
'chapter',
480,
260,
160 - left,
260,
[255, 255, 255, 0.4 - (frame - 150) / 125],
i
);
}
}
core.fillEllipse(
'chapter',
left + 320,
220,
7,
3,
0,
[255, 255, 255, 0.8]
);
core.fillEllipse(
'chapter',
left + 320,
220,
2,
10,
0,
[255, 255, 255, 0.8]
);
core.fillEllipse(
'chapter',
160 - left,
260,
7,
3,
0,
[255, 255, 255, 0.8]
);
core.fillEllipse(
'chapter',
160 - left,
260,
2,
10,
0,
[255, 255, 255, 0.8]
);
// 字
core.setTextAlign('chapter', 'center');
core.fillBoldText(
'chapter',
chapter + ' ' + description,
left + 360,
250,
'#ffffff',
'#000000',
'28px scroll'
);
if (frame >= 200) {
clearInterval(interval);
core.deleteCanvas('chapter');
core.unlockControl();
}
if (frame == 80) core.playSound('chapter.mp3');
frame++;
}, 20);
};
// 返回双曲余弦值
this.hyperbolicCosine = function (number) {
return 0.5 * (Math.pow(Math.E, number) + Math.pow(Math.E, -number));
};
},
intelligenceTree: function () {
// 智慧加点
var list;
var levels;
var currPage = 1,
selector = [1, 1];
// 获取技能等级
this.getSkillLevel = function () {
if (!flags.levels) flags.levels = [];
for (var i = 0; i < 10; i++) {
if (flags.levels[i] == null) flags.levels[i] = 0;
}
return flags.levels;
};
// 初始化
this.initializeList = function (changePage) {
// 初始化等级
levels = core.clone(core.getSkillLevel());
// 技能定义 0索引 1名称 2描述 3等级 4消耗 5前置技能[索引,等级,索引,等级] 6位置(5×5) 7最大等级 8页码数 9效果
list = [
[
0,
'力量',
'力量就是根本!可以通过智慧增加力量',
0,
10 * levels[0] + 10,
null,
[1, 2],
10,
1,
'攻击+' + levels[0] * 2
],
[
1,
'致命一击',
'爆发出全部力量攻击敌人',
0,
30 * levels[1] + 30,
[0, 5],
[2, 1],
10,
1,
'每回合额外伤害+' + levels[1] * 5
],
[
2,
'断灭之刃',
'\\r[#dddd44]主动技能\\r[],开启后会在战斗时会额外增加一定量的攻击, 但同时减少一定量的防御,快捷键1',
0,
200 * levels[2] + 400,
[1, 5],
[4, 1],
5,
1,
levels[2] * 10 +
'%攻击加成,减少' +
levels[2] * 10 +
'%的防御'
],
[
3,
'坚韧',
'由智慧转化出坚韧!',
0,
10 * levels[3] + 10,
null,
[1, 4],
10,
1,
'防御+' + levels[3] * 2
],
[
4,
'回春',
'让智慧化为治愈之泉水!',
0,
20 + levels[4] * 20,
[3, 5],
[2, 5],
25,
1,
'每回合回复' + 1 * levels[4] + '生命'
],
[
5,
'治愈之泉',
'让生命变得更多一些吧!每吃50瓶血瓶就增加当前生命回复10%的生命回复',
0,
1500,
[4, 25],
[4, 5],
1,
1,
'50瓶血10%生命回复'
],
[
6,
'坚固之盾',
'让护甲更加坚硬一些吧!',
0,
50 + levels[6] * 50,
[3, 5],
[2, 3],
10,
1,
'防御+' + 10 * levels[6]
],
[
7,
'无上之盾',
'\\r[#dddd44]第一章终极技能\\r[],战斗时智慧会充当等量护盾',
0,
2500,
[6, 10, 5, 1, 2, 2],
[5, 3],
1,
1,
'战斗时智慧会充当护盾'
]
];
// 深拷贝list
list = core.clone(list);
var acted = false;
for (var i in list) {
list[i][3] = levels[i];
if (!list[i][5]) list[i][5] = [];
// 根据页码获取光标应该在的位置
if (changePage && !acted) {
if (list[i][8] == currPage) {
selector = list[i][6];
acted = true;
}
}
}
};
// 升级效果
this.treeEffect = function (index) {
index = parseInt(index);
switch (index) {
case 0: // 力量 +2攻击
core.status.hero.atk += 2;
break;
case 1: // 致命一击 +5额外攻击
core.status.hero.mana += 5;
break;
case 2: // 断灭之刃
core.setFlag('bladeOn', true);
break;
case 3: // 坚韧 +2防御
core.status.hero.def += 2;
break;
case 4: // 回春 +1回复
core.status.hero.hpmax += 1;
break;
case 5: // 治愈之泉
core.setFlag('spring', true);
break;
case 6: // 坚固之盾 +10防御
core.status.hero.def += 10;
break;
case 7: // 无上之盾
core.setFlag('superSheild', true);
break;
}
core.status.hero.mdef -= list[index][4];
};
// 由光标位置获得索引
this.getIdBySelector = function (x, y, page) {
for (var i in list) {
if (
list[i][8] == page &&
x == list[i][6][0] &&
y == list[i][6][1]
) {
return i;
}
}
};
// 绘制技能树界面
this.drawTree = function (changePage) {
// 初始化
if (!changePage) changePage = false;
core.initializeList(changePage);
var id = core.getIdBySelector(selector[0], selector[1], currPage);
var name = list[id][1],
description = list[id][2],
level = levels[id],
cost = list[id][4],
foreSkill = list[id][5],
max = list[id][7],
effect = list[id][9];
// 先建画布
core.createCanvas('tree', 0, 0, 480, 480, 130);
// 背景
core.fillRect('tree', 0, 0, 480, 480, [0, 0, 0, 0.95]);
core.drawLine('tree', 0, 172, 480, 172, [200, 200, 200, 0.95], 1);
core.drawLine('tree', 308, 172, 308, 480, [200, 200, 200, 0.95], 1);
core.drawLine('tree', 308, 450, 480, 450, [200, 200, 200, 0.95], 1);
core.drawLine('tree', 308, 220, 480, 220, [200, 200, 200, 0.95], 1);
core.drawLine('tree', 308, 413, 480, 413, [200, 200, 200, 0.95], 1);
for (var i = 0; i <= 239; i++) {
core.drawLine(
'tree',
i,
40,
480 - i,
40,
[0, 255, 107, 0.002],
2
);
}
// 每一项技能图标
for (var i in list) {
if (list[i][8] != currPage) continue;
// 技能间的线
for (var j = 0; j < list[i][5].length; j += 2) {
if (!list[i][5]) break;
if (levels[list[i][5][j]] < list[i][5][j + 1])
core.drawLine(
'tree',
list[list[i][5][j]][6][0] * 56 - 14,
list[list[i][5][j]][6][1] * 56 + 158,
list[i][6][0] * 56 - 14,
list[i][6][1] * 56 + 158,
'#aaaaaa',
1
);
else
core.drawLine(
'tree',
list[list[i][5][j]][6][0] * 56 - 14,
list[list[i][5][j]][6][1] * 56 + 158,
list[i][6][0] * 56 - 14,
list[i][6][1] * 56 + 158,
'#00FF88',
1
);
}
}
// 图标
for (var i in list) {
// 图标
core.drawImage(
'tree',
'skill' + i + '.png',
0,
0,
114,
114,
list[i][6][0] * 56 - 28,
list[i][6][1] * 56 + 144,
28,
28
);
// 方框
if (levels[i] == 0)
core.strokeRect(
'tree',
list[i][6][0] * 56 - 28,
list[i][6][1] * 56 + 144,
28,
28,
'#888888',
1
);
else if (levels[i] == list[i][7])
core.strokeRect(
'tree',
list[i][6][0] * 56 - 28,
list[i][6][1] * 56 + 144,
28,
28,
'#F7FF68',
1
);
else
core.strokeRect(
'tree',
list[i][6][0] * 56 - 28,
list[i][6][1] * 56 + 144,
28,
28,
'#00FF69',
1
);
// 光标
core.strokeRect(
'tree',
selector[0] * 56 - 28,
selector[1] * 56 + 144,
28,
28,
'#ffff00',
1
);
}
// 说明
core.setTextAlign('tree', 'center');
core.fillText('tree', name, 240, 30, '#00FFD5', '28px normal');
core.setTextAlign('tree', 'left');
core.drawTextContent('tree', ' ' + description, {
left: 10,
top: 42,
maxWidth: 460,
font: 'normal',
fontSize: 18
});
// 效果
if (level != 0)
core.drawTextContent('tree', '当前效果:' + effect, {
left: 10,
top: 122,
maxWidth: 460,
font: 'normal',
fontSize: 18
});
if (level != max) {
flags.levels[id] += 1;
core.initializeList(false);
effect = list[id][9];
core.drawTextContent('tree', '下一级效果:' + effect, {
left: 10,
top: 147,
maxWidth: 460,
font: 'normal',
fontSize: 18
});
flags.levels[id]--;
core.initializeList(false);
effect = list[id][9];
}
core.setTextAlign('tree', 'center');
// 等级
core.fillText(
'tree',
'等级:' + level + '/' + max,
394,
190,
'#ffffff',
'18px normal'
);
// 升级
if (level != max)
core.fillText(
'tree',
'升级花费:' + cost,
394,
210,
'#ffffff',
'18px normal'
);
// 退出
core.fillText('tree', '退出', 394, 470, '#ffffff', '18px normal');
// 页码数
var text = core.replaceNumberWithChinese(currPage);
core.fillText(
'tree',
'第' + text + '章',
394,
440,
'#ffffff',
'24px normal'
);
if (currPage != 1)
core.fillText('tree', '<', 334, 440, '#ffffff', '24px normal');
if (currPage != flags.chapter)
core.fillText('tree', '>', 454, 440, '#ffffff', '24px normal');
// 前置技能
core.fillText(
'tree',
'前置技能',
394,
245,
'#ffffff',
'20px normal'
);
if (foreSkill.length > 0) {
for (var i = 0; i < foreSkill.length; i += 2) {
core.fillText(
'tree',
foreSkill[i + 1] + '级 ' + list[foreSkill[i]][1],
394,
270 + 10 * i
);
}
}
};
// 升级操作
this.upgradeTree = function (index) {
// 执行操作
if (levels[index] == list[index][7]) {
core.playSound('操作失败');
core.insertAction(['该技能已满级!']);
return;
}
// 判断前置技能
var fore = list[index][5];
for (var i = 0; i < fore.length; i += 2) {
if (levels[fore[i]] < fore[i + 1]) {
core.playSound('操作失败');
core.insertAction(['前置技能未满足!']);
return;
}
}
if (core.status.hero.mdef < list[index][4]) {
core.playSound('操作失败');
core.insertAction(['智慧点不足!']);
return;
}
flags.levels[index]++;
core.treeEffect(index);
// 刷新
core.drawTree(false);
core.updateStatusBar();
core.updateDamage();
// 音效
core.playSound('tree.mp3');
core.insertAction([{ type: 'sleep', time: 100, noSkip: true }]);
};
// 上下左右
this.moveSelector = function (keycode, times) {
times = times || 0;
core.playSound('光标移动');
if (keycode == 37 || keycode == 39) {
// left right
if (times > 3) {
// 正左右没有东西 移动至下一列
selector[0] -= 3 * (keycode - 38);
for (var i in list) {
if (list[i][8] != currPage) continue;
if (list[i][6][0] == selector[0]) {
selector = list[i][6];
return;
}
}
selector[0] -= keycode - 38;
return;
}
selector[0] += keycode - 38;
for (var i in list) {
// 正左右有技能 移动至最近的技能
if (list[i][8] != currPage) continue;
if (
list[i][6][0] == selector[0] &&
list[i][6][1] == selector[1]
) {
selector = list[i][6];
return;
}
}
return core.moveSelector(keycode, times + 1);
} else {
// up down
if (times > 3) {
selector[1] -= 3 * (keycode - 39);
for (var i in list) {
if (list[i][8] != currPage) continue;
if (list[i][6][1] == selector[1]) {
selector = list[i][6];
return;
}
}
selector[1] -= keycode - 39;
return;
}
selector[1] += keycode - 39;
for (var i in list) {
if (list[i][8] != currPage) continue;
if (
list[i][6][1] == selector[1] &&
list[i][6][0] == selector[0]
) {
selector = list[i][6];
return;
}
}
return core.moveSelector(keycode, times + 1);
}
};
// 由点击位置获取光标位置
this.getSelectorByLoc = function (px, py) {
if (px % 56 < 28 || (py - 172) % 56 < 28) return;
var x = Math.ceil(px / 56),
y = Math.ceil((py - 172) / 56);
if (selector[0] == x && selector[1] == y) {
var id = core.getIdBySelector(
selector[0],
selector[1],
currPage
);
core.upgradeTree(id);
} else {
for (var i in list) {
if (list[i][8] != currPage) continue;
if (list[i][6][0] == x && list[i][6][1] == y) {
selector = [x, y];
core.playSound('光标移动');
return;
}
}
}
};
// 键盘操作
this.treeKeyboard = function (keycode) {
var id = core.getIdBySelector(selector[0], selector[1], currPage);
switch (keycode) {
case 13:
case 32: // 确认升级
core.upgradeTree(id);
break;
case 27:
case 88: // 退出
core.playSound('取消');
core.insertAction({ type: 'break' });
break;
case 37:
case 38:
case 39:
case 40: // 移动光标
core.moveSelector(keycode);
break;
}
};
// 点击操作
this.treeClick = function (px, py) {
if (px >= 308 && py >= 450) {
core.playSound('取消');
core.insertAction({ type: 'break' });
}
if (px <= 308 && py >= 172) {
core.getSelectorByLoc(px, py);
}
};
// 操作
this.actTree = function () {
if (flags.type == 0) return this.treeKeyboard(flags.keycode);
else return this.treeClick(flags.px, flags.py);
};
// 开启
this.openTree = function () {
// 插入事件
core.initializeList(true);
core.playSound('打开界面');
core.insertAction([
{
type: 'while',
condition: 'true',
data: [
{
type: 'function',
function: '() => { core.plugin.drawTree(false); }'
},
{ type: 'wait' },
{
type: 'function',
function: '() => { core.plugin.actTree(); }'
}
]
},
{
type: 'function',
function: "() => { core.deleteCanvas('tree');}"
}
]);
};
},
skills: function () {
// 所有的主动技能效果
var ignoreInJump = {
event: ['X20007', 'X20001', 'X20006', 'X20014', 'X20010', 'X20007'],
bg: [
'X20037',
'X20038',
'X20039',
'X20045',
'X20047',
'X20053',
'X20054',
'X20055',
'X20067',
'X20068',
'X20075',
'X20076'
]
};
// 跳跃
this.jumpSkill = function () {
if (core.status.floorId.startsWith('tower'))
return core.drawTip('当无法使用该技能');
if (!flags.skill2) return;
if (!flags['jump_' + core.status.floorId])
flags['jump_' + core.status.floorId] = 0;
if (
core.status.floorId == 'MT14' &&
flags['jump_' + core.status.floorId] == 2 &&
!flags.MT14Jump
) {
if (
!(
core.status.hero.loc.x == 77 &&
core.status.hero.loc.y == 5 &&
core.status.hero.loc.direction == 'right'
)
) {
return core.drawTip('该地图还有一个必跳的地方,你还没有跳');
} else flags.MT14Jump = true;
}
if (flags['jump_' + core.status.floorId] >= 3)
return core.drawTip('当前地图使用次数已用完');
core.autosave();
var direction = core.status.hero.loc.direction;
var loc = core.status.hero.loc;
var checkLoc = {};
switch (direction) {
case 'up':
checkLoc.x = loc.x;
checkLoc.y = loc.y - 1;
break;
case 'right':
checkLoc.x = loc.x + 1;
checkLoc.y = loc.y;
break;
case 'down':
checkLoc.x = loc.x;
checkLoc.y = loc.y + 1;
break;
case 'left':
checkLoc.x = loc.x - 1;
checkLoc.y = loc.y;
break;
}
// 前方是否可通行 或 是怪物
var cls = core.getBlockCls(checkLoc.x, checkLoc.y);
var noPass = core.noPass(checkLoc.x, checkLoc.y);
var id = core.getBlockId(checkLoc.x, checkLoc.y) || '';
var bgId =
core.getBlockByNumber(core.getBgNumber(checkLoc.x, checkLoc.y))
.event.id || '';
// 可以通行
if (
!noPass ||
cls == 'items' ||
(id.startsWith('X') && !ignoreInJump.event.includes(id)) ||
(bgId.startsWith('X') && !ignoreInJump.bg.includes(bgId))
)
return core.drawTip('当前无法使用技能');
// 不是怪物且不可以通行
if (noPass && !(cls == 'enemys' || cls == 'enemy48')) {
var toLoc = checkNoPass(
direction,
checkLoc.x,
checkLoc.y,
true
);
if (!toLoc) return;
core.status.hero.hp -= 200 * flags.hard;
core.updateStatusBar();
flags['jump_' + core.status.floorId]++;
if (core.status.hero.hp <= 0) {
core.status.hero.hp = 0;
core.updateStatusBar();
core.events.lose('你跳死了');
}
