mirror of
https://github.com/unanmed/HumanBreak.git
synced 2025-01-19 20:59:37 +08:00
208 lines
7.2 KiB
JavaScript
208 lines
7.2 KiB
JavaScript
'use strict';
|
|
|
|
(function () {
|
|
// 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;
|
|
|
|
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)
|
|
};
|
|
};
|
|
})();
|