core.playSound('015-Jump01.ogg');
core.insertAction([
{ type: 'jumpHero', loc: [toLoc.x, toLoc.y], time: 500 }
]);
}
// 是怪物
if (cls == 'enemys' || cls == 'enemy48') {
var firstNoPass = checkNoPass(
direction,
checkLoc.x,
checkLoc.y,
false
);
if (!firstNoPass) return;
core.status.hero.hp -= 200 * flags.hard;
core.updateStatusBar();
flags['jump_' + core.status.floorId]++;
if (core.status.hero.hp <= 0) {
core.status.hero.hp = 0;
core.updateStatusBar();
core.events.lose('你跳死了');
}
core.playSound('015-Jump01.ogg');
core.insertAction([
{
type: 'jump',
from: [checkLoc.x, checkLoc.y],
to: [firstNoPass.x, firstNoPass.y],
time: 500,
keep: true
}
]);
}
// 检查一条线上的不可通过
function checkNoPass(direction, x, y, startNo) {
if (!startNo) startNo = false;
switch (direction) {
case 'up':
y--;
break;
case 'right':
x++;
break;
case 'down':
y++;
break;
case 'left':
x--;
break;
}
if (
x > core.status.thisMap.width - 1 ||
y > core.status.thisMap.height - 1 ||
x < 0 ||
y < 0
)
return core.drawTip('当前无法使用技能');
var id = core.getBlockId(x, y) || '';
if (core.getBgNumber(x, y))
var bgId =
core.getBlockByNumber(core.getBgNumber(x, y)).event
.id || '';
else var bgId = '';
if (
core.noPass(x, y) ||
core.getBlockCls(x, y) == 'items' ||
(id.startsWith('X') && !ignoreInJump.event.includes(id)) ||
(bgId.startsWith('X') && !ignoreInJump.bg.includes(bgId)) ||
core.getBlockCls(x, y) == 'animates'
)
return checkNoPass(direction, x, y, true);
if (!startNo) return checkNoPass(direction, x, y, false);
return { x: x, y: y };
}
};
},
changeFly: async function () {
// 该插件可自定义空间很大,自定义内容请看注释
// ------------------------- 安装说明 ------------------------- //
// 先安装基于canvas的sprite化插件(2.10.0以上自带)
// 再将以下代码复制进插件中,并将第一行的 function () 改为 async function ()
// 提供的api请看以this.xxx = function开头的函数,函数前会有函数说明及参数说明
// ------------------------- 使用说明 ------------------------- //
/*
* 直接复制进插件中,然后添加一个快捷键或道具效果为core.plugin.drawFlyMap()即可使用,不需额外设置
* 楼层id中不要出现下划线
* 该插件具体功能有:
* 1.绘制区域内的地图
* 2.可以拖动地图
* 3.点击地图可直接传送至目标地图,同时降低背景的不透明度,方便观察
* 4.滚轮或双指可以放缩绘制内容
* 5.放缩较大时,绘制地图的缩略图,可能会比较卡,但移动不会卡
* 6.整合漏怪检测,如果想忽略怪物,请在下方改动或用脚本修改core.plugin.ignoreEnemies,类型为数组
* 7.整合区域显示,所有单独或连在一起的地图会被视为一个区域
* 8.键盘操作,上下左右移动
*/
// ------------------------- 插件说明 ------------------------- //
/*
* 该插件注释极其详细,可以帮助那些想要提升代码力,但实力有不足的作者
* 注意!!!该插件难度极大,没有代码底力的不建议研究
* 该插件涉及部分较为高级的算法,如bfs
*/
// 录像验证直接干掉这个插件
if (main.replayChecking || main.mode === 'editor') return;
// 延迟初始化,就不用安装到sprite化插件之后了
await new Promise(res => setTimeout(res, 500));
// ----- 不可自定义 杂七杂八的变量
/** @type {{[x: string]: BFSResult}} */
let mapCache = {}; // 地图缓存
let drawCache = {}; // 绘制信息缓存
let status = 'none'; // 当前的绘制状态
/** @type {{[x: string]: Sprite}} */
let sprites = {}; // 当前所有的sprite
/** @type {{[x: string]: Sprite}} */
let canDrag = {}; // 可以拖拽的sprite
/** @type {{[x: string]: Button}} */
let areaSprite = {}; // 区域列表对应的sprite
let clicking = false; // 是否正在点击,用于拖拽判定
let drawingMap = ''; // 正在绘制的中心楼层
let nowScale = 0; // 当前绘制的放缩比例
let lastTouch = {}; // 上一次的单点点击信息
let lastLength = 0; // 手机端缩放时上一次的两指间距离
let nowDepth = 0; // 当前的遍历深度
let drawedThumbnail = {}; // 已经绘制过的缩略图
let moved = false; // 鼠标按下后是否移动了
let noBorder = false; // 是否是无边框拼接模式
let lastScale = 0; // 上一次缩放,用于优化缩略图绘制
let showEnemy = false; // 是否显示漏怪
let areaPage = 0; // 区域显示的当前页数
let nowArea = 0; // 当前区域index
let selecting = ''; // 选择时当前正在选择的地图
// ---- 不可自定义,常量
/** @type {Area} */
let areas = []; // 区域信息
const perPage = Math.floor((core._PY_ - 60) / 30); // 区域的每页显示数量
// ---- 可自定义,默认的切换地图的图块id
const defaultChange = {
left: 'leftPortal', // 左箭头
up: 'upPortal', // 上箭头
right: 'rightPortal', // 右箭头
down: 'downPortal', // 下箭头
upFloor: 'upFloor', // 上楼
downFloor: 'downFloor' // 下楼
};
// ---- 可自定义,默认数值
const defaultValue = {
font: 'Verdana', // 默认字体
scale: 3, // 默认地图缩放比例
depth: Infinity // 默认的遍历深度
};
// ---- 不可自定义,计算数据
const dirData = {
up: [1, 0],
down: [-1, 0],
left: [0, 1],
right: [0, -1],
upFloor: [0, 0],
downFloor: [0, 0]
};
let ignoreEnemies = (this.ignoreEnemies = []);
let allChangeEntries = Object.entries(defaultChange);
const reset = core.events.resetGame;
core.events.resetGame = function () {
reset.apply(core.events, arguments);
areas = [];
// 获取所有分区,使用异步函数,保证不会卡顿
// 原理是用bfs扫,将所有连在一起的地图合并成一个区域
(async function () {
let all = core.floorIds.slice();
const scanned = { [all[0]]: true };
while (all.length > 0) {
let now = all.shift();
if (core.status.maps[now].deleted) continue;
if (!now) return;
await new Promise(res => {
const result = bfsSearch(now, Infinity, true);
mapCache[`${now}_Infinity_false`] = result;
areas.push({
name: core.floors[now].title,
maps: result.order
});
for (const map of result.order) {
scanned[map] = true;
all = all.filter(v => !result.order.includes(v));
}
res('success');
});
}
})();
};
/** 工具按钮 */
class Button extends Sprite {
constructor(
name,
x,
y,
w,
h,
text,
fontSize = '20px',
transition = true
) {
const btn = super(x, y, w, h, 1050, 'game', name);
this.css(transition);
setTimeout(() => btn.setCss(`opacity: 1;`), 50);
const ctx = btn.context;
ctx.textAlign = 'center';
ctx.textBaseline = 'middle';
core.fillText(
ctx,
text,
w / 2,
h / 2,
'#fff',
`${fontSize} normal`,
w - 10
);
sprites[name] = btn;
}
css(transition) {
this.setCss(
'transition: opacity 0.6s linear, transform 0.2s linear;' +
'background-color: #aaa;' +
'box-shadow: 0px 0px 0px black;' +
(transition ? 'opacity: 0;' : '') +
'filter: drop-shadow(1px 1px 2px black);' +
'box-shadow: 0px 0px 4px black;' +
'cursor: pointer;'
);
}
}
/** 背景 */
class Back extends Sprite {
constructor(name, x, y, w, h, z, color) {
const sprite = super(x, y, w, h, z, 'game', name);
sprites[name] = sprite;
this.setCss(`transition: all 0.6s linear;`);
setTimeout(() => {
this.setCss(`background-color: ${color};`);
}, 50);
}
}
/**
* 获取绘制信息
* @param {string?} center 中心地图id
* @param {number?} depth 搜索深度
* @param {boolean?} noCache 是否不使用缓存
* @returns {MapDrawInfo}
*/
this.getMapDrawInfo = function (
center = core.status.floorId,
depth = defaultValue.depth,
noCache = false
) {
nowDepth = depth;
drawingMap = center;
const id = `${center}_${depth}_${noBorder}`;
// 检查缓存
if (drawCache[id] && !noCache) return drawCache[id];
const map = bfsSearch(center, depth, noCache);
mapCache[id] = map;
const res = getDrawInfo(map.res, center, map.order);
res.upOrDown = map.upOrDown;
drawCache[id] = res;
return res;
};
/**
* 绘制大地图,可拖动、滚轮缩放、点击对应位置可以楼传等
* @param {string} floorId 中心地图的id
* @param {number} depth 遍历深度
* @param {boolean} noCache 是否不使用缓存
* @param {number} scale 绘制的缩放比例
*/
this.drawFlyMap = function (
floorId = core.status.floorId,
depth = defaultValue.depth,
noCache = false,
scale = defaultValue.scale
) {
if (core.isReplaying()) return;
// 把区域页码归零
nowArea = areas.findIndex(v =>
v.maps.includes(core.status.floorId)
);
areaPage = 0;
nowScale = scale;
selecting = floorId;
const info = this.getMapDrawInfo(floorId, depth, noCache);
if (status !== 'scale' && status !== 'border') {
drawBack();
drawTools();
}
drawMap(info, scale);
status = 'flyMap';
core.lockControl();
core.canvas.data.canvas.style.zIndex = '990';
};
/**
* 获得某个区域的剩余怪物
* @param {string} floorId 区域包含的地图或要扫描的地图
* @param {boolean} area 是否扫描整个区域
* @returns {RemainEnemy} 怪物总数、所在地图、位置
* 返回值格式:{
* rough: 每种怪物的数量及所有怪物的总数,为字符串,每个怪物独占一行
* detail: 每个怪物的所在位置,每个怪物独占一行,以每20个整合成字符串,为字符串数组形式
* data: 怪物数量的原始信息,格式为{ 楼层id: { 'x,y': 怪物id } }
* }
*/
this.getRemainEnemy = function (
floorId = core.status.floorId,
area = false
) {
const res = bfsSearch(floorId, Infinity, false);
// 整合怪物总数
/** @type {{[x: string]: number}} */
const category = {};
const toShow = area ? res.order : [floorId];
const strArr = [];
const add = (...num) => num.reduce((pre, cur) => pre + cur, 0);
const name = id => core.material.enemys[id].name;
const title = id => core.status.maps[id].title;
for (const id of toShow) {
const enemies = res.enemies[id];
Object.values(enemies).forEach(v => {
// 编辑器不支持 ??=,悲
category[v] = category[v] ?? 0;
category[v]++;
});
// 每个怪物的信息
strArr.push(
...Object.entries(enemies).map(
v =>
`${name(v[1])} 楼层:${title(
id
)},楼层id:${id},坐标:${v[0]}`
)
);
}
// 输出字符串
const all = `当前${area ? '区域' : '地图'}中剩余怪物数量:${add(
...Object.values(category)
)}`;
const classified = Object.entries(category).map(
v => `${name(v[0])} × ${v[1]}`
).join`\n`;
const detail = [];
while (strArr.length > 0) {
detail.push(strArr.splice(0, 20).join`\n`);
}
return {
rough: `${all}\n${classified}`,
detail,
data: res.enemies
};
};
/**
* 广度优先搜索搜索地图路径
* @param {string} center 中心地图的id
* @param {number} depth 搜索深度
* @param {boolean} noCache 是否不使用缓存
* @returns {BFSResult} 格式:floorId_x_y_dir: floorId_x_y
*/
function bfsSearch(center, depth, noCache) {
// 检查缓存
const id = `${center}_${depth}_${noBorder}`;
if (mapCache[id] && !noCache) return mapCache[id];
const used = { [center]: true }; // 搜索过的楼层
let queue = [];
let stack = [center]; // 当前栈
let nowDepth = -1;
const mapOrder = [center]; // 遍历顺序,顺便还能记录遍历了哪些楼层
const res = {}; // 输出结果,格式:floorId_x_y_dir: floorId_x_y
const enemies = {};
const upOrDown = {};
// 开始循环搜索
while (nowDepth < depth && stack.length > 0) {
const now = stack.shift(); // 当前id
if (core.status.maps[now].deleted) continue;
const blocks = core.getMapBlocksObj(now); // 获取当前地图的每点的事件
enemies[now] = {};
// 遍历,获取可以传送的点,只检测绿点事件,因此可用红点事件进行传送来实现分区功能
for (const i in blocks) {
const block = blocks[i];
// 整合漏怪检测,所以要检测怪物
if (block.event.trigger === 'battle') {
const id = block.event.id;
if (ignoreEnemies.includes(id)) continue;
else enemies[now][i] = block.event.id;
continue;
}
// 检测触发器是否为切换楼层,不是则直接跳过
if (block.event.trigger !== 'changeFloor') continue;
const dirEntries = allChangeEntries.find(
v => v[1] === block.event.id
);
// 如果不是那六种传送门,直接忽略
if (!dirEntries) continue;
const data = block.event.data;
const dir = dirEntries[0];
const route = `${now}_${i.replace(',', '_')}_${dir}`;
const target = `${data.floorId}_${data.loc.join('_')}`;
if (!used[data.floorId]) {
if (dir === 'upFloor' || dir === 'downFloor') {
upOrDown[now] = upOrDown[id] ?? [];
upOrDown[now].push(dir);
}
queue.push(data.floorId); // 没有搜索过,则加入栈中
mapOrder.push(data.floorId);
used[data.floorId] = true;
}
res[route] = target;
}
if (stack.length === 0) {
stack = queue;
queue = [];
nowDepth++;
}
if (stack.length === 0 && queue.length === 0) break;
}
return { res, order: mapOrder, enemies, upOrDown };
}
/**
* 提供地图的绘制信息
* @param {{[x: string]: string}} map 要绘制的地图,格式:floorId_x_y_dir: floorId_x_y
* @param {string} center 中心地图的id
* @param {string[]} order 遍历顺序
* @returns {MapDrawInfo} 地图的绘制信息
*/
function getDrawInfo(map, center, order) {
// 先根据地图id分类,从而确定每个地图连接哪些地图,同时方便处理
const links = {};
for (const i in map) {
const splitted = i.split('_');
const id = splitted[0];
if (!links[id]) links[id] = {};
links[id][i] = map[i];
}
// 分类完毕,然后根据连接点先计算出各个地图的坐标,然后再进行判断
const centerFloor = core.status.maps[center];
const visitedCenter = core.hasVisitedFloor(center);
const locs = {
// 格式:[中心x, 中心y, 宽, 高, 是否到达过]
[center]: [
0,
0,
centerFloor.width,
centerFloor.height,
visitedCenter
]
};
const lines = {}; // 地图间的连线
// 可以上楼下楼的地图
const upOrDown = {};
for (const id of order) {
const now = links[id];
// 遍历每一个地图的连接情况
for (const from in now) {
const to = now[from];
// 先根据from to计算物理位置
const fromData = from.split('_'),
toData = to.split('_');
const dir = fromData[3];
if (dir === 'upFloor' || dir === 'downFloor') continue;
if (!defaultChange[dir]) continue;
const v = dirData[dir][1], // 竖直数值
h = dirData[dir][0], // 水平数值
ha = Math.abs(h),
va = Math.abs(v);
const fx = parseInt(fromData[1]), // fromX
fy = parseInt(fromData[2]), // fromY
tx = parseInt(toData[1]), // toX
ty = parseInt(toData[2]), // toY
ff = id, // fromFloorId
tf = toData[0]; // toFloorId
const fromFloor = core.status.maps[ff],
toFloor = core.status.maps[tf];
const fhw = Math.floor(fromFloor.width / 2), // fromFloorHalfWidth
fhh = Math.floor(fromFloor.height / 2),
thw = Math.floor(toFloor.width / 2),
thh = Math.floor(toFloor.height / 2);
const fLoc = locs[id] ?? [0, 0];
if (!locs[ff]) continue;
let x, y;
const dis = noBorder ? 1 : 5;
if (locs && locs[tf]) {
x = locs[tf][0];
y = locs[tf][1];
} else {
// 计算坐标,公式可以通过画图推断出
x =
fLoc[0] -
ha * (fhw - fx + tx - thw) -
v * (fhw + thw + dis);
y =
fLoc[1] -
va * (fhh - fy + ty - thh) -
h * (fhh + thh + dis);
}
locs[tf] = locs[tf] ?? [
x,
y,
toFloor.width,
toFloor.height,
core.hasVisitedFloor(tf)
];
// 添加连线
lines[`${from}_${to}`] = [
[
fx - fhw + locs[ff][0],
fy - fhh + locs[ff][1],
x + tx - thw,
y + ty - thh
]
];
}
}
// 获取地图绘制需要的长宽
let width = 0,
height = 0;
let left, right, up, down;
for (const id in locs) {
const [x, y, w, h] = locs[id];
if (left === void 0) {
left = right = x;
up = down = y;
}
left = Math.min(x - w / 2 - 1, left);
right = Math.max(x + w / 2 + 1, right);
up = Math.min(y - h / 2 - 1, up);
down = Math.max(y + h / 2 + 1, down);
}
width = right - left;
height = down - up;
// 所有地图和连线向右下移动,避免绘制出现问题
for (const id in locs) {
const loc = locs[id];
loc[0] -= left; // 这时候left和up是负值,所以要减
loc[1] -= up;
}
for (const route in lines) {
const line = lines[route];
for (const node of line) {
node[0] -= left;
node[1] -= up;
node[2] -= left;
node[3] -= up;
}
}
return { locs, lines, width, height, layer: upOrDown };
}
/** 绘制背景 */
function drawBack() {
if (status !== 'none') return;
new Back(
'__map_back__',
0,
0,
core._PX_,
core._PY_,
175,
'rgba(0, 0, 0, 0.9)'
);
const listen = new Sprite(
0,
0,
core._PX_,
core._PY_,
1000,
'game',
'__map_listen__'
);
addDrag(listen);
const exit = new Button(
'__map_exit__',
core._PX_ - 64,
core._PY_ - 26,
60,
22,
'退出'
);
exit.addEventListener('click', close);
sprites.listen = listen;
}
/** 绘制工具栏 */
function drawTools() {
new Back(
'__map_toolback__',
0,
core._PY_ - 30,
core._PX_,
30,
600,
'rgba(200, 200, 200, 0.9)'
);
// 无边框
const border = new Button(
'__map_border__',
core._PX_ - 150,
core._PY_ - 26,
60,
22,
'边框'
);
border.addEventListener('click', changeBorder);
// 怪物数量
const enemy = new Button(
'__map_enemy__',
core._PX_ - 240,
core._PY_ - 26,
60,
22,
'怪物'
);
enemy.addEventListener('click', triggerEnemy);
// 区域显示
const area = new Back(
'__map_areasback__',
core._PX_ - 80,
0,
80,
core._PY_ - 30,
550,
'rgba(200, 200, 200, 0.9)'
);
drawAreaList();
core.drawLine(
area.context,
0,
core._PY_ - 30,
80,
core._PY_ - 30,
'#222',
2
);
}
/** 绘制区域列表 */
function drawAreaList(transition = true) {
const start = perPage * areaPage;
Object.values(areaSprite).forEach(v => v.destroy());
areaSprite = {};
for (let i = start; i < start + perPage && areas[i]; i++) {
const n = i % perPage;
const { name, maps } = areas[i];
const btn = new Button(
`_area_${maps[0]}`,
core._PX_ - 75,
4 + 30 * n,
70,
22,
name,
'16px',
transition
);
areaSprite[maps[0]] = btn;
if (i === nowArea) btn.setCss(`border: 2px solid gold;`);
btn.addEventListener('click', e => {
if (i === nowArea) return;
changeArea(i);
});
}
// 上一页下一页
if (areaPage > 0) {
const last = new Button(
'_area_last_',
core._PX_ - 75,
core._PY_ - 50,
30,
16,
'上一页',
'14px',
transition
);
areaSprite._area_last_ = last;
last.addEventListener('click', e => {
areaPage--;
drawAreaList(false);
});
}
if (areaPage < Math.floor(areas.length / perPage)) {
const next = new Button(
'_area_next_',
core._PX_ - 35,
core._PY_ - 50,
30,
16,
'下一页',
'14px',
transition
);
areaSprite._area_next_ = next;
next.addEventListener('click', e => {
areaPage++;
drawAreaList(false);
});
}
}
/**
* 绘制大地图
* @param {MapDrawInfo} info 地图绘制信息
* @param {number} scale 地图的绘制比例
*/
function drawMap(info, scale = defaultValue.scale) {
if (status === 'flyMap') return;
const PX = core._PX_,
PY = core._PY_;
const w = info.width * scale,
h = info.height * scale;
const id = `__flyMap__`;
const cx = PX / 2 - w / 2,
cy = PY / 2 - h / 2;
const map = new Sprite(cx, cy, w, h, 500, 'game', id);
sprites[id] = map;
canDrag[id] = map;
map.canvas.className = 'fly-map';
const ctx = map.context;
core.clearMap(ctx);
if (!noBorder) {
const drawed = {}; // 绘制过的线
// 先绘制连线
const lines = info.lines;
for (const route in lines) {
const line = lines[route];
for (const node of line) {
const from = `${node[0]},${node[1]}`,
to = `${node[2]},${node[3]}`;
if (drawed[`${from}-${to}`] || drawed[`${to}-${from}`])
continue;
drawed[`${from}-${to}`] = true;
let lineWidth = scale / 2;
core.drawLine(
ctx,
node[0] * scale,
node[1] * scale,
node[2] * scale,
node[3] * scale,
'#fff',
lineWidth
);
}
}
// 再绘制楼层
const locs = info.locs;
for (const id in locs) {
const loc = locs[id];
let color = '#000';
if (!loc[4]) color = '#f0f';
const [x, y, w, h] = loc.map(
v => typeof v === 'number' && v * scale
);
let dx = 0,
dy = 0; // 避免绘图误差
if (loc[2] % 2 === 0) dx = 0.5 * scale;
if (loc[3] % 2 === 0) dy = 0.5 * scale;
const fx = x - w / 2 - dx,
fy = y - h / 2 - dy;
core.fillRect(ctx, fx, fy, w, h, color);
if (id === selecting)
core.strokeRect(ctx, fx, fy, w, h, 'gold', scale / 2);
else core.strokeRect(ctx, fx, fy, w, h, '#fff', scale / 2);
const layer = info.upOrDown[id];
const min = Math.min(w, h);
if (layer?.includes('upFloor'))
core.drawIcon(
ctx,
defaultChange.upFloor,
fx,
fy,
min / 3,
min / 3
);
if (layer?.includes('downFloor'))
core.drawIcon(
ctx,
defaultChange.downFloor,
fx + w - min / 3,
fy + h - min / 3,
min / 3,
min / 3
);
// 显示漏怪数量
if (showEnemy) {
ctx.textAlign = 'center';
ctx.textBaseline = 'middle';
const c = `${drawingMap}_${nowDepth}_${noBorder}`;
const n = Object.keys(mapCache[c].enemies[id]).length;
color = '#3f3';
if (n > 0) color = '#fff';
if (n > 10) color = '#fc3';
if (n > 20) color = '#f22';
ctx.shadowBlur = 0.6 * nowScale;
ctx.shadowColor = '#000';
core.fillText(
ctx,
`怪物数量:${n}`,
x,
y,
color,
`${2 * nowScale}px normal`
);
ctx.shadowBlur = 0;
}
}
}
checkThumbnail();
}
/**
* 重新绘制缩略图
* @param {Sprite} sprite
* @param {string} floor
*/
function drawThumbnail(sprite, floor, x, y, w, h) {
const ctx = sprite.context;
const scale = nowScale;
core.drawThumbnail(floor, void 0, {
ctx: ctx,
x: x - w / 2,
y: y - h / 2,
damage: true,
all: true,
size: Math.max(w, h) / Math.max(core._PX_, core._PY_),
fromMap: true
});
const color = floor === core.status.floorId ? 'gold' : '#fff';
if (!noBorder)
core.strokeRect(
ctx,
x - w / 2,
y - h / 2,
w,
h,
color,
scale / 2
);
}
/** 检查是否需要绘制缩略图 */
function checkThumbnail() {
const id = `${drawingMap}_${nowDepth}_${noBorder}`;
const locs = drawCache[id].locs;
const map = canDrag[`__flyMap__`];
for (const id in locs) {
const loc = locs[id];
const scale = nowScale;
const [x, y, w, h] = loc.map(
v => typeof v === 'number' && v * scale
);
let dx = 0,
dy = 0; // 避免绘图误差
if (loc[2] % 2 === 0) dx = 0.5 * scale;
if (loc[3] % 2 === 0) dy = 0.5 * scale;
if (
!drawedThumbnail[id] &&
x + map.x > 0 &&
x + map.x < core._PX_ &&
y + map.y > 0 &&
y + map.y < core._PY_
) {
if (!noBorder && core.hasVisitedFloor(id) && scale > 5) {
drawThumbnail(map, id, x - dx, y - dy, w, h);
drawedThumbnail[id] = true;
}
if (noBorder) {
drawThumbnail(map, id, x - dx, y - dy, w, h);
drawedThumbnail[id] = true;
if (!core.hasVisitedFloor(id))
core.fillRect(
map.context,
x - dx - w / 2,
y - dy - h / 2,
w,
h,
'rgba(255,0,255,0.2)'
);
}
}
}
// 如果是无边框模式,那就只绘制当前地图的边框
if (noBorder) {
const loc = locs[selecting];
const scale = nowScale;
if (loc) {
const [x, y, w, h] = loc.map(
v => typeof v === 'number' && v * scale
);
core.strokeRect(
map.context,
x - w / 2,
y - h / 2,
w,
h,
'gold',
scale / 2
);
}
}
}
/** 检查点击点是否在以x,y为中心的某一矩形中 */
function inRect(x, y, w, h, px, py) {
x -= w / 2;
y -= h / 2;
return px > x && px < x + w && py > y && py < y + h;
}
/** 测试画布是否超过上限,摘自https://github.com/jhildenbiddle/canvas-size */
function canvasTest(size) {
const width = Math.max(Math.ceil(size[0]), 1);
const height = Math.max(Math.ceil(size[1]), 1);
if (width === 0 || height === 0) return true;
const fill = [width - 1, height - 1, 1, 1];
let cropCvs, testCvs;
cropCvs = document.createElement('canvas');
cropCvs.width = 1;
cropCvs.height = 1;
testCvs = document.createElement('canvas');
testCvs.width = width;
testCvs.height = height;
const cropCtx = cropCvs.getContext('2d');
const testCtx = testCvs.getContext('2d');
if (testCtx) {
testCtx.fillRect.apply(testCtx, fill);
cropCtx.drawImage(
testCvs,
width - 1,
height - 1,
1,
1,
0,
0,
1,
1
);
}
const isTestPass =
cropCtx && cropCtx.getImageData(0, 0, 1, 1).data[3] !== 0;
return isTestPass;
}
/** 检查浏览器限制 */
function checkMaximum(before, scale) {
for (const id in canDrag) {
const sprite = canDrag[id];
const rate = scale / before;
const w = sprite.width * rate * core.domStyle.scale,
h = sprite.height * rate * core.domStyle.scale;
const valid = canvasTest([w, h]);
if (!valid) {
core.drawTip('画布大小将超过浏览器限制!请勿继续放大!');
return true;
}
}
return false;
}
/** 关闭事件 */
function close() {
document.body.removeEventListener('keyup', keyboard);
Object.values(sprites).forEach(v => {
v.setCss('transition: opacity 0.6s linear;');
});
setTimeout(() => {
Object.values(sprites).forEach(v => {
v.setCss('opacity: 0;');
});
}, 50);
setTimeout(() => {
core.unlockControl();
Object.values(sprites).forEach(v => {
v.destroy();
});
drawedThumbnail = {};
sprites = {};
canDrag = {};
status = 'none';
core.canvas.data.canvas.style.zIndex = '170';
}, 650);
}
/**
* 点击地图事件,尝试楼层传送
* @param {MouseEvent} e
*/
function clickMap(e) {
if (moved) return (moved = false);
const { x, y } = core.actions._getClickLoc(e.clientX, e.clientY);
let px = x / core.domStyle.scale,
py = y / core.domStyle.scale;
const scale = nowScale;
const id = `${drawingMap}_${nowDepth}_${noBorder}`;
const locs = drawCache[id].locs;
const sprite = canDrag.__flyMap__;
px -= sprite.x;
py -= sprite.y;
for (const id in locs) {
const loc = locs[id];
const [x, y, w, h] = loc.map(
v => typeof v === 'number' && v * scale
);
if (inRect(x, y, w, h, px, py)) {
return flyTo(id);
}
}
}
/** 飞向某个楼层 */
function flyTo(id) {
if (!core.hasItem('fly')) return core.drawTip('你没有楼层传送器');
sprites.__map_back__.setCss('opacity: 0.2;');
return core.flyTo(id, () =>
setTimeout(() => {
if (sprites.__map_back__) core.lockControl();
}, 100)
);
}
/**
* 拖拽事件
* @param {MouseEvent} e
*/
function drag(e) {
if (!clicking) return;
const scale = core.domStyle.scale;
moveEle(e.movementX / scale, e.movementY / scale);
}
/**
* 手机端点击拖动事件
* @param {TouchEvent} e
* @this {HTMLCanvasElement}
*/
function touchDrag(e) {
moved = true;
const scale = core.domStyle.scale;
if (e.touches.length === 1) {
// 拖拽
const info = e.touches[0];
if (!lastTouch[this.id]) {
lastTouch[this.id] = [info.clientX, info.clientY];
return;
}
const { clientX: x, clientY: y } = info;
const dx = x - lastTouch[this.id][0],
dy = y - lastTouch[this.id][1];
moveEle(dx / scale, dy / scale);
lastTouch[this.id] = [info.clientX, info.clientY];
} else if (e.touches.length >= 2) {
// 双指放缩
const [first, second] = e.touches;
const dx = first.clientX - second.clientX,
dy = first.clientY - second.clientY;
if (lastLength === 0) {
lastLength = Math.sqrt(dx * dx + dy * dy);
return;
}
let cx = (first.clientX + second.clientX) / 2,
cy = (first.clientY + second.clientY) / 2;
const { x, y } = core.actions._getClickLoc(cx, cy);
cx = x / scale;
cy = y / scale;
const length = Math.sqrt(dx * dx + dy * dy);
const delta = length / lastLength;
const info = {};
for (const id in canDrag) {
const sprite = canDrag[id];
const sx = sprite.x + sprite.width / 2,
sy = sprite.y + sprite.height / 2;
const dx = sx - mx,
dy = sy - my;
info[id] = [cx + dx * delta, cy + dy * delta];
}
scaleMap(delta * nowScale, info);
}
}
/**
* 滚轮缩放
* @param {WheelEvent} e
*/
function wheel(e) {
const delta = 1 - Math.sign(e.deltaY) / 10;
const { x, y } = core.actions._getClickLoc(e.clientX, e.clientY);
const scale = core.domStyle.scale;
const mx = x / scale,
my = y / scale;
const info = {};
for (const id in canDrag) {
const sprite = canDrag[id];
const cx = sprite.x + sprite.width / 2,
cy = sprite.y + sprite.height / 2;
const dx = cx - mx,
dy = cy - my;
info[id] = [mx + dx * delta, my + dy * delta];
}
scaleMap(delta * nowScale, info);
}
/** 切换边框 */
function changeBorder() {
noBorder = !noBorder;
redraw('border');
}
/** 切换是否显示漏怪数量 */
function triggerEnemy() {
showEnemy = !showEnemy;
redraw('enemy');
}
/** 改变区域 */
function changeArea(index) {
nowArea = index;
drawAreaList(false);
drawedThumbnail = {};
status = 'area';
nowScale = defaultValue.scale;
drawMap(core.plugin.getMapDrawInfo(areas[index].maps[0]));
}
/** 重绘 */
function redraw(id, px, py, move = true) {
const { x, y } = canDrag.__flyMap__;
status = id;
drawedThumbnail = {};
drawMap(
core.plugin.getMapDrawInfo(drawingMap, nowDepth, true),
nowScale
);
if (move) canDrag.__flyMap__.move(px ?? x, py ?? y);
checkThumbnail();
}
/**
* 拖拽时移动需要元素
* @param {string} dx
* @param {string} dy
*/
function moveEle(dx, dy) {
moved = true;
for (const id in canDrag) {
const sprite = canDrag[id];
const ctx = sprite.context;
sprite.x += dx;
sprite.y += dy;
core.relocateCanvas(ctx, dx, dy, true);
}
checkThumbnail();
}
/**
* 缩放绘制地图
* @param {number} target 目标缩放比例
* @param {{[x: string]: [number, number]}} info 缩放后的sprite位置数据
*/
function scaleMap(target, info) {
// 检查浏览器限制
if (checkMaximum(nowScale, target)) return;
clearTimeout(lastScale);
const [x, y] = info.__flyMap__;
// 先直接修改style,延迟200ms再绘制,进行性能优化
const sprite = canDrag.__flyMap__;
const rate = target / nowScale;
nowScale = target;
sprite.resize(sprite.width * rate, sprite.height * rate, true);
sprite.move(x - sprite.width / 2, y - sprite.height / 2);
lastScale = setTimeout(() => {
redraw('scale', x - sprite.width / 2, y - sprite.height / 2);
}, 200);
}
/** 键盘操作
* @param {KeyboardEvent} e
*/
function keyboard(e) {
if (
e.key === 'Enter' ||
e.key === 'C' ||
e.key === 'c' ||
e.key === ''
) {
return flyTo(selecting);
} else if (e.key === 'Escape' || e.key === 'x' || e.key === 'X') {
return close();
} else if (e.key.startsWith('Arrow')) {
const dir = e.key.slice(5).toLowerCase();
// 获取目标楼层
const res =
mapCache[`${drawingMap}_${nowDepth}_${noBorder}`].res;
const key = Object.keys(res).find(v => {
const [floorId, x, y, d] = v.split('_');
return floorId === selecting && d === dir;
});
if (!key) return;
const target = res[key].split('_')[0];
selecting = target;
redraw('key');
}
}
/**
* 给需要的元素添加拖拽等事件
* @param {HTMLCanvasElement} ele
*/
function addDrag(ele) {
ele.addEventListener('wheel', wheel);
ele.addEventListener('mousemove', drag);
ele.addEventListener('touchmove', touchDrag);
ele.addEventListener('click', clickMap);
ele.addEventListener('mousedown', () => {
clicking = true;
});
ele.addEventListener('mouseup', () => {
clicking = false;
});
ele.addEventListener('touchend', () => {
lastTouch = {};
lastLength = 0;
});
document.body.addEventListener('keyup', keyboard);
}
maps.prototype._drawThumbnail_drawToTarget = function (
floorId,
options
) {
const ctx = core.getContextByName(options.ctx);
if (ctx == null) return;
const x = options.x || 0,
y = options.y || 0,
size = options.size || 1;
// size的含义改为(0,1]范围的系数以适配长方形,默认为1,楼传为3/4,SL界面为0.3
let w = Math.ceil(size * core._PX_),
h = Math.ceil(size * core._PY_);
// 特判是否为编辑器,编辑器中长宽均采用core.js的遗留正方形像素边长,以保证下面的绘制正常
if (main.mode == 'editor') w = h = size * core.__PIXELS__;
const width = core.floors[floorId].width,
height = core.floors[floorId].height;
let centerX = options.centerX,
centerY = options.centerY;
if (centerX == null) centerX = Math.floor(width / 2);
if (centerY == null) centerY = Math.floor(height / 2);
const tempCanvas = core.bigmap.tempCanvas;
if (options.all) {
const tempWidth = tempCanvas.canvas.width,
tempHeight = tempCanvas.canvas.height;
// 绘制全景图
if (tempWidth <= tempHeight) {
const realHeight = h,
realWidth = (realHeight * tempWidth) / tempHeight;
const side = (w - realWidth) / 2;
if (options.fromMap) {
return core.drawImage(
ctx,
tempCanvas.canvas,
0,
0,
tempWidth,
tempHeight,
x,
y,
realWidth,
realHeight
);
}
core.fillRect(ctx, x, y, side, realHeight, '#000000');
core.fillRect(ctx, x + w - side, y, side, realHeight);
core.drawImage(
ctx,
tempCanvas.canvas,
0,
0,
tempWidth,
tempHeight,
x + side,
y,
realWidth,
realHeight
);
} else {
const realWidth = w,
realHeight = (realWidth * tempHeight) / tempWidth;
const side = (h - realHeight) / 2;
if (options.fromMap) {
return core.drawImage(
ctx,
tempCanvas.canvas,
0,
0,
tempWidth,
tempHeight,
x,
y,
realWidth,
realHeight
);
}
core.fillRect(ctx, x, y, realWidth, side, '#000000');
core.fillRect(ctx, x, y + h - side, realWidth, side);
core.drawImage(
ctx,
tempCanvas.canvas,
0,
0,
tempWidth,
tempHeight,
x,
y + side,
realWidth,
realHeight
);
}
} else {
// 只绘制可见窗口
let pw = core._PX_,
ph = core._PY_,
hw = core._HALF_WIDTH_,
hh = core._HALF_HEIGHT_,
W = core._WIDTH_,
H = core._HEIGHT_;
const ratio = core.domStyle.isVertical
? core.domStyle.ratio
: core.domStyle.scale;
if (main.mode == 'editor') {
pw = ph = core.__PIXELS__;
hw = hh = core.__HALF_SIZE__;
W = H = core.__SIZE__;
}
if (options.v2) {
core.drawImage(
ctx,
tempCanvas.canvas,
0,
0,
pw * ratio,
ph * ratio,
x,
y,
w,
h
);
} else {
const offsetX = core.clamp(centerX - hw, 0, width - W),
offsetY = core.clamp(centerY - hh, 0, height - H);
if (options.noHD) {
core.drawImage(
ctx,
tempCanvas.canvas,
offsetX * 32,
offsetY * 32,
pw,
ph,
x,
y,
w,
h
);
return;
}
core.drawImage(
ctx,
tempCanvas.canvas,
offsetX * 32 * ratio,
offsetY * 32 * ratio,
pw * ratio,
ph * ratio,
x,
y,
w,
h
);
}
}
};
},
loopMap: function () {
// 循环式地图相关
// 防止重开游戏出问题
////// 加载某个楼层(从剧本或存档中) //////
maps.prototype.loadFloor = function (floorId, map, fromReset) {
var floor = fromReset ? main.floors[floorId] : core.floors[floorId];
if (!map) map = floor.map;
if (map instanceof Array) {
map = { map: map };
}
if (!map.map) map.map = core.clone(floor.map);
var content = {};
var notCopy = this._loadFloor_doNotCopy();
for (var name in floor) {
if (notCopy.indexOf(name) == -1 && floor[name] != null)
content[name] = core.clone(floor[name]);
}
for (var name in map) {
if (notCopy.indexOf(name) == -1 && map[name] != null)
content[name] = core.clone(map[name]);
}
content.map = map.map;
if (main.mode == 'editor') {
this.extractBlocks(content);
}
return content;
};
////// 自动存档 //////
control.prototype.autosave = function (removeLast) {
if (
core.hasFlag('__forbidSave__') ||
core.status.floorId == 'tower6'
)
return;
var x = null;
if (removeLast) {
x = core.status.route.pop();
core.status.route.push('turn:' + core.getHeroLoc('direction'));
}
if (core.status.event.id == 'action')
// 事件中的自动存档
core.setFlag('__events__', core.clone(core.status.event.data));
if (core.saves.autosave.data == null) {
core.saves.autosave.data = [];
}
core.saves.autosave.data.splice(
core.saves.autosave.now,
0,
core.saveData()
);
core.saves.autosave.now += 1;
if (core.saves.autosave.data.length > core.saves.autosave.max) {
if (core.saves.autosave.now < core.saves.autosave.max / 2)
core.saves.autosave.data.pop();
else {
core.saves.autosave.data.shift();
core.saves.autosave.now = core.saves.autosave.now - 1;
}
}
core.saves.autosave.updated = true;
core.saves.ids[0] = true;
core.removeFlag('__events__');
if (removeLast) {
core.status.route.pop();
if (x) core.status.route.push(x);
}
};
////// 重置地图 //////
maps.prototype.resetMap = function (floorId) {
floorId = floorId || core.status.floorId;
if (!floorId) return;
if (typeof floorId == 'string') floorId = [floorId];
var needRefresh = false;
floorId.forEach(t => {
core.status.maps[t] = core.maps.loadFloor(t, null, true);
// 重置本层的全部独立事件
Object.keys(core.status.hero.flags).forEach(one => {
if (one.startsWith(floorId + '@'))
delete core.status.hero.flags[one];
});
// 重置本层的图块删除信息
delete (flags.__disabled__ || {})[t];
delete (core.status.mapBlockObjs || {})[t];
if (t == core.status.floorId) needRefresh = true;
['bg', 'bg2', 'fg', 'fg2'].forEach(layer => {
core.floors[floorId] = main.floors[floorId];
});
});
if (needRefresh) this.drawMap();
core.drawTip('地图重置成功');
};
// 勇士不动图层动
control.prototype._moveAction_moving = function (callback) {
core.setHeroMoveInterval(() => {
if (core.status.floorId != 'tower6') {
core.setHeroLoc('x', core.nextX(), true);
} else {
if (
core.status.hero.loc.direction != 'down' &&
core.status.hero.loc.direction != 'up'
) {
core.setHeroLoc('x', 12, true);
var block = core.getMapBlocksObj(core.status.floorId)[
core.nextX() + ',' + core.nextY
];
if (block) var trigger = block.event.trigger;
else var trigger = '';
if (trigger != 'battle') {
core.changeEventsBgFg(
core.status.hero.loc.direction,
'tower6',
['tower1', 'tower2', 'tower4', 'tower5']
);
}
core.drawMap();
}
}
core.setHeroLoc('y', core.nextY(), true);
var direction = core.getHeroLoc('direction');
core.control._moveAction_popAutomaticRoute();
core.status.route.push(direction);
core.moveOneStep();
core.checkRouteFolding();
if (callback) callback();
});
};
////// 设置行走的效果动画 //////
control.prototype.setHeroMoveInterval = function (callback) {
if (core.status.heroMoving > 0) return;
if (core.status.replay.speed == 24) {
if (callback) callback();
return;
}
core.status.heroMoving = 1;
var toAdd = 1;
if (core.status.replay.speed > 3) toAdd = 2;
if (core.status.replay.speed > 6) toAdd = 4;
if (core.status.replay.speed > 12) toAdd = 8;
core.interval.heroMoveInterval = window.setInterval(() => {
core.status.heroMoving += toAdd;
if (core.status.floorId == 'tower6')
core.backgroundImage('tower6.jpeg');
if (core.status.heroMoving >= 8) {
clearInterval(core.interval.heroMoveInterval);
core.status.heroMoving = 0;
if (callback) callback();
}
}, ((core.values.moveSpeed / 8) * toAdd) / core.status.replay.speed);
};
// 事件层前景层背景层平移
this.changeEventsBgFg = function (direction, floorId, fromIds) {
if (direction == 'up' || direction == 'down') return;
var floor = core.floors[floorId];
// 原始层楼层转换平移
fromIds.forEach(id => {
var toChanges = {};
for (var one in core.floors[id].changeFloor) {
var data = core.floors[id].changeFloor[one];
var x = data.loc[0],
y = data.loc[1];
var blocks = core.getMapBlocksObj(id);
var toFloor = data.floorId;
if (blocks[one] && !blocks[one].event.id.startsWith('A')) {
toChanges[one] = { floorId: toFloor, loc: [x, y] };
continue;
} else {
if (direction == 'left')
x = x >= floor.width - 1 ? 0 : x + 1;
else x = x <= 0 ? floor.width - 1 : x - 1;
toChanges[one] = { floorId: toFloor, loc: [x, y] };
}
}
// 转换
delete core.floors[id].changeFloor;
core.floors[id].changeFloor = toChanges;
delete core.status.maps[id].blocks;
core.extractBlocks(id);
core.getMapBlocksObj(id, true);
});
var list = ['events', 'changeFloor'];
list.forEach(name => {
var toEvents = {};
// 获得事件并删除原事件
for (var one in floor[name]) {
var loc = one.split(',');
var x = parseInt(loc[0]),
y = parseInt(loc[1]);
if (direction == 'left') {
var toX = x == floor.width - 1 ? 0 : x + 1;
toEvents[toX + ',' + y] = floor[name][one];
} else {
var toX = x == 0 ? floor.width - 1 : x - 1;
toEvents[toX + ',' + y] = floor[name][one];
}
delete core.floors[floorId][name][one];
}
// 转换
core.floors[floorId][name] = toEvents;
});
// 前景事件背景层图块平移
list = ['bgmap', 'bg2map', 'map', 'fgmap', 'fg2map'];
list.forEach(one => {
if (one == 'map') {
var toBlocks = core.clone(core.status.maps[floorId].map);
} else {
var toBlocks = core.clone(floor[one]);
}
if (toBlocks.length == 0) return;
for (var y = 0; y < toBlocks.length; y++) {
for (var x = 0; x < toBlocks[y].length; x++) {
if (direction == 'left') {
if (one != 'map')
floor[one][y][x] =
toBlocks[y][
x == 0 ? floor.width - 1 : x - 1
];
else
core.status.maps[floorId].map[y][x] =
toBlocks[y][
x == 0 ? floor.width - 1 : x - 1
];
} else {
if (one != 'map')
floor[one][y][x] =
toBlocks[y][
x == floor.width - 1 ? 0 : x + 1
];
else
core.status.maps[floorId].map[y][x] =
toBlocks[y][
x == floor.width - 1 ? 0 : x + 1
];
}
}
}
});
delete core.status.maps[floorId].blocks;
core.setMapBlockDisabled(
floorId,
core.nextX(),
core.nextY(),
false
);
core.extractBlocks(floorId);
core.getMapBlocksObj(floorId, true);
};
// 背景图
this.backgroundImage = function (image) {
if (typeof image == 'string') {
image = core.getMappedName(image);
image = core.material.images.images[image];
if (!image) return;
}
var h = image.height,
w = image.width;
// 裁剪
var sx = w / 2 - 240,
sy =
(core.bigmap.offsetY /
(core.status.thisMap.height * 32 - 480)) *
(h - 480);
// 背景层遮挡
core.createCanvas('bImage', 0, 0, 480, 480, 25);
// 事件层遮挡
core.createCanvas('eImage', 0, 0, 480, 480, 70);
core.clearMap('bImage');
// 左半边
core.drawImage('bImage', image, sx, sy, 96, 480, 0, 0, 96, 480);
core.drawImage('eImage', image, sx, sy, 64, 480, 0, 0, 64, 480);
// 右半边
sx = w / 2 + 144;
core.drawImage('bImage', image, sx, sy, 96, 480, 384, 0, 96, 480);
core.drawImage(
'eImage',
image,
sx + 32,
sy,
64,
480,
416,
0,
64,
480
);
};
// 到达地图重定位
this.relocateLoopMap = function (floorId, heroLoc, fromIds) {
var floor = core.floors[floorId];
var nowX = heroLoc.x;
var toX = Math.floor(floor.width / 2);
if (nowX == toX) return;
// 设置勇士位置
core.setHeroLoc('x', 12);
// 计算偏移量
var dx = toX - nowX;
// 转换
// 原始层楼层转换平移
if (floorId == 'tower6')
fromIds = ['tower1', 'tower2', 'tower4', 'tower5'];
fromIds.forEach(id => {
var toChanges = {};
for (var one in core.floors[id].changeFloor) {
var data = core.floors[id].changeFloor[one];
var x = data.loc[0],
y = data.loc[1];
var blocks = core.getMapBlocksObj(id);
var toFloor = data.floorId;
if (blocks[one] && !blocks[one].event.id.startsWith('A')) {
toChanges[one] = { floorId: toFloor, loc: [x, y] };
continue;
}
if (dx > 0)
x =
x + dx > floor.width - 1
? dx + x - floor.width
: dx + x;
else x = x + dx < 0 ? dx + x + floor.width : dx + x;
toChanges[one] = { floorId: toFloor, loc: [x, y] };
}
// 转换
delete core.floors[id].changeFloor;
core.floors[id].changeFloor = toChanges;
delete core.status.maps[id].blocks;
core.extractBlocks(id);
core.getMapBlocksObj(id, true);
});
var list = ['events', 'changeFloor'];
list.forEach(name => {
var toEvents = {};
// 获得事件并删除原事件
for (var one in floor[name]) {
var loc = one.split(',');
var x = parseInt(loc[0]),
y = parseInt(loc[1]);
if (x + dx > floor.width - 1) {
x = dx + x - floor.width;
} else if (x + dx < 0) {
x = x + dx + floor.width;
} else {
x += dx;
}
toEvents[x + ',' + y] = floor[name][one];
delete core.floors[floorId][name][one];
}
// 转换
core.floors[floorId][name] = toEvents;
});
dx = -dx;
// 前景事件背景层图块平移
list = ['bgmap', 'bg2map', 'map', 'fgmap', 'fg2map'];
list.forEach(one => {
if (one == 'map') {
var toBlocks = core.clone(core.status.maps[floorId].map);
} else {
var toBlocks = core.clone(floor[one]);
}
if (toBlocks.length == 0) return;
for (var y = 0; y < toBlocks.length; y++) {
for (var x = 0; x < toBlocks[y].length; x++) {
if (dx > 0) {
if (one != 'map')
floor[one][y][x] =
toBlocks[y][
x + dx > floor.width - 1
? dx + x - floor.width
: dx + x
];
else
core.status.maps[floorId].map[y][x] =
toBlocks[y][
x + dx > floor.width - 1
? dx + x - floor.width
: dx + x
];
} else {
if (one != 'map')
floor[one][y][x] =
toBlocks[y][
x + dx < 0
? dx + x + floor.width
: dx + x
];
else
core.status.maps[floorId].map[y][x] =
toBlocks[y][
x + dx < 0
? dx + x + floor.width
: dx + x
];
}
}
}
});
delete core.status.maps[floorId].blocks;
core.extractBlocks(floorId);
core.getMapBlocksObj(floorId, true);
};
////// 将当前地图重新变成数字,以便于存档 //////
maps.prototype.saveMap = function (floorId) {
if (floorId == 'tower6') return;
var maps = core.status.maps;
if (!floorId) {
var map = {};
for (var id in maps) {
if (id == 'tower6') continue;
var obj = this.saveMap(id);
if (Object.keys(obj).length > 0) map[id] = obj;
}
return map;
}
// 砍层状态:直接返回
if ((flags.__removed__ || []).indexOf(floorId) >= 0) {
return {};
}
var map = maps[floorId];
var thisFloor = this._compressFloorData(map, core.floors[floorId]);
var mapArr = this.compressMap(
map.blocks
? this._getMapArrayFromBlocks(
map.blocks,
map.width,
map.height,
true
)
: map.map,
floorId
);
if (mapArr != null) thisFloor.map = mapArr;
return thisFloor;
};
// 存档问题
this.saveLoopMap = function (floorId, fromIds) {
// 当前层
var data = {};
['bg2map', 'bgmap', 'changeFloor', 'fgmap', 'fg2map'].forEach(
one => {
data[one] = core.floors[floorId][one];
}
);
// 可以到达该层的楼层转换
data.map = core.status.maps[floorId].map;
data.changes = {};
fromIds.forEach(id => {
data.changes[id] = core.floors[id].changeFloor;
});
return data;
};
// 读档
this.loadLoopMap = function (data, floorId) {
if (!data) return;
for (var one in data) {
// 非楼层转换
if (one != 'changes') {
core.floors[floorId][one] = data[one];
} else {
// 楼层转换
for (var id in data.changes) {
core.floors[id].changeFloor = data.changes[id];
}
}
}
// 解析图块
if (data.changes)
for (var id in data.changes) {
core.extractBlocks(id);
}
};
},
towerBoss: function () {
// 智慧boss
// 变量们
var stage = 1,
hp = 10000,
seconds = 0,
boomLocs = [], // 随机轰炸
heroHp;
// 初始化
this.initTowerBoss = function () {
stage = 1;
hp = 10000;
seconds = 0;
heroHp = core.status.hero.hp;
core.dynamicChangeHp(0, 10000, 10000);
core.autoFixRouteBoss(true);
core.insertAction([{ type: 'sleep', time: 1000, noSkip: true }]);
setTimeout(core.bossCore, 1000);
};
// 录像自动修正
this.autoFixRouteBoss = function (isStart) {
var route = core.status.route;
if (isStart) {
// 开始修正 记录当前录像长度
flags.startFix = route.length - 1;
return;
}
// 结束修正 删除录像 并追加跳过步骤
route.splice(flags.startFix);
route.push('choices:0');
delete flags.startFix;
};
// 血条
this.healthBar = function (now, total) {
// 关闭小地图
flags.__useMinimap__ = false;
core.drawMinimap();
var nowLength = (now / total) * 476; // 当前血量下绘制长度
var color = [
255 * 2 - (now / total) * 2 * 255,
(now / total) * 2 * 255,
0,
1
]; // 根据当前血量计算颜色
// 建画布
if (!core.dymCanvas.healthBar)
core.createCanvas('healthBar', 0, 0, 480, 16, 140);
else core.clearMap('healthBar');
// 底
core.fillRect('healthBar', 0, 0, 480, 16, '#bbbbbb');
// css特效
var style = document.getElementById('healthBar').getContext('2d');
style.shadowColor = 'rgba(0, 0, 0, 0.8)';
style.shadowBlur = 5;
style.shadowOffsetX = 10;
style.shadowOffsetY = 5;
style.filter = 'blur(1px)';
// 绘制
core.fillRect('healthBar', 2, 2, nowLength, 12, color);
// css特效
style.shadowColor = 'rgba(0, 0, 0, 0.5)';
style.shadowOffsetX = 0;
style.shadowOffsetY = 0;
// 绘制边框
core.strokeRect('healthBar', 1, 1, 478, 14, '#ffffff', 2);
// 绘制文字
style.shadowColor = 'rgba(0, 0, 0, 1)';
style.shadowBlur = 3;
style.shadowOffsetX = 2;
style.shadowOffsetY = 1;
style.filter = 'none';
core.fillText(
'healthBar',
now + '/' + total,
5,
13.5,
'#ffffff',
'16px normal'
);
};
// 血量变化
this.dynamicChangeHp = function (from, to, total) {
var frame = 0,
speed = (to - from) / 50,
now = from;
var interval = window.setInterval(() => {
frame++;
if (frame == 50) {
clearInterval(interval);
core.healthBar(to, total);
}
now += speed;
core.healthBar(now, total);
}, 20);
};
// boss说话跳字
this.skipWord = function (words, x, y, time) {
x = x || 0;
y = y || 16;
time = time || 3000;
// 创建画布
if (!core.dymCanvas.words)
core.createCanvas('words', x, y, 480, 24, 135);
else core.clearMap('words');
if (flags.wordsTimeOut) clearTimeout(flags.wordsTimeOut);
core.dynamicCurtain(y, y + 24, time / 3);
// css
var style = document.getElementById('words').getContext('2d');
style.shadowColor = 'rgba(0, 0, 0, 1)';
style.shadowBlur = 3;
style.shadowOffsetX = 2;
style.shadowOffsetY = 1;
// 一个一个绘制
skip1(0);
// 跳字
function skip1(now) {
if (parseInt(now) >= words.length) {
flags.wordsTimeOut = setTimeout(() => {
core.deleteCanvas('words');
core.deleteCanvas('wordsBg');
}, time);
return;
}
var frame = 0,
blur = 2,
nx = 4 + now * 24;
var skip2 = window.setInterval(() => {
blur -= 0.4;
frame++;
core.clearMap('words', nx, 0, 24, 24);
style.filter = 'blur(' + blur + 'px)';
core.fillText(
'words',
words[now],
nx,
20,
'#ffffff',
'22px normal'
);
if (frame == 5) {
clearInterval(skip2);
skip1(now + 1);
}
}, 20);
}
};
// 匀变速下降背景
this.dynamicCurtain = function (from, to, time, width) {
width = width || 480;
if (!core.dymCanvas.wordsBg)
core.createCanvas('wordsBg', 0, from, width, 24, 130);
else core.clearMap('wordsBg');
time /= 1000;
var ny = from,
frame = 0,
a = (2 * (to - from)) / Math.pow(time * 50, 2),
speed = a * time * 50;
var style = document.getElementById('wordsBg').getContext('2d');
style.shadowColor = 'rgba(0, 0, 0, 0.8)';
var wordsInterval = window.setInterval(() => {
frame++;
speed -= a;
ny += speed;
core.clearMap('wordsBg');
style.shadowBlur = 8;
style.shadowOffsetY = 2;
core.fillRect(
'wordsBg',
0,
0,
width,
ny - from,
[180, 180, 180, 0.7]
);
style.shadowBlur = 3;
style.shadowOffsetY = 0;
core.strokeRect(
'wordsBg',
1,
1,
width - 2,
ny - from - 2,
[255, 255, 255, 0.7],
2
);
if (frame >= time * 50) {
clearInterval(wordsInterval);
core.clearMap('wordsBg');
style.shadowBlur = 8;
style.shadowOffsetY = 2;
core.fillRect(
'wordsBg',
0,
0,
width,
to - from,
[180, 180, 180, 0.7]
);
style.shadowBlur = 3;
style.shadowOffsetY = 0;
core.strokeRect(
'wordsBg',
1,
1,
width - 2,
ny - from - 2,
[255, 255, 255, 0.7],
2
);
}
}, 20);
};
// 攻击boss
this.attackBoss = function () {
// 每秒钟地面随机出现伤害图块 踩上去攻击boss 500血
if (flags.canAttack) return;
if (Math.random() < 0.8) return;
if (hp > 3500) {
var nx = Math.floor(Math.random() * 13 + 1),
ny = Math.floor(Math.random() * 13 + 1);
} else if (hp > 2000) {
var nx = Math.floor(Math.random() * 11 + 2),
ny = Math.floor(Math.random() * 11 + 2);
} else if (hp > 1000) {
var nx = Math.floor(Math.random() * 9 + 3),
ny = Math.floor(Math.random() * 9 + 3);
} else {
var nx = Math.floor(Math.random() * 7 + 4),
ny = Math.floor(Math.random() * 7 + 4);
}
// 在地图上显示
flags.canAttack = true;
if (!core.dymCanvas.attackBoss)
core.createCanvas('attackBoss', 0, 0, 480, 480, 35);
else core.clearMap('attackBoss');
var style = document.getElementById('attackBoss').getContext('2d');
var frame1 = 0,
blur = 3,
scale = 2,
speed = 0.04,
a = 0.0008;
var atkAnimate = window.setInterval(() => {
core.clearMap('attackBoss');
frame1++;
speed -= a;
scale -= speed;
blur -= 0.06;
style.filter = 'blur(' + blur + 'px)';
core.strokeCircle(
'attackBoss',
nx * 32 + 16,
ny * 32 + 16,
16 * scale,
[255, 150, 150, 0.7],
4
);
core.fillCircle(
'attackBoss',
nx * 32 + 16,
ny * 32 + 16,
3 * scale,
[255, 150, 150, 0.7]
);
if (frame1 == 50) {
clearInterval(atkAnimate);
core.clearMap('attactkBoss');
style.filter = 'none';
core.strokeCircle(
'attackBoss',
nx * 32 + 16,
ny * 32 + 16,
16,
[255, 150, 150, 0.7],
4
);
core.fillCircle(
'attackBoss',
nx * 32 + 16,
ny * 32 + 16,
3,
[255, 150, 150, 0.7]
);
}
}, 20);
// 实时检测勇士位置
var frame2 = 0;
var atkBoss = window.setInterval(() => {
frame2++;
var x = core.status.hero.loc.x,
y = core.status.hero.loc.y;
// 2秒超时
if (frame2 > 100) {
setTimeout(() => {
delete flags.canAttack;
}, 4000);
clearInterval(atkBoss);
core.deleteCanvas('attackBoss');
return;
}
if (nx == x && ny == y) {
setTimeout(() => {
delete flags.canAttack;
}, 4000);
core.dynamicChangeHp(hp, hp - 500, 10000);
hp -= 500;
clearInterval(atkBoss);
core.deleteCanvas('attackBoss');
if (hp > 3500) core.drawAnimate('hand', 7, 1);
else if (hp > 2000) core.drawAnimate('hand', 7, 2);
else if (hp > 1000) core.drawAnimate('hand', 7, 3);
else core.drawAnimate('hand', 7, 4);
return;
}
}, 20);
};
// 核心函数
this.bossCore = function () {
var interval = window.setInterval(() => {
if (stage == 1) {
if (seconds == 8)
core.skipWord('智慧之神:你和之前来的人不一样');
if (seconds == 12)
core.skipWord('智慧之神:他们只会一股脑地向前冲');
if (seconds == 16)
core.skipWord('智慧之神:而你却会躲避这些攻击');
if (seconds == 20)
core.skipWord('提示:踩在红圈上可以对智慧之神造成伤害');
if (seconds > 10) core.attackBoss();
if (seconds % 10 == 0) core.intelligentArrow();
if (seconds % 7 == 0 && seconds != 0)
core.intelligentDoor();
if (seconds > 20 && seconds % 13 == 0) core.icyMomentem();
}
if (stage == 1 && hp <= 7000) {
stage++;
seconds = 0;
core.skipWord('智慧之神:不错小伙子');
core.pauseBgm();
}
if (stage == 2) {
if (seconds == 4) core.skipWord('智慧之神:你很有潜力');
if (seconds == 8)
core.skipWord('智慧之神:看来你很可能成为改变历史的人');
if (seconds == 12)
core.skipWord('智慧之神:不过,这场战斗才刚刚开始');
if (seconds == 25)
core.skipWord('提示:方形区域均为危险区域');
if (seconds == 15)
setTimeout(() => {
core.playSound('thunder.mp3');
}, 500);
if (seconds == 16) core.startStage2();
if (seconds > 20) core.attackBoss();
if (seconds % 4 == 0 && seconds > 20) core.randomThunder();
if (seconds > 30 && seconds % 12 == 0) core.ballThunder();
}
if (hp <= 3500 && stage == 2) {
stage++;
seconds = 0;
core.skipWord('智慧之神:不得不说小伙子');
core.pauseBgm();
}
if (stage >= 3) {
if (seconds == 4)
core.skipWord('智慧之神:我越来越欣赏你了');
if (seconds == 8)
core.skipWord('智慧之神:不过,你还得再过我一关!');
if (seconds == 12) core.startStage3();
if (seconds == 15) {
flags.booming = true;
core.randomBoom();
}
if (seconds > 20) core.attackBoss();
if (seconds > 20 && seconds % 10 == 0) core.chainThunder();
if (hp == 2000 && stage == 3) {
stage++;
flags.booming = false;
core.skipWord('智慧之神:还没有结束!');
core.startStage4();
setTimeout(() => {
flags.booming = true;
core.randomBoom();
}, 5000);
}
if (hp == 1000 && stage == 4) {
stage++;
flags.booming = false;
core.skipWord('智慧之神:还没有结束!!!!!!');
core.startStage5();
setTimeout(() => {
flags.booming = true;
core.randomBoom();
}, 5000);
}
}
if (hp == 0) {
clearInterval(interval);
clearInterval(flags.boom);
core.status.hero.hp = heroHp;
core.autoFixRouteBoss(false);
delete flags.__bgm__;
core.pauseBgm();
core.insertAction([
'\t[智慧之神,E557]\b[down,7,4]不错不错,你确实可以成为改变历史的人',
'\t[智慧之神,E557]\b[down,7,4]我的职责就到此结束了',
'\t[智慧之神,E557]\b[down,7,4]之后还是要看你自己了,千万不要让我失望!',
'\t[智慧之神,E557]\b[down,7,4]东边的机关门我已经替你打开了',
{ type: 'openDoor', loc: [13, 6], floorId: 'MT19' },
'\t[智慧之神,E557]\b[down,7,4]我这就把你传送出去',
{ type: 'setValue', name: 'flag:boss1', value: 'true' },
{ type: 'changeFloor', floorId: 'MT20', loc: [7, 9] },
{
type: 'function',
function: '() => {\ncore.deleteAllCanvas();\n}'
},
{ type: 'forbidSave' }
]);
}
seconds++;
}, 1000);
};
// ------ 第一阶段 10000~7000血 ------ //
// 技能1 智慧之箭 1000伤害
this.intelligentArrow = function (fromSelf) {
// 坐标
var loc = Math.floor(Math.random() * 13 + 1);
var direction = Math.random() > 0.5 ? 'horizon' : 'vertical';
// 执行次数
if (!fromSelf) {
var times = Math.ceil(Math.random() * 8) + 4;
var nowTime = 1;
var times1 = window.setInterval(() => {
core.intelligentArrow(true);
nowTime++;
if (nowTime >= times) {
clearInterval(times1);
}
}, 200);
}
// 防重复
if (core.dymCanvas['inteArrow' + loc + direction])
return core.intelligentArrow(true);
// 危险区域
if (!core.dymCanvas.danger1)
core.createCanvas('danger1', 0, 0, 480, 480, 35);
if (direction == 'horizon') {
for (var nx = 1; nx < 14; nx++) {
core.fillRect(
'danger1',
nx * 32 + 2,
loc * 32 + 2,
28,
28,
[255, 0, 0, 0.6]
);
}
} else {
for (var ny = 1; ny < 14; ny++) {
core.fillRect(
'danger1',
loc * 32 + 2,
ny * 32 + 2,
28,
28,
[255, 0, 0, 0.6]
);
}
}
// 箭
if (!core.dymCanvas['inteArrow' + loc + direction])
core.createCanvas(
'inteArrow' + loc + direction,
0,
0,
544,
544,
65
);
core.clearMap('inteArrow' + loc + direction);
if (direction == 'horizon')
core.drawImage(
'inteArrow' + loc + direction,
'arrow.png',
448,
loc * 32,
102,
32
);
else
core.drawImage(
'inteArrow' + loc + direction,
'arrow.png',
0,
0,
259,
75,
loc * 32 - 32,
480,
102,
32,
Math.PI / 2
);
// 动画与伤害函数
setTimeout(() => {
core.playSound('arrow.mp3');
core.deleteCanvas('danger1');
// 动画效果
var nloc = 0,
speed = 0;
var damaged = {};
var skill1 = window.setInterval(() => {
speed -= 1;
nloc += speed;
if (direction == 'horizon')
core.relocateCanvas(
'inteArrow' + loc + direction,
nloc,
0
);
else
core.relocateCanvas(
'inteArrow' + loc + direction,
0,
nloc
);
if (nloc < -480) {
core.deleteCanvas('inteArrow' + loc + direction);
clearInterval(skill1);
}
// 伤害判定
if (!damaged[loc + direction]) {
var x = core.status.hero.loc.x,
y = core.status.hero.loc.y;
if (direction == 'horizon') {
if (
y == loc &&
Math.floor((480 + nloc) / 32) == x
) {
damaged[loc + direction] = true;
core.drawHeroAnimate('hand');
core.status.hero.hp -= 1000;
core.popupDamage(1000, x, y, false);
core.updateStatusBar();
if (core.status.hero.hp < 0) {
clearInterval(skill1);
core.status.hero.hp = 0;
core.updateStatusBar();
core.events.lose();
return;
}
}
} else {
if (
x == loc &&
Math.floor((480 + nloc) / 32) == y
) {
damaged[loc + direction] = true;
core.drawHeroAnimate('hand');
core.status.hero.hp -= 1000;
core.popupDamage(1000, x, y, false);
core.updateStatusBar();
if (core.status.hero.hp < 0) {
clearInterval(skill1);
core.status.hero.hp = 0;
core.updateStatusBar();
core.events.lose();
return;
}
}
}
}
}, 20);
}, 3000);
};
// 技能2 智慧之门 随机传送
this.intelligentDoor = function () {
if (Math.random() < 0.5) return;
// 随机位置
var toX = Math.floor(Math.random() * 13) + 1,
toY = Math.floor(Math.random() * 13) + 1;
// 在勇士身上绘制动画
core.drawHeroAnimate('magicAtk');
// 在目标位置绘制动画
if (!core.dymCanvas['door' + toX + '_' + toY])
core.createCanvas('door' + toX + '_' + toY, 0, 0, 480, 480, 35);
else core.clearMap('door' + toX + '_' + toY);
var style = document
.getElementById('door' + toX + '_' + toY)
.getContext('2d');
var frame = 0,
width = 0,
a = 0.0128,
speed = 0.64;
// 动画
var skill2 = window.setInterval(() => {
frame++;
if (frame < 40) return;
if (frame == 100) {
clearInterval(skill2);
// 执行传送
core.insertAction([{ type: 'changePos', loc: [toX, toY] }]);
// 删除传送门
setTimeout(() => {
core.deleteCanvas('door' + toX + '_' + toY);
}, 2000);
return;
}
width += speed * 2;
speed -= a;
core.clearMap('door' + toX + '_' + toY);
style.shadowColor = 'rgba(255, 255, 255, 1)';
style.shadowBlur = 7;
style.filter = 'blur(5px)';
core.fillRect(
'door' + toX + '_' + toY,
toX * 32,
toY * 32 - 24,
width,
48,
[255, 255, 255, 0.7]
);
style.shadowColor = 'rgba(0, 0, 0, 0.5)';
style.filter = 'blur(3px)';
core.strokeRect(
'door' + toX + '_' + toY,
toX * 32,
toY * 32 - 24,
width,
48,
[255, 255, 255, 0.7],
3
);
}, 20);
};
// 技能3 万冰之势 全屏随机转换滑冰 如果转换时在滑冰上造成5000点伤害
this.icyMomentem = function () {
if (flags.haveIce) return;
if (Math.random() < 0.5) return;
var times = Math.floor(Math.random() * 100);
// 防卡 就setInterval吧
var locs = [],
now = 0;
flags.haveIce = true;
if (!core.dymCanvas.icyMomentem)
core.createCanvas('icyMomentem', 0, 0, 480, 480, 35);
else core.clearMap('icyMomentem');
var skill3 = window.setInterval(() => {
var nx = Math.floor(Math.random() * 13) + 1,
ny = Math.floor(Math.random() * 13) + 1;
if (!locs.includes([nx, ny])) {
locs.push([nx, ny]);
core.fillRect(
'icyMomentem',
locs[now][0] * 32 + 2,
locs[now][1] * 32 + 2,
28,
28,
[150, 150, 255, 0.6]
);
}
if (now == times) {
clearInterval(skill3);
skill3Effect();
}
now++;
}, 20);
// 动画和伤害函数
function skill3Effect() {
// 防卡 setInterval
var index = 0;
var effect = window.setInterval(() => {
var x = core.status.hero.loc.x,
y = core.status.hero.loc.y;
core.clearMap(
'icyMomentem',
locs[index][0] * 32,
locs[index][1] * 32,
32,
32
);
core.setBgFgBlock(
'bg',
167,
locs[index][0],
locs[index][1]
);
core.drawAnimate('ice', locs[index][0], locs[index][1]);
if (x == locs[index][0] && y == locs[index][1]) {
core.drawHeroAnimate('hand');
core.status.hero.hp -= 5000;
core.popupDamage(5000, x, y, false);
core.updateStatusBar();
if (core.status.hero.hp < 0) {
core.status.hero.hp = 0;
core.updateStatusBar();
core.events.lose();
clearInterval(effect);
return;
}
}
if (index >= locs.length - 1) {
clearInterval(effect);
setTimeout(() => {
deleteIce(locs);
}, 5000);
}
index++;
}, 50);
}
// 删除函数
function deleteIce(locs) {
// 照样 setInterval
var index = 0;
var deleteIce = window.setInterval(() => {
core.setBgFgBlock('bg', 0, locs[index][0], locs[index][1]);
index++;
if (index >= locs.length) {
clearInterval(deleteIce);
core.deleteCanvas('icyMomentem');
setTimeout(() => {
delete flags.haveIce;
}, 5000);
}
}, 50);
}
};
// ------ 第二阶段 7000~3500 ------ //
// 开始第二阶段
this.startStage2 = function () {
// 闪烁
core.createCanvas('flash', 0, 0, 480, 480, 160);
var alpha = 0;
var frame = 0;
var start1 = window.setInterval(() => {
core.clearMap('flash');
frame++;
if (frame <= 8) alpha += 0.125;
else alpha -= 0.01;
core.fillRect('flash', 0, 0, 480, 480, [255, 255, 255, alpha]);
if (alpha == 0) {
clearInterval(start1);
core.deleteCanvas('flash');
}
if (frame == 8) {
changeWeather();
}
});
// 切换天气
function changeWeather() {
core.setWeather();
core.setWeather('rain', 10);
core.setWeather('fog', 8);
// 色调也得换
core.setCurtain([0, 0, 0, 0.3]);
// bgm
core.playBgm('towerBoss2.mp3');
}
};
// ----- 打雷相关 ----- //
// 随机打雷
this.randomThunder = function () {
var x = Math.floor(Math.random() * 13) + 1,
y = Math.floor(Math.random() * 13) + 1,
power = Math.ceil(Math.random() * 6);
// 绘制危险区域
if (!core.dymCanvas.thunderDanger)
core.createCanvas('thunderDanger', 0, 0, 480, 480, 35);
else core.clearMap('thunderDanger');
// 3*3范围
for (var nx = x - 1; nx <= x + 1; nx++) {
for (var ny = y - 1; ny <= y + 1; ny++) {
core.fillRect(
'thunderDanger',
nx * 32 + 2,
ny * 32 + 2,
28,
28,
[255, 255, 255, 0.6]
);
}
}
core.deleteCanvas('flash');
setTimeout(() => {
core.playSound('thunder.mp3');
}, 500);
setTimeout(() => {
core.deleteCanvas('thunderDanger');
core.drawThunder(x, y, power);
}, 1000);
};
// 绘制
this.drawThunder = function (x, y, power) {
var route = core.getThunderRoute(x * 32 + 16, y * 32 + 16, power);
// 开始绘制
if (!core.dymCanvas.thunder)
core.createCanvas('thunder', 0, 0, 480, 480, 65);
else core.clearMap('thunder');
var style = core.dymCanvas.thunder;
style.shadowColor = 'rgba(220, 220, 255, 1)';
style.shadowBlur = power;
style.filter = 'blur(2.5px)';
for (var num in route) {
// 一个个绘制
for (var i = 0; i < route[num].length - 1; i++) {
var now = route[num][i],
next = route[num][i + 1];
core.drawLine(
'thunder',
now[0],
now[1],
next[0],
next[1],
'#ffffff',
2.5
);
}
}
// 伤害
core.getThunderDamage(x, y, power);
// 闪一下
var frame1 = 0,
alpha = 0.5;
if (!core.dymCanvas.flash)
core.createCanvas('flash', 0, 0, 480, 480, 160);
else core.clearMap('flash');
var thunderFlash = window.setInterval(() => {
alpha -= 0.05;
frame1++;
core.clearMap('flash');
core.fillRect('flash', 0, 0, 480, 480, [255, 255, 255, alpha]);
if (frame1 >= 10) {
clearInterval(thunderFlash);
core.deleteCanvas('flash');
// 删除闪电
setTimeout(() => {
core.deleteCanvas('thunder');
}, 700);
}
}, 20);
};
// 获得雷电路径
this.getThunderRoute = function (x, y, power) {
var route = [];
for (var num = 0; num < power; num++) {
var nx = x,
ny = y;
route[num] = [];
for (var i = 0; ny >= 0; i++) {
if (i > 0) {
nx += Math.random() * 30 - 15;
ny -= Math.random() * 80 + 30;
} else {
nx += Math.random() * 16 - 8;
ny += Math.random() * 16 - 8;
}
route[num].push([nx, ny]);
}
}
return route;
};
// 打雷伤害判定
this.getThunderDamage = function (x, y, power) {
var hx = core.status.hero.loc.x,
hy = core.status.hero.loc.y;
if (Math.abs(hx - x) <= 1 && Math.abs(hy - y) <= 1) {
core.status.hero.hp -= 3000 * power;
core.popupDamage(3000 * power, x, y, false);
core.updateStatusBar();
if (core.status.hero.hp < 0) {
core.status.hero.hp = 0;
core.updateStatusBar();
core.events.lose();
return;
}
}
};
// ----- 打雷 END ----- //
// 球形闪电 横竖
this.ballThunder = function () {
// 随机数量
var times = Math.ceil(Math.random() * 12) + 6;
var now = 0,
locs = [];
// setInterval执行
var ballThunder = window.setInterval(() => {
// 画布
if (!core.dymCanvas['ballThunder' + now])
core.createCanvas('ballThunder' + now, 0, 0, 480, 480, 35);
else core.clearMap('ballThunder' + now);
var nx = Math.floor(Math.random() * 13) + 1,
ny = Math.floor(Math.random() * 13) + 1;
// 添加位置 绘制危险区域
if (!locs.includes([nx, ny])) {
locs.push([nx, ny]);
// 横竖都要画
for (var mx = 1; mx < 14; mx++) {
core.fillRect(
'ballThunder' + now,
mx * 32 + 2,
ny * 32 + 2,
28,
28,
[190, 190, 255, 0.6]
);
}
for (var my = 1; my < 14; my++) {
core.fillRect(
'ballThunder' + now,
nx * 32 + 2,
my * 32 + 2,
28,
28,
[190, 190, 255, 0.6]
);
}
}
now++;
if (now >= times) {
clearInterval(ballThunder);
setTimeout(() => {
thunderAnimate(locs);
}, 1000);
}
}, 200);
// 动画 伤害
function thunderAnimate(locs) {
var frame = 0;
// 画布
if (!core.dymCanvas.ballAnimate)
core.createCanvas('ballAnimate', 0, 0, 480, 480, 65);
else core.clearMap('ballAnimate');
var style = core.dymCanvas.ballAnimate;
style.shadowColor = 'rgba(255, 255, 255, 1)';
var damaged = [];
var animate = window.setInterval(() => {
core.clearMap('ballAnimate');
for (var i = 0; i < locs.length; i++) {
style.shadowBlur = 16 * Math.random();
// 错开执行动画
if (frame - 10 * i > 0) {
var now = frame - 10 * i;
if (now == 1) core.playSound('electron.mp3');
// 动画
var nx = locs[i][0] * 32 + 16,
ny = locs[i][1] * 32 + 16;
if (now <= 2) {
core.fillCircle(
'ballAnimate',
nx,
ny,
16 + 3 * now,
[255, 255, 255, 0.9]
);
} else {
// 上
core.fillCircle(
'ballAnimate',
nx,
ny - 4 * now,
7 + 2 * Math.random(),
[255, 255, 255, 0.7]
);
// 下
core.fillCircle(
'ballAnimate',
nx,
ny + 4 * now,
7 + 2 * Math.random(),
[255, 255, 255, 0.7]
);
// 左
core.fillCircle(
'ballAnimate',
nx - 4 * now,
ny,
7 + 2 * Math.random(),
[255, 255, 255, 0.7]
);
// 右
core.fillCircle(
'ballAnimate',
nx + 4 * now,
ny,
7 + 2 * Math.random(),
[255, 255, 255, 0.7]
);
}
// 清除危险区域
core.clearMap(
'ballThunder' + i,
nx - 16,
ny - 16 - 4 * now,
32,
32
);
core.clearMap(
'ballThunder' + i,
nx - 16,
ny - 16 + 4 * now,
32,
32
);
core.clearMap(
'ballThunder' + i,
nx - 16 - 4 * now,
ny - 16,
32,
32
);
core.clearMap(
'ballThunder' + i,
nx - 16 + 4 * now,
ny - 16,
32,
32
);
// 伤害
if (!damaged[i]) {
var x = core.status.hero.loc.x,
y = core.status.hero.loc.y;
if (
((Math.floor((nx - 16 - 4 * now) / 32) ==
x ||
Math.floor((nx - 16 + 4 * now) / 32) ==
x) &&
locs[i][1] == y) ||
((Math.floor((ny - 16 - 4 * now) / 32) ==
y ||
Math.floor((ny - 16 + 4 * now) / 32) ==
y) &&
locs[i][0] == x)
) {
damaged[i] = true;
core.status.hero.hp -= 3000;
core.popupDamage(3000, x, y, false);
core.updateStatusBar();
core.playSound('electron.mp3');
if (core.status.hero.hp < 0) {
core.status.hero.hp = 0;
core.updateStatusBar();
core.events.lose();
clearInterval(animate);
return;
}
}
}
// 结束
if (i == locs.length - 1 && now > 120) {
clearInterval(animate);
}
}
}
frame++;
}, 20);
}
};
// ------ 第三阶段 3500~0 ------ //
this.startStage3 = function () {
// 闪烁
core.createCanvas('flash', 0, 0, 480, 480, 160);
var alpha = 0;
var frame = 0;
var start1 = window.setInterval(() => {
core.clearMap('flash');
frame++;
if (frame <= 8) alpha += 0.125;
else alpha -= 0.01;
core.fillRect('flash', 0, 0, 480, 480, [255, 255, 255, alpha]);
if (alpha == 0) {
clearInterval(start1);
core.deleteCanvas('flash');
}
if (frame == 8) {
core.playSound('thunder.mp3');
changeTerra();
core.insertAction([{ type: 'changePos', loc: [7, 7] }]);
}
});
// 改变地形
function changeTerra() {
for (var nx = 0; nx < 15; nx++) {
for (var ny = 0; ny < 15; ny++) {
if (nx == 0 || nx == 14 || ny == 0 || ny == 14) {
core.removeBlock(nx, ny);
}
if (
(nx == 1 || nx == 13 || ny == 1 || ny == 13) &&
nx != 0 &&
nx != 14 &&
ny != 0 &&
ny != 14
) {
core.setBlock(527, nx, ny);
}
}
}
core.createCanvas('tower7', 0, 0, 480, 480, 15);
// 画贴图
core.drawImage(
'tower7',
'tower7.jpeg',
360,
0,
32,
480,
0,
0,
32,
480
);
core.drawImage(
'tower7',
'tower7.jpeg',
840,
0,
32,
480,
448,
0,
32,
480
);
core.drawImage(
'tower7',
'tower7.jpeg',
392,
0,
416,
32,
32,
0,
416,
32
);
core.drawImage(
'tower7',
'tower7.jpeg',
392,
448,
416,
32,
32,
448,
416,
32
);
core.setBlock('E557', 7, 2);
core.playBgm('towerBoss3.mp3');
}
};
// 进入第四阶段
this.startStage4 = function () {
// 闪烁
core.createCanvas('flash', 0, 0, 480, 480, 160);
var alpha = 0;
var frame = 0;
var start1 = window.setInterval(() => {
core.clearMap('flash');
frame++;
if (frame <= 8) alpha += 0.125;
else alpha -= 0.01;
core.fillRect('flash', 0, 0, 480, 480, [255, 255, 255, alpha]);
if (alpha == 0) {
clearInterval(start1);
core.deleteCanvas('flash');
}
if (frame == 8) {
core.playSound('thunder.mp3');
changeTerra();
core.insertAction([{ type: 'changePos', loc: [7, 7] }]);
}
});
// 改变地形
function changeTerra() {
for (var nx = 1; nx < 14; nx++) {
for (var ny = 1; ny < 14; ny++) {
if (nx == 1 || nx == 13 || ny == 1 || ny == 13) {
core.removeBlock(nx, ny);
}
if (
(nx == 2 || nx == 12 || ny == 2 || ny == 12) &&
nx != 1 &&
nx != 13 &&
ny != 1 &&
ny != 13
) {
core.setBlock(527, nx, ny);
}
}
}
core.createCanvas('tower7', 0, 0, 480, 480, 15);
// 画贴图
core.drawImage(
'tower7',
'tower7.jpeg',
360,
0,
64,
480,
0,
0,
64,
480
);
core.drawImage(
'tower7',
'tower7.jpeg',
776,
0,
64,
480,
416,
0,
64,
480
);
core.drawImage(
'tower7',
'tower7.jpeg',
424,
0,
352,
64,
64,
0,
352,
64
);
core.drawImage(
'tower7',
'tower7.jpeg',
424,
416,
352,
64,
64,
416,
352,
64
);
core.setBlock('E557', 7, 3);
}
};
// 进入第五阶段
this.startStage5 = function () {
// 闪烁
core.createCanvas('flash', 0, 0, 480, 480, 160);
var alpha = 0;
var frame = 0;
var start1 = window.setInterval(() => {
core.clearMap('flash');
frame++;
if (frame <= 8) alpha += 0.125;
else alpha -= 0.01;
core.fillRect('flash', 0, 0, 480, 480, [255, 255, 255, alpha]);
if (alpha == 0) {
clearInterval(start1);
core.deleteCanvas('flash');
}
if (frame == 8) {
core.playSound('thunder.mp3');
changeTerra();
core.insertAction([{ type: 'changePos', loc: [7, 7] }]);
}
});
// 改变地形
function changeTerra() {
for (var nx = 2; nx < 13; nx++) {
for (var ny = 2; ny < 13; ny++) {
if (nx == 2 || nx == 12 || ny == 2 || ny == 12) {
core.removeBlock(nx, ny);
}
if (
(nx == 3 || nx == 11 || ny == 3 || ny == 11) &&
nx != 2 &&
nx != 12 &&
ny != 2 &&
ny != 12
) {
core.setBlock(527, nx, ny);
}
}
}
core.createCanvas('tower7', 0, 0, 480, 480, 15);
// 画贴图
core.drawImage(
'tower7',
'tower7.jpeg',
360,
0,
96,
480,
0,
0,
96,
480
);
core.drawImage(
'tower7',
'tower7.jpeg',
744,
0,
96,
480,
384,
0,
96,
480
);
core.drawImage(
'tower7',
'tower7.jpeg',
456,
0,
288,
96,
96,
0,
288,
96
);
core.drawImage(
'tower7',
'tower7.jpeg',
456,
384,
288,
96,
96,
384,
288,
96
);
core.setBlock('E557', 7, 4);
}
};
// 链状闪电 随机连接 碰到勇士则受伤
this.chainThunder = function () {
// 随机次数
var times = Math.ceil(Math.random() * 6) + 3;
// 画布
if (!core.dymCanvas.chainDanger)
core.createCanvas('chainDanger', 0, 0, 480, 480, 35);
else core.clearMap('chainDanger');
// setInterval执行
var locs = [],
now = 0;
var chain = window.setInterval(() => {
if (hp > 2000) {
var nx = Math.floor(Math.random() * 11) + 2,
ny = Math.floor(Math.random() * 11) + 2;
} else if (hp > 1000) {
var nx = Math.floor(Math.random() * 9) + 3,
ny = Math.floor(Math.random() * 9) + 3;
} else {
var nx = Math.floor(Math.random() * 7) + 4,
ny = Math.floor(Math.random() * 7) + 4;
}
if (!locs.includes([nx, ny])) {
locs.push([nx, ny]);
} else return;
// 危险线
if (now > 0) {
core.drawLine(
'chainDanger',
locs[now - 1][0] * 32 + 16,
locs[now - 1][1] * 32 + 16,
nx * 32 + 16,
ny * 32 + 16,
[220, 100, 255, 0.6],
3
);
}
if (now >= times) {
clearInterval(chain);
setTimeout(() => {
core.getChainRoute(locs);
core.deleteCanvas('chainDanger');
}, 1000);
}
now++;
}, 100);
};
// 链状闪电 动画
this.chainAnimate = function (route) {
if (!route) return core.chainThunder();
// 画布
if (!core.dymCanvas.chain)
core.createCanvas('chain', 0, 0, 480, 480, 65);
else core.clearMap('chain');
var style = core.dymCanvas.chain;
style.shadowBlur = 3;
style.shadowColor = 'rgba(255, 255, 255, 1)';
style.filter = 'blur(2px)';
// 当然还是setInterval
var frame = 0,
now = 0;
var animate = window.setInterval(() => {
if (now >= route.length - 1) {
clearInterval(animate);
setTimeout(() => {
core.deleteCanvas('chain');
}, 1000);
return;
}
frame++;
if (frame % 2 != 0) return;
core.drawLine(
'chain',
route[now][0],
route[now][1],
route[now + 1][0],
route[now + 1][1],
'#ffffff',
3
);
// 节点
if (now == 0) {
core.fillCircle(
'chain',
route[0][0],
route[0][1],
7,
'#ffffff'
);
}
if (
(route[now + 1][0] - 16) % 32 == 0 &&
(route[now + 1][1] - 16) % 32 == 0
) {
core.fillCircle(
'chain',
route[now + 1][0],
route[now + 1][1],
7,
'#ffffff'
);
}
// 判断伤害
core.lineDamage(
route[now][0],
route[now][1],
route[now + 1][0],
route[now + 1][1],
4000
);
now++;
}, 20);
};
// 链状闪电 获得闪电路径
this.getChainRoute = function (locs) {
// 照样用setInterval
var now = 0,
routes = [];
var route = window.setInterval(() => {
var nx = locs[now][0] * 32 + 16,
ny = locs[now][1] * 32 + 16;
var tx = locs[now + 1][0] * 32 + 16,
ty = locs[now + 1][1] * 32 + 16;
var dx = tx - nx,
dy = ty - ny;
var angle = Math.atan(dy / dx);
if (dy < 0 && dx < 0) angle += Math.PI;
if (dx < 0 && dy > 0) angle += Math.PI;
// 循环 + 随机
var times = 0;
while (true) {
times++;
nx += Math.random() * 50 * Math.cos(angle);
ny += Math.random() * 50 * Math.sin(angle);
routes.push([nx, ny]);
if (
Math.sqrt(
Math.pow(ny - ty, 2) + Math.pow(nx - tx, 2)
) <= 100
) {
routes.push([tx, ty]);
break;
}
if (times >= 20) {
clearInterval(route);
routes = null;
return;
}
}
now++;
if (now >= locs.length - 1) {
clearInterval(route);
core.chainAnimate(routes);
}
}, 2);
};
// 随机轰炸
this.randomBoom = function () {
// 停止轰炸
if (!flags.booming) {
clearInterval(flags.boom);
return;
}
// 根据阶段数 分攻击速率 和范围
var boomTime;
var range;
if (hp > 2000) {
boomTime = 500;
range = 11;
} else if (hp > 1000) {
boomTime = 400;
range = 9;
} else {
boomTime = 300;
range = 7;
}
// setInterval
flags.boom = window.setInterval(() => {
var nx = Math.floor(Math.random() * range) + (15 - range) / 2,
ny = Math.floor(Math.random() * range) + (15 - range) / 2;
boomLocs.push([nx, ny, 0]);
if (!flags.booming) clearInterval(flags.boom);
}, boomTime);
// 动画要在这里调用
core.boomingAnimate();
};
// 随机轰炸 动画
this.boomingAnimate = function () {
// 直接setInterval
if (!core.dymCanvas.boom)
core.createCanvas('boom', 0, 0, 480, 480, 65);
else core.clearMap('boom');
var boomAnimate = window.setInterval(() => {
if (boomLocs.length == 0) return;
if (!flags.booming && boomLocs.length == 0) {
clearInterval(boomAnimate);
return;
}
core.clearMap('boom');
boomLocs.forEach((loc, index) => {
loc[2]++;
var x = loc[0] * 32 + 16,
y = loc[1] * 32 + 16;
if (loc[2] >= 20) {
var alpha = 1,
radius = 12;
} else {
var radius = 0.12 * Math.pow(20 - loc[2], 2) + 12,
alpha = Math.max(1, 2 - loc[2] * 0.1);
}
var angle = (loc[2] * Math.PI) / 50;
// 开始绘制
core.fillCircle('boom', x, y, 3, [255, 50, 50, alpha]);
core.strokeCircle(
'boom',
x,
y,
radius,
[255, 50, 50, alpha],
2
);
// 旋转的线
core.drawLine(
'boom',
x + radius * Math.cos(angle),
y + radius * Math.sin(angle),
x + (radius + 15) * Math.cos(angle),
y + (radius + 15) * Math.sin(angle),
[255, 50, 50, alpha],
1
);
angle += Math.PI;
core.drawLine(
'boom',
x + radius * Math.cos(angle),
y + radius * Math.sin(angle),
x + (radius + 15) * Math.cos(angle),
y + (radius + 15) * Math.sin(angle),
[255, 50, 50, alpha],
1
);
// 炸弹 下落
if (loc[2] > 70) {
var h =
y -
(20 * (85 - loc[2]) +
2.8 * Math.pow(85 - loc[2], 2));
core.drawImage(
'boom',
'boom.png',
x - 18,
h - 80,
36,
80
);
}
if (loc[2] == 85) {
core.drawAnimate(
'explosion1',
(x - 16) / 32,
(y - 16) / 32
);
boomLocs.splice(index, 1);
if (boomLocs.length == 0) core.deleteCanvas('boom');
// 伤害判定
var hx = core.status.hero.loc.x,
hy = core.status.hero.loc.y;
if (loc[0] == hx && loc[1] == hy) {
core.status.hero.hp -= 3000;
core.popupDamage(3000, hx, hy, false);
core.updateStatusBar();
if (core.status.hero.hp < 0) {
core.status.hero.hp = 0;
core.updateStatusBar();
core.events.lose();
clearInterval(boomAnimate);
flags.booming = false;
return;
}
}
}
});
}, 20);
};
// 直线型伤害判定
this.lineDamage = function (x1, y1, x2, y2, damage) {
// 获得勇士坐标
var x = core.status.hero.loc.x,
y = core.status.hero.loc.y;
// 是否可能碰到勇士
if (
(x1 < x * 32 - 12 && x2 < x * 32 - 12) ||
(x1 > x * 32 + 12 && x2 > x * 32 + 12) ||
(y1 < y * 32 - 16 && y2 < y * 32 - 16) ||
(y1 > y * 32 + 16 && y2 > y * 32 + 16)
)
return;
// 对角线的端点是否在直线异侧 勇士视为24 * 32
for (var time = 1; time <= 2; time++) {
// 左下右上
if (time == 1) {
var loc1 = [x * 32 - 12, y * 32 + 16],
loc2 = [x * 32 + 12, y * 32 - 16];
// 直线方程 y == (y2 - y1) / (x2 - x1) * (x - x1) + y1
var n1 =
((y2 - y1) / (x2 - x1)) * (loc1[0] - x1) +
y1 -
loc1[1],
n2 =
((y2 - y1) / (x2 - x1)) * (loc2[0] - x1) +
y1 -
loc2[1];
if (n1 * n2 <= 0) {
core.status.hero.hp -= damage;
core.popupDamage(damage, x, y, false);
core.updateStatusBar();
core.playSound('electron.mp3');
if (core.status.hero.hp < 0) {
core.status.hero.hp = 0;
core.updateStatusBar();
core.events.lose();
return;
}
return;
}
} else {
// 左上右下
var loc1 = [x * 32 - 12, y * 32 - 16],
loc2 = [x * 32 + 12, y * 32 + 16];
// 直线方程 y == (y2 - y1) / (x2 - x1) * (x - x1) + y1
var n1 =
((y2 - y1) / (x2 - x1)) * (loc1[0] - x1) +
y1 -
loc1[1],
n2 =
((y2 - y1) / (x2 - x1)) * (loc2[0] - x1) +
y1 -
loc2[1];
if (n1 * n2 <= 0) {
core.status.hero.hp -= damage;
core.popupDamage(damage, x, y, false);
core.updateStatusBar();
core.playSound('electron.mp3');
if (core.status.hero.hp < 0) {
core.status.hero.hp = 0;
core.updateStatusBar();
core.events.lose();
return;
}
return;
}
}
}
};
},
weatherSuperimpose: function () {
// 天气叠加功能
////// 更改天气效果 //////
control.prototype.setWeather = function (type, level) {
// 非雨雪
if (type == null) {
Object.keys(core.control.weathers).forEach(one => {
core.deleteCanvas('weather' + one);
});
core.animateFrame.weather.type = [];
core.animateFrame.weather.nodes = {};
core.animateFrame.weather.level = {};
core.animateFrame.weather.time = {};
return;
}
if (!core.animateFrame.weather.level || level == null)
core.animateFrame.weather.level = {};
if (!core.animateFrame.weather.type)
core.animateFrame.weather.type = [];
level = core.clamp(parseInt(level) || 5, 1, 10);
// 当前天气:则忽略
if (
core.animateFrame.weather.type.includes(type) &&
level == core.animateFrame.weather.level[type]
)
return;
if (core.animateFrame.weather.nodes[type]) return;
// 计算当前的宽高
core.createCanvas(
'weather' + type,
0,
0,
core.__PIXELS__,
core.__PIXELS__,
80
);
core.animateFrame.weather.type.push(type);
core.animateFrame.weather.level[type] = level;
this._setWeather_createNodes(type, level);
};
control.prototype._setWeather_createNodes = function (type, level) {
var number =
level *
parseInt(
(20 * core.bigmap.width * core.bigmap.height) /
(core.__SIZE__ * core.__SIZE__)
);
if (!core.animateFrame.weather.nodes[type])
core.animateFrame.weather.nodes[type] = [];
switch (type) {
case 'rain':
for (var a = 0; a < number; a++) {
core.animateFrame.weather.nodes.rain.push({
x: Math.random() * core.bigmap.width * 32,
y: Math.random() * core.bigmap.height * 32,
l: Math.random() * 2.5,
xs: -4 + Math.random() * 4 + 2,
ys: Math.random() * 10 + 10
});
}
break;
case 'snow':
for (var a = 0; a < number; a++) {
core.animateFrame.weather.nodes.snow.push({
x: Math.random() * core.bigmap.width * 32,
y: Math.random() * core.bigmap.height * 32,
r: Math.random() * 5 + 1,
d: Math.random() * Math.min(level, 200)
});
}
break;
case 'fog':
if (core.animateFrame.weather.fog) {
core.animateFrame.weather.nodes[type] = [
{
level: number,
x: 0,
y: -core.__PIXELS__ / 2,
dx: -Math.random() * 1.5,
dy: Math.random(),
delta: 0.001
}
];
}
break;
case 'cloud':
if (core.animateFrame.weather.cloud) {
core.animateFrame.weather.nodes[type] = [
{
level: number,
x: 0,
y: -core.__PIXELS__ / 2,
dx: -Math.random() * 1.5,
dy: Math.random(),
delta: 0.001
}
];
}
break;
case 'sun':
if (core.animateFrame.weather.sun) {
// 直接绘制
core.clearMap('weather' + type);
core.setAlpha('weather' + type, level / 10);
core.drawImage(
'weather' + type,
core.animateFrame.weather.sun,
0,
0,
core.animateFrame.weather.sun.width,
core.animateFrame.weather.sun.height,
0,
0,
core.__PIXELS__,
core.__PIXELS__
);
core.setAlpha('weather' + type, 1);
}
break;
}
};
core.registerAnimationFrame('weather', true, timestamp => {
var weather = core.animateFrame.weather;
if (!weather.type) return;
weather.type.forEach(one => {
if (
timestamp - weather.time[one] <= 30 ||
!core.dymCanvas['weather' + one]
)
return;
core.control['_animationFrame_weather_' + one]();
weather.time[one] = timestamp;
});
});
// 雨
control.prototype._animationFrame_weather_rain = function () {
var ctx = core.dymCanvas.weatherrain,
ox = core.bigmap.offsetX,
oy = core.bigmap.offsetY;
core.clearMap('weatherrain');
ctx.strokeStyle = 'rgba(174,194,224,0.8)';
ctx.lineWidth = 1;
ctx.lineCap = 'round';
core.animateFrame.weather.nodes.rain.forEach(p => {
ctx.beginPath();
ctx.moveTo(p.x - ox, p.y - oy);
ctx.lineTo(p.x + p.l * p.xs - ox, p.y + p.l * p.ys - oy);
ctx.stroke();
p.x += p.xs;
p.y += p.ys;
if (
p.x > core.bigmap.width * 32 ||
p.y > core.bigmap.height * 32
) {
p.x = Math.random() * core.bigmap.width * 32;
p.y = -10;
}
});
ctx.fill();
};
// 雪
control.prototype._animationFrame_weather_snow = function () {
var ctx = core.dymCanvas.weathersnow,
ox = core.bigmap.offsetX,
oy = core.bigmap.offsetY;
core.clearMap('weathersnow');
ctx.fillStyle = 'rgba(255, 255, 255, 0.8)';
ctx.beginPath();
if (!core.animateFrame.weather.data)
core.animateFrame.weather.data = {};
core.animateFrame.weather.data.snow =
core.animateFrame.weather.data.snow || 0;
core.animateFrame.weather.data.snow += 0.01;
var angle = core.animateFrame.weather.data.snow;
core.animateFrame.weather.nodes.snow.forEach(p => {
ctx.moveTo(p.x - ox, p.y - oy);
ctx.arc(p.x - ox, p.y - oy, p.r, 0, Math.PI * 2, true);
// update
p.x += Math.sin(angle) * core.animateFrame.weather.level.snow;
p.y += Math.cos(angle + p.d) + 1 + p.r / 2;
if (
p.x > core.bigmap.width * 32 + 5 ||
p.x < -5 ||
p.y > core.bigmap.height * 32
) {
if (Math.random() > 1 / 3) {
p.x = Math.random() * core.bigmap.width * 32;
p.y = -10;
} else {
if (Math.sin(angle) > 0) p.x = -5;
else p.x = core.bigmap.width * 32 + 5;
p.y = Math.random() * core.bigmap.height * 32;
}
}
});
ctx.fill();
};
// 图片天气
control.prototype.__animateFrame_weather_image = function (
image,
type
) {
if (!image) return;
var node = core.animateFrame.weather.nodes[type][0];
core.setAlpha('weather' + type, node.level / 500);
var wind = 1.5;
var width = image.width,
height = image.height;
node.x += node.dx * wind;
node.y += (2 * node.dy - 1) * wind;
if (node.x + 3 * width <= core.__PIXELS__) {
node.x += 4 * width;
while (node.x > 0) node.x -= width;
}
node.dy += node.delta;
if (node.dy >= 1) {
node.delta = -0.001;
} else if (node.dy <= 0) {
node.delta = 0.001;
}
if (node.y + 3 * height <= core.__PIXELS__) {
node.y += 4 * height;
while (node.y > 0) node.y -= height;
} else if (node.y >= 0) {
node.y -= height;
}
for (var i = 0; i < 3; ++i) {
for (var j = 0; j < 3; ++j) {
if (
node.x + (i + 1) * width <= 0 ||
node.x + i * width >= core.__PIXELS__ ||
node.y + (j + 1) * height <= 0 ||
node.y + j * height >= core.__PIXELS__
)
continue;
core.drawImage(
'weather' + type,
image,
node.x + i * width,
node.y + j * height
);
}
}
core.setAlpha('weather' + type, 1);
};
// 雾
control.prototype._animationFrame_weather_fog = function () {
core.clearMap('weatherfog');
this.__animateFrame_weather_image(
core.animateFrame.weather.fog,
'fog'
);
};
// 云
control.prototype._animationFrame_weather_cloud = function () {
core.clearMap('weathercloud');
this.__animateFrame_weather_image(
core.animateFrame.weather.cloud,
'cloud'
);
};
},
popupDamage: function () {
// 伤害弹出
// 复写阻激夹域检测
control.prototype.checkBlock = function () {
var x = core.getHeroLoc('x'),
y = core.getHeroLoc('y'),
loc = x + ',' + y;
var damage = core.status.checkBlock.damage[loc];
if (damage) {
core.addPop(x * 32 + 12, y * 32 + 20, damage, '#f00', '#000');
core.status.hero.hp -= damage;
var text =
Object.keys(core.status.checkBlock.type[loc] || {}).join(
','
) || '伤害';
core.drawTip('受到' + text + damage + '点');
core.drawHeroAnimate('zone');
this._checkBlock_disableQuickShop();
core.status.hero.statistics.extraDamage += damage;
if (core.status.hero.hp <= 0) {
core.status.hero.hp = 0;
core.updateStatusBar();
core.events.lose();
return;
} else {
core.updateStatusBar();
}
}
this._checkBlock_ambush(core.status.checkBlock.ambush[loc]);
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;
/**
* 发送请求
* @param {string} url
* @param {string} type
* @param {string} data
* @returns {Promise}
*/
async function post(url, type, data) {
const xhr = new XMLHttpRequest();
xhr.open(type, url);
xhr.send(data);
const res = await new Promise(res => {
xhr.onload = e => {
if (xhr.status !== 200) {
console.error(`hot reload: http ${xhr.status}`);
res('@error');
} else res('success');
};
xhr.onerror = e => {
res('@error');
console.error(`hot reload: error on connection`);
};
});
if (res === 'success') return xhr.response;
else return '@error';
}
/**
* 热重载css
* @param {string} data
*/
function reloadCss(data) {
const all = Array.from(document.getElementsByTagName('link'));
all.forEach(v => {
if (v.rel !== 'stylesheet') return;
if (v.href === `http://127.0.0.1:3000/${data}`) {
v.remove();
const link = document.createElement('link');
link.rel = 'stylesheet';
link.type = 'text/css';
link.href = data;
document.head.appendChild(link);
console.log(`css hot reload: ${data}`);
}
});
}
/**
* 热重载楼层
* @param {string} data
*/
async function reloadFloor(data) {
// 首先重新加载main.floors对应的楼层
await import(`/project/floors/${data}.js?v=${Date.now()}`);
// 然后写入core.floors并解析
core.floors[data] = main.floors[data];
const floor = core.loadFloor(data);
if (core.isPlaying()) {
core.status.maps[data] = floor;
delete core.status.mapBlockObjs[data];
core.extractBlocks(data);
if (data === core.status.floorId) {
core.drawMap(data);
core.setWeather(
core.animateFrame.weather.type,
core.animateFrame.weather.level
);
}
core.updateStatusBar(true, true);
}
console.log(`floor hot reload: ${data}`);
}
/**
* 热重载脚本编辑及插件编写
* @param {string} data
*/
async function reloadScript(data) {
if (data === 'plugins') {
// 插件编写比较好办
const before = plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1;
// 这里不能用动态导入,因为动态导入会变成模块,变量就不是全局的了
const script = document.createElement('script');
script.src = `/project/plugins.js?v=${Date.now()}`;
document.body.appendChild(script);
await new Promise(res => {
script.onload = () => res('success');
});
const after = plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1;
// 找到差异的函数
for (const id in before) {
const fn = before[id];
if (typeof fn !== 'function') continue;
if (fn.toString() !== after[id]?.toString()) {
try {
core.plugin[id] = after[id];
core.plugin[id].call(core.plugin);
core.updateStatusBar(true, true);
console.log(`plugin hot reload: ${id}`);
} catch (e) {
console.error(e);
}
}
}
} else if (data === 'functions') {
// 脚本编辑略微麻烦点
const before = functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a;
// 这里不能用动态导入,因为动态导入会变成模块,变量就不是全局的了
const script = document.createElement('script');
script.src = `/project/functions.js?v=${Date.now()}`;
document.body.appendChild(script);
await new Promise(res => {
script.onload = () => res('success');
});
const after = functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a;
// 找到差异的函数
for (const mod in before) {
const fns = before[mod];
for (const id in fns) {
const fn = fns[id];
if (typeof fn !== 'function' || id === 'hasSpecial')
continue;
const now = after[mod][id];
if (fn.toString() !== now.toString()) {
try {
if (mod === 'events') {
core.events.eventdata[id] = now;
} else if (mod === 'enemys') {
core.enemys.enemydata[id] = now;
} else if (mod === 'actions') {
core.actions.actionsdata[id] = now;
} else if (mod === 'control') {
core.control.controldata[id] = now;
} else if (mod === 'ui') {
core.ui.uidata[id] = now;
}
core.updateStatusBar(true, true);
console.log(
`function hot reload: ${mod}.${id}`
);
} catch (e) {
console.error(e);
}
}
}
}
}
}
/**
* 属性热重载,包括全塔属性等
* @param {string} data
*/
async function reloadData(data) {
const script = document.createElement('script');
script.src = `/project/${data}.js?v=${Date.now()}`;
document.body.appendChild(script);
await new Promise(res => {
script.onload = () => res('success');
});
let after;
if (data === 'data')
after = data_a1e2fb4a_e986_4524_b0da_9b7ba7c0874d;
if (data === 'enemys')
after = enemys_fcae963b_31c9_42b4_b48c_bb48d09f3f80;
if (data === 'icons')
after = icons_4665ee12_3a1f_44a4_bea3_0fccba634dc1;
if (data === 'items')
after = items_296f5d02_12fd_4166_a7c1_b5e830c9ee3a;
if (data === 'maps')
after = maps_90f36752_8815_4be8_b32b_d7fad1d0542e;
if (data === 'events')
after = events_c12a15a8_c380_4b28_8144_256cba95f760;
if (data === 'enemys') {
core.enemys.enemys = after;
for (var enemyId in after) {
core.enemys.enemys[enemyId].id = enemyId;
}
core.material.enemys = core.getEnemys();
} else if (data === 'icons') {
core.icons.icons = after;
core.material.icons = core.getIcons();
} else if (data === 'items') {
core.items.items = after;
for (var itemId in after) {
core.items.items[itemId].id = itemId;
}
core.material.items = core.getItems();
} else if (data === 'maps') {
core.maps.blocksInfo = after;
core.status.mapBlockObjs = {};
core.status.number2block = {};
Object.values(core.status.maps).forEach(v => delete v.blocks);
core.extractBlocks();
core.setWeather(
core.animateFrame.weather.type,
core.animateFrame.weather.level
);
core.drawMap();
} else if (data === 'events') {
core.events.commonEvent = after.commonEvent;
} else if (data === 'data') {
location.reload();
}
core.updateStatusBar(true, true);
console.log(`data hot reload: ${data}`);
}
// 初始化
(async function () {
const data = await post('/reload', 'POST', 'test');
if (data === '@error') {
console.log(`未检测到node服务,热重载插件将无法使用`);
} else {
console.log(`热重载插件加载成功`);
// reload
setInterval(async () => {
const res = await post('/reload', 'POST');
if (res === '@error') return;
if (res === 'true') location.reload();
else return;
}, 1000);
// hot reload
setInterval(async () => {
const res = await post('/hotReload', 'POST');
const data = res.split('@@');
data.forEach(v => {
if (v === '') return;
const [type, file] = v.split(':');
if (type === 'css') reloadCss(file);
if (type === 'data') reloadData(file);
if (type === 'floor') reloadFloor(file);
if (type === 'script') reloadScript(file);
});
}, 1000);
}
})();
},
hide: function () {
if (main.mode === 'editor' || main.replayChecking) return;
/**
* 所有的会被视为房间的墙
*/
const WALLS = [
'yellowWall',
'yellowDoor',
'blueDoor',
'redDoor',
'greenDoor'
];
/**
* 房间的最大大小
*/
const MAX_AREA = 25;
/**
* 要隐藏的点
*/
const HIDE_POS = [
['MT1', 2, 3],
['MT2', 4, 5],
['MT3', 7, 1]
];
let showed = {};
/// 初始化游戏
events.prototype.resetGame = function (
hero,
hard,
floorId,
maps,
values
) {
this.eventdata.resetGame(hero, hard, floorId, maps, values);
showed = core.getFlag('__showed__', {});
flags.__showed__ = flags.__showed__ ?? {};
hide();
};
/**
* 显示一个区域
* @param {string} floor
* @param {number} x
* @param {number} y
*/
this.showHidden = function (floor, x, y) {
const pos = bfs(floor, x, y);
for (const [x, y] of pos) {
core.setBgFgBlock('fg', 0, x, y, floor);
const id = `${floor}_${x}_${y}`;
showed[id] = true;
flags.__showed__[id] = true;
}
};
/**
* 隐藏
*/
function hide() {
for (const pos of HIDE_POS) {
const id = pos.join('_');
if (showed[id]) continue;
const p = bfs(...pos);
if (p.length >= MAX_AREA) continue;
for (const [x, y] of p) {
core.setBgFgBlock('fg', 4, x, y, pos[0]);
const id = `${pos[0]}_${x}_${y}`;
showed[id] = true;
flags.__showed__[id] = false;
}
}
}
/**
* @returns {[number, number][]}
*/
function bfs(floorId, x, y) {
core.extractBlocks(floorId);
const blocks = core.getMapBlocksObj(floorId);
const mapped = {
[`${x},${y}`]: true
};
const queue = [[x, y]];
/** @type {[direction, number, number][]} */
const dir = Object.entries(core.utils.scan).map(v => [
v[0],
v[1].x,
v[1].y
]);
const res = [[x, y]];
while (queue.length > 0) {
const [nx, ny] = queue.shift();
dir.forEach(v => {
const [tx, ty] = [nx + v[1], ny + v[2]];
const floor = core.status.maps[floorId];
if (
tx < 0 ||
ty < 0 ||
tx >= floor.width ||
ty >= floor.height
)
return;
const loc = `${tx},${ty}`;
if (mapped[loc]) return;
const block = blocks[loc];
mapped[loc] = true;
if (!block) {
queue.push([tx, ty]);
res.push([tx, ty]);
return;
}
if (WALLS.includes(block.event.id)) return;
queue.push([tx, ty]);
res.push([tx, ty]);
});
}
return res;
}
},
uiChange: function () {
if (main.replayChecking) return;
ui.prototype.drawBook = function () {
return (core.plugin.bookOpened.value = true);
};
ui.prototype._drawToolbox = function () {
return (core.plugin.toolOpened.value = true);
};
ui.prototype._drawEquipbox = function () {
return (core.plugin.equipOpened.value = true);
};
}
};